Played and really enjoyed both dungeons of yours, looking forward to any more you make! Especially liked the puzzle room of Taarengrav, platforming for extra treasure (or skyclimb abuse :P), and the storylines.
Any idea how to make this compatible? I keep getting crash reports with this when trying to enter the mine. This is the first of a couple of your mods ive tried in game and I hope the others wont crash aswell :( Object Reference: File: "Skyrim.esm" Flags: 0x08000009 kDestructible | kInitialized | kDisableFade Name: "Chest" FormID: 0x0002064F FormType: Container (28) File: "Taarengrav.esp" Flags: 0x00000408 kInitialized | kPersistent FormID: 0x3A0FDEB9 FormType: Reference (61)
Im new to modding but seeing it might be a loot issue I tried putting the valdur axe into levelled lists with SSEEdit and bashed patching with wryebash to the best of my ability but no luck.
Compatible with what exactly? I have never experienced such a crash or heard reports of this. I would also advise against putting Valdur's axe into levelled lists, they are unique weapons and not supposed to spawn randomly.
Ive since taken it out of the lists after it didnt solve my issue. And sorry I completely forgot to mention what happened before that, but my first crash report was open world loot x taarengrav chest, disabled it to have yash2 x taarengrav chest, and now skyrim.esm (so just the base game?) chest crash. Cant seem to get load into the mine at all no matter what mod i disable. I assume one of these mods must have permanently altered the loot so that it crashes. I have a ~180 mod list but those are my loot mods and have not had any issue so far. I havent run into another of your dungeons to try to replicate the issue yet.
Theres also a lot of this repeating before the mention of chest or esps. Is it a mesh mod issue?
*edit I found and deleted trapbladeswinging01dustfx.nif and I can now load into the mine so I have no idea why it was listing my loot mods. Do you know why this mesh would be causing a crash? I run skyrim 202X, static mesh improvement and mesh patch collection. Ive been in a few dungeons already with a swinging blade trap.
so many mods add grandiloquant quest or dongeons that aim too far, too big or too strange. This one was small, and the gold reward were tiny, but it fit vanilla aestetic and spirit, including the chest in weird places (the one at the roots) I wish the door puzzle was more constraining, as, as a test, randomly going through the door instead of remembering the earlier indications also work without any drawbacks.
all in all , I played the mod downloaded from a mirror, and downloaded it from the nexus afterward to endorse it on both sources, which should tell about my opinion on it.
it was interesting to try a different lightning mod, I tried with Ambiance because with the lux patch there were some bad lightning (the sleepbags were emitting light... for example) and instead with ambiance it was very well lightened, even if I can't say it's better than average lux quality, quite the same (and that's good), I was expecting too much dark since I choose dark option ... but it was just perfect that way. Nice short dungeon with some curious doors (puzzle? can I call it puzzle?)
Excellent little dungeon -- really well done and perfectly fits the Skyrim aesthetic. Loved that it wasn't some massive "Hey, look, I know how to mod" dungeon.
57 comments
Looking forward to all your future content. Keep up the great work.
Object Reference:
File: "Skyrim.esm"
Flags: 0x08000009 kDestructible | kInitialized | kDisableFade
Name: "Chest"
FormID: 0x0002064F
FormType: Container (28)
File: "Taarengrav.esp"
Flags: 0x00000408 kInitialized | kPersistent
FormID: 0x3A0FDEB9
FormType: Reference (61)
Im new to modding but seeing it might be a loot issue I tried putting the valdur axe into levelled lists with SSEEdit and bashed patching with wryebash to the best of my ability but no luck.
I would also advise against putting Valdur's axe into levelled lists, they are unique weapons and not supposed to spawn randomly.
Theres also a lot of this repeating before the mention of chest or esps. Is it a mesh mod issue?
Header: author: liz.rapp version: 100 processScript: exportScript: PE Anim
inputFilePath: "data\MESHES\traps\swingingblade\trapbladeswinging01dustfx.nif"
[RSP+78 ] 0x7FF7B969A6F1 (void* -> SkyrimSE.exe+0C9A6F1 mov rcx, rdi)
[RSP+80 ] 0x6100000004 (size_t) [416611827716]
[RSP+88 ] 0x22E9EC21440 (NiNode*)
RTTIName: "NiNode"
Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
[RSP+90 ] 0x22DC17D13C2 (void*)
[RSP+98 ] 0x611453F100 (BSStream*)
Header: author: liz.rapp version: 100 processScript: exportScript: PE Anim
inputFilePath: "data\MESHES\traps\swingingblade\trapbladeswinging01dustfx.nif"
[RSP+A0 ] 0x22E9EC21440 (NiNode*)
RTTIName: "NiNode"
Flags: kSelectiveUpdate | kSelectiveUpdateTransforms | kSelectiveUpdateController
[RSP+A8 ] 0x7FF7B9690610 (void* -> SkyrimSE.exe+0C90610 mov rbx, [rsi+0x298])
[RSP+B0 ] 0x611453F100 (BSStream*)
*edit
I found and deleted trapbladeswinging01dustfx.nif and I can now load into the mine so I have no idea why it was listing my loot mods. Do you know why this mesh would be causing a crash? I run skyrim 202X, static mesh improvement and mesh patch collection. Ive been in a few dungeons already with a swinging blade trap.
This one was small, and the gold reward were tiny, but it fit vanilla aestetic and spirit, including the chest in weird places (the one at the roots)
I wish the door puzzle was more constraining, as, as a test, randomly going through the door instead of remembering the earlier indications also work without any drawbacks.
all in all , I played the mod downloaded from a mirror, and downloaded it from the nexus afterward to endorse it on both sources, which should tell about my opinion on it.
Nice short dungeon with some curious doors (puzzle? can I call it puzzle?)