great dungeon, yes labyrinthic, the most labyrinthic dungeon I ever played, at least considering the size, that is not that enormous, but the structure is really well done to feel lost inside it, but still not too much, it's quite easy to recognize the rooms and ways. Harder is to find some key... anyway I was able to recover all 5 keys and use them, the dungeon is not marked as cleared but I think I've done all. Just I didn't see the dragon that a youtube video shows.
Glad you enjoyed. The dragon you mentioned is summoned by the player (I'm guessing from Levelers Tower mod) while the other one you see in that ritual chamber is just a static prop.
Script murder_HT_CryptKeyCheck Typo, the script won't work. The function is OnActivate, of course.
--edit-- Anyway, I see now that the script is only a duplicate, possibly a failsafe. The mod works fine without it... as long as nothing goes wrong and the failsafe is not needed :)
Thank you, apparently this is a common error when porting, and harmless. Still, hopefully when we fix the form 43 error this should go. I'll pass the info on nonetheless.
That is how you fix the Form 43 error, yes it went away. I did not know it also fixed the other thing though. In SSEEDit the record CRDT now looks like this, maybe you could check vs the LE version in case a real value is needed, and add it back if so.
i physically changed the file from .esm to .esp then open in ssedit and removed esm tag, then opened in creation kit and added ussep as a master, save, closed and opened in Xedit to quick clean to make sure all is clear then opened in ssedit and used esm-convert script to confirm all is clear and make sure the tag has been added back, then i physically changed the esp back to esm and gonna test. should be all good. I just have to pray that Lysander666 ran the assets through cathedral or converted them right at least. wish me luck, starting a new game...
OK, I have put the current version as an OLD file. People can still use it if they wish for now. The mod was ported by a well-known member of my Discord server, but I don't know what methods they used...
That said, a close friend of mine, venjhammet, has very kindly re-ported this mod today from the old LE version. I will test it tonight. If all goes well, I will upload his versions this evening, which are both .esm and .esp. Will post here when done.
Also it needs to have the other 4 DLCs added as masters then resaved in CK so it will be form 44............. and modernized furthermore the scripts should be recompiled for consistancy if nothing else.
was hoping this mod got ported. Now just have to wait till someone ports both Oblivion Realm series mods and i can finish off my playthrough of those. i started with them on LE and moved to SSE and found those are the only 2 that havent been ported over without troubles.
The map is intentionally disorientating :) This comment is from the author a few years ago:
"Actually the whole dungeon is built to mess with local map on purpose. It is meant to be this way because I wanted the player to get lost in there in favor of a bigger challange. Think is the most effective way to make a maze."
Sorry you didn't like it but I suppose it's not for everyone. Your pen and paper idea is actually what some people have suggested to get through it, DnD-like. I personally see this as a 'feature' rather than a 'bug' ;)
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Typo, the script won't work.
The function is OnActivate, of course.
--edit--
Anyway, I see now that the script is only a duplicate, possibly a failsafe.
The mod works fine without it... as long as nothing goes wrong and the failsafe is not needed :)
That said, a close friend of mine, venjhammet, has very kindly re-ported this mod today from the old LE version. I will test it tonight. If all goes well, I will upload his versions this evening, which are both .esm and .esp. Will post here when done.
Also it needs to have the other 4 DLCs added as masters then resaved in CK so it will be form 44............. and modernized
furthermore the scripts should be recompiled for consistancy if nothing else.
"Actually the whole dungeon is built to mess with local map on purpose. It is meant to be this way because I wanted the player to get lost in there in favor of a bigger challange. Think is the most effective way to make a maze."
Sorry you didn't like it but I suppose it's not for everyone. Your pen and paper idea is actually what some people have suggested to get through it, DnD-like. I personally see this as a 'feature' rather than a 'bug' ;)