The Nerevane Dungeons (Completed Mod)

Post » Wed May 02, 2012 7:35 pm

I was just curious, did you use any of these?

http://www.mwmythicmods.com/toolsmod.htm#Tool_esp_i2

No. All the dungeons in this mod were made by hand. I didn't use any generators.

@Chaka ZG: I agree that the detail of a dungeon makes it way much better, and cooler, to explore but I like to keep my dungeons simple for those who have slow connections. I've played many dungeon mods that had so much detail that I crashed while exploring those dungeons. I don't want people to have that problem with my own, you know what I mean?

@ Era Scarecrow: I just went through all 100 Dungeons (Rushed them) and I found 3 dungeons that weren't working because of the mod getting 'cleaned'. I've already fixed this and I am also planning to add more things to the mod. Like, the Mage in the Lobby will sell Telekinesis, Mark/Recall, and Light spells. I am also updating NPC enemies so they'll hit often and gonna update some lower level bosses so they will have Steel and Chitin Armor instead of Ebony, Adamant, or Glass. I am normally level 25+ before these bosses but maybe not everybody will use the Trainers in the Lobby. I am also updating the Dungeon Ring by removing it fortify luck enchantment and adding fortify enchantments to make it so you will rarely hit with Marksman, Longblade, etc. This will make spell-fails, repair-fails, and so on, much more often. The Speed enchantment is staying because I kinda don't like how fast you move in Morrowind. Same thing with the whole 'missing' problem but fortifying luck can make everything a little too easy.

@Chainy: Do you have a link? And what size is it? I'm asking because I have dial-up at home and searching can take forever while downloading large files can take forever.
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Lori Joe
 
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Post » Wed May 02, 2012 8:42 pm

@ Era Scarecrow: I just went through all 100 Dungeons (Rushed them) and I found 3 dungeons that weren't working because of the mod getting 'cleaned'. I've already fixed this and I am also planning to add more things to the mod. Like, the Mage in the Lobby will sell Telekinesis, Mark/Recall, and Light spells. I am also updating NPC enemies so they'll hit often and gonna update some lower level bosses so they will have Steel and Chitin Armor instead of Ebony, Adamant, or Glass. I am normally level 25+ before these bosses but maybe not everybody will use the Trainers in the Lobby. I am also updating the Dungeon Ring by removing it fortify luck enchantment and adding fortify enchantments to make it so you will rarely hit with Marksman, Longblade, etc. This will make spell-fails, repair-fails, and so on, much more often. The Speed enchantment is staying because I kinda don't like how fast you move in Morrowind. Same thing with the whole 'missing' problem but fortifying luck can make everything a little too easy.

The extra spells will help. Add bound armor to your list, feather (make sure it's cheaper and balanced, otherwise fortify attributes). A include (not replace) a cheaper regenerate. By that instead of 10 for 5 seconds you might do 3 for 10 seconds, or 6 for 5 seconds. Only disadvantage of making it yourself is it isn't 'always succeeds'.

Yes having the ores at the very beginning for armor crafting is annoying; Often I have had to go back since I'm carrying one or two pieces of ore and can't go on.

And add some medium armors you can acquire as well, having nothing but heavy/furr armor although can be nice to begin with doesn't allow certain skills to be worked on and used.

Removing the luck will greatly increase the difficulty. Maybe not remove it, but lowers it to oh say 20. It won't be a huge boost but it won't make the game a walk-through either.

Hmm I'm also noticing just about EVERYTHING can drop a soulgem. Although having the common soulgem is nice, early on it is a waste to use those for soultrap. For scribs, rats, crabs, change to petty (or a higher chance). Skeletons, nix hounds should drop lesser. Ghosts, demonas, should be common. Haven't been too far in. Probably do your percents something like 66/24/10, then when you have to do 4, 60/20/12/8. A big help with this is weight, since common soulgems are a pound while petty and the others are considerably less, especially when you are facing stuff that doesn't need huge gems to contain them.

For the enchanter, have him/her also sell clothes, rings and amulets; No higher than expensive (15 Max enchanting points). Can't exactly spam the monsters when using the MCP, as the cooldown prevents reuse of enchantments for 2-4 seconds.

EDIT: I guess as time goes on when you have little else to do, might start adding other cosmetic items. Rugs, lamps, torches, a bit of a dialog for the characters in the lobby. Perhaps in the lobby hang up a picture and map of the first level, not like it will be a big surprise :P. Maybe later add plants, pedalstools, small statues, maybe a fountain. But mostly little things, that help take away the blank and monotonous hallways. If it weren't for the minimap I'd be utterly lost :P
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Stephanie Kemp
 
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Post » Wed May 02, 2012 6:27 pm

The extra spells will help. Add bound armor to your list, feather (make sure it's cheaper and balanced, otherwise fortify attributes). A include (not replace) a cheaper regenerate. By that instead of 10 for 5 seconds you might do 3 for 10 seconds, or 6 for 5 seconds. Only disadvantage of making it yourself is it isn't 'always succeeds'.

Yes having the ores at the very beginning for armor crafting is annoying; Often I have had to go back since I'm carrying one or two pieces of ore and can't go on.

And add some medium armors you can acquire as well, having nothing but heavy/furr armor although can be nice to begin with doesn't allow certain skills to be worked on and used.

Removing the luck will greatly increase the difficulty. Maybe not remove it, but lowers it to oh say 20. It won't be a huge boost but it won't make the game a walk-through either.

Hmm I'm also noticing just about EVERYTHING can drop a soulgem. Although having the common soulgem is nice, early on it is a waste to use those for soultrap. For scribs, rats, crabs, change to petty (or a higher chance). Skeletons, nix hounds should drop lesser. Ghosts, demonas, should be common. Haven't been too far in. Probably do your percents something like 66/24/10, then when you have to do 4, 60/20/12/8. A big help with this is weight, since common soulgems are a pound while petty and the others are considerably less, especially when you are facing stuff that doesn't need huge gems to contain them.

For the enchanter, have him/her also sell clothes, rings and amulets; No higher than expensive (15 Max enchanting points). Can't exactly spam the monsters when using the MCP, as the cooldown prevents reuse of enchantments for 2-4 seconds.

EDIT: I guess as time goes on when you have little else to do, might start adding other cosmetic items. Rugs, lamps, torches, a bit of a dialog for the characters in the lobby. Perhaps in the lobby hang up a picture and map of the first level, not like it will be a big surprise :tongue:. Maybe later add plants, pedalstools, small statues, maybe a fountain. But mostly little things, that help take away the blank and monotonous hallways. If it weren't for the minimap I'd be utterly lost :tongue:

Well.. Currently, there is 4 sets of Medium Armor that is gainable. I added one set on a guy with 20 health. He'll be your first enemy when you head to F1.

You'll find the other sets as you process through. Btw, Adamant Armor is Heavy now; sorry to say. I'll work on the Lobby Area a bit to make it look a little nicer. As for the Dungeons, you just prove they are hard to get around. That is one reason why I add little stuff, like what you've said. But yeah, I'll set-up the lobby to make it look better. Try not to go too far into Nerevane though, this wont take too long and I wont promise that the game wont glitch on you when you install a newer version.
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Laura Shipley
 
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Post » Wed May 02, 2012 2:50 pm

Looking at those mazey dungeon levels reminded me of Arena. Bit o' nostalgia.
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how solid
 
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Post » Wed May 02, 2012 7:43 pm

I'll look forward to the changes. I just wonder if I should start over completely or not, I could keep what I've already acquired and that might be okay, but since most of my skills are very very low I'll have to go through the first few dungeons over and over anyways. At least I know there's a steady supply of monsters nearby I can thrash.
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Greg Swan
 
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Post » Thu May 03, 2012 3:51 am

I'll look forward to the changes. I just wonder if I should start over completely or not, I could keep what I've already acquired and that might be okay, but since most of my skills are very very low I'll have to go through the first few dungeons over and over anyways. At least I know there's a steady supply of monsters nearby I can thrash.

I normally start over when I update my mod. That is why I prefer to do decent amount of updates at a time instead of just doing a few here and there.

~Edit~

My mod had been updated online. Download it now if you wish.
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Robert DeLarosa
 
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Post » Thu May 03, 2012 1:29 am

K, I'll try it later tonight.

If you wish I can start adding little miscellaneous visual items in (that won't affect the mod), and you can review and merge them. But if I do it would likely be a while, probably a couple weeks.
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Hearts
 
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Post » Thu May 03, 2012 2:41 am

K, I'll try it later tonight.

If you wish I can start adding little miscellaneous visual items in (that won't affect the mod), and you can review and merge them. But if I do it would likely be a while, probably a couple weeks.

That is up to you. I'm just waiting for your opinion on the Lore and Ending of it.
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maria Dwyer
 
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Post » Wed May 02, 2012 6:47 pm

That is up to you. I'm just waiting for your opinion on the Lore and Ending of it.

Well don't expect a quick response for it. May take a while.

EDIT: Weapon skills boost? Hmmm makes surviving with weapons quite a bit easier. Haven't gotten anywhere yet. But we'll see :)
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Anne marie
 
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Post » Wed May 02, 2012 5:04 pm

Well don't expect a quick response for it. May take a while.

EDIT: Weapon skills boost? Hmmm makes surviving with weapons quite a bit easier. Haven't gotten anywhere yet. But we'll see :smile:

Hmk. Just give me update on how you are doing and tell me what you Like and Dislike as you go. Might help me for next set of updates.

Btw, a friendly tip. Keep the two sheets of paper and Fargoth's Ring in your bank. They maybe useful later on.
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Rich O'Brien
 
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Post » Wed May 02, 2012 5:44 pm

Thanks for the hint.

Anyways, F1, can't seem to find the boss monster to fight. I'll check against my other 2 mods I have connected to this, but I don't think they would have anything to do with it.

EDIT: Looks like a fluke, perhaps the boss went through the floor....

EDIT: I'm not sure, but +200 on all weapon skills (the ring) seems a bit high; But if you consider the sheer number of monsters you don't want to get cluster [censored]ed or take forever to kill a couple of them. Plus if this is all a dream or vision that seems real, then hitting the monsters shouldn't be too huge an issue. Either way you don't have to worry about raising your weapon skills, having them as a major or minor skill.

Dropping the weight of the common soulgems resolves the issue (mostly). I think they should still carry petty or lesser ones for rats and scribs.

The ice wolf statue (in the lobby) goes away when you touch it. Is that an accident? Otherwise the lobby does look a lot homier now :) And the 'strange man' at the beginning does give you access to the full medium suit of armor.
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Mimi BC
 
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Post » Wed May 02, 2012 6:54 pm

@Chaka ZG: I agree that the detail of a dungeon makes it way much better, and cooler, to explore but I like to keep my dungeons simple for those who have slow connections. I've played many dungeon mods that had so much detail that I crashed while exploring those dungeons. I don't want people to have that problem with my own, you know what I mean?

I think I understand, ever since my gf installed Skyrim on her laptop (and her lap isn't even made for gaming) I somehow got used to thinking that people should generally have somewhat modern rigs to run a bit demanding stuff. Now that I'm going home for a couple of days my own home PC (from the times of the boer wars :P ) will probably be grateful for mods having little details. :P
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Emma Parkinson
 
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Post » Thu May 03, 2012 12:11 am

Thanks for the hint.

Anyways, F1, can't seem to find the boss monster to fight. I'll check against my other 2 mods I have connected to this, but I don't think they would have anything to do with it.

EDIT: Looks like a fluke, perhaps the boss went through the floor....

EDIT: I'm not sure, but +200 on all weapon skills (the ring) seems a bit high; But if you consider the sheer number of monsters you don't want to get cluster [censored]ed or take forever to kill a couple of them. Plus if this is all a dream or vision that seems real, then hitting the monsters shouldn't be too huge an issue. Either way you don't have to worry about raising your weapon skills, having them as a major or minor skill.

Dropping the weight of the common soulgems resolves the issue (mostly). I think they should still carry petty or lesser ones for rats and scribs.

The ice wolf statue (in the lobby) goes away when you touch it. Is that an accident? Otherwise the lobby does look a lot homier now :smile: And the 'strange man' at the beginning does give you access to the full medium suit of armor.

The Werewolf Statue is there to give you a tip of a puzzle in one of the high level Floors so it isn't an accident.

Funny thing about the 'Strange Man', he was a failed project on mine. I originally wanted him to make you Ice Armor (Reason why you can find that Ice Ingredient) but that never did work for me so there should be a high level Nord in the High Level Floors with the Ice Armor. I used the 'Strange Man' for the lower level Medium Armor because I thought it would be funny.

As for the Soul Gem, all enemies carries a Soul Gem/Hammer drop. They either drop a Common Soul Gem or a Hammer. When you get higher level, they may drop Greaters and Grands. Btw, trust me on the ring. If you never use Marksman and have at level 10-15 then you are screwed on this one Floor. The ring helps when it comes to something like that.

As for F1 Boss, idk what's going on. He's always there for me. I checked my mod and he shouldn't fall through the floor. BUT, I did made him smaller than usual so another mod may making him back to his normal size thus making him fall through the floor.

Also, I'ma update my last tip for ya. You'll need the papers and ring for F100. I'm telling ya because I want ya to unlock the secret ASAP and not go all the way to F100 and be like "Crap! I need them!" or "Wtf am I suppose to do here?"

Btw, I feel stupid now XD. I figure out why most of my boss-scripts don't work... It was because I was using '=<' instead of '<='. The game was reading '=<' as in '=='. Now I figured this out, I can prolly make a lot of fun and hard scripted bosses. Watch for that on my next set of updates.
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Music Show
 
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Post » Wed May 02, 2012 5:34 pm

Kinda funny. After leveling past 3rd level or so, you get 'attacked' at night by the assassin, and he just falls over dead, with nothing on him, and you get your journal update to go to mournhold/tribunal :P

I had an odd experience, I summoned a couple summons and suddenly the skeleton's head started spinning like crazy. If I get it happening again I'll record it and post it up on youtube for everyone to watch :)
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Gemma Archer
 
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Post » Thu May 03, 2012 4:43 am

Kinda funny. After leveling past 3rd level or so, you get 'attacked' at night by the assassin, and he just falls over dead, with nothing on him, and you get your journal update to go to mournhold/tribunal :tongue:

I had an odd experience, I summoned a couple summons and suddenly the skeleton's head started spinning like crazy. If I get it happening again I'll record it and post it up on youtube for everyone to watch :smile:

Btw, I uploaded a newer version of my mod today because I found a nasty bug that keeps crashing my game. It's fixed and that is the last 'bad bug'. There should be NO MORE bugs that'll stop your process.

Also, I am working on an "Atronach Forge" for this mod. It'll be part of the lobby area and locked until you find a key that is a very rare drop. This key is already* in the mod so you may've found it before.
I am also working on the Cauldron's Script in the lobby. You can cook some very nice food, turn Ebony into Adamant, and make Skooma!

Also, in my newest version, I added a lot of new scripts for the bosses. So they are much stronger now.
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Izzy Coleman
 
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Post » Thu May 03, 2012 1:48 am

Mmmm... Well it seems for me the fastest way to level is with hand-to-hand combat, never putting much power in the punches. Hitting 95% of the time. Quickly finding though the 3rd level and up are getting a lot harder a lot faster. If there's a recommended way to proceed through the mod, let me know, otherwise I'll likely keep on what I'm doing for a while.

Since you do get lesser and petty gems from time to time; I would fix the weight on them to 0.05 and 0.02. I have my own esp that does that. But they are rare enough they won't make or break you with weight.

Offtopic:
Reminds me. Some time back I wrote a script to allow you to reuse soulgems, making them rechargeable, except they would still break from time to time. A quick test on them showed that even at 40% survival it was enough that you could go with 10 gems for a long time before you finally ran out. If you are interested I can rebuild it, downside though is since it is a script EVERY single soulgem individually will be separate, no stacking empty/unused ones. Hmm... Could make a special box/misc item that represents 1-10 of the gems and expands once you have none, that would resolve the huge inventory issue. yes that would work...
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Devin Sluis
 
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Post » Thu May 03, 2012 12:58 am

Mmmm... Well it seems for me the fastest way to level is with hand-to-hand combat, never putting much power in the punches. Hitting 95% of the time. Quickly finding though the 3rd level and up are getting a lot harder a lot faster. If there's a recommended way to proceed through the mod, let me know, otherwise I'll likely keep on what I'm doing for a while.

Since you do get lesser and petty gems from time to time; I would fix the weight on them to 0.05 and 0.02. I have my own esp that does that. But they are rare enough they won't make or break you with weight.

Offtopic:
Reminds me. Some time back I wrote a script to allow you to reuse soulgems, making them rechargeable, except they would still break from time to time. A quick test on them showed that even at 40% survival it was enough that you could go with 10 gems for a long time before you finally ran out. If you are interested I can rebuild it, downside though is since it is a script EVERY single soulgem individually will be separate, no stacking empty/unused ones. Hmm... Could make a special box/misc item that represents 1-10 of the gems and expands once you have none, that would resolve the huge inventory issue. yes that would work...

I just played through the mod and had fun. I used whatever skills I like to use (Magic, Blades, and Heavy Armor). Best way to level up is use the Trainers. Focus on making money for training and you can level up quickly. (Take off the ring so they can train you!)

Don't worry about the Soul Gem issue. The Petty and Lesser I ain't going to bother with since only Bonewalkers will drop them, and they drop them because they are the Bonewalkers' default drops. Also, Azura's star is within the dungeons though very tricky to get, like all artifacts.
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Baby K(:
 
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Post » Wed May 02, 2012 4:05 pm

I know, the soulgem quantity is more than enough to make the script irrelevant. But it was just some random thoughts going through my head.
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Heather Dawson
 
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Post » Wed May 02, 2012 5:58 pm

Ah okay. Well I'm working on the Summoner now/ So far, got 5 possible things you can summon with this thing and all 5 works correctly.

#1: Flame Atronach. Fire Salts + Ruby Requirement.
#2: Frost Atronach. Frost Salts + Emerald Requirement.
#3: Storm Atronach. Void Salts + Diamond Requirement.
#4: Dremora Markynaz. Daedric Claymore + Daedra's Heart.
#5: Steam Centurion. Dwemer Plans + Scrap Metal.

Note: The Dwemer Plans are part of the Rare-Drop system so they will not be easy to get.

~Edit~

I updated my mod again so you can get this Summoner thing now.
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Ysabelle
 
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Post » Thu May 03, 2012 5:24 am

Well two things keep sticking out to me so far. First you can't use the lobby to rest, keeps complaining 'there's enemies nearby'. Second, the skeleton animations seem broken. Did you change them? (For the bonewalker summon).

If the summoner update doesn't change anything critical I can replace the current version I'm playing with and Hope it all works well.
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Arrogant SId
 
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Post » Wed May 02, 2012 5:25 pm

Well two things keep sticking out to me so far. First you can't use the lobby to rest, keeps complaining 'there's enemies nearby'. Second, the skeleton animations seem broken. Did you change them? (For the bonewalker summon).

If the summoner update doesn't change anything critical I can replace the current version I'm playing with and Hope it all works well.

The newest version fixes that lobby issue. What summon are you talking about? Summon Skeleton Champion works well and it is the only Skeleton Summon I know.

~Edit~

You can update the mod but make sure your char is in a floor and not in the lobby. This way, any problems made will happen on that floor instead of ruining the lobby. If the lobby gets ruin then you have to restart really. Note: That lobby issue is fixed for NEW chars but that's alright. You can level up in a dungeon that has a bedroll or in the castle once you reach it.
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Ilona Neumann
 
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Post » Wed May 02, 2012 7:52 pm

Summon skeleton; The actual effect is 'summon bone walker'. And I tried that only to have it fail. What fun. Something about a global script door 6 or something... Likely I'd have to use enchanted editor and just delete certain maps (If not all of them) to make it regenerate them properly.
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Shirley BEltran
 
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Post » Wed May 02, 2012 5:02 pm

Summon skeleton; The actual effect is 'summon bone walker'. And I tried that only to have it fail. What fun. Something about a global script door 6 or something... Likely I'd have to use enchanted editor and just delete certain maps (If not all of them) to make it regenerate them properly.

Ah.. You did F8. What happen is you disabled something and when you updated the mod, the scripts were trying to update themselves thus they are trying to themselves reset which ends up not working because their target has been disabled already and not in your current game. As for that Skeleton, I'll fix for my next update but currently, it isn't anything totally big and doesn't truly need any attention.
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le GraiN
 
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Post » Wed May 02, 2012 7:05 pm

There were a couple monsters stuck in the walls that I did disable... (Level 1)
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Mimi BC
 
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Post » Wed May 02, 2012 7:44 pm

There were a couple monsters stuck in the walls that I did disable... (Level 1)

I never had anything stuck in the walls for me... Strange..
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Blessed DIVA
 
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