I see you had toned down a little the crypt zombies (in the previous version my 6 level player character couldn't survive even one hit from one of them). you had add a lot of terrain in very little time, good work. I like the new enemies. When I enter the crypt the undead fight each other. It's a clash between Nadox and his father forces? The only problem I see is that i encounter a huge dificulty to activate some of the doors (and to defeat any of the enemies, but my Character is of very low level, and besides I like the urge to run from them), the text indicating these doors apears in very brief periods of time time after aproching it from diferent angles. In some cases I have been more than five minutes triying to open the door.
Overal is a good work, but please, do something with the doors.
Don't push yourself too hard. It's only an idea, and you know better than me how should evolve the narrative elements of this history. The last I would wan't is to ruin your fun creating a promissing mod.
I downloaded the quarter to half version. Must say that the entrance well is really creepy, the blur is perfect. I was wandering around trying with different wells, thinking that maybe I wasn't searching in the correct area when I saw THE well. Is VERY intimidating. Anyway I think the two severed heads are unnecessary for the initial shock, and reveals gory details too early, y would remove them. The atmosphere inside is oppressing. Really scary.
My suggestion is to put some empty cells after the appearance of the enemies in order to increase the fear of the player. Even, the whole dungeon could be empty until the player do something (reach the final room, take an object...), then a sound (a laugh, a lament, a chain mechanism...) could suggest that things are getting ugly. After all, what is scarier? Something in your way in, or something in your way out?
I find really difficult to reach the door to the second room, the option to activate it appeared only at certain distance and in a very brief period of time (maybe is related to the blur effect acting as a solid object between the player and the door).
The file should benefit from a cleaning with tes4edit or a similar tool (many top mods are way dirtier anyway).
I think there is a little problem with the pathgrids. In four different visits to the well I find the same npc having a really hard time trying to pass the palisade around the well (but please don’t remove that palisade it contributes greatly to the feeling of damnation of the well).
11 comments
Great job
"Go away. I don't want to talk to you."
When I click on them they will talk to me--but there are no quests given, spoken or to click on.
When I remove the mod--all the npcs go back to normal.
When I enter the crypt the undead fight each other. It's a clash between Nadox and his father forces?
The only problem I see is that i encounter a huge dificulty to activate some of the doors (and to defeat any of the enemies, but my Character is of very low level, and besides I like the urge to run from them), the text indicating these doors apears in very brief periods of time time after aproching it from diferent angles. In some cases I have been more than five minutes triying to open the door.
Overal is a good work, but please, do something with the doors.
My suggestion is to put some empty cells after the appearance of the enemies in order to increase the fear of the player. Even, the whole dungeon could be empty until the player do something (reach the final room, take an object...), then a sound (a laugh, a lament, a chain mechanism...) could suggest that things are getting ugly. After all, what is scarier? Something in your way in, or something in your way out?
I find really difficult to reach the door to the second room, the option to activate it appeared only at certain distance and in a very brief period of time (maybe is related to the blur effect acting as a solid object between the player and the door).
The file should benefit from a cleaning with tes4edit or a similar tool (many top mods are way dirtier anyway).
I think there is a little problem with the pathgrids. In four different visits to the well I find the same npc having a really hard time trying to pass the palisade around the well (but please don’t remove that palisade it contributes greatly to the feeling of damnation of the well).