I've made the followings for testing. When I implement these dungeons in the official Unfinished Business, I will name more neatly and place the location properly based on the story. (25 Mar 2015)
- Dwemer ruin a little up on the slope from the south gate of Riverwood - Nord ruin at the bottom of a tower located on the way to Bleakfalls Burrow - Nord ruin a little south of Ivarstead - Bandit's hideout (ruined imperial fort type) near Gjunkar's Monument in Whiterun hold - Bandit's hideout (mix of nord ruin and green cave) near Gjunkar's Monument in Whiterun hold - Necromancer's lair (mix of imperial fort and green cave) on the road between Riften to Black Blair's Lodge
Nice work. With so many mushrooms, perhaps you need to rename one to The Mushroom Dungeon.
(1) Please relocate River Nord Ruin (further WEST).Seems like everyone and their great Aunt Petuna wants to put a dungeon, tomb, cave, (whatever) on the other side of the river at Riverwood.I have three so close together that I have to TCL and fly around until I hit the OPEN door message to the correct place. For replay, I don’t want to UNINSTALL them.After 30 minutes of “flying around” with TCL, I could not find the entrance to River Nord Ruin.The slope is occupied by:
Tomb of the Fallen Lords Tomb of the Old Slivercrest Tomb Ogmund’s Tomb Bleakfalls Tower Lower (this is what I see when I fast travel to River Nord Ruin. Probably a dozen more that I don’t know of yet.
(2) Also, some soft ambient Skyrim music would be nice instead of Ben Hurr chariot race music with voices.
(3) The brown levers are functional but don’t move when activated.At first, I thought it was a dysfunctional or decoy lever.
(4) The Pirate’s Coast symbol did not appear and after searching for 30 minutes, I gave up.Perhaps still under construction.
Again, Many thanks! Keep up the EXCELLENT work (but then you know I’m a fan of yours)
I'm not finding anyone in the Pirate's Trading Post. I know it is a WIP, but is it supposed to be populated yet? Also, my follower gets stuck there in various places.
sorry for the slow reply, I havent checked for a long time... Ya, the current dungeons are not well Navmesh-ed, so your follower behaves oddly or s/he cannot follow you in the port area.
And I stop the episode02 for a while, instead I am making a pack of short dungeons as described in DESC section. So if you interested in it, I would like you to try the testing version of 'Unfinished Business'. I put the Navmesh in the current dungeons which can be tested.
I walked only part of the dungeon, but I really liked its design. I hope it's going to be very dangerous!
A suggestion regarding the chests with objetives notes: try the mods Death Mountain by Oblivionlaserie. In them you will see a good resource to highlight chests containing important things (something like a magic light).
(Note: Death Mountain (1 and 2) is an excellent adventure; like Immersive Dungeons, do not use quest markers, but hidden notes. Personally, I think it's a game system more adult.)
Hilighting a chest ? Cool, that is another good idea to adopt in the next Episode. ^u^ Just putting some remarkable light or effect on an important chest will work well, I suppose. I will try and test anyway.
I played the part 1 of the Death Mountain, but I don't remember well the content or story any longer... Maybe I should take another look in it. ^w^ The team Oblisan responded timely and nicely when I contacted them at that time of the part 1. Nice people ^ ^
My plan of the way of release will be as follows: version 2.0 : Kind of prologue where I release 2 or 3 dungeons version 2.2 : the next 2 or 3 dungeons
Hi Shugo, I cannot say when the version 2.0 will be released.
I spend my spare time in modding and Modding makes my health bad (I have serious pain in my waist). >_< Also from the Episode 2, I am making my dungeons in my taste, so some dungeons are too large (the 'Icy Bay' is the one ^w^) for some players and also too crowded of enemies though this time I carefully refrain too many enemies in one battle (for my own sake).
I got several interesting suggestions for the Episode 2 ^w^/
- Dragon Combat I was thinking about this during the making of the Episode 1. So I am myself looking forward to realize this combat, and I am preparing a vast area in the first dungeon where bad people do activities in the border glacier of Skyrim and Morrowind. These bad people tame a dragon, so you players will encounter the tamed dragon.
Still the behavior of a dragon is based on several elements, so I need to adjust to let dragons behave normally. I dont wanna see dragon flying in the ground or glacier. lol
- Quest for enforcing a weapon People suggested me a quest where a very weak weapon at the first place got stronger and stronger by collecting a certain material or achieving something.
Both ideas are good. Personally, I do not really like fighting with dragons -they can not sit still!-, but I know that is something that Skyrim players love. And the weapon quest... excellent! It is original, and a fun incentive to move through the dungeons. Well, you know how anxious I am to play this Second Episode. Every day I see if you have updated the mod!
In your dungeons there are several areas that do not lead to others. That is, are not a required step to complete the quest. You enter these areas, a fight occurs, then you get out of there for the same place you entered. That could be interesting if in those areas there was anything particularly interesting (eg a good reward); however, that does not happen. Personally, I think it's better a map that forces the player to go through all the areas (as usually happens in vanilla dungeons).
I hope you have understood me. I have difficulty to express myself in English. If what I said is not understood, let me know.
Great to see as to cleaned (TES5Edit), not sure if you just started, still, it is a great tool (if correctly handled, for a change).
Otherwise, as to names for the TESC, yes, that limit is quite a worry, still, you can use a shortened name (FBI) and then, have a mean ingame to let know the real name (a book, banner, a wall with lore information, a npc explaining / talking about it, the options are multiples). This said, you could also have (not an immersive way, but quite effective, for example if the player do not "find" the informations before a given part of the mod, have a message box come up (as to telepaty type of transmission ? :p).
Otherwise, a suggestion who could proove both usefull and very effective :
JIT Lighting, a script who can bypass the quite common "flickering" of dynamic lights when there are more than 4 near the player. (as you create dungeons & others type of interior, quite sure it will come handy + quite nicely looking..).
2) "Witch Coven": interesting but a bit repetitive. There was a time when I did not want to see more ice. I think it's too long.
3) "Riftvald": excellent! One of the most entertaining draugr dungeons that I downloaded. It is well organized, the atmosphere is interesting, and encounters with enemies are varied. I especially liked the first two cells, I found very original. There are out there a "corridor of death" very well done. The last cell is a slaughter!... but you might get out alive. I think it still needs a little work on the details. For example, the system of levers and chains could be more interesting. Maybe some dark areas would give more variety to the central cells -wings- (which are too similar to each other).
I congratulate you. At one time more I will give you my opinon about the remaining dungeons.
So far, I have only tried "Lorkahn's Gate". It's a good dungeon; I played for several hours and was very entertaining. Only a few observations:
1) I think there are too many enemies in all the passage. That makes the surprise effect is lost a little and the situations are a bit repetitive. It might be better to clear some areas and concentrate enemies in certain places. 2) The lighting is too regular. 3) In "Machine Hall", the great stone bridge is very nice, but it seems to be floating. The heavy construction rests too faintly on their extremes; the effect is not realistic (but neither is magic). Perhaps two columns, or a big central column...
Are just details. Your work is very good (of course, endorsed). I really want to explore the other dungeons.
(PS: I think the title of your mod is not very appealing. It seems that it is specialized work, interesting only for modders or connoisseurs. I am not an expert, but I entertained a lot).
Thank you for the comments and feedback. I feel myself the same as you do, hahaha (^ ^).
# About too many encounters Encounters in the passage cells of 'Lorkharns Gate' are too many, still I am hesitating if I change this. One of the reasons for these too many encounters are that 'Lorkhans' and 'Riftvald' were made at the early stage of this work, and at that time I did not much understand the ideal intervals between the encounters.... T_T I really regret this part for the dungeons in the Episode 1 (current work).
Also I feel that the dungeon design is so banal... -_- During my own testing, I just console-command 'kill' or 'kill all'... lol
# Lighting I should learn more about a cinematic scene, where a player feel tensed to the atmosphere and also feel great. Sound effect also can be much better, and I am optimizing. Difficult though... ^_^
# Less cluttered area (like in 'Machine Hall') I should revise the dungeons which I made in the early stage of the work.
# Title hahahaha, yeah, I should really reconsider this. Still I dont have a good name (-_-), and at least I want for people to tell that this mod is a dungeon mod. ^ ^
Again, thanks for the feedback, your specific feedback improves my mod.
47 comments
- Dwemer ruin a little up on the slope from the south gate of Riverwood
- Nord ruin at the bottom of a tower located on the way to Bleakfalls Burrow
- Nord ruin a little south of Ivarstead
- Bandit's hideout (ruined imperial fort type) near Gjunkar's Monument in Whiterun hold
- Bandit's hideout (mix of nord ruin and green cave) near Gjunkar's Monument in Whiterun hold
- Necromancer's lair (mix of imperial fort and green cave) on the road between Riften to Black Blair's Lodge
Nice work. With so many mushrooms, perhaps you need to rename one to The Mushroom Dungeon.
(1) Please relocate River Nord Ruin (further WEST).Seems like everyone and their great Aunt Petuna wants to put a dungeon, tomb, cave, (whatever) on the other side of the river at Riverwood.I have three so close together that I have to TCL and fly around until I hit the OPEN door message to the correct place. For replay, I don’t want to UNINSTALL them.After 30 minutes of “flying around” with TCL, I could not find the entrance to River Nord Ruin.The slope is occupied by:
Tomb of the Fallen Lords
Tomb of the Old
Slivercrest Tomb
Ogmund’s Tomb
Bleakfalls Tower Lower (this is what I see when I fast travel to River Nord Ruin.
Probably a dozen more that I don’t know of yet.
(2) Also, some soft ambient Skyrim music would be nice instead of Ben Hurr chariot race music with voices.
(3) The brown levers are functional but don’t move when activated.At first, I thought it was a dysfunctional or decoy lever.
(4) The Pirate’s Coast symbol did not appear and after searching for 30 minutes, I gave up.Perhaps still under construction.
Again,
Many thanks! Keep up the EXCELLENT work (but then you know I’m a fan of yours)
And I stop the episode02 for a while, instead I am making a pack of short dungeons as described in DESC section.
So if you interested in it, I would like you to try the testing version of 'Unfinished Business'. I put the Navmesh in the current dungeons which can be tested.
A suggestion regarding the chests with objetives notes: try the mods Death Mountain by Oblivionlaserie. In them you will see a good resource to highlight chests containing important things (something like a magic light).
(Note: Death Mountain (1 and 2) is an excellent adventure; like Immersive Dungeons, do not use quest markers, but hidden notes. Personally, I think it's a game system more adult.)
Just putting some remarkable light or effect on an important chest will work well, I suppose. I will try and test anyway.
I played the part 1 of the Death Mountain, but I don't remember well the content or story any longer... Maybe I should take another look in it. ^w^ The team Oblisan responded timely and nicely when I contacted them at that time of the part 1. Nice people ^ ^
(If you liked part 1 of DM, I recommend you download Part 2; it is very good, and the last stage is impressive.)
My plan of the way of release will be as follows:
version 2.0 : Kind of prologue where I release 2 or 3 dungeons
version 2.2 : the next 2 or 3 dungeons
... and so on to the final 8th dungeon.
I spend my spare time in modding and Modding makes my health bad (I have serious pain in my waist). >_<
Also from the Episode 2, I am making my dungeons in my taste, so some dungeons are too large (the 'Icy Bay' is the one ^w^) for some players and also too crowded of enemies though this time I carefully refrain too many enemies in one battle (for my own sake).
- Dragon Combat
I was thinking about this during the making of the Episode 1.
So I am myself looking forward to realize this combat, and I am preparing a vast area in the first dungeon where bad people do activities in the border glacier of Skyrim and Morrowind. These bad people tame a dragon, so you players will encounter the tamed dragon.
Still the behavior of a dragon is based on several elements, so I need to adjust to let dragons behave normally. I dont wanna see dragon flying in the ground or glacier. lol
- Quest for enforcing a weapon
People suggested me a quest where a very weak weapon at the first place got stronger and stronger by collecting a certain material or achieving something.
This is a good idea. I will consider about this.
Cheers
In your dungeons there are several areas that do not lead to others. That is, are not a required step to complete the quest. You enter these areas, a fight occurs, then you get out of there for the same place you entered. That could be interesting if in those areas there was anything particularly interesting (eg a good reward); however, that does not happen. Personally, I think it's better a map that forces the player to go through all the areas (as usually happens in vanilla dungeons).
I hope you have understood me. I have difficulty to express myself in English. If what I said is not understood, let me know.
Otherwise, as to names for the TESC, yes, that limit is quite a worry, still, you can use a shortened name (FBI) and then, have a mean ingame to let know the real name (a book, banner, a wall with lore information, a npc explaining / talking about it, the options are multiples). This said, you could also have (not an immersive way, but quite effective, for example if the player do not "find" the informations before a given part of the mod, have a message box come up (as to telepaty type of transmission ? :p).
Otherwise, a suggestion who could proove both usefull and very effective :
JIT Lighting, a script who can bypass the quite common "flickering" of dynamic lights when there are more than 4 near the player.
(as you create dungeons & others type of interior, quite sure it will come handy + quite nicely looking..).
http://www.nexusmods.com/skyrim/mods/10361
http://sots-eye-candy.blogspot.fr/2012/02/skyrim-ck-scripting-tutorial-dynamic.html
(Tutorial)
2) "Witch Coven": interesting but a bit repetitive. There was a time when I did not want to see more ice. I think it's too long.
3) "Riftvald": excellent! One of the most entertaining draugr dungeons that I downloaded. It is well organized, the atmosphere is interesting, and encounters with enemies are varied. I especially liked the first two cells, I found very original. There are out there a "corridor of death" very well done. The last cell is a slaughter!... but you might get out alive.
I think it still needs a little work on the details. For example, the system of levers and chains could be more interesting. Maybe some dark areas would give more variety to the central cells -wings- (which are too similar to each other).
I congratulate you. At one time more I will give you my opinon about the remaining dungeons.
So far, I have only tried "Lorkahn's Gate". It's a good dungeon; I played for several hours and was very entertaining. Only a few observations:
1) I think there are too many enemies in all the passage. That makes the surprise effect is lost a little and the situations are a bit repetitive. It might be better to clear some areas and concentrate enemies in certain places.
2) The lighting is too regular.
3) In "Machine Hall", the great stone bridge is very nice, but it seems to be floating. The heavy construction rests too faintly on their extremes; the effect is not realistic (but neither is magic). Perhaps two columns, or a big central column...
Are just details. Your work is very good (of course, endorsed). I really want to explore the other dungeons.
(PS: I think the title of your mod is not very appealing. It seems that it is specialized work, interesting only for modders or connoisseurs. I am not an expert, but I entertained a lot).
Thank you for the comments and feedback. I feel myself the same as you do, hahaha (^ ^).
# About too many encounters
Encounters in the passage cells of 'Lorkharns Gate' are too many, still I am hesitating if I change this. One of the reasons for these too many encounters are that 'Lorkhans' and 'Riftvald' were made at the early stage of this work, and at that time I did not much understand the ideal intervals between the encounters.... T_T I really regret this part for the dungeons in the Episode 1 (current work).
Also I feel that the dungeon design is so banal... -_- During my own testing, I just console-command 'kill' or 'kill all'... lol
# Lighting
I should learn more about a cinematic scene, where a player feel tensed to the atmosphere and also feel great. Sound effect also can be much better, and I am optimizing. Difficult though... ^_^
# Less cluttered area (like in 'Machine Hall')
I should revise the dungeons which I made in the early stage of the work.
# Title
hahahaha, yeah, I should really reconsider this. Still I dont have a good name (-_-), and at least I want for people to tell that this mod is a dungeon mod. ^ ^
Again, thanks for the feedback, your specific feedback improves my mod.