Dungeon Overhaul

Post » Wed Mar 30, 2011 5:44 am

The Random Floorplan Conjurer Fort Ruins linked above would conflict and I am guessing there would not be a way to patch them to work together. Modularity would probably allow people to use them, though.
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Melanie Steinberg
 
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Post » Wed Mar 30, 2011 12:16 am

It is possible that there might be a conflict or two with Kragenir's Death Quest.
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Harinder Ghag
 
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Post » Wed Mar 30, 2011 5:50 am

@Telyn & Ysne58: Noted. Thanks.

Here's another WIP screenshot: http://www.truancyfactory.com/images/misc/stackableWell.jpg in the CS.

There are 3 tiles in this screenshot: the well bottom (hard to see here, but shown in previous posts), a midsection which is stackable (2 instances in the screenshot), and a pit tube at the top. The tiles work seamlessly with the vanilla tileset, including the hallway pit tiles and have proper collision. The well bottom has all four variations complete (A,B,C,D). The midsection has only the A tile done. The pit tube may need variations as well.

Other tiles planned to expand the cave tileset: underground river sections (different from the crevice tiles; these ones will be shallow and broad), underground waterfalls, ceiling crevices to let in more natural light, collapsed sections, taller caverns, deeper trenches (to serve between existing trenches and the 'bottomless' pits), modular stalactites, stalagmites, and crystal formations. Feel free to make requests, suggestions, etc.
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jasminε
 
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Post » Wed Mar 30, 2011 7:20 am

@Immortal-D: From page 3:
I'd be happy to hear of more potential compatibility issues if you know of any. The Ayleid Steps, CDEP, Star X's Vampire overhaul, Brotherhood Renewed, FCOM/OOO, and a few others have been mentioned thus far.
Sorry I missed that earlier. The big ones for me are- http://www.tesnexus.com/downloads/file.php?id=14641, which places weapons on the ground in the last room of Mackamentain; http://www.tesnexus.com/downloads/file.php?id=21863 which are both grounded and in chests across a multitude of dungeons (locations found in the spoiler readme); and lastly http://www.tesnexus.com/downloads/file.php?id=5902, about half are located in vanilla dungeons. Now with that out of the way, I am very eager to see this mod's premier :)
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jodie
 
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Post » Wed Mar 30, 2011 2:40 pm

I'd be happy to hear of more potential compatibility issues if you know of any. The Ayleid Steps, CDEP, Star X's Vampire overhaul, Brotherhood Renewed, FCOM/OOO, and a few others have been mentioned thus far.


Not mentioned so far (I think):

Ayleid Loot EXtended
Phitts Artifacts
Adonnays Classical Weaponry

Also quest mods that edits vanilla dungeons, such as Ivellon, which adds a small section to a fort.
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Juan Suarez
 
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Post » Wed Mar 30, 2011 12:43 pm

@Immortal-D & Arkngt: Thanks for the contributions. Not sure how I'm going to handle all of those random loot drops.

Just because I can:

http://www.truancyfactory.com/images/misc/wellSubset.jpg

http://www.truancyfactory.com/images/misc/wellSubset2.jpg

Natural wells: base, mid-section, and caps in 4 varieties (A,B,C,D), well shafts in 4 lengths (64,128,256,512 game units); total 16 meshes so far. More to come. Possibly a sloped shaft that works something like a slide.

Fun Activities: Stack a couple of tall shafts and put a kill box at the bottom, just for fun.
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scorpion972
 
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Post » Wed Mar 30, 2011 11:24 am

If you need a list of specific issues you might run into with A Brotherhood Renewed, PM me. I'll provide the details but it's pretty spoilerish so I'd rather it not be too public if it can be helped.
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Matthew Barrows
 
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