Bear in mind that some things are, of course, subject to changes. I've found that there's a number of things that need adjusting, most particularly the "final opponent".
I really love building dungeons, namely because it gives me a chance to flex my interior-building, enemy-crafting, and lighting skills, all three of which are key components to a worthwhile dungeon. For this one, I really aimed to make something that was unique, but didn't deviate so much from the overall aesthetic and lore of Solstheim that it may as well be based in another region, or even a whole other game.
Basic Breakdown: This mod adds two landmasses (one fairly large, the other quite small) to the west coast of Solstheim. The former is where the Tomb of the Forgotten One can be found, while the latter is where the player will end up once they manage to escape it. You see once you're inside the only way out is either teleportation or the exit at the end of the tomb.
http://imageshack.us/f/708/screenshot202d.png/
http://imageshack.us/f/684/screenshot205t.png/
http://imageshack.us/f/832/screenshot209y.png/
http://imageshack.us/f/20/screenshot213n.png/
As you can see, the minions lurking this tomb like it dark. I'd advise bringing a light.
There's a great deal of Stalhrim in this mod, each of those slabs has a nice blue light hovering near it. Makes them seem more magical to me.
As with Demolank's Shop, I used a number of resources, and in this case they either required only credit or have permission to use secured already (actually, I'm still waiting on confirmation for one of them, though that one's not a big deal). More details on that will come with the readme when this mod is officially finished.
There are a number of other things to say about Tomb of the Forgotten One, but I feel it necessary to not spoil these for everyone so...
Spoiler
+ An Ancient Nordic Pick Axe is provided, though is pretty well-hidden. You'll still need to be able to talk to Graring or have the EEC factor make weapons/armor for you, if that's your intent.
+ There are six cells, one of which is a Secret Chamber, the door to which is pretty ingeniously hidden.
+ You will encounter a werewolf, whether it's in human form or no depends upon the time, so be prepared for that.
+ The sound FX I made for this dungeon actually consist of music tracks, having been written and performed by the Canadian band http://www.dreamstate.to/ (used with permission). I wanted something different, something I didn't have to produce myself, and found their material. Lowering the volume on one's music setting may be necessary to really hear/enjoy them. We shall see on that.
+ The Shrine is where you'll find the new master of this tomb, Lord Abothiss, as well as all of the loot, and six cloaked and suped-up Grahl.
+ Lord Abothiss himself is extremely tough, and is bound to only get tougher as I develop him further. He has nearly every spell effect in the game available to him, and his ability to cast those spells is endless (they don't cost him any magicka). He also carries an assortment of his own potions, which are pretty dastardly in their usefulness to him. He has permanent Spell Absorption 75 pts, and Reflect 25%, so odds are whatever magic you through at him, it'll either supply him with more killing power or bounce off and hit you.
+ Much of the lore of the tomb will be explained in the Ancient Scrolls found in the Shrine, as well as in the tome of Abothiss.
+ An Ancient Nordic Pick Axe is provided, though is pretty well-hidden. You'll still need to be able to talk to Graring or have the EEC factor make weapons/armor for you, if that's your intent.
+ There are six cells, one of which is a Secret Chamber, the door to which is pretty ingeniously hidden.
+ You will encounter a werewolf, whether it's in human form or no depends upon the time, so be prepared for that.
+ The sound FX I made for this dungeon actually consist of music tracks, having been written and performed by the Canadian band http://www.dreamstate.to/ (used with permission). I wanted something different, something I didn't have to produce myself, and found their material. Lowering the volume on one's music setting may be necessary to really hear/enjoy them. We shall see on that.
+ The Shrine is where you'll find the new master of this tomb, Lord Abothiss, as well as all of the loot, and six cloaked and suped-up Grahl.
+ Lord Abothiss himself is extremely tough, and is bound to only get tougher as I develop him further. He has nearly every spell effect in the game available to him, and his ability to cast those spells is endless (they don't cost him any magicka). He also carries an assortment of his own potions, which are pretty dastardly in their usefulness to him. He has permanent Spell Absorption 75 pts, and Reflect 25%, so odds are whatever magic you through at him, it'll either supply him with more killing power or bounce off and hit you.
+ Much of the lore of the tomb will be explained in the Ancient Scrolls found in the Shrine, as well as in the tome of Abothiss.
What do you think?