Skyrim

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Tyler Wissler

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twissler78

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15 comments

  1. Xannon98
    Xannon98
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    When I entered the dungeon my fps dropped from 40~50 to 3 so unplayable for me. I'll be upgrading machine soon and maybe then i'll give it a try again. Cheers.
    1. twissler78
      twissler78
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      That's unfortunate... I'm not entirely sure what would cause that, but I'll look into it. Thanks for letting me know!
  2. Arjisaj
    Arjisaj
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    Looks nice, but is there any unique loot? ^^
    1. twissler78
      twissler78
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      Everything in this mod is from the base version of Skyrim, so there isn't any unique loot. However, this is something that I'm looking to address in my next mod.
  3. shanesgp93
    shanesgp93
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    Hey there! I played through your dungeon and really liked it. So I reviewed it on my mod review blog. I pretty much stalk new today section so I can find cool mods like this. 
    If you make substantial changes or want a new mod reviewed just message me on one of the various sites I am on (including this one).
     
    Links-
    Direct link to review
    Link to blog
    Link to Twitter
    1. twissler78
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      Thanks, I appreciate it! I'm not planning on making any substantial changes to this one, but I am planning on making a larger mod in the future. I'll be sure to let you know when that is done! Thanks again for the feedback!
  4. Mahlzeit88
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    @twisler78

    I like dungeon mods and took a quick look in Tes5Edit (which you should do, too).

    There are lots of cells unrelated to your dungeon where values of the USKP are often being overwritten (both in CELL and WORLDSPACE).
    You should delete them.
    Your dungeon-relevant cell seems to be in CELL -> Block 8 -> Sub-Block 2 and WORLDSCPACE -> 0000003C -> Block -1,-1 -> Sub-Block -1,-2 -> Hall of ...
    (as far as I can see).
    I also see an outdoor navmesh from the USKP being overwritten by your ESP.
    Not an expert on those tricky navmeshes, so I am just wondering, if that is a good thing to do.

    About CJWeller's unagressive NPCs:
    I didn't check ingame yet and just took a very quick look.
    It seems you spawn enemies them without changing their attitude (where I don't know, if you have to do that).
    All I can think of now is that you could add duplicates of those enemies in the CK (right click on NPC) to your mod and alter their behavior individually.

    A little hint:
    If you would like to make the lighting ELFX-like, just copy the values of a similar dungeon covered in ELFX Enhancer.
    Requires not too much effort in Tes5Edit.

    After a session in the CK always check your ESP (best together with other overhaul/patch mods) in Tes5Edit
    to get rid of any crap and forward anything from the USKP or others with drag-and-drop.

    I will now upload a screenshot to your image section about what to look at (check where you to approve screenshots).

    My apologies, if I am startling with my blubbering.
    Just having good intentions
    Thanks for your mod and keep it up !
    1. twissler78
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      Thanks for all the feedback and advice, I really appreciate it! This is my first mod, so I'm still trying to get the hang of things. I'll have to take a look at Tes5Edit, it looks really useful, and I'm a bit embarrassed that I didn't know about it before! I think the edits in the other cells were small mistakes by me. I was basically just looking at other cells because I wanted to know how the developers used particular objects and such. I didn't make any visible changes because I undid everything I did change, but it seems like the CK still takes note of something happening there. It's good to know that I can find and delete those changes now!

      As for the exterior nav mesh, I had to edit it a bit because companions were unable to get into the dungeon with the default nav mesh. I'm not really sure if this is okay to do, because like I said, I'm pretty new, but it seems to be working okay. Definitely let me know if there it's a bad idea to edit those, or if there's a problem it caused!

      I'll look into the behavior thing for the NPCs. I was pretty stumped because they were working fine for some of the other people that have played it.

      Thanks for the tips! I really appreciate the feedback and advice. I might be asking you some questions about Tes5Edit in the future (if you don't mind).

    2. Mahlzeit88
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      That tool might even be the best Elder Scrolls community invention of all times.
      I am a TesXEdit child since Oblivion and stuck my head into the Skyrim CK maybe only 1 year ago to make more advanced stuff.
      It can be a pain to navigate and find certain things there and has the attitude to implement irrelevant things into an ESP.

      Here is a video from the famous Gopher about Tes5Edit:
      https://www.youtube.com/watch?feature=player_embedded&v=fw3g_N1jcZQ#!
      (especially about the always recommended cleaning which you obviously never did )
      Well, don't be embarrassed. I didn't for quite some time

      Navmeshes:
      I am absolutely no expert on that navmesh stuff and never stuck my head into that.
      If it were the vanilla navmeshes giving you problems (which I assume) you could try and forward/test out those edited by the USKP
      (as shown in my screenshot).
      You might find some valuable info here given by the almighty Arth-Meister:
      http://www.iguanadons.net/Skyrim-Fixing-Navmesh-Deletion-Using-TES5Edit-511.html

      Oh, and, no ... I don't mind you asking.
      It just might take up to a week to answer.
      I am mostly here at the weekend only.

      So, just some quick tips:
      -Save by closing it (choice to let it create a backup of an ESP under DATA / TES5Edit Backups
      -add colors to find conflicts with right clickon an ESP -> apply filter for cleaning (doesn't matter which ESP you choose)
      -colors are explained in the readme.txt, I think
      -not every color alert needs to be attended
      -cleaned official ESMs will be overwritten when performing a cache verify in Steam ( as will cleaned files when installing a mod again) !

      Now it is time for my Friday night BF4 session.
      Have fun with your new tool
  5. Rataska
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    Does this need a clean install to function properly? If so I will simply download now and will install when I change characters.
    1. Mahlzeit88
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      Such mods don't, but you might want to wait for an update.
      Actually I am even installing/uninstalling script mods, which was never a problem for me when you do it properly (e.g. with Save Game Cleaner by Hroldan).
      Many people don't approve and they might have their reasons.
      If in doubt, just be sure to have a savegame without a new mod to return to.
  6. CJWeller0
    CJWeller0
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    I like the layout and idea, but for some reason, all of the necromancers aren't hostile towards me. They appear as red dots on the compass, but don't attack me. They won't even retaliate to me after I hit them. Also, what's the Death Halls Key for? I found no locked door.
    1. twissler78
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      The key is for a chest in the boss room. It's not necessary, but I wanted the player to be able to open it if there was some radiant item in there. That's strange about the necromancers though. I'll have to look into that... Thanks for the feedback!
  7. Riderkick774
    Riderkick774
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    Interesting. Seems to have a solid design and interesting background. Necromancer alchemists isn't something you see very often. Will try it out.
    1. twissler78
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      Thanks for checking it out! It's my first mod, so I'd love to know what you think.