I believe the Navmeshing for my ruins first cell is complete however the best way to make sure is to ask if anyone would like to test it with their follower? If you do basically I want you to walk everywhere in the ruins with your follower and see if they can follow good. I especially need feed back for the Cave ledge ring and waterfall section. Once the navmeshing is proven to work enemies, fog and clutter will be added along with the exterior and loading doors. At that point apart from a couple of custom journals the first cell will be complete! If you want to test then send me a PM!
Heya ThadiusFaran, how are ya. I know this mod hasn't been updated in quite some time, but I thought I'd chime in anyway. One of the things I do when testing navmesh is cast a flame atronach spell. If they can follow me everywhere I go, then I know the navmeshing is solid. Hope this helps any other modders as well.
There's a book that explains the Draugr who were the followers of the Dragon Priests, were sealed in the tombs with the Dragon Priests and their life essences feed the Priests, as they come back to life every night and patrol the tombs and light the torches.
Hi, is there a way to disable the fog/dust added by this mod? It looks very bad with my lighting settings as I have to use the torch, but it doesn't help much, because all I see is yellow glowing dust. I tried the mod "Remove Interior Fog" but it didn't change a thing. Thanks!
I just found this while looking for some "ruin" mods and I love the idea. It also got me thinking, what about the option of using a torch or fire type spell to light the wall scones and braziers as you explore the runis? I don't know what that would all consist of but I seen a mod a while back that allowed players to start campfires with a fire ball or flames spell and after seeing this mod and reading some the comments it got me thinking.
i had to use my wearable lantern but damn with the orange dust reflecting off the light I couldnt see squat but hope there is a solution because I think its really kewl
I agree... I've tested Bleak Falls and really enjoyed it, but I don't have enough room to add a bunch of new esps, so I'll have to wait until they get combined together. Hope that happens soon.
Love this mod i think this should of already been here the entire time what was Bethesda thinking bright lit ruins with it being so bright you could pull out a torch and see no difference better start keeping a torch in your hot bar and a lantern on your back.
i've high hopes for this mod. just be careful, because i noticed in the 1st user added pic "draugr eyes shining 2" that some light sources look odd. like the lit candle and hanging urn lantern are still glowing w/ light, but are not emitting light. that was also a problem with this mod... http://www.nexusmods.com/skyrim/mods/12808/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D12808%26page%3D2%26sort%3DDESC%26pid%3D0%26thread_id%3D613568&pUp=1
it's discussed on page 2 and others. it basically makes thing look wrong. light sources still lit, yet putting out no light
I know what your saying Mookeylama. I will get rid of those candles if it becomes a highlighted nitpick. The oil traps are gonna have to remain the way they are though. Without editing the emissions and model of them (Which can cause issues with texture mods) I can't change them.
Also the new ruins first cell is nearly complete. Structures and architecture are done and I've moved on to more detailing and such. Fog enemies and navmesh are last and once those are done this first part will be released so I can get feedback and stuff. Once that happens I will edit the next ruin on my list which is Yngol's Barrow near Windhelm.
I've added them, this "problem" had in dark dungeons too, along with other similar, but I do not think so horrible, they have a small light in the fog, and need to put sources in each, do not know if would end up decreasing the fps put lights each.
And if you follow the logic of the mod, they were all erased. And with candles completely melted.
Removing the lights but not lighting model is the problem with most of these type mods, as it would require someone making replacement models for those items; most only have a lit model, and not an unlit model.
I still believe that a mid-way mod would look and work better. Retain the lighting from the lit objects, but remove everything else until someone can come up with replacement models. Once that was done, someone could then create a mod where we can light those items as we go through the dungeon, which is what Beth should have done in the first place. The Dwemer ruins would have been really cool, as the lighting could have been switched on throughout the dungeons as we progressed.
The other issue I see with this mod is that adding enemies will conflict with mods such as "Skyrim More Spawns" or "Immersive Creatures", which both add the ability to add more spawns via MCM; this is a preferred option IMHO, as it allows tailoring to one's play-style, rather than forced spawns.
Those who are unwary and reckless will join the dead of this tomb.
Yngol Barrow is complete! This ruin Bethesda almost got right. Little lighting and lots of fog was here already so this was fairly simple. They messed up though as there were no baddies except for the boss The ruin was stubborn at first but I managed to get everything done and I hope you guys enjoy it.
55 comments
It should have been totally dark, with ignitable torches etc. that you can light as you explore.
Great work so far, I'll be keeping an eye on this mod!
I hope in the next Elder scroll game, they take note of these sort of things, and include them in the vanilla game!
Explore the mysterious ruin called Forsaken Cave. Find the dead Adventurers and defeat Curalmil!
Thanks
hope more ruins come out soon
Final Part of Yngol Barrow
youtu.be/_ai5w9qy7Go
http://www.nexusmods.com/skyrim/mods/12808/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D12808%26page%3D2%26sort%3DDESC%26pid%3D0%26thread_id%3D613568&pUp=1
it's discussed on page 2 and others. it basically makes thing look wrong. light sources still lit, yet putting out no light
I know what your saying Mookeylama. I will get rid of those candles if it becomes a highlighted nitpick. The oil traps are gonna have to remain the way they are though. Without editing the emissions and model of them (Which can cause issues with texture mods) I can't change them.
Also the new ruins first cell is nearly complete. Structures and architecture are done and I've moved on to more detailing and such. Fog enemies and navmesh are last and once those are done this first part will be released so I can get feedback and stuff. Once that happens I will edit the next ruin on my list which is Yngol's Barrow near Windhelm.
And if you follow the logic of the mod, they were all erased.
And with candles completely melted.
I still believe that a mid-way mod would look and work better. Retain the lighting from the lit objects, but remove everything else until someone can come up with replacement models. Once that was done, someone could then create a mod where we can light those items as we go through the dungeon, which is what Beth should have done in the first place. The Dwemer ruins would have been really cool, as the lighting could have been switched on throughout the dungeons as we progressed.
The other issue I see with this mod is that adding enemies will conflict with mods such as "Skyrim More Spawns" or "Immersive Creatures", which both add the ability to add more spawns via MCM; this is a preferred option IMHO, as it allows tailoring to one's play-style, rather than forced spawns.
Yngol Barrow is complete! This ruin Bethesda almost got right. Little lighting and lots of fog was here already so this was fairly simple. They messed up though as there were no baddies except for the boss The ruin was stubborn at first but I managed to get everything done and I hope you guys enjoy it.