A very refreshing concept, and amazingly well made for a first mod. I absolutely loved the idea of the dwemer bot fights, that was alot of fun, and I loved the entire setup in that place, looked awesome. The quest itself is a great idea but the mobs don't go to you as often so you have to hunt down most of them, none actually attacked the guy, I think it was because the AI had too many things between them and the target so they just stayed far and spazzed, making you have to go to them instead, if the path was more direct I THINK they would have ran at us, making what I think was the intended result, which is absolutely epic. Looking forward to see what you come up with next, Skyrim could certainly use more mods like this.
This looks like just what I was looking for to pit my 8 followers against.
I think that you're about to earn your 10th endorsement!
edit: Ok...yeah. I'm sorry, but I didn't like this.
Ok, here's my constructive criticism.
Try to write better dialogue for the player, as you kinda started off things kinda bland.
I assume that you and a friend did all of the voice acting. You two might want to try talking a little faster.
And here's my main issue with the mod. The main feature of the game. You have to actually look for most of the enemies, as from what I could tell, most won't ever actually come to you, and one I had to turn off the collision just to kill it.
I love how at the end of the mod you specifically said that you were looking for constructive criticism, and that earns you a lot of my respect. Please do send me a pm when you make something else, and get past the beta version, as I'd love to see how you've improved.
First time I comment a mod a Nexus. Being bored by not having enough challenge, even with SkyRe and other mods, I wanted something like that. An Arena-Based type dungeon that would allow infinity of fights.
Some bugs, obviously, but very minor (Skeleton stays at door and you must walk past him to get him out)
I hope you'll work hard on it because it has a huge potential.
Awesome work.
Edit : Sometime I enjoy making videos, would you allow me to fraps it and make a trailer of it with killcam and features ? You deserve to be known.
Yes that would be awesome. You should know that the script thats used to spawn enemies is open to all modders, so if there is more notoriety for this mod there is a better chance of more mods with battles like this.
Hey Subtanker, here is the entire stream... (http://www.twitch.tv/euther/b/496388975) I will go thru it and create a few highlights, and send them your way.
That mod is pretty difficult towards the end, for me anyways. it was great, Only thing I would look to alter is when the gates go up and the Draugr come to fight, there is an invisible wall there preventing me from going in the hallways... Is that on purpose? seemed odd...
Also, during my playthru, I was knocking the Draugr off the bridges with my shield and voice... during the 2nd wave, I was left to guess that this may have disrupted the count, because it never ended, and I needed to reload even though all enemies were gone/dead.
Everything else, I didnt have a problem with... Others watching me stream said it was an EPIC battle!!!
Edit: regarding AviAnLV's comments, #2, had some of that, the follower and Summoned creatures were able to go beyond the invisible wall... but not me. #3, agree, better text for the Dragonborn...
It's supposed to be tough but challenging. I have heard two people say its too hard, and one person say it's too easy. Currently I'm working on a menu that will let you change the difficult at the beginning of the part with Shaden. I hope that will satisfy both sides. Still gotta find a solution for archers hiding behind the invisible walls. As for the lines of dialogue, I may just have my friends record some more to create a bit more sense. And also rewrite the Dragonborn's lines.
The level of difficulty was great for me... The final wave was intense... I was playing with a lvl 52 character and needed to come up with totally new approaches on how to beat the final wave. It was a fun frustration! I needed to get creative, and finally used other tools in the toolbox, like "Slow Time" and "Flame Cloak" and I don't think I drank more potions during a single play session... so the fun level was definitely there.
Now I am left going back to a save before I played and will take it up again after you finish with your plans... The treat at the end was unexpected, and cant wait to see how you implement the other additions that you refer to.
I'm watching through your stream. I'm so sorry about the second wave. It's really strange that that happened on the second wave but not the first. I'm gonna look into that. It's really hard to balance that difficulty. I think I may program in an easier mode option for the fight. Maybe leave the way it is now as the "hard" mode. Hoping to get some more feedback on the difficulty. Thank you so much for playing through my mod!
it is ok. not too bad. these are the things are that i didnt like: 1)you used vanilla NPC'S. It's not bad just more fun when use originaly made ones. 2)many enemys stood behind the barier that you caNT cross and shot me with a bow XD 3)The thoughness level betweene 2nd and 3rd wave was huge, a little too hard but still a fun challange 4)The pits killed all of my followers XD its a good idea with the pits Xd but it kinda sucks when enemy uses full fusrudah and kicks them in 5) also the dialog form the dragonborn was a little slopy. Its like he didnt want to do the quest but did it anyway XD and also the thing that he knew some kind of names that relate to the npc's without the npc's telling them. like the wife of the potion maker and some friend that the son knows. they just pop up as options. i think they would need a seperate introduction. The things that i like: 1) The huge challenge of the final wave XD really nice and really hard 2)the voices were good. These people could voice over charecters for a full story mod like the popular ones like falskaar. 3)The bridge map was good ( the only thing i didnt like was the invisable wall as i said before) what could change: 1) Original NPC's 2) Maybe make it a solo quest without followers so people wouldnt hate that they get killed. 3)Better text for the dragonborn But yeah i liked the challenge XD cant say that i didnt die or fail the quest over 20 times but it was fun ^_^ good job
cool, I'll keep that all in mind. In my experience, the way I programmed the pit, it would try to kill the follower, but the follower should just end up at one health and kneeling, and then it teleports them in front of the house and they just kneel for a few seconds and then get back up. Was your experience different? Is it possible it might have to do with another mod you have? (either way I think ill mod it so they just go down to one health and get teleported, I think that will work better.) Also, I did notice that the archers would stay behind the line, didn't realize it would be so annoying though. I'll see if I can't get them to move past the invisible wall before they start shooting. May look at the dialog for the Dragon born as well, but that might be lower priority then the other things. Thanks for the feedback!
actually that only happeed to my mod follower. She teleported back and was down for like a minute. Lydia died and never teleported back. sadly i had to reload an old save cuz i dont want to loose my stuff i had on her XD also my pet wolf also fell down and died.
Sounds interesting! I will try it soon. The majority will prefer to play it later though to have a more complete experience after the updates. Congrats
23 comments
I think that you're about to earn your 10th endorsement!
edit: Ok...yeah. I'm sorry, but I didn't like this.
Ok, here's my constructive criticism.
Try to write better dialogue for the player, as you kinda started off things kinda bland.
I assume that you and a friend did all of the voice acting. You two might want to try talking a little faster.
And here's my main issue with the mod. The main feature of the game. You have to actually look for most of the enemies, as from what I could tell, most won't ever actually come to you, and one I had to turn off the collision just to kill it.
I love how at the end of the mod you specifically said that you were looking for constructive criticism, and that earns you a lot of my respect. Please do send me a pm when you make something else, and get past the beta version, as I'd love to see how you've improved.
I wish you well, take care.
Some bugs, obviously, but very minor (Skeleton stays at door and you must walk past him to get him out)
I hope you'll work hard on it because it has a huge potential.
Awesome work.
Edit : Sometime I enjoy making videos, would you allow me to fraps it and make a trailer of it with killcam and features ? You deserve to be known.
Thanks Subtanker!
EDIT: Endorsed! Can't wait to see/play the rest!
Edit: Gonna run a stream of the mod, my wife interfered and I needed to run errands... lol
Will do this tonight...
That mod is pretty difficult towards the end, for me anyways. it was great, Only thing I would look to alter is when the gates go up and the Draugr come to fight, there is an invisible wall there preventing me from going in the hallways... Is that on purpose? seemed odd...
Also, during my playthru, I was knocking the Draugr off the bridges with my shield and voice... during the 2nd wave, I was left to guess that this may have disrupted the count, because it never ended, and I needed to reload even though all enemies were gone/dead.
Everything else, I didnt have a problem with... Others watching me stream said it was an EPIC battle!!!
Edit: regarding AviAnLV's comments,
#2, had some of that, the follower and Summoned creatures were able to go beyond the invisible wall... but not me.
#3, agree, better text for the Dragonborn...
Now I am left going back to a save before I played and will take it up again after you finish with your plans... The treat at the end was unexpected, and cant wait to see how you implement the other additions that you refer to.
/r
E
I'm so sorry about the second wave. It's really strange that that happened on the second wave but not the first. I'm gonna look into that.
It's really hard to balance that difficulty. I think I may program in an easier mode option for the fight. Maybe leave the way it is now as the "hard" mode. Hoping to get some more feedback on the difficulty.
Thank you so much for playing through my mod!
1)you used vanilla NPC'S. It's not bad just more fun when use originaly made ones.
2)many enemys stood behind the barier that you caNT cross and shot me with a bow XD
3)The thoughness level betweene 2nd and 3rd wave was huge, a little too hard but still a fun challange
4)The pits killed all of my followers XD its a good idea with the pits Xd but it kinda sucks when enemy uses full fusrudah and kicks them in
5) also the dialog form the dragonborn was a little slopy. Its like he didnt want to do the quest but did it anyway XD and also the thing that he knew some kind of names that relate to the npc's without the npc's telling them. like the wife of the potion maker and some friend that the son knows. they just pop up as options. i think they would need a seperate introduction.
The things that i like:
1) The huge challenge of the final wave XD really nice and really hard
2)the voices were good. These people could voice over charecters for a full story mod like the popular ones like falskaar.
3)The bridge map was good ( the only thing i didnt like was the invisable wall as i said before)
what could change:
1) Original NPC's
2) Maybe make it a solo quest without followers so people wouldnt hate that they get killed.
3)Better text for the dragonborn
But yeah i liked the challenge XD cant say that i didnt die or fail the quest over 20 times but it was fun ^_^ good job
Also, I did notice that the archers would stay behind the line, didn't realize it would be so annoying though. I'll see if I can't get them to move past the invisible wall before they start shooting.
May look at the dialog for the Dragon born as well, but that might be lower priority then the other things.
Thanks for the feedback!