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.
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!
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.
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.
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.
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.
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.
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).
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?)
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!
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Also, I hate you for that giant spider, thanks.
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.
Hopefully should have it fixed by tomorrow evening.
Thanks for your help,
~gman4386
Let me know if you still have issues.
So this mod is in desperate need of cleaning before it should be used.
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?)
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!