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Devious Enderal


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I'm enjoying the various devious mods and fancied giving Enderal a go, so I figured I'd see if I could get them working together. Not been tremendously successful but some things work.

 

Anything that adds complex questlines or modifies areas of the game I didn't really try for. Deviously Cursed Loot includes a collar that you need to go to a particular shop to remove, I didn't see that going anywhere good.

 

Stuff relying on specific areas seemed like a bad bet too. Devious Traps adds hundreds of traps to Skyrim but presumably none to Enderal.

 

I had high hopes for Devious Magic. Toggling a lot of it off and only keeping stuff like the mimics seemed like it should work. I don't think Enderal changes anything in the "equipping armour" logic so having the occasional equipped item turn into a devious device seemed like a good fit. Sadly that one causes a CTD on hitting the main menu, nevermind getting into the game proper.

 

Devious Chests works sporadically. Sticking debug mode on it's treating every chest as "Cannot determine location, using dungeon probabilities" (which is fair enough) but it's also only checking for a trap on about one container in five with no obvious rhyme or reason. I heard that all of the loot in Enderal is hand placed, perhaps that's an exaggeration and it's simply the case that most loot is hand placed and the mod is only working on containers that haven't been directly edited?

 

Deviously Helpless seems to work, but isn't much good on its own since it only triggers if you were already in a device from some other mod.

 

Anyone else tried this? Is there something else I should give a whirl? Is there some minor editor tinkering that might get more containers recognising Devious Chests?

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