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On that note (no pun intended), if enough people I'll try to gauge going forward just how hard of a time people have finding things. The key to the chest was sort of a trial/test on how keen people are on searching for optional things. I can tell you right now if you hate searching for items/loot, then Part 2 might not be to your liking. Let me know now so I know whether to consider tweaking it. I try not to make things ridiculous, and, for example with Georg's chest key, I actually tend to hide things "in plain sight" meaning if you actually check all surfaces that can be reached out in the open, you *should* be able to find it.
That being said, if all else fails, I will put a guide together as I finish subsequent parts. As soon as Part 2 is ready for open beta, I will put a walkthrough/guide together for part 1.
And keep in mind You can always come back to the instance later to find hidden/optional stuff. Kind of makes it less linear that way imo :)
first, what are you searching for 40 minutes for? i've had a couple people indicate they couldn't find a key, and the chest that key is for is completely optional. I didn't intend for the quest to be "easy". Most of the Skyrim game is very linear because of the amount of "help" the game gives you. to be completely honest, i didn't spend hundreds of hours designing, laying out, scripting, writing, debugging, etc. just to have people blaze through it in 10 minutes. That being said, I do agree that there is such a thing as *too* challenging. In that regard, I was very specific to make sure that every item there is to find is either directly on the path you travel, or out in the open in some way. That chest key is actually in a very very open spot. It's simply that by and large, because people are so used to having things laid at their feet, there are some places right in front of them that they don't think to check. There isn't a single item where you'd ultimately find it and think "there's no WAY i would have found it there." All I can say is that nothing is so hidden you have to look in wall cracks and pull books off shelves. Everything is, so to speak, "hidden in plain sight". You didn't find it because it is simply in a spot you kepy passing by, and you only THINK you looked there. I will admit, that in the hidden quest for part 2, there is a single item that is, based on what i've said above, fairly hard to spot. but thats because it is physical small in size. a simple mouse-over will reveal the item.
as far as no clear direction, let me put it this way: you can't exit any area and move on without completing the main quest objective. side quests are a different story. they are totally optional. if you don't like a good, non-linear, put-some-thought-into-it challenge, then my side quests aren't for you. In part 1, you can skip the entire dungeon and head straight for the ending. you simply have to walk into the last area and it will advance. if you choose to follow the objectives, you simply have to read books that are laid out plain as day. I'm not sure what you are referring to when you say "finding the prize and returning it just does nothing, no attack , just a polite yes". that sounds like a broken quest, which is entirely possible. as i said in the comments section, i need more specific details. which npc? what stage/objective were you on? did the quest say to go to that npc? etc etc your comments in general kind of run into one another so i'm having a hard time following the details of what you're saying.
lastly, i don't know what stones you are talking about? what stones do you feel you are being directed to look at? again, nothing is that hidden. if there's a button to hit, it's pretty much out in the open. again, i do try to add a sense of non-linearity for the purpose of getting more mileage out of a dungeon that would otherwise take 10 minutes to get through. if rushing through things and jumping from objective to objective in an instant is what you are looking for, then this really isn't the mod for you.
having said all that, if you need help with specific quest objectives, post in the spoilers thread and i'll be happy to give as much or as little info as you need. i'll give it all away if thats what you want, but i really didn't put all this work in just to have people be done in 10 minutes.
i apprectiate the critique and welcome any other thoughts you have, but please be specific. if your thoughts aren't pointed and coherent, i can't really take a lot away from them.
thanks again :)
and yes, the spoilers don't spell out EXACTLY what to do in every case. i mean if you are really that stuck post a message on my profile or something. steam doesnt support private messaging unfortunately so, you may want to get a nexusmods account, which is much better for one-on-one communication.
either way, if it's that much of an issue, i will add another spoiler for the chest key and spell out precisely where to look and what to do. i mean, it IS laying right there on that surface, i don't know what else to say. It's up to you to figure out how to get there. when i say it's in a spot, you have to make sure you can get a full view of that spot, and honestly the chest key is the only thing like that in the mod. and regardless, it's a side item and just isn't that important, don't know what else to say.
**edit: on second thought i'm going to move the key slightly to make sure that you can easily mouseover it when you are in the right spot. actually i'm going to move the surface that it's on slightly so you dont have to twist your neck quite so much to see it :|
One "bug" - please note the " " = because it might be my computer, but if it is, it is a 'strange one' that only happens w/this mod.
The NPC - Undead ones, always show up well after I'm in the room and/or leaving the room. Are they suppose be so delayed?? Like I stated, I'm willing to think my computer, except that it's only with this mod.
I went to Bleak Falls - and a couple of other surrounding areas and everything showed up "on time" so to speak... One is a MOD with Ghosts and the Black ghost skeletons ... and they are 'there' before and/or as I enter the room. Some even have the 'black skeleton dudes' and such as your mod does. They were all 'there' on 'cue'. Not after or well into the room for a good few minutes or so.
Can you tell me what kind of monsters and specifically where? This may be related to something else. Also, I had one friend test the first two parts and found that sometimes the triggers are affected by the sneak ability; that makes no sense to me since the triggers simply check whether the player has crossed them or not; they dont do a roll for sneak. But who knows; could be that or something else, I have no idea.