I think the set in Geirmund's hall is wrong, maybe due to the repeatable whales in vanilla?
I understood the solution as the symbols the player's right as they go ahead to always be on the right as they go ahead, maintaining the order. And the same goes for the left.
If there is another solution, can someone tell me what it is? I stayed behind for a couple of minutes trying to think something out, but only "solved" it due to the lack of possible combinations.
ok so the first dundeopn you go into to get the dragonstone of bleackfalls burrow, the totems dont match up, normaly its snake snake whale. in yours its snack owl wolf like it shows up on the wall, no big deal i like that it switches the puzzle. how ever when i put in snake owl whale like it showed up on the wall, the door didnt open. honestly i like the mod but you may have to do some tweaks on it.
Really cool mod but just want to point a minor mistake on your description (Sorry, i'm really a nitpicker), The serpent represents Orkey, the Fox represents Shor. Ysmir didn't exist back then because Ysmir = Talos.
Here is one of the design documents that talk in more depth about that: http://michaelkirkbride.tumblr.com/post/128602974278/excerpt-from-a-tesv-skyrim-design-document-with
Hi! I'm considering doing an overhaul of Skyrim's puzzles to make them more challenging (read: less blatantly obvious). I'll poll the forums to see if there's enough interest for a mod like that.
Your retextures would be perfect, since it's really hard to make good riddles with just three symbols. Would you allow me to use them?
Please do exactly that, please. And don't limit puzzles ONLY to caves. Daedric quests have the potential to be MASSIVE riddles, which require you to do outlandish, extravagant things for some of them. Dungeons, though, do present an obvious location for riddles/puzzles/traps, but one particular type of dungeon that seems to be DEVOID of puzzles are Dwemer ruins.
How the ball was dropped on that is asinine. Simpy put, Dwemer can design and build unparalleled engineering contraptions, use steam powered full on CITIES, have extremely dangerous and very calculated contraptions, but they can't build any puzzles to keep people who don't understand Dwemer lore out? Seriously?
Seriously?
They should have the most intricately designed, fabricated and hardest to solve puzzles in the sense of physical engineering. They were the masters of engineering by comparison to the other aspects of Tamriel. Yet, they didn't design any puzzle systems, no complex elevator traps, no complexity at all really besides corridor with automatons, and spinning blade traps.
Anyway, that's more of a rant than anything constructive, but it leads into that if you (or anyone else) builds a new puzzle system, don't leave out the Dwemer ruins. Please. I mean they do get a bit repetitive (and I actually prefer the Ayleid ruins from Oblivion myself), but they're still a massive part of the game. In fact, one of the major guilds has a section of quests all about a Dwemer ruin.
Oh trust me there is interest, many people feel that the puzzles are just mindless mini games that offer no challenge beside to check if you have proper claw or half a brain. I would love to see some Morrowind style puzzles again.
Puzzles are a huge part of the hero's journey and I am really boiled at Bethesda for neglecting this element so much. Looking back at great fantasy or adventure stories there usually was a point where strength or cunning was useless and wisdom need to be applied to press onward. Skyrim is lacking greatly in making the player think.
I know it has been a year since this post was made but I am still waiting for a great puzzle overhaul.
I'd be interested in seeing more complex puzzles for Skyrim. Once you solve one (very easy) puzzle in Skyrim, you've pretty much solved them all because they're all pretty much the same.
I remember when doing Bleak Falls Barrow for the first time it took me 10 minutes trying to solve the puzzle because I kept thinking I must do some complex translation from the pictures on the wall. But then it turns all I really had to do was just look at the key, I mean really?
Shame this idea was shelved as I've always thought so-called puzzles were an incredibly weak part of the game to the point they were often annoying rather than challenging. Often the player just has to look around the room in some cases right next to the pillar for the solution. Totally illogical and stupid.
I'm sorry this little idea of mine never came to anything. I got sidetracked with my jewelry mods, and right now I'm too busy to mod at all. Besides, turns out I'm not very good at writing puzzles...
The Geirmund's Hall puzzle pillar array was a confusing poorly laid out mess even before I touched it. If anything, my mod here makes it less confusing by making each pillar have a different symbol set, making it only two pillars that can be confused for each other instead of all four.
And no, it's "missing totems", because six of the symbols do not exist as puzzle pillar symbols in the vanilla game. Again, if anything, it's less challenge because it reduces confusion as to which key goes to which pillar.
35 comments
I understood the solution as the symbols the player's right as they go ahead to always be on the right as they go ahead, maintaining the order. And the same goes for the left.
If there is another solution, can someone tell me what it is? I stayed behind for a couple of minutes trying to think something out, but only "solved" it due to the lack of possible combinations.
Here is one of the design documents that talk in more depth about that: http://michaelkirkbride.tumblr.com/post/128602974278/excerpt-from-a-tesv-skyrim-design-document-with
Your retextures would be perfect, since it's really hard to make good riddles with just three symbols. Would you allow me to use them?
How the ball was dropped on that is asinine. Simpy put, Dwemer can design and build unparalleled engineering contraptions, use steam powered full on CITIES, have extremely dangerous and very calculated contraptions, but they can't build any puzzles to keep people who don't understand Dwemer lore out? Seriously?
Seriously?
They should have the most intricately designed, fabricated and hardest to solve puzzles in the sense of physical engineering. They were the masters of engineering by comparison to the other aspects of Tamriel. Yet, they didn't design any puzzle systems, no complex elevator traps, no complexity at all really besides corridor with automatons, and spinning blade traps.
Anyway, that's more of a rant than anything constructive, but it leads into that if you (or anyone else) builds a new puzzle system, don't leave out the Dwemer ruins. Please. I mean they do get a bit repetitive (and I actually prefer the Ayleid ruins from Oblivion myself), but they're still a massive part of the game. In fact, one of the major guilds has a section of quests all about a Dwemer ruin.
Puzzles are a huge part of the hero's journey and I am really boiled at Bethesda for neglecting this element so much. Looking back at great fantasy or adventure stories there usually was a point where strength or cunning was useless and wisdom need to be applied to press onward. Skyrim is lacking greatly in making the player think.
I know it has been a year since this post was made but I am still waiting for a great puzzle overhaul.
I remember when doing Bleak Falls Barrow for the first time it took me 10 minutes trying to solve the puzzle because I kept thinking I must do some complex translation from the pictures on the wall. But then it turns all I really had to do was just look at the key, I mean really?
and its also abit misreading "Missing Totem Puzzle Pillars"
its should be more challenge Totem Puzzle Pillars in dungeons
first i thought is this a fix to a dungeon somewhere ?
or a bug i did not notice in game ?
i'm playing it now, but not sure if you made a mistake or its random made ?. it dont match right puzzle dial device with each symbol locations ?
im in geirmunds hall and they dont match with room locations pilar
And no, it's "missing totems", because six of the symbols do not exist as puzzle pillar symbols in the vanilla game. Again, if anything, it's less challenge because it reduces confusion as to which key goes to which pillar.
bird ,dragon, snake
to
mara arkay talos
translate their rolls and you get
Love the dead hero
you dont need all 9