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  1. Xander9009
    Xander9009
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    Very minor, but outside at the front, the ground's texture should be fixed so there isn't grass coming up through the stone. This is done (as far as I'm aware, as I've never actually done so) by actually changing the ground's texture and not by removing the grass directly.

    In the first room, the only thing I've seen wrong with it was the lighting changed wierdly (one unit of the room's building went dark). This only happened when I approached the archway into the hall.

    About the trap at the archway, it's VERY visible with normal lighting (I don't know if that's intentional; come to think of it, the ENTIRE place is extremely bright). Also, it wasn't set properly. The mace was already hanging down before I got to it. I tripped the wire and heard the noise it would have made had the mace fallen, but it was already down and so did not, in fact, fall.

    In the first hallway, I see nothing strange about the wall after the first light (or anywhere in the hallway, for that matter).

    The enemies in the first room didn't attack me until I spoke with them, choosing instead to ignore me and walk around the room. This might just be me.

    Second room has a unit placement issue. I can see into the void. When the room is entered, there's a bench against the far wall and slightly to the left. Go to the bench and look up and back toward the entrance.

    This isn't a glitch, but I'm not sure if it's intentional. By jumping at the hole in the wall, I can activate the chest and thus get its contents before ever obtaining the key to continue. It doesn't actually matter, just making sure you know.

    In the third room at the doorways into the final hallways, looking up and toward the room reveals another gap into the void.

    The third room contained (for me) an ebony bow. I'm not sure if this is a leveled item or not. It seems a bit beyond my characters rather low level. If it's intentional, it's fine. Just pointing it out.

    In the fourth room, I'm assuming it's intentional, but two coffins didn't burst open and two draugr were standing in the corner. Numbering the coffins 1 to 8 going clockwise, numbers 2 and 6.

    In the next room (the one with the single coffin), the door out isn't activatible. This is quite confusing. I TCL'ed through it to find there was nothing else. So, obviously this is the last room. However, it would be nice to have the door be completely coverev or blocked or something to show that we're not SUPPOSED to be able to open it.

    Anyway, I like this dungeon. A couple small thing to fix, but not bad. Thanks for taking the time to make it
    1. Xander9009
      Xander9009
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      A really awesome thing to do with that door would be to have it lead back to the first room (since it's already right by it) and to a hidden passage so we can get back out quickly.
    2. User_5094879
      User_5094879
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      Hey! Thanks for the feedback. a few things were intentional yes. I'll number the points given.
      1) yeah as I said I have RLO and CoT, this makes my game rather dark so I was basing the light off of that.(look at my video posted and you'll see a huge difference I am sure, I'll lower it down. I also noticed a floor piece went dark for me as well. The Mace has worked for me every time although I can walk right past it. I am thinking about delaying it and moving it as well. or outright removing it.
      2)The hallway worked every time no problems for me as well until I tested the download from NMM and tried it, I'll look again.
      3)This might be something I did wrong with Patrolmarkers or a unchecked box in the NPC's menus, I'll check the AI behavior's. (this happens to me if I use the command tdetect (turns off AI detection).
      4) I went though and checked didn't see any voids before I uploaded. is it a small gap or a moment where you walk to it and you see through the map? regardless I will check.
      5)The Chest was intentional, I did not care to much that the chest was accessible but I'll move it further, we aren't Mr. Fantastic.
      6)I'll check for the void spot as well in the hallway/room.
      7)I did place an Ebony Bow but I think I meant to put a LvL'd bow instead.
      8 ) Yes it use to be 8 Draugr in the room I removed the 2 I might remove another. I play on master and I could not get past that room with 8 of them haha. I limited it to 6.
      9) The door I put to accessible because I want to make it into a DLC or so, now to thing about it I'll put some rubble blocking it off and then clear it later.