Closed Arkaash closed 9 years ago
hey! i did it, puzzles confused me
okay here it is finally, my playtest: https://www.youtube.com/watch?v=NKXmuPQK7fM
This is by no means professional bug testing, just a simple walkthrough from the perspective of Skyrim player going though the dungeon for the first time. Hopefully this will give you more insight on how someone experiences Kumano. All reactions are genuine and the mood annotations reflect my emotions throughout the gameplay. No ENBs were harmed during the making of this video. No additional mods were installed except the UI ones because I cant live without them. For information about the character I played, refer to the link below:
aww i loved that video felix
Thanks so much for that video, Felix! It was both useful and hilarious :D
I've fixed some of the smaller problems in that video, and also re-enabled all of the disabled enemies in the plugin below. If anyone is planning to playtest again, please use the esp I've added here (I'll include it in the main post as well).
http://puu.sh/giusn/1e7a9369ac.rar
It's worth noting that the enemies in the dungeon only start scaling after something around level 6-10, so if you come in with a fresh level 1 character it will be rather hard.
Updated main post with new file and a few more fixes for changelog.
New file in the main post.
The quest won't start for me ![Uploading 2015-03-15_00001.jpg . . .]()
It should start as soon as you walk forward after entering the dungeon and then point at Davyn. If it doesn't there's probably an issue with your scripts... try starting it again and after running out of the entrance area type 'sqv luftkumanoquest' in the console and tell me what it says.
Added another new file.
Added another new file.
As I'm sure most of you are aware by now, we're planning to release Kumano as a standalone teaser mod in the same vein as Heimfeigr. The dungeon is mostly complete now, pending some bug fixes, a shield model and voice acting. The latest version has been merged into the Luftahraan master file, and can be accessed with the command 'coc LuftKumano' - this'll take you to the start of the dungeon.
If people have time, I'd appreciate it if you could give it a run through, keeping an eye out for bugs and gameplay issues that you come across. I'm particularly interested in how you find the Atronach bossfight, the puzzles, and the general experience with the quest (allowing for lack of voice acting).
Anders (IsletSound) has said that he crashed when loading the final cell of the dungeon, so that might be something to keep an eye out for.
The file below will add placeholder dialouge to Davyn - this will make it easier to read the dialogue and fixes some scenes that would otherwise break without it. Unzip it into data/sound/voice.
http://puu.sh/h1u08/9573a5891e.rar
Most recent bug fix files:
http://puu.sh/gLgsu/23566b89de.7z <---- Merge this Wheeze you lazy shit
Please keep in mind that this dungeon is meant for players of at least level 10 - it is towards the end of the Kaldr quest line and thus will be very hard for a level coc character.
Changelog:
01/03/2015: -Fixed Davyn start dialogue so the ‘what are we here for’ option doesn’t get hidden -Fixed tree in ceiling in bear room -Re-enabled starting enemies -Removed debug messages -Fixed lighting bug near Boethiah altar -Fixed lighting bug near top of stairwell -Fixed backward chest in living area of abbot’s chamber.
02/03/2015: -Fixed gap when getting swept away by waterfall in first room. -Removed a load of debug messages. -Renamed Blade's Swords to Akaviri Katanas. -Removed a load of chests from dormitory area - they broke the flow of the dungeon.
10/03/2015: -Actually fixed the gap when getting swept away by waterfall in first room. -Added preliminary quest stage that starts as soon as you enter the dungeon and points to Davyn, to hopefully alleviate people missing the quest completely. -Fixed gap in temple approach area. -Fixed backwards chest near bear behind some vines. -Fixed reward spell not correctly removing original NPC when creating a new one. -Began work on boss fight introduction - this isn't done yet. -Removed LuftScroll02s from final cell. -Fixed clipping door in final cell.
22/03/2015: -Added optimisation into first cell. -Fiddled with skylights a little in temple approach. -Adjusted player freeze when entering temple approach and added sound cue. -Fixed some errant door clipping. -Fixed double keys on miniboss. -Added rubble route over pillar in second cell for NPCs to follow the player more easily. -Adjusted loot drops for ghosts and made them slightly easier.
04/04/2015: -Added occluder optimisation to second and third cells. -Completed boss spawning script and adjoining effects. -Managed to make the player emit a red glow during boss fight but not the boss. -Fixed a backwards chest in the flooded training room. -Improved the skyholes in the temple approach cave, although would still like to do more work on them. -Fixed large hole by the left tower in the temple approach cave. -Fixed a hole under a rock in the left pool in the skull puzzle room. -Removed some debug messages. -Increased the casting difficulty of the reward spell. -Improved rubble route around fallen pillar for easier NPC navigation. -Prevented quest critical books in the final room from flying around during the boss battle.