Guest User

PDE Changelog

a guest
Apr 30th, 2016
227
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.10 KB | None | 0 0
  1. Tested with these mods installed
  2. - All DLC
  3. - SKSE (Required!)
  4. - SkyUI
  5. - SMIM
  6. - USLEEP
  7. - Insects Begone
  8. - Potions Replacer
  9.  
  10. -------------
  11.  
  12. general
  13. - Added clutter to collapsed areas where the utility of that space was unknown.
  14. -- ie, an otherwise empty corner of the room would have been used for something pre-collapse, but there's no evidence afterwards in some spots
  15. -- added things like broken benches imply a seating area, like book case fragments.
  16. - Added rubble pile clutter to collapsed areas where there was none period.
  17.  
  18.  
  19. bleakfallsbarrow01
  20. - Moved many lights without a visible light source to the "abyss".
  21. - Minor shifting in the main atrium.
  22. - Alternative route to the poison scene. Includes a hidden door with minor loot.
  23. - Significant redesign to the poison scene room. Includes changing the solution, but not the puzzle style/approach.
  24. - Heavily reduced the cobwebs, and killed the skeevers below the poison scene room.
  25. - Removed the spider boss, replaced it with a draugr fight w/ some animations.
  26. - Arvel no longer screams for help, he's found dead near where the draugr appears.
  27. - Shortcut around the draugr crypts. It -is- possible to get through the right door path.
  28. -- Includes a room with two levers where one leads to a hard strength draugr fight w/ minor treasure.
  29. -- Point of no return jump as it merges back with the existing route. Layout shifted to encourage perspective forward.
  30. - Minor adjustments to the traps in the first draugr room.
  31. - Moved the swinging blade trigger box start farther from the blades.
  32. - Fixed some vanilla navmesh issues.
  33. - Moved the open/close door chain near the waterfall area out of view, no longer usable. The front one is still usable, just not the back one anymore.
  34. - Added a draugr alert noise near the waterfalls.
  35. - Introduced a mild jumping puzzle near thomas, and added a nirnroot spawn next to his corpse. The nirnroot only spawns when thomas doesn't.
  36. - Thomas can cast fireball now like his note suggests. (might remove)
  37. - Adjusted the final room's clutter and added an additional NPC.
  38.  
  39.  
  40. bleakfallsbarrow02
  41. - Adjusted lighting placement to match environment better.
  42. - Adjusted clutter and lighting in the first room.
  43. - Moved the swinging blade trigger box farther away again.
  44. - Adjusted the draugr ambush box.
  45. - Added a candle light "scavenger hunt" of sorts that enables a small trove of treasure. Adjusted othere pieces where necessary.
  46. - Moved some pillars in the final boss room to guide the eyes better.
  47. - Hidden Treasure Chest has been scaled up 10% because reasons.
  48.  
  49.  
  50. Ustengrav01
  51. - Openned up an area and added a bunch of empty sarcophagus' halfway through. Helps with the 'where did the draugr come from?' problem.
  52.  
  53.  
  54. Ustengrav02
  55. - Moved the fire away from right over the throne chair in the first room.
  56. - Moved a bunch of clutter from on the tables to the floor near the collapsed area. The tables were moved 10 yards, the clutter should look like it.
  57. - Added another candle light scavenger hunt
  58. - First spider room cleaned up and changed to a skeever fight. Decorated with dead draugr/skeletons.
  59. - Added draugr to fight the skeevers in the second room. Also removed spiders here.
  60. - Better adjusted cave-in tiles in the windcaller horn room to reflect how rocks would cave in better.
  61. - Starts the pillar animations in the windcaller room earlier when the player is in first person camera.
  62.  
  63.  
  64. ThalmorEmbassyExterior
  65. - Adjusted NPC patrols to have actual patrols. Should be possible to silently kill them all now.
  66. - Some clutter shifted slightly.
  67.  
  68.  
  69. ThalmorEmbassy01
  70. - Expanded the roomspace of an upper floor bedroom. Also gave it a door. Why wouldn't a bedroom have a door?
  71. - Removed dumb windows that were next to eachother that defied logic and physics.
  72. - Added a small lower floor with an entrance to a new cell.
  73.  
  74.  
  75. ThalmorEmbassy06 (NEW)
  76. - Name not yet finalized.
  77. - Serves as an alternative path to the second building in the compound.
  78. - Used as a jail / interrogation chamber like the dungeon.
  79.  
  80.  
  81. RiftenRatway01
  82. - Added two deadend areas around the edges of the map.
  83. - Relocated lights unattached to light sources for more reasonable lighting.
Advertisement
Add Comment
Please, Sign In to add comment