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gman4386

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gman4386

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23 comments

  1. Carbon14C
    Carbon14C
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    • 22 kudos
    What lighting mod are you using?
  2. GrIInShOt
    GrIInShOt
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    • 7 kudos
    Amazing addition. Tasteful layout and good lighting. Feels like vanilla+, but more polished, which is great. The only minor glitch I've encountered is an occlusion culling error (probably) at the very start, after first ruin door. When you're walking through a corridor after opening this door, all world objects are disappearing for a second.

    Also, I hate you for that giant spider, thanks.
    1. gman4386
      gman4386
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      • 18 kudos
      Thanks! I have updated the file to provide a fix. Good catch!
  3. mrb523
    mrb523
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    Just did a quick test run and it was amazing! Loved the level design. My only complain would be that the spiders are easy to cheese because of the room layout, but other than that everything else is flawless. Thank you for making it!
    1. gman4386
      gman4386
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      • 18 kudos
      Thanks for the feedback! I think you are right, the spiders do not quite fit into the last section. I may look into placing another encounter there.
  4. dwl11
    dwl11
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    really like the concept of new locations having that vanilla feel, will be endorsing.
  5. MangoGrits
    MangoGrits
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    I'll wait on downloading this one, but I really like the concept. I don't use any modded dungeons because of the reasons you laid out, so I'm excited to see more of your work.
    1. gman4386
      gman4386
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      • 18 kudos
      The mod should be all good to go now. Do let me know if it meets its intended design goals.
  6. chacomain
    chacomain
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    • 6 kudos
    Hello, I'm always looking for dungeons and locations that go well with vanilla, so when I saw this mod i thought "this will fit right in".
    So I opened xEdit to check for incompatibilities with my modlist, and I noticed that you modified a test cell from vanilla Skyrim, I've seen the same on some of the AE content like Umbra, but in this case this modifies a cell with XMarkers that are used in several quests, and also modifies several cells to remove these XMakers references, which I initially thought were wild edits. I also saw that you duplicated the test cell from which you made this dungeon, so maybe your dungeon was supposed to be on the duplicate?
    Anyway, I hope you could answer if this was intended and is safe to use, since I'm not knowledgeable on this.
    Thanks in advance.
    1. gman4386
      gman4386
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      • 18 kudos
      Yes, it seems that would be the source the conflicts. I will provide an update to fix the issues, but until then I would hold off on downloading.

      Hopefully should have it fixed by tomorrow evening.

      Thanks for your help,

      ~gman4386
    2. gman4386
      gman4386
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      • 18 kudos
      Should be all good to go now. XEdit will still show edited cells, but nothing has been changed in them. This is just because I had to restore the Marker Cell. 

      Let me know if you still have issues.
    3. detra
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      but nothing has been changed in them
      Not true, it still shows multiple changes to the markers in that cell. And for some inexplicable reason, you also removed a lot of enable parents in Fellglow Keep, Uttering Hills Cave, Dead Mens Respite, Calcelmo's Laboratory and a ton more in the overworld. And you also removed aliases from quests, edited some base door records and a movable static that you should have duplicated instead, and also edited a light that the mod doesn't even use.

      So this mod is in desperate need of cleaning before it should be used.
    4. gman4386
      gman4386
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      • 18 kudos
      Hmm, back to the drawing board for me. I'll try to clean it up.
    5. gman4386
      gman4386
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      Third time is a charm? XEdit is now showing no edits to anything other than the interior and the immediate surrounding cells. I believe it should be good to go.
    6. detra
      detra
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      Looks a lot better, yeah, but you do have a couple of deleted navmeshes in the mod, all of which can be replaced with the navmeshes you added (by changing the FormIDs in xedit).
    7. gman4386
      gman4386
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      • 18 kudos
      Thank you for all the help. I really do appreciate it. I have fixed the deleted navmeshes.
  7. Satoya156
    Satoya156
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    Played through the dungeon, its a well designed dungeon fitting in nicely with vanilla, I would gladly see more of those!

    Im not sure if that happen due to mod conflict, but the interior was called Marker Storage Unit. There was also a small room hidden behind walls where a naked NPC stands around named Fish Plaque? (Noticed a NPC behind walls by using Aura Whisper, then after not finding a way to them used No Clip to get to them, I suppose I wasnt meant to see or even get there?)
    1. gman4386
      gman4386
      • supporter
      • 18 kudos
      The interior was created from a debug cell called Marker Storage Unit, I thought I had correctly changed all records, but I may be mistaken. From my end it all looks well. I will take a look.

      Fish plaque is an NPC that shows up in game with no record or trace of it in the creation kit. I put it just outside the map, but did not consider Detect Life Spells! I will clean it up. Thanks for the feedback!
  8. QxeenRage
    QxeenRage
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    Very neat concept, I look forward to seeing if you do more like this.
  9. IceBear95
    IceBear95
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    • 2 kudos
    battle born tomb next
  10. TanisQNP
    TanisQNP
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    Would you allow port to Xbox?