So it's something I've noticed pretty recently. Once the boss is killed the, dungeon will appear as "cleared" if you check on your local map whilst inside the dungeon. However, it doesn't appear as cleared on the world map for whatever reason. I'll look into it when I get chance.
On a side note, if you get a radiant quest to clear the dungeon the quest can still be completed as usual.
In the creation kit, for the exterior cell with the map marker (-16, -18) assigned it the same location as the dungeon (CD_DragonsTeethPrisonLocation) and as for the Location record itself just assign the Map Marker to the World Location Marker Reference
This dungeon is pretty. Lots of design elements, good use of water and plants. Construction is solid, with several minor areas of overlapping textures causing flickering.
Lots of environmental story telling. You figure out the history of the area, both recent and more distant, by just going through the dungeon.
At first I thought the pathing was going to be fairly linear, but the dungeon reveals itself as you go along.
Several tactically interesting rooms, with different possible approaches to the foes.
I play tested this at level 95, and the creatures did not scale to meet me, which is fine. Not everything has to be all out war.
It was very well decorated with an eye for detail and enough lore to make it seem like a natural addition to Skyrim. A good balance of expected linear dungeon with logical branching paths.
Seconded. Very nice design - larger than it looks, with plenty of nooks and crannies to explore. I like the backstory too, though the writing needs some work.
I did run into one issue, though - I can't save in the dungeon.
Thank you for trying out the dungeon, I'm glad you liked it! The saving issue you mentioned has now been resolved as of version 1.1 of the mod. Thank you for letting me know about the issue
Fun dungeon, I just want to let you know that your mod has an underscore in it's cell ID 'a_CannibalDung', it's not correct to do this as this causes several issues, like not letting you save inside the cell or loading a save. It's a simple fix, just gotta load the mod on xEdit and remove the underscore from the Editor ID.
No quest is added with this mod sorry, but it does have a chance to be a quest location for the radiant quest system (Kill bandit leader here) the game has
Thank you for letting me know about the incompatibility between the two mods, currently I'm unable to make a patch for conflict but I'll try and look into a fix in the future. Happy you enjoyed the mod regardless, thank you for downloading!
59 comments
I just noticed that the map marker is not linked to the location so I wasn't sure it can be cleared?
On a side note, if you get a radiant quest to clear the dungeon the quest can still be completed as usual.
In the creation kit, for the exterior cell with the map marker (-16, -18) assigned it the same location as the dungeon (CD_DragonsTeethPrisonLocation) and as for the Location record itself just assign the Map Marker to the World Location Marker Reference
Lots of environmental story telling. You figure out the history of the area, both recent and more distant, by just going through the dungeon.
At first I thought the pathing was going to be fairly linear, but the dungeon reveals itself as you go along.
Several tactically interesting rooms, with different possible approaches to the foes.
I play tested this at level 95, and the creatures did not scale to meet me, which is fine. Not everything has to be all out war.
Good job. Kudos to you, and endorsed.
I did run into one issue, though - I can't save in the dungeon.
edit: Nvm. Lost passages makes Dragon's Teeth Prison Inaccessible.
Might tool around see if i can find a way to make them cohabit the area 🤔