Ayleid Ruins Expanded

Post » Sun Aug 22, 2010 4:11 am

The English readme for http://www.tesnexus.com/downloads/file.php?id=23384 is a bit vague on what it does. As I understand it - it adds new dungeons but also expands on existing ones, plus adds quests. Sounds fun. But when it says that "ALL Dungeons have a minimum level of 25!" - is that in the literal sense or just a "really recommended" note? Meaningless to install for my current char if the former.

Also, if expanding on vanilla dungeons, does it conflict with other mods that change those (OOO, StarX Vanilla Vampires Revised etc.)?
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Pete Schmitzer
 
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Post » Sun Aug 22, 2010 4:00 am

I have been wondering about such things too - specifically, whether this mod was compatible with Phitt's Artifacts, Ayleid Loot Extended, Kragenir's Death Quest, and The Ayleid Steps. These questions might get more attention in the http://www.gamesas.com/?showtopic=982664, however.
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Channing
 
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Post » Sun Aug 22, 2010 5:00 am

http://www.gamesas.com/index.php?/topic/1083089-aylied-steps-lady-rowenas-nnws-ayleid-ruins-expanded-project/page__p__15780098__fromsearch__1&#entry15780098 may contain some useful info.
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Cathrin Hummel
 
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Post » Sun Aug 22, 2010 12:16 am

Thanks. So much for the search function. I'll check/post there instead.

EDIT: OK, it seems compatible with OOO/FCOM, but reading about how gigantic some of the cells are I'm pretty sure it would bring down my FPS close to zero so it has to wait until I have a new rig someday.
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ONLY ME!!!!
 
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Post » Sun Aug 22, 2010 8:08 am

I played this for some time. It adds new ruins and does expand others. You do need a high power character. The traps alone are killers. However it is brilliant. Everything is beautifully designed. A word of warning: the ruins are massive. Progress depends on finding the right switches or objects at the right time. It can be maddeningly difficult. I am still waiting for a proper guide or walkthrough. Highly recommended though.
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Taylor Thompson
 
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Post » Sun Aug 22, 2010 5:10 am

So I see it adds a couple of new dungeons. Think it might conflict with Unique Landscapes?
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Natalie Harvey
 
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Post » Sun Aug 22, 2010 9:34 am

I don't think it does at all. I have used them both together.
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Kirsty Wood
 
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Post » Sat Aug 21, 2010 9:56 pm

I don't think it expands the vanilla cells by adding more to them I think it just adds new cells to the ruins to expand them, so I don't think it conflicts with anything like Phitts Artifacts, OOO or anything unless they add something that might block the doors. The ruins added are pretty massive, actually I think they're the biggest mod dungeons I've come across but I never experienced any slowdown even in combat.
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Juan Cerda
 
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Post » Sun Aug 22, 2010 5:09 am

It adds new objects (casks and tablets) to existing cells, expands some vanilla cells, and adds new ones. Six dungeons are expanded: Vilverin, Sercen, Ondo, Telepe, Nagastani, and Piukanda, and the rest are completely new.

AFAIK, there are no conflicts with the UL mods. They are compatible with OOO, though you will notice some oddness with the levelled lists in the ruins (there's a standalone mod called Morahame Expanded along the same vein that has a separate compatility plugin for OOO/FCOM).

L25+ is a good recommendation. Some of the enemies are very tough. I played through it with OOO+MMM at L30ish and had some hard battles. This will be my first time playing it with FCOM, so it should be interesting.

The dungeons are difficult - like brad said, some of the switches are hard to find, and the traps are very unforgiving. Don't mess with that locked door in Sercen unless you have a key! :D
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Spooky Angel
 
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