Loved the traps, not so much the puzzles, but the mod has a ton of deleted references which removes RuinsLargeCeilingSconce [STAT:0001B061] from every single dungeon in Skyrim, also there are 3 deleted navmeshes, two at -41,14, and one at -14,15, it took a bit to clean this mod up, as in order to get those ceiling sconces back because there was no reason for them to be missing from locations that have nothing to do with this dungeon, I had to go through and remove them all from this mod thus putting them back to their original state, and of course removing those deleted navmeshes which could have given me some problems. But the dungeon mod was worth playing.
Again thanks for the feedback I will use it in the future when I get around to updating this mod. I'm more interested in another project and also have some college work coming through the pipe so hopefully the mood strikes me.
@the lone warrior
Are you sure you're using the most recent version? I fixed that bug in a previous patch and made the last door into a lever trigger instead and tested it. Make sure you get version 2.5
I have found a bug. In the area where theres a lot of levers and draugr around where they come out of the tombs, you have to open the gates with levers etc. I couldnt find the last one so I went in the CK and found that the last door is activated by a stone you have to push, except the stone is too far through the wall to be able to press, could only reach it using tcl console command. COmpletly impossible to open the last door without using the console.
I have the latest version, there is no way though, pulling all the levers does nothing.
@Sigrosa Your mod was one of my favorite dungeons and experiences in skyrim. I especially liked the usage of the puzzle elements and the clues surrounding them. As well as the rising pillars. And the inclusion of the backstory. Definitely a well thought out design and I commend you.
I hope you make more in the future and flesh this one out completely as you said you were going to. Thanks much!
One caveat... The mod does end up having the navmesh bug since it has multiple areas so unless bethesda fixes it you will need to create an esm and esp to remedy the static bandits or interior draugr that come from the bug.
24 comments
You might have had a more "romantic" ending like "the devil made me do it" instead of the [yawn] typical lust for power.
Endorsed.I'm surprised at the few number of endorsements.
I enjoyed it immensely.Thank you!
@the lone warrior
Are you sure you're using the most recent version? I fixed that bug in a previous patch and made the last door into a lever trigger instead and tested it. Make sure you get version 2.5
@rabidNode
Thanks I appreciate it.
In the area where theres a lot of levers and draugr around where they come out of the tombs, you have to open the gates with levers etc.
I couldnt find the last one so I went in the CK and found that the last door is activated by a stone you have to push, except the stone is too far through the wall to be able to press, could only reach it using tcl console command. COmpletly impossible to open the last door without using the console.
I have the latest version, there is no way though, pulling all the levers does nothing.
Your mod was one of my favorite dungeons and experiences in skyrim.
I especially liked the usage of the puzzle elements and the clues surrounding them. As well as the rising pillars. And the inclusion of the backstory.
Definitely a well thought out design and I commend you.
I hope you make more in the future and flesh this one out completely as you said you were going to.
Thanks much!
One caveat... The mod does end up having the navmesh bug since it has multiple areas so unless bethesda fixes it you will need to create an esm and esp to remedy the static bandits or interior draugr that come from the bug.
meh i found it. I missed one single path in sylvies dungeon.