Hello I hope you dont mind me asking but may you please port this mod to Xbox One (I dont have a PC nor do I know how to port mods). btw it looks really good
Great dungeon mod from start to finish, unfortunately had to uninstall because of a bug on Become Ethereal shout. It will permanently break the shout (causing it to only last for a couple of seconds when casted) after pressing a dwemer switch to open the first door.
A bit late, but I downloaded the mod only a few hours ago. Recompiling the script with this source should prevent the Ethereal disruption and also break the never-ending loop when the player leaves the cell.
Spoiler:
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Scriptname ANKdwe01Test2 extends ObjectReference
import Utility
ObjectReference Property Marker1 Auto ObjectReference Property Marker2 Auto ObjectReference Property Marker3 Auto ObjectReference Property MarkerFireOnce Auto ObjectReference Property SteamDisable01 Auto ObjectReference Property SteamDisable02 Auto ObjectReference Property SteamEnable01 Auto ObjectReference Property SteamEnable02 Auto Quest Property LeverQuest Auto Int Property LeverQuestSetStage Auto Float Property TimeOn Auto Float Property OffLag Auto
Auto State State0 Event OnActivate(ObjectReference akActionRef) MarkerFireOnce.Activate(self) LeverQuest.SetStage(LeverQuestSetStage) GoToState("State1") EndEvent EndState
State State1 Event OnBeginState() If GetParentCell().IsAttached() Marker1.Activate(self) Wait(TimeOn) Marker1.Activate(self) Wait(OffLag) GoToState("State2") Else GoToState("State0") EndIf EndEvent
EndState
State State2 Event OnBeginState() If GetParentCell().IsAttached() Marker2.Activate(self) Wait(TimeOn) Marker2.Activate(self) Wait(OffLag) GoToState("State3") Else GoToState("State0") EndIf EndEvent EndState
State State3 Event OnBeginState() If GetParentCell().IsAttached() Marker3.Activate(self) Wait(TimeOn) Marker3.Activate(self) Wait(OffLag) GoToState("State1") Else GoToState("State0") EndIf EndEvent EndState
This dungeon mod deserves so many more endorsements than it currently has. The level design is simply brilliant. My only concern is, and this may be something on my end, the become ethereal shout ceases to work properly after entering the dwemer tomb portion of the dungeon ( the one with the rotating flame trap).
I just discovered this as well. It happens the moment you press the switch to open the first door. Before, become ethereal works fine, after, it's broken permanently.
My workaround was to open mod in CK and mark gate that dremer button opens as "open by default"
That button has the script that other users down below indicated got stuck in papyrus. Guessing that script getting stuck threw off the become ethereal shout?
A possible solution for non ck user would be to open locked gate in tomb(First locked gate/first dremer button with console.
Same thing here with my SSE port. My workaround was simply to go into the console, click on the gate and use the "disable" command. That keeps you from having to use the button to open the gate, preserving your Become Ethereal shout. The only other bug I ran into was a black face on the head Thalmor at the end. Setnpcweight 35 in the console fixed that one. I didn't get the waterflow bug some people got, but that may be because I use SSEEdit generated waterflow fixes.
I converted this mod to SE for what it's worth. The mod is thoroughly enjoyable, but I wanted to report the few problems I encountered. The most minor is the water in a few locations is carried over from skyrim.esm instead of update.esm and you'll see weird seems in a few spots. The river outside the exit is an example where the water flows in the wrong direction. Maybe this doesn't exist at all in oldrim, either way it's easily fixed by carrying the changes forward from the Unofficial patch and update.esm in SSEEdit.
More troublesome is the "become ethereal" shout is broken after activating the first switch inside the tomb. I'm not sure what the cause of that is, it seems like the game thinks the player is constantly performing some action which ends the shout early, but unless I can find and resolve the bug I will have to load a previous save and leave this quest unfinished.
After the playthrough i realised that the script ankdwe01test2.pex got stuck in the save with the event OnActivate(). Can you tell us what is the purpose of this script please?
I enjoyed this. It might be linear, but it was nice to just trek deeper and deeper through the changing environments without having to fuss over how to do so.
I d/l this mod like 9 months ago and then forgot about it. So I was quite surprised when I got half way through and realized this was a mod and not a vanilla dungeon. Well done! (and finally endorsed )
Just finished it. really thought it was vanilla until i saw no spoken dialog..congratz man, very well done. only things is the sword model is so crap yo should really ask permission to another author to use their model coz this one look like the kind of sword you see on the nexus with only one endorsement made by the author.. anyway, endorsed
81 comments
Recompiling the script with this source should prevent the Ethereal disruption and also break the never-ending loop when the player leaves the cell.
Scriptname ANKdwe01Test2 extends ObjectReference
import Utility
ObjectReference Property Marker1 Auto
ObjectReference Property Marker2 Auto
ObjectReference Property Marker3 Auto
ObjectReference Property MarkerFireOnce Auto
ObjectReference Property SteamDisable01 Auto
ObjectReference Property SteamDisable02 Auto
ObjectReference Property SteamEnable01 Auto
ObjectReference Property SteamEnable02 Auto
Quest Property LeverQuest Auto
Int Property LeverQuestSetStage Auto
Float Property TimeOn Auto
Float Property OffLag Auto
Auto State State0
Event OnActivate(ObjectReference akActionRef)
MarkerFireOnce.Activate(self)
LeverQuest.SetStage(LeverQuestSetStage)
GoToState("State1")
EndEvent
EndState
State State1
Event OnBeginState()
If GetParentCell().IsAttached()
Marker1.Activate(self)
Wait(TimeOn)
Marker1.Activate(self)
Wait(OffLag)
GoToState("State2")
Else
GoToState("State0")
EndIf
EndEvent
EndState
State State2
Event OnBeginState()
If GetParentCell().IsAttached()
Marker2.Activate(self)
Wait(TimeOn)
Marker2.Activate(self)
Wait(OffLag)
GoToState("State3")
Else
GoToState("State0")
EndIf
EndEvent
EndState
State State3
Event OnBeginState()
If GetParentCell().IsAttached()
Marker3.Activate(self)
Wait(TimeOn)
Marker3.Activate(self)
Wait(OffLag)
GoToState("State1")
Else
GoToState("State0")
EndIf
EndEvent
EndState
That button has the script that other users down below indicated got stuck in papyrus. Guessing that script getting stuck threw off the become ethereal shout?
A possible solution for non ck user would be to open locked gate in tomb(First locked gate/first dremer button with console.
More troublesome is the "become ethereal" shout is broken after activating the first switch inside the tomb. I'm not sure what the cause of that is, it seems like the game thinks the player is constantly performing some action which ends the shout early, but unless I can find and resolve the bug I will have to load a previous save and leave this quest unfinished.
Can you tell us what is the purpose of this script please?
Other than that, its an excellent dungeon mod.
when talking to justicar fairenwe, other thamar solders seems still attacking you, no time to read and talk.