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FinalEntity

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FinalEntity

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  1. FinalEntity
    FinalEntity
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    Thanks to everyone who has likes the idea here, but it clearly hasn't been very popular I guess this could be down to not having many places. Anyway, I can't continues this mod due to lack of time, so I hope one of you fine people will be able to take the reigns I'll put a message up on the Description for the mod, but if anyone wants to continue this mod entirely their own, then message me Thanks again.
  2. dainsgames
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    Great idea, I've always wondered why you couldn't "stake a claim" to someplace you'd cleared out just to have a safe chest. Like Reachwind Eyre. It's even abandoned to start with

    I'm not partial to any of the areas you've got going now, but I'll certainly keep an eye on it for the future.
  3. blacknblue007
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    Check SM Solitude by Dudestia_wchen
    http://skyrim.nexusmods.com/mods/12189/?tab=3&navtag=%2Fajax%2Fmodimages%2F%3Fuser%3D0%26id%3D12189
  4. lordquilton
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    I think the first cell thing is a good solution, it actually took my sneaky character a while to infiltrate Bleak Falls Barrow to check out your work.
    I haven't gone to Cracked Tusk yet, but I checked out Faldar's Tooth. It sorta suffers from the same thing as Bleak Falls- the room feels dead and "not real". No one goes to the trouble of setting up a dwelling in a creepy dungeon without leaving their mark on it. For instance, who the fluff would live in an undead hellhole? A necromancer doing "research"! Dress the room accordingly- skulls with candles on them for light sources, a nasty rug with stains on it, manacles chained to the walls, some poisons...TELL A STORY.
    Faldar's Tooth- the entrance is too obvious. How about a trapdoor half hidden under some straw?
    Again, there's not even a chair in front of the fire to eat a meal at. Who lives here? Maybe it's the Bandit Chiefs little panic room, where he keeps some of the best booty for himself and hides out when bandit politics get rough. He'd need food and drink to keep him going till things settle down, maybe display some of his rarer spoils that he kept to himself, small stack of gold ingots on the table, animal skin rugs and so on. Tell a story.
    The rooms are big enough, and being creative with the space available actually GIVES you ideas.
    I'm probably coming off as critical, but I just want to inspire you to make this mod experience something special. No offense intended!

  5. FinalEntity
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    @Philosophiac - Thanks for the endorsement I really appreciate it, it means a lot to me

    Two versions would make sense, but that would double the number of ESP's if I decided to also make a separate ESP for each dungeon or dungeon type, I don't want people to be overwhelmed by the choices or getting confused. But if someone doesn't want to use a home, they can just ignore it, is there really a need to have separate ESP's when you could walk on by?

    The way it works is that when you begin a radiant quest, like when the Jarl's steward asks you to kills some bandits or something, the game searches for all the locations which contain a relevant boss, then chooses one at random. If I remove that, then that removes that dungeon from being chosen. Perhaps I could only put the home in the first cell of a multiple cell dungeon, and only have the other cell(s) respawning

    I'm still a novice at this, so any advice or requests is great
  6. Philosophiac
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    First off... I've gone ahead and given your mod my endorsement! Certainly worth it, and I'd hope to see others find it and enjoy it as well.

    Secondly, to answer your poll... perhaps you could have a version in which the creatures/enemies respawn after a month... and a version in which they never respawn at all? I don't really know how it will affect radiant quest locations, though, if you remove the respawning.

    Perhaps you could consider adding a completely new cell (or perhaps just a new branch of the dungeon, further down/away from the player house area) where radiant quest enemies and their chests/treasures could respawn in the same way that you've been adding player homes? That way, there'd still be a dungeon aspect to the dungeon, even if the majority of the place has become perfectly safe and habitable... but you wouldn't end up completely destroying the radiant quest.

    I don't know. I very rarely deal with quest-related anything in the editor.
  7. FinalEntity
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    Mini Poll:
    Would people like the whole dungeon to be none-respawning? For example, once you roam through Bleak Falls Barrow and kill all the draugr, take your key and move into the little home, would you like the draugr to return after so long (about an in-game month) or not at all? The problem with this is, it could screw up radiant quest locations, unless I only did it with specific dungeons. What do you think?
  8. FinalEntity
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    @m11811 - Thanks, great to know you like it And thanks for the info, I'll credit your confirmation
  9. m11811
    m11811
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    Hi. I think this is a great idea. Wanted to say after reading the front page that I've have many enemies follow me into BBLS. I'd think they'll leave caverns to chase a player into any new cell, so long as it's within the enemies chase range.
  10. FinalEntity
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    Version 0.3a now uploaded Added Cracked Tusk Keep and Faldars Tooth
    @lordquilton - I've changed the Bleak Falls Barrow entrance a little - You're right, it was a little boring XD But I'm glad you like it
    @Everyone - Give me some feedback regarding the two new homes as well as the originals, it helps me make this so much better. As well as suggestions for where to go from here