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Wizards of Winterhold: Massive update coming
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- Category: Giskard's Blog
- Last Updated on Thursday, 14 June 2012 19:37
- Written by Giskard
- Hits: 640
Today I finished work on 4 brand new towers attached to the main College of Winterhold Buildings. I know I said I would not do that for compatibility reasons in my video but whilst I sell my self short, others are making mods that edit everything and care little about the consequences and players are using those mods.
So I thought, what the hell, I know I can do better job than that so I intend too. Its time to show Skyrim players what I can do with a Bethesda Editor when I stop holding my self back.
Unlike many other noobie modders, one thing I always watch for is the frames per second so performance is usually still pretty good in my mods.
Anyway, I have finished 4 totally new areas and redirected the trap down leading down under the college to a door inside the Hall of Kyne, one of the new areas. So instead of that trap door feeling like a hasty last minute addition, its now gone, deleted, wiped out, replaced by a door inside one of the new towers that looks a little more permanent that a mere trap door.
There is over 20 brand new NPCs living in these 4 new towers now, the towers are
The Hall of Rituals
This has Ritual Summoners, Summoners of Light and a Dark Summoner in it. They are a cross between Conjurers and Necromancers for the most part but all are more ritualistic than either of those types of mages. Expect this part of the mod to grow and gain depth over time.
The Hall of the Undead
This is the Necromancer Tower, where they can conduct their experiments in between classes.
The Hall of Kyne
This is where the Alchemists can be found in an indoor garden which they love above. I'll probably have this provide a steady flow of ingredients for the player via a Topic on some of these NPCs in the future.
The Hall of Realms
The Daedric Cultists who join the college to learn about the Realms of Oblivion live in this tower, they are Daedric Conjurers basically.
All of the above NPCs move between various areas of the college and are set up to provide a steady stream of movement so the college never feels deserted or empty. Already in my tests its made a huge difference to the game.
Also I have redone most of the idle markers, so now the new areas feel much more realistic and interesting as the NPCs move around the area.
These additions to the version I am working on represent a massive update to the mod, but there is so much more to add, such as Ritual and Necromancer spells amongst other things that its probably not going to be released just yet. I may add quests to earn the new spells, probably minor quests but stuff that adds to the mod just a little and makes it interesting.
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