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Liam

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WhiteCocoa64

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3 comments

  1. WhiteCocoa64
    WhiteCocoa64
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    • 1 kudos
    Hi Cardon14C and romaroman, sorry taking so long to reply, been a busy time. Thanks for the help, I had no clue that I should use xEdit so I appreciate the suggestion. And sorry that you had to clean it yourself, I'll make sure to have them clean in the future. I won't have much time in the next month or so to fix this as I'm away but I hope to fix it when I get back. Thanks!
  2. romaroman
    romaroman
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    Yes,Carbon14C is right.I have no doubt that you have done a great job...But for example, I have about 50 different dungeons mods.I have long made edits to them and rules of compatibility with each other.Imagine what would be if all these mods made edits where they should not.Thats why I had to clean it all myself, as I do not want to spoil my Skyrim builded with dirty edits.By the way, the first rule to avoid messy edits is not to click OK in the creation kit if you haven't made any changes to object,lvllist,actor and etc
  3. Carbon14C
    Carbon14C
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    • 22 kudos
    Needs cleaning. Might be easier to do in xEdit than in the CK. Just some advice, before uploading any mod, or an update for a mod, always check it in xEdit and clean it beforehand. You've got edits to all sorts of irrelevant places like Valthume and other objects/NPCs like a soul gem record and draugr leveled list templates. Everyone has to do this, it's just a reality of how cumbersome the CK is to use.

    Another thing I noticed lacking in xEdit is an assigned location to your dungeon cell(s). If you look at other dungeons, for example, you'll notice in their cell records that they have a Location record. This is where important things like references (for quests), Parent Location (which hold your cell is in), and keywords (type of enemies and quests) are found. Then you need an Encounter Zone to determine the level range of your dungeon.

    Check out GoulSmasher's Simple Bandit Camps in the CK and xEdit to get an idea of what I mean. He does a thorough job at creating dungeons that seamlessly blend in with the game world and can serve as a good monkey see, monkey do tutorial. That's what most of modding is, really, just learning from others and lots of bug testing.