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My Portable Dungeon

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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.


  • Submitter
  • Submitted
    03/11/2024
  • Category
  • Requires
    SkyUI, Papyrus Util, Console Util, powerofthree's Papyrus Extender
  • Regular Edition Compatible
    No

 

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Sounds interesting thought I would give it a whirl  and FFS! this is 4th time in 24 hours that Widows AV picks up and say its Trojan:Script/Wacatac.B!ml. Now if it was just me I would have a good look at my system, but other folk have reported the same thing, yet some people have said it DL fine and the files have been scrutinised and have no issue. Please I am not saying your files are infected. feels like files are being hijacked in transit. I dunno

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1 minute ago, brussh said:

Sounds interesting thought I would give it a whirl  and FFS! this is 4th time in 24 hours that Widows AV picks up and say its Trojan:Script/Wacatac.B!ml. Now if it was just me I would have a good look at my system, but other folk have reported the same thing, yet some people have said it DL fine and the files have been scrutinised and have no issue. Please I am not saying your files are infected. feels like files are being hijacked in transit. I dunno

 

Not sure why so many files downloaded from LL are being treated as potential viruses at the moment. I had the same issue when i grabbed the licenses system a few days ago.

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8 minutes ago, Addramyr said:

 

Not sure why so many files downloaded from LL are being treated as potential viruses at the moment. I had the same issue when i grabbed the licenses system a few days ago.

I have had it on nexus too

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Hey everyone!
 
Quick update for people currently using the mod. I am aware of an issue with transferring items from their inventory to the storage system. More over it can take time to transfer. I am currently finishing up a SKSE plugin so I can handle inventory management via that to hopefully improve response times.
 
Here is a list of the current plans for 0.0.3 (cross fingers in the next couple days for drop):
 
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.
  • Few more things (got to keep some surprises) :P
Fixes:
  • Fixed a bug when viewing dungeon treasury that could keep player controls disabled.
  • Fixed missing nav-mesh in the storage room.
Changes:
  • Changed the way automatic item storage is calculated to hopefully improve response time.
  • 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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Hey everyone, the next update (0.1.0) is currently in the pipeline and currently looking for a update drop around the weekend. The main feature of this patch is the first section of the main prison that contains 20 cells spaced over two floors.

 

Here are the current plans for 0.1.0

 

Additions:

  • Added a stage of the prison section of MPD, this is the initial cell block with 20 small cells (Cell Block A).
  • Vendor now sells devious devices (if the mod is installed) once she reaches vendor level 4.
  • Currently the vendor has a option for monitoring and managing the cells, this will be given to a dedicated jailer soon.
  • New MCM section "Cell Block A" is available if you have unlocked the prison upgrade.

Changes:

  • Vendor level can now be linked directly to the dungeon treasury (initial values may need to be changed down the line for balancing).
  • Ring upgrades can now be purchased from the vendor, the more powerful the ring the longer it can maintain the connection with the dungeon (magicka drain).

If anyone has any other ideas, or feature requests please let me know and I will see what I can do to get them added/repaired.

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This mod fails to load for me.

I'm using Skyrim SE (1.5.97, SKSE64 2.0.20 ref 6)

 

MO2 reports • Couldn't load MPD.dll (My Portable Dungeon 0.0.3). A dependency DLL could not be found (code 126).

 

I assume I'm missing a dependancy?

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On 3/22/2024 at 7:43 PM, Fredfish said:

This mod fails to load for me.

I'm using Skyrim SE (1.5.97, SKSE64 2.0.20 ref 6)

 

MO2 reports • Couldn't load MPD.dll (My Portable Dungeon 0.0.3). A dependency DLL could not be found (code 126).

 

I assume I'm missing a dependancy?

 

the only dependency the dll requires is Address Library (which I'm guessing you already have latest version for 1.5.97).

 

I will see if I can get the upcoming version to have two separate DLLs one for AE one for SE. This would work out as a good time as I was planning on turning the installer into a fomod anyway :)

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