The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Skyshor
32 Comments
Tiaris 8 Jul, 2017 @ 8:49pm 
Now I have not gotten far into the location, however I have a suggestion. Until the character has completed the "quest". Make items in the houses "steal" not take. It adds to the immersion factor.
Jim 27 Jun, 2017 @ 1:47pm 
I'll give you 1 hint, and it will be vague. Search the walls.
Mraow! 27 Jun, 2017 @ 1:26am 
Probably not every square inch, any hints? :)
Your Dad  [author] 26 Jun, 2017 @ 9:19pm 
Hi Little Ted, yeah for sure the no quest markers does make it a little tricky but you will know when you find what you're supposed to in Grayside.
Jim 26 Jun, 2017 @ 7:25pm 
@Little Ted, there are a lot of odds and ends you need to get ahold of, for instance greyside has keys and whatnot, there are journals in there. Have you for sure searched every square inch?
Mraow! 26 Jun, 2017 @ 7:06pm 
Hi, Feel like Ive missed something. Quest still says to search Greyside. Ive killed all the guys and taken/read the journal. Cant seem to find anything else to do here but quest marker still says to search the place. Am I meant to do anything else? No quest markers makes this tricky :/
Your Dad  [author] 4 Jun, 2017 @ 10:30am 
@Raphael, Yeah i get what you're saying, I'll try to improve upon that in my next mod. Thanks for the comment.
Gilbert, the Undying 3 Jun, 2017 @ 2:04pm 
Why are all the bandits named the same 4 names? It got pretty old having to fight the same bandit wearing the same armor 30 different times.
Your Dad  [author] 26 May, 2017 @ 8:49pm 
@Q-10, you're welcome man, glad it's working for you now.
Jim 24 May, 2017 @ 8:18pm 
You fixed the issue with Lakeview Manor, I've been fully able to build my house, and no mod conflicts at all. Thanks a load dude, I'm very grateful <3
Your Dad  [author] 21 May, 2017 @ 8:12pm 
Cool thanks for the advice I'll definitely check that out. I am definitely interested in learning how to do that stuff but I'm still a beginner when it comes to writing scripts. At the very least I'd like to have that skill so I could put it into other mods. :)
ghostmanof501 21 May, 2017 @ 7:55pm 
Again, Windstad mine would be a good template for you, if that's the route you were going for. Maybe if you ask the mod maker, he might be able to show you how to make it into a controllable mine
Jim 21 May, 2017 @ 7:49pm 
I mean, if you can't do it thats perfectly fine, but if they have Hearthfire it'd be nice to have a nearby mineshaft that you can run and control, allowing you to be a "family man" instead of adventuring grinding on gear yknow?
Your Dad  [author] 21 May, 2017 @ 7:45pm 
@DMON, that does sound cool and I like the idea but I'm not sure how to do that kind of stuff yet. I'll look into it at the very least and see if it's within my skillset.
ghostmanof501 21 May, 2017 @ 7:26pm 
Theres's already a bunch of mods for that stuff DMON. This one doesn't need that feature, but it's up to the creator at the end of the day. If you want one of those, try the Windstad Mine mod. Really well done dungeon that lets you take over the mine for your own and turn it into something pretty sweet.
Jim 21 May, 2017 @ 6:34pm 
You should also add the ability to control said mine, have revenue pulled in from it. It'd be a nice addition tbh:steamhappy:
Your Dad  [author] 21 May, 2017 @ 6:02pm 
Also changed the lighting to make things brighter as per someone else's suggestion.
Your Dad  [author] 21 May, 2017 @ 5:57pm 
@DMON hey thanks for your support man, I definitely have a lot of fun building these levels on my free time. I just redid the navmesh and added two new houses to the last area. I also removed one of the two swords that the glass armored bandit bosses were carrying as ghostman was saying it was causing issues. I'm not sure what was going on there but it's probably just easier this way.

I'll probably do a few more adjustments that were suggested to me this weekend but if anyone has any more suggestions feel free to let me know. :)
Jim 21 May, 2017 @ 5:13pm 
Thanks my man, I'll be sure to spread this mod around since your actively fixing it, I do enjoy these types of mods. <3
Your Dad  [author] 21 May, 2017 @ 9:58am 
Hmm, that's weird. That might be a bug on my end as I did rush that portion of the level. I'll take a look at that.
ghostmanof501 21 May, 2017 @ 9:42am 
One thing that I forgot to mention, and mainly because I think it might just be on my end, but looting the enemies in glass armour casued my game to crash (There were also doubles of weapons in there, which when picking up one of them caused the other to disappear. This might be the cause of the crash). Again, might just be my game, but thought I'd mention it in case it is a bug
ghostmanof501 21 May, 2017 @ 9:35am 
Can't wait to see what future changes happens to this mod. Best of luck with any modifications
Your Dad  [author] 21 May, 2017 @ 9:24am 
@DMON, no worries, I took a look and I think I found the issue. When I grabbed Lakeview as a template initially I didn't change the interior location data completely. I think it should work now.
Jim 20 May, 2017 @ 10:35pm 
Thanks man, I like the idea of the mod itself and would fully enjoy doing so, if its any help, I do mod my game frequently, and haven't ran into any issues. But when I got past Pinewatch and walked into the area Lakeview manor was at, it crashed my game.
Your Dad  [author] 20 May, 2017 @ 10:00pm 
@DMON, I'll see if I can figure out what is making it crash for you. I did run it through TES5edit to check for errors but I'll take another look at it.

@Ghostman, thanks for all the comments. I agree with you, I did kind of skimp on the variety of bad guys in this level. And I see what you're saying about the scaling too. I'll do some work on it to make the enemies more varied. That's a good suggestion about the quest starting earlier too so that people know to check out the houses. The comments are helpful, being new to the kit it is easy to gloss over stuff when I am making a level.
ghostmanof501 20 May, 2017 @ 9:25pm 
If your going to have a bunch of enemies in one room, maybe add in a couple of weaker ones to try and balance the fights out more. It took myself, a companion, and one of the strongest pets in the Soulblade castle, a Legendary Dragon, to defeat the large groups, and those lasted a good 10-20 minutes, depending on the terrain.

Overall, I think this mod was a good start to something that has potential to be something great. Requires some adjustments, but is great so far
ghostmanof501 20 May, 2017 @ 9:25pm 
Lastly, and maybe this could have been mentioned in the section where I talked about the enemies, would be their difficulty factor. When one goes into an unmodded dungeon or fort, or even road side ruins, there's always a bit of a scale difference between enemies. Some of them are weaker than you, giving you a bit of a reprieve from a long battle with some of the ones that are stronger than you, always ending with a "boss" fight at the end. In this dungeon, it all felt the same, with no real scale, just fight all of these same level enemies, most of the time 5 or 6 (again that might be one of my mods causing the large number, so if that's the case, then ignore this last point), and hope that you win.
ghostmanof501 20 May, 2017 @ 9:25pm 
The quest, overall, was alright. Starting it could be a bit of a problem: I almost skipped the houses in the beginning just because I didn't see a need to go into them. I'm sure some other people would also feel the same way(?). Maybe have the quest start when the get on the bridge and have the first objective say for you to explore the two homes?
ghostmanof501 20 May, 2017 @ 9:24pm 
One thing that I thought was done well was the dungeon grounds; really cool aspect to be fighting through a massive camp (and eventual mini town), that was divided into several sections. Only complaint I could have was that there weren't enough buildings in the last room. With the exception of the hostile NPC's, it was a little easy to find where I needed to go, which while isn't a bad thing, I kind of wish it was a bit more of an investigation onto where you had to go.
ghostmanof501 20 May, 2017 @ 9:24pm 
I'm not sure if it's one of my currently added mods doing this, but there was a lot of really well armoured and armed enemies in each area, which while isn't bad, they all were almost the exact same, with a few exceptions who were the same as each other. After the first room of fighting, it kind of got a little bland fighting basically the exact same enemy over and over. I would recommend adding in different types of possible enemies that can spawn in, like one that uses duel weilding swords, or one that fights with poisons. Maybe even add in a couple of non human characters, like buffed wolves, or bears. Maybe even a werewolf or two?
ghostmanof501 20 May, 2017 @ 9:24pm 
Just finished playing through it. It's not bad for a first time attempt at something like this (Pardon me if I'm wrong). Could definately use a little more updating, but it's a good start. Had to seperate this into parts because of how much I wrote, so this is going to take up a few comment spaces
Jim 20 May, 2017 @ 7:50pm 
Breaks when near Lakeview manor and crashes the game.