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- Tested with these mods installed
- - All DLC
- - SKSE (Required!)
- - SkyUI
- - SMIM
- - USLEEP
- - Insects Begone
- - Potions Replacer
- -------------
- general
- - Added clutter to collapsed areas where the utility of that space was unknown.
- -- 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
- -- added things like broken benches imply a seating area, like book case fragments.
- - Added rubble pile clutter to collapsed areas where there was none period.
- bleakfallsbarrow01
- - Moved many lights without a visible light source to the "abyss".
- - Minor shifting in the main atrium.
- - Alternative route to the poison scene. Includes a hidden door with minor loot.
- - Significant redesign to the poison scene room. Includes changing the solution, but not the puzzle style/approach.
- - Heavily reduced the cobwebs, and killed the skeevers below the poison scene room.
- - Removed the spider boss, replaced it with a draugr fight w/ some animations.
- - Arvel no longer screams for help, he's found dead near where the draugr appears.
- - Shortcut around the draugr crypts. It -is- possible to get through the right door path.
- -- Includes a room with two levers where one leads to a hard strength draugr fight w/ minor treasure.
- -- Point of no return jump as it merges back with the existing route. Layout shifted to encourage perspective forward.
- - Minor adjustments to the traps in the first draugr room.
- - Moved the swinging blade trigger box start farther from the blades.
- - Fixed some vanilla navmesh issues.
- - 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.
- - Added a draugr alert noise near the waterfalls.
- - Introduced a mild jumping puzzle near thomas, and added a nirnroot spawn next to his corpse. The nirnroot only spawns when thomas doesn't.
- - Thomas can cast fireball now like his note suggests. (might remove)
- - Adjusted the final room's clutter and added an additional NPC.
- bleakfallsbarrow02
- - Adjusted lighting placement to match environment better.
- - Adjusted clutter and lighting in the first room.
- - Moved the swinging blade trigger box farther away again.
- - Adjusted the draugr ambush box.
- - Added a candle light "scavenger hunt" of sorts that enables a small trove of treasure. Adjusted othere pieces where necessary.
- - Moved some pillars in the final boss room to guide the eyes better.
- - Hidden Treasure Chest has been scaled up 10% because reasons.
- Ustengrav01
- - Openned up an area and added a bunch of empty sarcophagus' halfway through. Helps with the 'where did the draugr come from?' problem.
- Ustengrav02
- - Moved the fire away from right over the throne chair in the first room.
- - 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.
- - Added another candle light scavenger hunt
- - First spider room cleaned up and changed to a skeever fight. Decorated with dead draugr/skeletons.
- - Added draugr to fight the skeevers in the second room. Also removed spiders here.
- - Better adjusted cave-in tiles in the windcaller horn room to reflect how rocks would cave in better.
- - Starts the pillar animations in the windcaller room earlier when the player is in first person camera.
- ThalmorEmbassyExterior
- - Adjusted NPC patrols to have actual patrols. Should be possible to silently kill them all now.
- - Some clutter shifted slightly.
- ThalmorEmbassy01
- - Expanded the roomspace of an upper floor bedroom. Also gave it a door. Why wouldn't a bedroom have a door?
- - Removed dumb windows that were next to eachother that defied logic and physics.
- - Added a small lower floor with an entrance to a new cell.
- ThalmorEmbassy06 (NEW)
- - Name not yet finalized.
- - Serves as an alternative path to the second building in the compound.
- - Used as a jail / interrogation chamber like the dungeon.
- RiftenRatway01
- - Added two deadend areas around the edges of the map.
- - Relocated lights unattached to light sources for more reasonable lighting.
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