Unfortunately the mod seems to remove the small camp that is supposed to be here, which has issues with interesting npcs, and one of the anniversary mods.
this is one of the most underwhelming dungeons I tried. Just few falmers in some ruined and poorly lighted destroyed snow elf castle, maybe I missed something? cleared in 5 or was 10 minutes, not the best 10 minutes I had in skyrim
I tried to discover this temple to check if there were a conflict with another mod I have called "Relics of Hyrule". There is, Relics of Hyrule adds an extra house near the shack and part of the temple overlaps with it. While that house is still there and accessible, it looks odd due to the overlap. Not only that, but I suspect that said overlap has a chance to crash the game. That's because my game did crash upon approaching the temple for the first time. Net Script Framework did not generate a crash log so I cannot submit it here or under the bugs tab to have it verified.
The Elf Warriors seem to have mesh problems because the screen flashes black if you look at them. Or is it the textures? Whichever one it is, everything gets covered by black, since it originates from them.
I made a patch to address a few of the issues. Ideally this would be better as a plugin replacer with cthunsthrall fixed navmeshes. as this patch will not address the deleted navmeshes... it does address a few things.
1.) It assigns a unique location and encounter zone to the dungeon rather then it using the apocrypha location and abandoned prison encounter zone. it also assigns some specific keywords typical for dungeons.
2.) It removes the _ from the cell editor IDs as this will cause saved games to go hiding if you saved in cells with _
3.) It makes the dungeon clearable once you kill the second boss.
4.) Removes wild edits made to traps
It is recommended you run the main mod through quick auto clean. Hopefully at some point we can merge it all along with navmesh fixes in one plugin replacer.
Edit; i have managed to track down the invis frost rune trap but it cant seem to be fixed with a patch. It has to be done in the main plugin itself ... It's to do with edits to the WarehouseTraps cell ... this appears to be a testing cell for all traps in skyrim. Any changes to it causes bizarre behavior in traps all over skyrim.. It can be fixed if you load the plugin in xEdit and remove the WarehouseTraps cell.
Yah, just click on the cell and remove it entirely in this plugin. there should be no WarehousTrapsCell in this mod. just make sure you don't delete it in skyrim.esm
@Kulharin I used your patch, deleted the offending cell from the main plugin and then cleaned it with SSEEdit. In spite of some remaining navmesh issues, it worked like a charm. Thanks for your extra work on this!
Just found out about the WarehouseTraps issue by coming to this page via Google. I have the Ruined Temple mod in my LO, along with the patch, but I was still getting invisible (and deadly to my lvl 2 char) frost rune traps a little ways inside White River Watch. Turns out that, in this case, the culprit was the Lux patch for Eternal Flames, so if anyone has similar experience, type "WarehousTraps" (without my quote marks) into the EditorID field in xEdit and see which other plugins touch it.
That dungeon mod looks very promising. But in the bugs section (v2.2) and comments are some warnings that it could break the game. Or is that fixed? I'm a bid confused...
The optional file completely overwrites the main file. So I take it that the optional file is the updated mod?
87 comments
It not only fixes the most common issues, but also expands the mod.
His mod includes:
Consider his mod extremely highly recommended! Check it out here!
The shrine is on the exact location of one of the places where a chatty NPC used to sit.
I'm trying to reduce my reference handles to stabilize my load order.
I made a patch to address a few of the issues. Ideally this would be better as a plugin replacer with cthunsthrall fixed navmeshes. as this patch will not address the deleted navmeshes... it does address a few things.
1.) It assigns a unique location and encounter zone to the dungeon rather then it using the apocrypha location and abandoned prison encounter zone. it also assigns some specific keywords typical for dungeons.
2.) It removes the _ from the cell editor IDs as this will cause saved games to go hiding if you saved in cells with _
3.) It makes the dungeon clearable once you kill the second boss.
4.) Removes wild edits made to traps
It is recommended you run the main mod through quick auto clean. Hopefully at some point we can merge it all along with navmesh fixes in one plugin replacer.
Ruined Shrine Fixed
Edit; i have managed to track down the invis frost rune trap but it cant seem to be fixed with a patch. It has to be done in the main plugin itself ... It's to do with edits to the WarehouseTraps cell ... this appears to be a testing cell for all traps in skyrim. Any changes to it causes bizarre behavior in traps all over skyrim.. It can be fixed if you load the plugin in xEdit and remove the WarehouseTraps cell.
Is this cell safe to delete?
I used your patch, deleted the offending cell from the main plugin and then cleaned it with SSEEdit. In spite of some remaining navmesh issues, it worked like a charm. Thanks for your extra work on this!
The optional file completely overwrites the main file. So I take it that the optional file is the updated mod?