Skyrim Special Edition

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Adenor

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AdenorDesward

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42 comments

  1. unmasquer
    unmasquer
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    Script conflict with SKSE? Is that normal? 
  2. GoddRighteousOward
    GoddRighteousOward
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    I love dungeons...gonna try it out.
    1. righteousgoddoward
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      Yup...I had to Un-Download because of a shared script name...why don't modders make their own script names?  To individualize them...is it too hard to do?
  3. Shatteredthought
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    Would have loved to try this mod out as I'm always interested in smaller quest mods. Sadly, in my testing I found that for some reason this conflicts with All Geared Up Derivative (AllGUD) and its Misc Items display feature - when I enable the mod in the left panel of MO, the coin purse, potions, etc. won't show up. In a mod order of 600ish this was the one mod that consistently disabled the ability to show them. Disabling the mod entirely resolved the issue.

    Looking at juzu1234's comment below, I think this is related to having the script name issue they mentioned.
  4. steelfiredragon
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    well for some foresworn reason, I though I downloaded this mod when I downloaded a dungeon the other day.. .
    fixing that now.
  5. juzu1234
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    Ok I have tested thoroughly and the mod is good. I mean that as it is enjoyable to play but as you can see from the pics I have posted. The shrine is not dibella and why the heck it says that I do not know as it should be the shrine of you know what. That needs to be changed in CK or sseedit. Also the door which is not a door but a secret door should not state open door so remove that. It will just confuse the noobs of this game LOL. The switch that opens it needs to have some sort of clue to it as in like the cell escape note. Basically stating that all of these things are opened the same way and insert some sort of lore to the mod for it to have some weight. I also found out what the mod which was conflicting. You are not going to elieve it but it is the annas npcs. LOL I could not believe it when I loaded my 1700 mod list in sseedit and then checked the form id. Yeah upon clicking on the floor by the trapdoor to disable it the form id corresponds to the annas npcs which still is a very popular mod. A good advice point would be to download and install this mod and then check your mod with this (your mod loaded after of course) then edit the world space around it to be compatible with this mod and then you can upload either a landscpae patch as an optional file or maybe a whole mod version with this in mind. It is up to you as how much of a modder do you want to be LOL. I enjoyed your mod and would recommend it to others but please fix these issues especially the one for the spell.pex which asks you to overwrite the SKSE64 scripts which is a NO NO. Just rename it to something that does not conflict. What ever the script does I do not know but I have a feeling it has something to do with the shrine (which is named wrong) and so by not letting the script overwrite makes the mod go crazy when activating the shrine. Oh by the way nice boss and also nice weapon. That weapon always gets overlooked but looks way cool than you realize. I hop I have assisted you in your modding. Please do not get disheartened and keep modding as there are millions out there that do not have a clue about this and just sit in a pub and talk about football which are obese etc and laugh at us people but they are just the same as train spotters which is a spotter for something which is renowned as cool (football-gash). thick !"£$%^&*( Best of luck with you modding career. Nice one.
    1. juzu1234
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      Feel free please to remove the pics on the images section. I do not want to put anyone off. Some people will look at it and not bother to try this and it actually is good. Just had to give feedback as this mod is deserving of it.
    2. tarlazo
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      Could you please explain "the form id corresponds to the annas npcs"?
      Every plugin has a unique load order index which makes the first part of the FormID.
      How can two plugins loaded together have a record with an identical ID? [if it's not an overridden vanilla one]
      The Spell.pex is just the vanilla one without the SKSE edits, and the defaultActivateOnLoad is the vanilla one too. They should simply be deleted [as well as Test.pex and MOD01CastSpellOnCombatScript.pex, being empty]. Basically all four scripts should be deleted.
      What the mod really needs is removing ITMs, wild edits, and one deleted navmesh.
    3. AdenorDesward
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      Thanks for the feedback! I'll look into the issues and the popular mods that I need to install. I'm glade you liked it.
    4. juzu1234
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      Hya tarlazo bud.

      Yeah it was really weird. I installed this so as to test and give feedback and when i installed and travelled to the burnt house where the cell change was as in the trapdoor it was not visible i posted in the images section. I loaded all plugins in sseedit and typed the form ids in the top left search bar and it took me to annas npcs lol load order form id was 0E044F9D/9E and 9C obviously 0E is the load order for annas npcs. It was quite funny why would an npc overhaul have a section in it that covers worldspace but it does lol. I had to click on the floor with the console open then type disable to remove ground layers. Or tcl through the floor to get to the trap door. Anyway i let the mod author know so maybe to do a compatibility patch but thats upto him. Still not a bad mod though.
    5. tarlazo
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      Yes, weird indeed.
      Oh well, I guess we can live with that
    6. steelfiredragon
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      so is it safe to work with anna's npcs?
  6. RestitutorOrbix
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    I just endorsed the mod, as it was great fun!  However, this was an underground dungeon, not a "spire".

    Anyway, one final question: What are you supposed to do with the skull of the Empress of Tamriel you find at the end?  Does it do anything other than look really cool?
    1. AdenorDesward
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      Hey! Thanks for playing!
       
      The reason for the name is that I originally intended it to be an underground dungeon under a spire, that didn't go as intended but the name stuck.

      The skull is there just for the story, but you have an interesting point, however I didn't plan anything for it.
  7. mgayle4
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    17 minutes to beat...  LOL... you've never seen me play!  I got MUCH more than 17 minutes out of this one!  And... I had a blast doing so, thanks for the mod!
    Spoiler:  
    Show
    It would be nice to have a quest associated with this, then when you get the weapon at the end you know you have completed everything.  Maybe that's something you have planned? And wow... 100 surprises when the boss showed up!


    Everything worked very well for me.
    Endorsed!
    1. AdenorDesward
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      17 minutes is based on my fast gameplay knowing everything in the level lol! Thanks for the feedback, very glade you liked it!

      Adding a quest is a great idea, I might improve more on the dungeon in the future. Either way I definitely plan on creating more levels and content for Skyrim SE!
  8. CKord
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    I just got out of the dungeon. It all worked very well for me and I really enjoyed it. I loved the format. Thanks very much for making this
    1. AdenorDesward
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      Thanks!
  9. steelfiredragon
    steelfiredragon
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    how big is this dungeon?
    1. AdenorDesward
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      Takes 17 minutes to beat.
  10. juzu1234
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    Do you know what this has peaked my interest. I think ill test thoroughly and give some feedback. Well done for creating something. Its not as easy as people think. Nice one
    1. AdenorDesward
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      Hope you like it :) 
    2. juzu1234
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      Just installed it and it asked me to over spell.pex by sks64 scripts...... I obviously said no so we will see how this plays out. Feeback be  thoroughly.
    3. juzu1234
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      Just downloaded to test. Travelled to place and found burnt down house but no cell change. Where the hell is the dungeon entrance. I aint coc etc as that is not fair test plz respond swiftly
    4. AdenorDesward
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      There is a trapdoor in the corner of the house, under the banner.
    5. juzu1234
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      I test thoroughly and trust me theres no door
    6. juzu1234
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      this IS what I do
    7. juzu1234
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      interrogated your esp on sseedit and the only thing that the worldspace edits in my load order is a pant mod and also grass fixes. No terrain level change for this plus the pic you have in your mod page has two dead imperial soldiers in it and I have none. this is inconsistent. 
    8. AdenorDesward
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      Looks like the ground is more elevated for you because of your already installed mods which made the trapdoor disappear. This is how it looks like for me.
    9. AdenorDesward
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      Weird, not sure why, I'll see if more people report the same problem. Everything is fine on my end.
    10. juzu1234
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      Ok I loaded game and traveled to where it is and the trap door is there but is is under the ground. Ok I have landscape and water fixes by wizkid which is a must plus skyrim worldfixes which also is a must. Now I have checked on sseedit and none of these edit the worldspace in which this mod is placed but I have over 1700 mods but sseedit do not lie???? or does it. Also I have a mod which tells you which npc has dies and you ahve the choice to resurrect them. When I fast travel to this location it states that an imperial soldier has died and do you want to resurrect them. Ok I think this mod is incompatible with one of these landscape mods. The only way for you to be sure is to say download the landscape and water fixes by wizkid or the skyrim worldspace fixes by arisGM and then test for yourself. Then if this is indeed the case then you can create a patched verison as in load your mod with these mods and then alter the ground space where the trap door is etc. Having this version of the mod will have maximum compatibility and have more people interested in it especially the avid modders of the game and not just the noobs No offence to readers. I mean that.
    11. juzu1234
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      All you have to do is load the items and alter the z reference and increase by 2024 each time until with these mods installed have it visible. XYZ trigonometry point of reference as in where am I. It is on the sseedit normally at the bottom of the form id file.
    12. juzu1234
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      I understand that but you have to be aware of compatibility. There are avid modders out there constantly improving the skyrim landscape and for good reason. Trust me load these mods into your load order and test your mod. I bet you will see the same as me. Then with these mods in your load order to can compromise the land geometry and then release a version with these in mind. As an optional download. Trust me a heck of a lot of end users have these mods.
    13. juzu1234
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      Anyway I will load the game and tcl into the trap door and try the mod. I have already done it and the first opinion is damn it is dark but we will see.
    14. AdenorDesward
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      Good point, I'll install the landscape mods, I don't have any mods installed right now because I got back to Skyrim just recently
    15. AdenorDesward
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      Great, looking forward for feedback
    16. juzu1234
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      Ok I have loaded game and travelled to where the point is again. I have looked at the floor and the clicked on the mouse and then typed disable. This removes the floor and then I drop down 2 cm then again and again until the floor looks like you mod. Look in the pics on your mod page. These have been introduced by a mod and I should have copied the form id before continuing but I did not. Do not worry I will tell you which it is later. I am sure it is either the landscape and water fixes mod by wizkid or the other one I mentioned earlier. Anyway I went through the mod and it was enjoyable. I got to where the miniture statue of boethia is and then things went screwy as I activated it. The thing is it said activate shrine of dibella????? it is boethia surely so yeah first change there I guess. Plus when I activated it nothing happened apart from activating the animcan.....it is when you activate the console window and type animcam and then move around. The view gets all screwy. It could be because when I installed this mod it asked me to overwrite spell.pex which is a script. The files it wanted me to overwrite was SKSE64 and there is no way in hell I am doing that sorry. This could be related as when I installed this I said no to mod. Seems likely or maybe it is something you could look into. Anyway if this spell.pex is the same as the SKSE64 script then you can leave it out and just make SKSE a rquirement or maybe you can just rename the script file from spell.pex to whatever just as long as it does not conflict with SKSE scripts. Not rocket science but surely that is not a good thing. I will test again and go to another place as there are two ways to go. One takes you to a room with a blocked door which you unlock with a lever and then drop down and the other takes you to the shrine of boethiah which in your mod calls dibella LOL.
    17. AdenorDesward
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      Yup, I will need to change the name and add an effect to the shrine of Boethiah.