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2024 AE Build: Our First Real Dungeon Crawl


gregaaz

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Welcome back, everyone! Yesterday we did some work bugfixing as well as enhancing the mountain path that leads up to Bleak Falls Barrow. We also took a look at a nice environmental mod that would have been a great fit but just presented too much work to properly integrate - but who knows, maybe we'll give it a second look in the future?

 

Today, we're going to overhaul the interior of Bleak Falls Barrow and then look through it for opportunities to make smaller tweaks and improvements. We'll also go through the dungeon and make any adjustments we need for our 'treasure hunt' type mods to ensure nothing ends up inaccessible no-longer-logically placed.

 

I found three options for "big upgrades" to Bleak Falls, but only one of them seemed like a good fit for this project: Bleak Falls Revisited. I loaded it up and give it a quick review, and the mod was free of errors. It already had a Lux patch, which simplified working with it. I did run into one annoying little snag however - the latest version of xEdit doesn't have the ability to compact down mods to use the new extended ESL space, so even though this mod only has about 2700 records, I couldn't ESL flag it. Hopefully a future version will enable this so I can stop burning a load order space on this mod.

 

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The extent of conflicts offered by this mod was quite low also, which was a nice development. I did have to make some small manual corrections to incorporate the Lux Embers patch with the new positional data from the Lux Bleak Falls patch, but hat wasn't especially onerous and only involved a small subset of the records.

 

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Before we dive in further, let's take a closer look at which treasure-hunt mods are editing this location. We can see this by looking at the top level cell data. That's because any time a mod adds, disables, or moves an object reference in a cell, it also needs to include a copy of the top-level cell data record. This creates a conflict which will show up in xEdit as a column on the right side of the screen when viewing the TLCD.

 

  • BleakFallsBarrow01 has edits from Legacy of the Dragonborn, Amulets of Skyrim, and Cheesemod for Everyone
  • BleakFallsBarrow02 has edits from Legacy of the Dragonborn, Amulets of Skyrim, and Bad Gremlin's Collectibles

 

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Let's take a look at what each of these mods does. We can do this by control-clicking on the column header, then scrolling down to see what actual changes were made.

 

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LOTD, for example, just adds a painting for the player to find. I know from experience that it's rolled up on top of the bandit chest in the antechamber. I'm going to write down the Form ID numbers for each of these and then use player.moveto to check each of them for displacement.

 

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Most of the items were exactly where they'd be in a vanilla game, which speaks well to the design of this overhaul mod. Two treasures from Amulets of Skyrim ended up slightly bumped out of position, but its possible what happened is that I bumped them myself when I teleported to their position. I'll check the furniture they're normally lying on to make sure they haven't moved.

 

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The first altar is untouched, so that one was a teleport bump.

 

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Same for the second one. So we don't need to do any patching for the treasure. This makes things much easier moving forward. 

 

Before we take a tour of the revised dungeon, there are a couple of to-do things already on our list. First, we'll update the spider mini-boss. This is a really simple mod with no conflicts or obvious issues, so installing it was a breeze.

 

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Next, we want to try and find a better option for the desiccated corpses. As you probably recall, they had a weird low-detail brown texture that didn't look great. 

 

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There weren't any obvious hits on this specific asset when I searched the nexus, so let's take a deeper look at these guys.

 

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WebKitDinnerHuman, what a great name for that asset :)

 

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Here we can see the texture folder that the victims' textures are located within. Both assets are currently coming from Ruins Clutter Improved. My initial searching pointed me to W.E.B.S. as an option. If we go with this one, we'll want it to win against Ruins Clutter, but lose to Solas Weather. However, Solas has a lower priority than RCI, so we'll need to hide the Solas files to prevent them from prevailing in the conflict.

 

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That looks a lot better. The next thing on my punchlist is Arvel. Let's take a quick look at WARP and see how hard it would be to integrate. 

 

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Never mind 🙄 Sorry Arvel, but I already decided I'm not using CRF and it's too late to back out of that decision. Before we go further, let's loop back and take a look at our options for improved potion bottles. 

 

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This one looks nice, but it only covers a small subset of rare potions. But I think we might have a winner on the one featured below:

 

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That looks good. The other 'basic treasure' thing on my punchlist is the coins in the containers. In the past I've had good results with Coins of Tamriel, but I think this time we're going to use C.O.I.N. It required a little bit of patching to avoid wiping out some edits to the loot tables from other mods, but the integration was smooth and painless.

 

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With the coins in place, I took a walk through the whole dungeon and found that everything so far is looking pretty good.

 

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That leaves me with three items from my punchlist:

 

  • Bandit NPC enhancements of some sort?
  • Dungeon darkness mod?
  • Draugr improvements?

 

I'd already more or less concluded that for both Bandits and Draugr any NPC improvements are going to involve installing the Wenches series, which I'm not ready to tackle just yet. Ancient Nord Stalhrim is one that I want to integrate eventually, but we're still too early in the game for that one to be relevant. So for now I think that just leaves the darkness mod. Let's see how it looks in the game (using the Loremonger settings where Draugr maintain the lighting awaiting the return of their masters...)

 

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Honestly, I don't see a big difference here, and what I did see was a very long processing time when I entered the dungeon, followed by my controls getting locked (I had to enable them with the console). That feels like way more trouble than it's worth, so I uninstalled the dungeon darkness mod. 

 

I think that takes us through to the end of Bleak Falls Barrow. When we come back, we'll work on the return trip from this quest, covering Anise's cottage and the elements of Riverwood we didn't cover on our previous visit. See you then!

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gregaaz

Posted

26 minutes ago, Talesien said:

Nice coins, but I guess I will stick with: https://www.loverslab.com/files/file/21999-hot-retexture/, just can't bring myself to replace that. ^^ (I'm only using the coin though, the rest isn't down my alley.)

 

Loremonger settings? Hmm? Must have missed something.

 

The author of dungeon darkness doesn't like the lore that Draugr maintain their tombs and thinks it's unrealistic that Dwemer lights still work, but he has a "lore drinker" preset in the menu that causes some of those lights to stay on. 

 

However the mod didn't ever really seem to work on my install and I wonder if it's incompatible with Lux or something. That or Bleak Falls is blacklisted since it's a tutorial dungeon. In either event, the glitches with long processing time and control lockout was a dealbreaker for me. 

 

That's a pretty cute coin retex - glad you're enjoying it :)

Talesien

Posted

12 minutes ago, gregaaz said:

The author of dungeon darkness doesn't like the lore that Draugr maintain their tombs and thinks it's unrealistic that Dwemer lights still work, but he has a "lore drinker" preset in the menu that causes some of those lights to stay on. 

I see, well I guess it's much more believable that the lights still function than the automatons, seems he has no problem with the latter though. The Draugr maintaining their catacombs ... dunno, but the question is where do the get all of the 'fuel' from? So I can get behind that idea, still no mod for me. I prefer to be able to see something on my screen without squinting or having to close the shades during daylight hours. Realism be damned! (In fact, Predator Vision is a staple in my LO and I tend to give my characters night eye as early as I can explain it away ... usually either right from the start with some fishy made up explanation in my mind, or right after absorbing that first dragon soul. ^^)

Miauzi

Posted

On 1/31/2024 at 3:32 AM, Talesien said:

Ich verstehe, nun, ich denke, es ist viel glaubwürdiger, dass die Lichter immer noch funktionieren als die Automaten, aber mit letzteren scheint er kein Problem zu haben. Die Draugr warten ihre Katakomben ... keine Ahnung, aber die Frage ist, woher sie den ganzen „Treibstoff“ bekommen? Ich kann also hinter dieser Idee stehen, immer noch kein Mod für mich. Ich bevorzuge es, etwas auf meinem Bildschirm sehen zu können, ohne die Augen zusammenkneifen zu müssen oder bei Tageslicht die Jalousien schließen zu müssen. Der Realismus ist verdammt! (Tatsächlich ist Predator Vision ein fester Bestandteil meines LO und ich neige dazu, meinen Charakteren Nachtaugen zu schenken, sobald ich es erklären kann ... normalerweise entweder gleich zu Beginn mit einer faulen, erfundenen Erklärung im Kopf, oder richtig nachdem ich die erste Drachenseele absorbiert habe. ^^)

 

3,800 years since the disappearance of the Dwemer - and if something like light works - then there must also be energy sources - that provide this energy.

If you look at Morrowind - there were even "spinning" mechanisms - and geoheat in the form of lava lakes.


Of course, the "automatic machines" required for this are on a level that one cannot even imagine today, even in the wildest dreams of engineers... but why not - you have a metal that has "fallen out of time" - it does not corrode!

Different natural laws apply here than in our world - so why not glowing Dwemer lamps (I even included that in my own story)


And it is customary anyway that the lamps/torches come on in a grave complex that has not been entered for centuries - everyone knows that!

😉


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