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GoldenRingmonkey

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frozensteel

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13 comments

  1. KraangKong
    KraangKong
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    Upon testing my many mods; I have determined that this mod messes with the hallway in Vilverin Sancremathi (the room with the blade traps.)
    The floor is completely missing.
  2. Rikiaz
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    I've been looking for mods that just add more dungeons without a big quest line or anything to them. Will try it out next time I play. Maybe add the location to the description though so players know where to look.
    1. frozensteel
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      Noted, changed the description.
    2. Rikiaz
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      Played through the dungeon, and it was pretty good! It was a fun little romp and the dungeon not being entirely linear and having a few puzzles was a nice surprise.
    3. frozensteel
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      Thank you very much.
    4. Rikiaz
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      I did notice a few issues in the mod after I played through the dungeon. Nothing wrong with the dungeon itself but seems there are a few accidental edits including deleting the dungeon piece used for the Ayleid Ruin swinging blade hallways from the game. And like MercerMeka said, editing reusing activators and containers already in the game should be avoided if possible, the chest that you edited to contain the key is found elsewhere in the game so the key can be found there without ever even entering your dungeon. The best way to go about that is to copy them and use the copy instead. If you don't know how to do that in the Construction Set take the thing you want to use and edit, change the Editor ID, and when the box pops saying you've changed the Editor ID and asking if you would like to create a new form, click yes, then use that new copy you made. That can avoid potential conflicts with mods that edit those things for other reasons as well.
    5. AllisterHenderson
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      Okay, so a few issues here that need to be addressed for a future update.....
  3. MercerMeka
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    I always enjoy new dungeons and I hope you make more. With that said this mod needs cleaning: 7 ITM, 35 UDR records.
    Also you've edited 1 vanilla vanilla activator and 1 vanilla container. You should make new uniuqe of those to avoid conflicts.
    Will give feedback after play-through.
    1. AllisterHenderson
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      That is good you are giving constructive feedback. I can understand the mod needing to be cleaned with TES4Edit, but why does it matter that a vanilla activator & container is edited in the mod? When you say to use a new unique version, do you mean using additional mesh / texture resources... The fact that it is a plugin only, means it can be merged easily to save slots.
    2. MercerMeka
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      I suppose it is not a problem that a vanilla activator & container is edited if no other mods are affected in a negative way, but I'd say it's good practice. I wouldn't say you should add new resources. I haven't looked into the mod I only used the automatic TES4Edit cleaning but maybe that activator and container could simply be copied and then use the copy. That way no new resources would be needed. I don't know if that is possible.
      I'd rather not open up and look in side the mod since I want to be surprised with what's been cooked up for us with this dungeon :D
    3. AllisterHenderson
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      Any practice to avoid possible future issues is a good practice :)

      Quote: "I'd rather not open up and look in side the mod since I want to be surprised with what's been cooked up for us with this dungeon :D"
      .... Same here LOL.
  4. AllisterHenderson
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    This looks like a nice new additional dungeon mod, and judging my the entrance picture, shouldn't have any conflict issues with other mods. 
  5. MercerMeka
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    Sounds interesting. I second the location info comment.
    Thanks for the mod.