[RELz] Descent into the Necropolis

Post » Tue May 03, 2011 12:34 am

http://tesnexus.com/downloads/file.php?id=37394

MS Emma has arrived in the Waterfront harbour carrying a dreadful cargo. Follow the footsteps of a sailor called Stephan Costigan and face an ancient darkness lurking beneath the Temple of the One.

This mod adds a small quest and a medium sized dungeon complex to the Imperial City. Begin your quest at the Waterfront warehouses.

This mod has been cleaned with TES4EDIT and should be compatible with 98% percent of the mods out there. Shivering Isles required.

Once again this mod would not exist without the great work of individuals far more talented than myself. Here are the resources I used for this mod:

Barabus' Crypt set
Phitt's old school dungeons and Lich King
Mr Siika's Necropolis & dwarven tileset and bats
LittleBarons Ghouls and Mummies
Spiders - Cryonaut (model edit / rigging), Xmarksthespot (UVmapping), Grimeath (texture), Renzeekin (Tropical Skin)
Staff of Magnus model by Havelock and Dorje
Ghogiel's Jian model

My greatest apologies if I left someone out. Please inform me if this is the case.

This mod is free to be translated and distributed by anyone.

WALKTHROUGH and README available via the options panel on the download page (View ReadMe link)

UPDATE March 10th 2011
Version 1.1 changes:
the quest begins now at the Bloated Float
some typos fixed
more clues how to progress thorugh the quest
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Tue May 03, 2011 4:18 am

" 'cause there is never enough dungeons "

You took the words right out of my mouth. Off to download. :bolt:
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Mon May 02, 2011 7:22 pm

That actually looks really cool. I think I'll try it.
User avatar
Sebrina Johnstone
 
Posts: 3456
Joined: Sat Jun 24, 2006 12:58 pm

Post » Mon May 02, 2011 8:10 pm

Downloaded, because I like dungeons. I'll probably be able to PM your brain directly before I actually play it though. :P
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Tue May 03, 2011 4:06 am

" 'cause there is never enough dungeons "

You took the words right out of my mouth. Off to download. :bolt:


Seconded. I like the looks of this! :D Is there a recommended minimum level for the mod?
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Tue May 03, 2011 8:13 am

Seconded. I like the looks of this! :D Is there a recommended minimum level for the mod?

Not really, I'm playing it with level 10 character on a medium level and it is fairly challenging. No god like enemies here (except one, but he has a weak spot too). My original idea was to expand all of the cathedral crypts Diablo style, but at the moment my time is limited to accomplish such a task.
User avatar
Adam Porter
 
Posts: 3532
Joined: Sat Jun 02, 2007 10:47 am

Post » Tue May 03, 2011 5:56 am

So I found the notice and read it... and nothing happened. Was something supposed to happen? I even went to find the person named in the notice (trying to avoid spoilers here), but he had nothing to say. What do I do now?
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Tue May 03, 2011 2:58 am

So I found the notice and read it... and nothing happened. Was something supposed to happen? I even went to find the person named in the notice (trying to avoid spoilers here), but he had nothing to say. What do I do now?

Check the View ReadMe link on the download page, it contains the walkthrough.
Spoiler
The notice itself does not start the quest, go and search the warehouse behind that door to find the sailor's journal

User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Mon May 02, 2011 8:42 pm

Check the View ReadMe link on the download page, it contains the walkthrough.
Spoiler
The notice itself does not start the quest, go and search the warehouse behind that door to find the sailor's journal


Oh.

Spoiler
I thought it might be in the warehouse, but I'd have to break in. I was trying to avoid doing that. :)

Just so's you know, there's another warehouse on the western end that you can enter without trespassing. The door is tagged Imperial Waterfront Storage, IIRC, but the cell itself is called Imperial Waterfront Warehouse.

User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Tue May 03, 2011 9:33 am

Spoiler
Just so's you know, there's another warehouse on the western end that you can enter without trespassing. The door is tagged Imperial Waterfront Storage, IIRC, but the cell itself is called Imperial Waterfront Warehouse.


Yeah, didn't bother to check that, might have been a better choice (if I'll ever upload another version I might change this). The start might make this mod actually a bit questionable for those who want to play as "lawful good" characters.
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Tue May 03, 2011 5:34 am

Spoiler
I thought it might be in the warehouse, but I'd have to break in. I was trying to avoid doing that. :)

Just so's you know, there's another warehouse on the western end that you can enter without trespassing. The door is tagged Imperial Waterfront Storage, IIRC, but the cell itself is called Imperial Waterfront Warehouse.




Spoiler
I found that after the door was picked open, it was actually OKAY to be in there during the day time, but it was still considered stealing goods if you wanted to pick up the book but not if you just read it.

User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Tue May 03, 2011 7:09 am

Just completed the dungeon, the interior design is really cool. Good job. ^_^ Might be good idea to change the colour of the text on the loading screens, they're illegible for me on DarkUI. Now for some minor nitpickings..

Spoiler


I, like many others, couldn't quite figure out how to start the quest. I did find the notice at the waterfront, thought Itius Hayn would be the guy to talk to. Had to peek at the walkthrough to find out about breaking into the warehouse. How about giving the log book to Itius instead, and receiving it from him when the player goes talk to him?

The Necropolis Substructure area was really nice! Couldn't resist jumping into the water, always have the urge to go diving in deep water, in case there's anything to be found. Ouch. >_<

Was stuck at the Sealed Passage for quite a while, again had to resort to the walkthrough. Perhaps some sort of note or inscription on the wall linking it to the gauntlet?

The final boss was a fun little fight. Had a bit of a problem in the beginning though, was insta-killed when I hit him. Did he have some sort of reflect damage? Turned off the damage multiplier from Phitt's Phighting Phixes before I could properly fight him.

Little disappointed in the end since there wasn't really any cool loot. If you do go with the Itius proposal, how about a choice to turn in the Orichalc Blade for a gold reward? The notice did say they were looking for the stolen items.


User avatar
Charity Hughes
 
Posts: 3408
Joined: Sat Mar 17, 2007 3:22 pm

Post » Mon May 02, 2011 7:02 pm

Just completed the dungeon, the interior design is really cool. Good job. ^_^ Might be good idea to change the colour of the text on the loading screens, they're illegible for me on DarkUI. Now for some minor nitpickings..

Spoiler


I, like many others, couldn't quite figure out how to start the quest. I did find the notice at the waterfront, thought Itius Hayn would be the guy to talk to. Had to peek at the walkthrough to find out about breaking into the warehouse. How about giving the log book to Itius instead, and receiving it from him when the player goes talk to him?

The Necropolis Substructure area was really nice! Couldn't resist jumping into the water, always have the urge to go diving in deep water, in case there's anything to be found. Ouch. >_<

Was stuck at the Sealed Passage for quite a while, again had to resort to the walkthrough. Perhaps some sort of note or inscription on the wall linking it to the gauntlet?

The final boss was a fun little fight. Had a bit of a problem in the beginning though, was insta-killed when I hit him. Did he have some sort of reflect damage? Turned off the damage multiplier from Phitt's Phighting Phixes before I could properly fight him.

Little disappointed in the end since there wasn't really any cool loot. If you do go with the Itius proposal, how about a choice to turn in the Orichalc Blade for a gold reward? The notice did say they were looking for the stolen items.



Good points, all of them. The thing about getting rewards from the Watch was a thing considered, but decided to leave it due to lack of time. The quest start can be a bit tricky as many people have noted. I, on the other hand, kind of like the fact that sometimes the only way to start a quest is by accident (in this case being a burglar who comes across a dusty journal). My first intention was not to even put out a notice on the door, making it into a secret quest. But I totally understand if people want immediately to start the quest after downloading the mod.

My own playing philosophy is more the along lines of coming across things in the gameworld and following the leads along the way rather than intentionally go after some quest or artifact.

The big boss is somewhat of a instakiller if you don't have the correct tools to bring about his demise. I don't personally use PPP, so I don't know how it interacts with my mod.

I'm not sure if I can do anything about the DarkUi thing, since I can't change the text colour via the Loadscreen editor in CS (and I don't use DD either). It is unlikely I will be making any big updates for this mod, since I'm still trying to release a mod or two before Skyrim gets out. That is more dungeons to delve..
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Tue May 03, 2011 8:16 am

I finished this earlier. Nice dungeon - a lot of cool design that you don't see in other mods. The treasure fit well (it was almost too low), and the monsters were good (a little tough, but I'm using FCOM and have an underpowered L9, so take it FWIW :) ) - also something you never see elsewhere. This mod goes well with FCOM - I saw lots of Frans' undead in there along with the normal stuff. I managed to kill the end boss without cheating (I only figured it out because you said he had a weakness :D).

I also like to just stumble across quests, but like I mentioned earlier - not all of us play burglars. Maybe leave the journal in the Bloated Float common room? I can't see a reason for it being in the warehouse, and you can then get rid of the notice as well.

I second some of omeletted's comments and have a few issues of my own:

Spoiler
I couldn't figure out how to close the pit before the dropped gate on the first level. After using tcl to get across and hit the level, I noticed that there was a panel in the wall, but I never found a way to open it.

I also couldn't get past the wall leading into the tomb (no, I didn't read the walkthrough until just now). Using the gauntlets is not something most people would think of; I didn't even take them because they didn't look useful and weren't worth selling.

There are numerous typos and grammatical mistakes, mostly in the journal.

User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Mon May 02, 2011 6:16 pm


I second some of omeletted's comments and have a few issues of my own:

Spoiler
I couldn't figure out how to close the pit before the dropped gate on the first level. After using tcl to get across and hit the level, I noticed that there was a panel in the wall, but I never found a way to open it.

I also couldn't get past the wall leading into the tomb (no, I didn't read the walkthrough until just now). Using the gauntlets is not something most people would think of; I didn't even take them because they didn't look useful and weren't worth selling.

There are numerous typos and grammatical mistakes, mostly in the journal.


The thing with the pit is intentional, but may be too hard to figure out. Same goes with the sealed wall, you need to know a bit of yokudan lore to see the purpose of certain items. The grammatical mistakes are there due to the fact that I'm not a native english speaker, so there is probably a fair a mount of incorrect word ordering. The typos can be "explained" by the fact that the author was on a ship full of crazy cultist while writing his journal ;)
But yeah, the beginning of the quest is something I'm really considering to change, the thing about the journal being on the Bloated float is a good Idea.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Tue May 03, 2011 8:45 am

I enjoyed this mod very much... thank you for making it.

Some different and interesting locations/visuals and enemies. I had to use the walkthrough twice...

Spoiler
The first time was at the very beginning... didn't figure the journal to be inside the warehouse. And the second time was at the very end... I didn't "connect" the gauntlets to the opening of the wall. The message on the wall could be more "telling"... as it is, I figured there was another route, not an item I needed.

User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Mon May 02, 2011 11:06 pm

I enjoyed this mod very much... thank you for making it.

Some different and interesting locations/visuals and enemies. I had to use the walkthrough twice...

Spoiler
The first time was at the very beginning... didn't figure the journal to be inside the warehouse. And the second time was at the very end... I didn't "connect" the gauntlets to the opening of the wall. The message on the wall could be more "telling"... as it is, I figured there was another route, not an item I needed.


Thanks for the feedback. I am actually making a renewed version at the moment in which these matters are addressed. The next version will be more "logical" and player friendly.
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Tue May 03, 2011 4:24 am

The thing with the pit is intentional, but may be too hard to figure out. Same goes with the sealed wall, you need to know a bit of yokudan lore to see the purpose of certain items.

Yeah... most players wouldn't know Yokudan lore, since it's never figured into any of the games.

The grammatical mistakes are there due to the fact that I'm not a native english speaker, so there is probably a fair a mount of incorrect word ordering.

You did a good job for all that. If you want, I can do some editing. :)

The typos can be "explained" by the fact that the author was on a ship full of crazy cultist while writing his journal ;)
But yeah, the beginning of the quest is something I'm really considering to change, the thing about the journal being on the Bloated float is a good Idea.

Cool. :)
User avatar
Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Tue May 03, 2011 5:22 am

Hi folks! Just updated the file, thanks to Walker for some great suggestions!
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am


Return to IV - Oblivion