Well done! I just completed this gauntlet today! Endorsed! My only complaint is that this mod is not follower-friendly. They kept getting stuck at the entrances of each room, for some reason. We need more ideas like this to stave off the boredom! Thank You! I look forward to more of your work!
Seems fun, I had a similar idea with making something with 100 individual floors, as someone new to the creation kit scene myself, I'd love to have someone like-minded to make projects like this with
I'm a bit late on this, but no they do not. This is intended for those who wish to leave the tunnel and come back later without having to refight anything.
Yea I'm aware, it is my first Creation Kit mod after all, there was bound to be plenty of scrub-like errors. I do have to ask though. The mod itself runs very well and lacks any real glitches, texture issues, path finding problems et cetera; how do you know how I handled my edits? If it was just through SSEEdit like you mentioned I have to wonder why you're randomly putting my mod through that. No intended hostility, just wondering why an outsider would have this knowledge.
In addition, when putting the mod into SSEEdit, it just shows all my IDs for things like cells, npcs, weapons and such; it doesn't bring up any errors or anything that would lead me to believe it was poorly made other than perhaps it could have been made through an easier format.
The problem is not individual mods. I've no doubt that your mod runs pretty well in isolation. The big problem with dirty edits comes when you start combining lots of mods together. Dirty edits can (and often do) overwrite an intended change to the same form by another mod, and this has the potential to fatally break the other mod.
I run EVERY new mod that I'm thinking of using through SSEEdit, loaded at the end of my full mod load list. I then examine the new mod for any conflicts with my other mods.
I also do quite a bit of my own modding and have released a couple here on Nexus. I run all my mods through SSEEdit as a final step before releasing/using it.
The thing with dirty edits is that they won't show any conflict unless loaded together with other mods which edit the same form. What you need to look for with SSEEdit are any forms in your mod that you did not intend to edit. You should remove them all. Classic examples are Cell forms with no child records. Basically it comes down to knowing _exactly_ what you want your mod to do, and only having the forms in the mod that are needed to implement your plan.
Most likely a mod conflict. The final boss is a dragon, so look for any mods that alter dragons; put The Tunnel of 100 Trials under any mod that affects dragons. If you don't believe mods are the issue, let me know.
I moved Diverse Dragons above 100 Trials and it seemed to do the trick. Also I don't know if this had anything to do with it, but I had left to the trial area for a few in-game days so the cell may have reset and the dragon reappeared.
About the Mythic/Impossible floor, you can skip everything as you can walk through the Blue Pilliars, and dropping of the level take you to the ending chest. That also make enemies rise up.
Other thing, I didn't saw a book at the Falmer section (expert zone IIRC), and at the Mythical/Impossible zone, but they are probably somewhere else.
Regarding the pillars, I am aware. This is a bug in skyrim where those objects are able to be walked through. I don't particularly see a reason to try and fix this as nobody should be purposely pushing themselves into the pillars. Regarding it taking you to the end chest, I will look into this.
The book on the falmer floor (floor 4) can be found in the fourth room under a bed. The mythical floor has no collectible and the impossible floor has a different hidden collectible.
Hey, I'm unsure what enemy you're referring to as there is no second spriggan on the mythic floor. I did check all my enemies on that floor and all properly drop their keys. If you could give me more information on what happened that would be great, thanks!
Hmm that's odd. I tested that enemy and it dropped the key every time. I have to assume at this point it was either some mysterious fluke or a mod conflict on your end. Feel free to use the "Unlock" command in the console to open up the door if you haven't already.
I can confirm "Zim's Immersive Artifacts" will prevent the spriggans from droping the key. Just ensure that "The Tunnel of 100 Trials" is placed after "Zim's Immersive Artifacts" in your load order and you should be good.
Thanks! I'm assuming you mean the non-special edition? If so then no, I made the mod with xbox and playstaion in mind and am not really interested in supporting the old version. Regarding the boss, yes, there is indeed a boss.
33 comments
I just completed this gauntlet today!
Endorsed!
My only complaint is that this mod is not follower-friendly.
They kept getting stuck at the entrances of each room, for some reason.
We need more ideas like this to stave off the boredom!
Thank You! I look forward to more of your work!
Load it up into SSEEdit and you'll see what I mean...
In addition, when putting the mod into SSEEdit, it just shows all my IDs for things like cells, npcs, weapons and such; it doesn't bring up any errors or anything that would lead me to believe it was poorly made other than perhaps it could have been made through an easier format.
I run EVERY new mod that I'm thinking of using through SSEEdit, loaded at the end of my full mod load list. I then examine the new mod for any conflicts with my other mods.
I also do quite a bit of my own modding and have released a couple here on Nexus. I run all my mods through SSEEdit as a final step before releasing/using it.
The thing with dirty edits is that they won't show any conflict unless loaded together with other mods which edit the same form. What you need to look for with SSEEdit are any forms in your mod that you did not intend to edit. You should remove them all. Classic examples are Cell forms with no child records. Basically it comes down to knowing _exactly_ what you want your mod to do, and only having the forms in the mod that are needed to implement your plan.
Hope this helps clarify my previous post.
This mod: Tunnel of 100 Trials
Nice reference
Other thing, I didn't saw a book at the Falmer section (expert zone IIRC), and at the Mythical/Impossible zone, but they are probably somewhere else.
The book on the falmer floor (floor 4) can be found in the fourth room under a bed. The mythical floor has no collectible and the impossible floor has a different hidden collectible.
The second spriggan at the mythic floor doesnt drop a key, is that normal ?
On the mythic floor, the Third ennemy didnt drop a key when eliminated, i couldnt go further
also is there a final boss?