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  1. Sergio1992
    Sergio1992
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    [Spoiler heavy]

    Ok dungeon. I would rate it a 6/7 (6 going for a 7). Worth playing one time

    > I liked the backstory but I think it didn't get a proper ending. I mean, you left the player guessing what was the necromancer doing in such a ruin (apart from reviving corpses). And how did he get inside? I think that if you added some notes or a secret area with a secret necromancer lair and maybe a diary it would be better.

    > The ayleid ruin is large but scarcely populated. Is it just me thinking that?

    > When you face the monsters, they don't have a name. But they should have it. I mean, Oblivion xp clearly names many of the people inside of the ruins 'ayleid ghosts'. But 'ayleid ghosts' does not appear when you face them with the cursor.

    > I've found (at least) 10 k worth of loot inside the dungeon. But no op armor/swords (I guess I had false expectation thinking that I could find a sword better than TIE Umbra)

    Thanks for this dungeon.
    1. Craddok
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      Glad you enjoyed it, and I definitely appreciate the feedback. I'll address each of your points, but keep in mind this is just my reasoning--everyone's got their own stylistic preferences.

      [Also spoiler heavy, be warned]

      1) I intentionally left some of the story unspoken, so that the the environment could tell half the story, and to encourage players to think a little deeper. The answers to all your questions are there, though. Pay special attention to the latter half of the cave section. And there is a diary, in the small room before the Necromancer's chamber. It's unreadable, but the nature of the diary tells you quite a bit. As does the particular corpses being revived (and the manner in which it's done).

      2) Also intentional, for a couple reasons: story, mood, and pacing. Story first: you'll notice that all still-living enemies (err... still walking around, in any case) are behind barriers that the expedition never breached. And the areas they did reach are scattered with the bones of the recently raised. As for mood and pacing, they kind of go hand in hand. I wanted to let the anticipation and tension build as you wander this vast empty sepulcher, expecting at any moment for something to try to kill you or hand you a quest. And always that nagging question in the back of your mind: where's the expedition?

      3) Again, intentional, though it's more a side effect. I wanted the ghosts on the ruin to be truly ghostly--that means no looting (or, Seht forbid, talking). So I gave them a script that makes them non-interactive; the lack of a name is a side effect of that.

      4) Definitely intentional. I didn't want to make an over-the-top, borderline gaudy mod. I designed Nagaia Molag to fit seamlessly into the vanilla game, and seem almost like just another dungeon (though, hopefully, a memorable one). That means no god gear. There are 7-8 unique pieces of enchanted gear in the mod, they're just relatively balanced.

      And again, thanks for the feedback, and for playing.
  2. Sergio1992
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    In response to post #18440289. #18511034, #18548699, #18553889, #21319014 are all replies on the same post.
     

    Nah I cleaned it, just built the place in the same spot as two other mods
     


    I used tesedit and found 11 ITM.
    1. Craddok
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      Hmm, odd. Maybe we're using different versions of tesedit?
  3. raymond_dnd
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    Found another conflict - Verona House Bloodlines ( http://www.nexusmods.com/oblivion/mods/14601/? ) which I'd installed and forgotten about, as it doesn't start until you've finished the main quest (currently level 50, and still haven't met Martin, so it's a way off ...)
    It's "Tomb of the Hero" is in almost the same spot - the ground's cut up, but you can still enter both ruins.
    Will disable Bloodlines until I get close to trying it.
    1. Craddok
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      Thanks for pointing this out, I've added Verona House Bloodlines to the incompatibility list.
    2. raymond_dnd
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      Thanks -- and 'oops', it seems to be the "Tomb of the Warrior", I misremembered which seems to be an ongoing problem since whenever..

      Have very much enjoyed your ruins - had to go though it three times, as something else had messed up the save game (probably removing Verona House or the result of another mod I played first) -- some doors would not open, and then the visual effects of spell casting would not vanish, blinding vision.

      Loved the design, and feel of the ruins!

    3. Craddok
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      Ah thanks for the correction, I'll update the incompatibility list.

      Glad to hear you enjoyed the mod, and I hope it didn't get repetitive after playing through it three times hah. Were any of the doors in Abagaianye not opening, or was that just a problem across your entire game? In any case, feel free to email me if you had any specific feedback you'd like to share or if you encountered any bugs directly related to my mod--I'm always eager to hear from players (and I'd like to keep the comments section clear of any spoilers).

      Oh and I'd be remiss if I didn't plug my other dungeon mod, Mathmeldi, while I'm here. It has a decidedly different feel to it. You can find a link at the bottom of this mod's description
    4. Sergio1992
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      Are ITM wanted in your mod? Or did you forget to clean them via tesedit?
    5. Craddok
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      Nah I cleaned it, just built the place in the same spot as two other mods
  4. Mephaniel
    Mephaniel
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    Unfortunately, Arthmoore's Sutch Village and this mod do conflict. I just tried the two together myself: the road from Sutch to Oyster Bay ends up with a very noticeable land tear and most of Oyster Bay is buried under terrain. (These results were with Sutch Village loaded before this mod; I haven't tried switching the load order the other way around.)

    This does sound like an interesting mod and if there were a compatibility patch to allow it to work with Sutch Village, I would very much be interested in giving it a playthrough.
    1. Craddok
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      Thanks for the confirmation. Unfortunately I don't have any experience with compatibility patches. I might look into getting one set up, but we'll see.
    2. Pinkertonius
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      One already exists....

      http://www.nexusmods.com/oblivion/mods/45387/

      - Martin
    3. Craddok
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      Thanks for the heads up Pinkertonius. I had no idea that existed, and never thought someone else would bother to make a compatibility patch for my little dungeon mod. I'll link to that in the mod description.
    4. Pinkertonius
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      Well if one wasn't already there, I had planned on making one
  5. HareDeLune
    HareDeLune
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    You might want to check to see if this conflicts with Arthmoore's Sutch Village mod: http://www.nexusmods.com/oblivion/mods/40882/?
    as I believe that mod adds a small pirate operation called 'Oyster Bay' to the mouth of the Brenna River. It occupies the East bank, with two ships in the water. If your mod occupies the West bank, and nothing in the water, then you're probably good; but you might want to check to be sure.
    Just a little head's-up!
    1. Craddok
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      Ah thanks for the heads up, I'll look into it.
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