While I appreciate the attempt, many of the dungeons in this mod are very subpar. There are so many dungeons in this mod that are just corridors, with no diverting paths and just rooms of enemies, and are too long for their own good.
As an advice for level design in general, smaller and more detailed is better than bigger and uninteresting. If the idea of the mod was to focus on combat, an arena mod could achieve better results with much less work.
in the forgotten tomb of the third image there is a lever with which you can't interact, I tried to use the tcl command to see if the interact marker was there but it is not. I upload a reference image https://ibb.co/PZkCNCJK
This mod is created by someone how thinks they know better than professionals, but in actuality has no clue how to do proper level designs. These dungeons are way too large, way too none-linear, way to unbalanced and overly convoluted in regards to puzzles. It is a stellar example of arrogance in function.
Wow, man, chill out and apologize. It's fine if you don't like a mod, that's your choice, and even some constructive criticism is ok as it helps modders to do better. But such language is uncalled for - you come off as arrogant and entitled. You didn't pay for this - it was free.
These dungeons in no way tie to the games overall progression. They are created to enrich the choices and places you can go explore and just enjoy in Skyrim. I found these on harder difficulties and using survival based mods made it a very fun experience. My game is modded to slow down and be more surrounded by the world as opposed to rushing from area to area.
Having to back out of a dungeon due to its length was actually really fun. Exiting and setting up camp outside the dungeon to regroup and then hunt and get food restocked for survival and buffs. Then picking the follower framework option to send one follower back to the nearest town to vendor off our loot and spoils. Due to the length of some of these they can even be a side project and activity while you are doing other things in the area. Its really about how you want to play them.
I am not going to lie and say I didn't get frustrated at a few of the dungeons, in fact me and my friends who stream Skyrim have a no forgotten dungeon policy because of the length and design. But it is amazing it exists, almost every one of them is fun and NEW and challenging. And also, it's free. I would probably say the same thing if I had to buy it for a few bucks. It is an almost MUST install for any Skyrim play through. Thanks to the creator, you made Skyrim that much more replayable!
So far, this mod has been really, really fun for me! Especially good for actually practicing sword combat after using nothing but spells and bows for a long time
Also, potential bug: Dwemer centurions seem to glitch out and become docile IF I'm sneaking when they wake up. If I attack from sneak, or just stand up and reveal myself, they won't attack. However, if I am not sneaking when they wake up, they fight normally.
I have been looking for the exit key of Dwemerland dungeon for literally hours but can't seem to find it, can anyone spoil me where to find it? Thanks!
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Falrim tools has this mod at 7000 scripted instances.
Id save yourself the script bloat if you can find other things to use.
As an advice for level design in general, smaller and more detailed is better than bigger and uninteresting.
If the idea of the mod was to focus on combat, an arena mod could achieve better results with much less work.
I upload a reference image
https://ibb.co/PZkCNCJK
"Large, expansive, non-linear, convoluted" DESCRIBES SKYRIM PERFECTLY. and thus, this mod blends wonderfully.
it is you that is foreign and out of your depth. hush now child. theres a nintendo game out there for you somewhere.
Having to back out of a dungeon due to its length was actually really fun. Exiting and setting up camp outside the dungeon to regroup and then hunt and get food restocked for survival and buffs. Then picking the follower framework option to send one follower back to the nearest town to vendor off our loot and spoils. Due to the length of some of these they can even be a side project and activity while you are doing other things in the area. Its really about how you want to play them.
so shut the f*#@ up please :)
Especially good for actually practicing sword combat after using nothing but spells and bows for a long time
Also, potential bug: Dwemer centurions seem to glitch out and become docile IF I'm sneaking when they wake up. If I attack from sneak, or just stand up and reveal myself, they won't attack. However, if I am not sneaking when they wake up, they fight normally.