Neverhalls v2
and
Forgottenhalls v3
So for a long time I have been meaning to makes some changes to the Neverhalls and the Forgottenhalls, most of them were asthetic and cosmetic changes, such as a new arrow texture, replacing the aweful yellow eye button with the resource from Slaanesh and some other minor changes that aimed to fix seam issuies and spelling in the books.
Recently this work was carried out, but not of my own doing; WH-Reaper contacted me and pointed out many errors that I was aware of within the Neverhalls and the Forgottenhalls. However WH-Reaper also pointed out some errors/mistakes that I had not been aware of and his eye for detail saw alot. WH-Reaper then proceeded to patch the ESP's (a massive achievment) and kindly sent them to me to look over and make some changes myself; which I have done.
**A change log can be found for both mods at the bottom of this thread**
A big thank you to WH-REAPER for your help, support and hard work.
Lastly, I would like to give thanks to Vality7 who was a major part of the Neverhalls back in the day and a good friend.
So I proudly (and long over due) present a "patched" version the Neverhalls and Forgottenhalls
Neverhalls v2 - http://download.fliggerty.com/download-118-504
Forgottenhalls v3 - http://download.fliggerty.com/download--505
*NOTE: Forgottenhalls is an expansion to The Neverhalls.
Neverhalls v2 Changelog:
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Auransel
- One chest behind the wall, that disappears after you press the button in the middle
of the room rotated by 180 degrees, as it faced wall (it is not very noticeable unless
you use animated containers).
- The walls that disappear after you press the button flickered at some places at closer
look - I lowered them by 0.1 in Z axis.
- Fake floor of falling trap lowered by 4 in Z to be a bit detectable.
- Fixed seams in falling trap. They were previusy not visible, but now they could be seen
due to the floor lowering.
- Changed button mesh from "yellow eye" to one that suits the rest of the tileset
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Molagsel
- One chest in the lava room rotated by 180 degrees, as it was facing wall.
- Fixed little floor seam at the crossroad(the one with paths to Varsila and Haeliasel)
- Chests in lava room were from vanilla game. Unfortunatelly, they contained some restockable
potions. I created new chests, with same mesh and texture, same potions etc.,
only nonrestockable and used them instead.
- One chest in lava room was literally full of potions and not hidden. I moved it to the ruin
sticking out of ceiling and removed some potions from it. it is not exclusively bugfix,
but I hope you will like this change.
- Spikes in falling trap lifted a bit to stick out of floor a bit more.
- Spike in the staff spike trap changed to pit spikes
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Gorigarlas
- All seams here were fixed. I repositioned almost all tiles to match them perfectly.
I hope I made it correctly. As I moved the tiles a bit, I also needed to move the sitting
skeleton a bit. I also added one small stone, originally to cover partially the seam, but
then I left it there.
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General esp changes
- Spelling errors in zz_falmernote
- Solsthiem -> Solstheim
- Cryodiil -> Cyrodiil
- definatly -> definitely
- Script SM_AYL_TRAPLOCAL
- HUrtCollidingActor 2 changed to HurtStandingActor 5
- HurtStandingActor hurts player all the time he is standing on the spikes instead of only
when he bumps into the spikes.
- I increased the damage as this script is used in the spike trap when player takes Ayleid
staff and original 2 seemed too low.
- Script SM_AYL_TRAPLOCAL2
- HUrtCollidingActor 10 changed to HurtStandingActor 2
- This script is used on the spikes in falling trap in Molagsel. I lowered the damage as now
with HurtStandingActor it was too deadly considering that the room is full of the spikes.
- Added in Collision boxes in parts of the ruin to prevent falling through the floor in entrances.
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Resource changes
- Transparency to icon background - TR/Junk/tr_b_bottle_01.
- New icon for bone axe and bone sceptre made by me, feel free not to use it, as I'm no pro
at making textures/icons, but I thought it would be nice to have original icons instead
of vanilla ones for bone and skull.
- Fixed mesh for Broken Imperial sword - As you use the sword from TR I figured they might have
newer, corrected version, so I tried the one provided with Sacret East update and it
works fine.
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Additional
- Cleaned with tes3cmd.
Forgottenhalls v3 Changelog:
Changes made in version 3
-------------------------
Vargarlas
- All "AYL_X_Platform1" were lifted by +1 in Z as originally they caused flickering.
- Broken urn "tr_brkn_urn_bot" was lifted a bit to avoid flickering of the bottom of the urn.
-------------
Dwelatta
- Lying broken gate at gound was set as doors - it could be activated which sunk it into gound
and then "closed" again. I set this one as static.
- Moved entrance to Vargarlas on the wall across the corridor
----------------
General esp changes
- Same change to zz_falmernote (as in Neverhalls v2) as it is also included in this mod.
- Spelling errors in sm_ghouls_bk
- extrordinary -> extraordinary
- flamer -> falmer
- brabic -> barbaric
- were made prisoner -> were made prisoners
- through he answers -> through his answers
- dominat -> dominate
- sucessfuly -> successfully
- Spelling errors in sm_unkownjournal
- lock down -> lockdown
- while they have been made -> although they have been made
- What Irony -> What an Irony
- Spelling errors in sm_Sila_Magic_for_Novices
- magick -> magic
- feed of magic -> feed on magic
- light out put -> light output
- combing -> combining
- into in depth -> into in-depth
- lights _GN_Sila_Lamp and _GN_Sila_Lamp_2 weren't named, although they were pickable,
so the game used their indentifiers as names(_GN_Sila_Lamp and _GN_Sila_Lamp_2) I named them
both Sila Lamp.
- sm_skeleton archer has now 10 sila arrows insead of 60, as I thought 60 was too much
(but I can change it back if you want me to).
- _GN_Sila_Lamp and _GN_Sila_Lamp_2 now has time 300 instead of 0, which caused it to instantly
disappear when equipped.
- _GN_Sila_Lamp_2 now uses _GN_Shard_Lamp_1.tga icon, as _GN_Shard_Lamp_2.tga is used by
Ayleid staff, so to avoid confusion.
- _GN_Sila_Lamp now uses new _GN_Shard_Lamp_4.tga icon made by me, as _GN_Shard_Lamp_3.tga
is used by Sila stone, so to avoid confusion.
- _GN_Sila_Lamp and _GN_Sila_Lamp_2 now has weight 4 as Welkyrd lamp from Neverhalls instead of 0
- _GN_Sila_Lamp_2 has value of 120 instead of 12(same as Welkyrd lamp from Neverhalls)
- _GN_Sila_Lamp has value of 12 instead of 0
- Script SM_AYL_TRAPLOCAL3
- Same as other two SM_AYL_TRAPLOCAL, but with HurtStandingActor 15
- I used this script at the falling traps in Forgotten halls.
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Resource changes
- Transparency to icon background - TR/Junk/tr_b_bottle_01.
- Transparency to icon background - sm_ay_icon03.
- New icon _GN_Shard_Lamp_4
- New sharper texture for Falmer Arrows
- New glowmap for Falmer arrows
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Additional
- Cleaned with tes3cmd.
- Both cells of Seyda Neen were marked as changed, I cleaned these refs by Enchanted Editor