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My Portable Dungeon

 

NOTE: This is in very early development and is NOT recommended for a serious playthrough. I’m just trying to get some initial feedback and ideas for the project. Also, this is my first mod, both in scripting, and in level design (which shows).

 

History:
This mod’s base idea is from an old mod “The Bondage House” that no longer seems to be maintained. Due to using this mod in my own playthroughs a lot, I thought I would create my own but give it some extra features, such as restrictions on when it can be accessed, allowing it to be expanded etc.

This mod has been built from the ground up, but gets a lot of its ideas from that mod.

 

So what can you do?
Similar to TBH you will receive a ring in your inventory when you start the game (may add this as a quest later). If you don't, you can get a new one from the MCM menu.

Once you use your ring you will be teleported to MPD. There you can find a vendor (customizable via MCM), a small cell that prisoners can be teleported to and some chests and equipment.

If you speak to the vendor you can ask “About my dungeon…” this will allow you to add/remove septems from the cells treasury. Any funds in the treasury can also be used to unlock/expand new areas.

 

MPD Expansions:
Workshop (Status: Initial Stages)
Purchasing the workshop will give you access to most of the crafting tools within one room. These include, smelter, smithy, tannery etc… This is an auto storage system that will move items from your inventory to the storage room behind the workshop. I plan to expand this in a future update to pull from these chests when you use any of the crafting tables in the workshop.

Quarters (Status: Not Developed Yet)
The idea for the quarters is a place for your character to sleep and change etc however this has not been created yet.

Prison (Status: Not Developed Yet)
One of the main goals of MPD is to create the prison, this will eventually allow management of all prisoners within the dungeon and allow transferring between cells as needed.

 

MCM Options:
The MCM system is broken down into four pages.
Overview:
Shows general information on the mod, such as its status, the mod version, dependencies and base vendor information.
Vendors:
This is where the vendor can be configured; allows changing prices for sections of the dungeon, how often the vendor restocks and other options.
Levels and Tiers:
This is a simple list of what the vendor can sell at what level and current state of the dungeon.
Dungeon Access:
This is where MPD changes from the original mod idea… Depending on what restrictions you put in place can define when you can access the dungeon.
Some restrictions include:

  • In Combat (always active)
  • Encumbered
  • Cooldown from last teleport
  • Rest when not in main world space (Tamriel)
  • If you have Devious Devices installed, you can also restrict access to the dungeon based on what restraints the player is currently wearing.

 

Note: Whilst you are in the portable dungeon your ring is constantly drawing magicka (this is intentional) at a rate of 0.5 per second. If you run out of magicka you will be returned to the location you were at prior to putting the ring on.

 

As I said above this is in very early development and testing and feedback would be greatly appreciated. Also, if anyone wishes to help out with the dungeon design or offer some tips on the scripts, please let me know.

Edited by Addramyr
Fixed the double version information on the title.


What's New in Version 0.0.3

Released

Important Notes:

  • New SKSE plugin MPD.dll was built and tested on Skyrim AE 1.6.1130 (SKSE 2.2.5) with CommonLibSSE NG, let me know if you have issues on other versions.

 

Additions:

  • Added option to MCM to choose what can be auto sorted when doing "all" items.
  • Added new option to the Knapsack to 'search' for items currently in storage.
  • Added a "Auto Sell" barrel to storage room. Items added to this barrel will be sold by the vendor at 07:00 hours (configurable). The vendor will take a cut from the sales of each item based of their Vendor Level (Level 1: 50% | Level 2: 30% | Level 3: 15% | Level 4: 0%).

 

Fixes:

  • Fixed a bug when viewing dungeon treasury that could keep player controls disabled.
  • Fixed missing nav-mesh in the storage room.

 

Changes:

  • Migrated the storage system into a SKSE plugin MPD.dll, this has massively improved its response times.
  • Changed un-equip event of the ring to now use the object not the slot the ring uses.
  • Refactored most update events into a single controller.

 

Removed:

  • Removed a duplicate copy of the Book chest in the storage room.

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