[WIPz] The Ruins of Rkund Beta Testing Release

Post » Thu Apr 23, 2015 10:33 pm

Presenting:

The Ruins of Rkund!

I'd like to humbly request some beta testing for a mod I hope to release over the weekend or early next week.

A medium-sized Dwemer-themed player home set amidst the Ruins of Rkund. (The vanilla location always seemed like it had such untapped potential)

Teaser Screens:

| http://i.imgbox.com/s9Q3AMPK.png | http://i.imgbox.com/39flXOKU.png | http://i.imgbox.com/RWtiadsk.png | http://i.imgbox.com/p9Yr9tjg.png | http://i.imgbox.com/34AMLF8h.png | http://i.imgbox.com/TDpKNFnm.png | http://i.imgbox.com/EEwhzy6J.png | http://i.imgbox.com/LwdtWFDO.png | http://i.imgbox.com/sH5Kl1Hc.png | http://i.imgbox.com/1JPCk46t.png | http://i.imgbox.com/nIlLXFTL.png | http://i.imgbox.com/qDQuFNRo.png | http://i.imgbox.com/Dy4GSbsI.png | http://i.imgbox.com/lNM0wMQG.png |

Download it here: https://www.dropbox.com/s/44isl1ftplcjq9m/Ruins%20of%20Rkund%200.85%20Beta.7z?dl=0, http://tesalliance.org/forums/index.php?/files/file/1875-ruins-of-rkund/

I have no plans to upload to the Nexus or Steam Workshop until the full release.

Rkund Readme:

Beta Testing version 0.85

Requirements: Skyrim.esm, Update.esm (Latest patch)

Things to know:

Landmark located west of Riften, automatically visible on your map, same location as the vanilla Ruins of Rkund.

No exterior navmeshing has been done yet (small area but I wanted to leave this extremely late in the development)

Interior cells are fully navmeshed except for the uppermost tier of the Theatre cell. This will be navmeshed in a future version since that area will include content from Dawnguard and Dragonborn expansions.

Legitimately purchasing the home is an option but, for testing purposes, not a requirement.

One of the core features of the mod is the auto-sorting system, there are various containers placed about to assist with testing, obviously these won’t exist in the release version :wink:

Players are able to customise the auto-sorting to their liking, even including any mod-added content they play with. Simply activate the auto-sorting containers whilst sneaking to bring up the config menu. All auto-sorting containers are denoted with "^^" signs, eg. ^Heavy Armor^, ^Books^, etc. This is subject to feedback but these containers do need to be identifiable.

Things to test:

Everything :smile:

Rkund has many cool scripted features. I’d like to know how they perform for you, what you think of them and how easy to use they were (user-friendliness)

I’d also like to hear your thoughts about Rkund in general. I am very open to feedback, criticism, and suggestions regarding the Ruins of Rkund.

If Maven is Jarl of Riften in your savegame please confirm for me that the signed notice for purchasing Rkund is indeed signed by her and not Laila Law-Giver.

Minor bugs I am aware of:

Spoiler

Sound effects from Rkund NPC’s can sometimes be heard in weird places/in other cells in Rkund. No idea what this bug is. Since using the PCB console command fixes this, I can only conclude it’s some sort of game engine bug. Nevertheless I am still trying to fix it.

The potion table will look different depending on certain mods people are using. Sometimes you will only see a table jutting out of the stone (most users will probably never get this). There is a table fixer button nearby, please let me know if using this did not resolve the issue for you.

Very rarely it’s possible that the sorting script will incorrectly sort an item. I believe this happens at random and is caused by local stuttering. Simply allow the item to be re-sorted.

The Keening mount will not play some of its animations if Keening is rapidly withdrawn/deposited repeatedly. Some code could probably be improved here but the mount will auto-correct itself if you reset it more slowly. It is not intended to be spammed :tongue:

Resources Used / Credits:

Spoiler

AmethystDeceiver – This mod would be a mere shadow of itself without the truly pioneering and selfless contributions of AmethystDeceiver.

Ashen for reviving this project, some design work and pretty cool ideas! (Including the location and morrowloot reference)

InsanitySorrow for his room dividers, chessboards and dragon claws

Modder’s Resource Pack by Oaristys and Tony67

JDFan for help with our Iris mesh

Dwemer Solid Pipes by Impulseman45 - http://www.nexusmods.com/skyrim/mods/60442/

OpenBooks Resource by Blary

Open Book Library by Stoverjm

Aquarium Glass by Blary (Dwemer Aquarium)

Elianora Resources by Elianora

Universal Item Display by AmethystDeceiver

Jewelrybox retexture by AmethystDeceiver

Auto sorting and looting by Sjogga - http://www.nexusmods.com/skyrim/mods/24678/

Animated Dwemer Lift Load Doors by DoubleBrewski http://www.nexusmods.com/skyrim/mods/34399/

HQ Skyrim Map v2 by Grace Darkling and Paddyy licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License

Elevator sound: http://www.freesound.org/for some sound FX. See http://creativecommons.org/licenses/by/3.0/ for the license at the time of download http://www.freesound.org/people/Corsica_S/sounds/91926/ Thanks to User: Corsica_S

JustinOther for script optimization and helping me with a beautiful array script for some of our displays

The venerable WillieSea for some sage papyrus advice

egocarib for help with getting the auto sorting to run a little smoother

Everyone who hangs out on the CK Forums <3

If I have forgotten to credit any resource authors please don't hesitate to point it out.

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