If any patches are needed, let me know. If you get any cool screenshots of a dungeon, feel free to upload em. Always looking for good shots.
Future plans: - 3 new Morthal/Hjaalmarch area camps/dungeons - 1 more for the Pale area - At least 2 for the Eastmarch area - 2 or more for Winterhold area
Other upcoming mods: - A separate bandit dungeon pack, with dungeons that do not fit the Simple Bandit Camps theme - A dungeon pack with higher tier enemies (Draugr/Dwarven/Vampires/warlocks) - More slight reworks of vanilla dungeons, similar to my GS Nilhiem mod
Progress update Feb 3 2025 - Still working on the update. Got a bit behind cause I remodelled a section of the new dungeon. Still in progress.
Yes actually got a new one on the cusp of being done. Work has been bonkers so I've had little time. Though I've had more motivation for dungeon stuff so I'm gaining more traction. I need to finish the lux orbis patch, finalize the dungeon, and finish patches for the new dungeon.
I see you provide a Lux and Lux Orbus patch but looks like it needs a Lux Via patch as well that wont be solved be load order. as one conflict Bandit Camps needs to win to preserve the location and one Lux Via needs to win for the navmesh.
Some of the locations Aela sends you to kill Silver Hand points to locations added by this mod, not an issue but it's pretty immersion breaking that not a single silver hand is present in these locations, just bandits and leaders added by this mod, any workaround to this? Nothing game breaking just for immersion.
xEdit is showing a pretty big navmesh conflict between this mod and JK's Skyhaven Temple. Did not see it mentioned here. Looks like I can cure a big part of it by moving JK's to load before your mod but there are still a lot of portal and triangle records that are going to be at odds. Anyone using both and are they playing nice mostly?
Regardless, thanks for putting this together GhoulSmasher, slow playthroughs get much slower due to the lack of early game options.
I can look at patching it, no worries. I can get it sorted in no time. I have a dungeon at the foot of the mountain skyhaven sits on so I'm sure that's the one.
Needle Canyon? If that is the dungeon name, then that is not one of mine. I googled it, it's from the dungeon pack Lost Passages. Not a part of Simple Bandit Camps.
Mostly environmental, but I have some plans down the road for a bit of a treasure hunting story Sort of a connecting web of highwaymen who try to find a buried nobles treasure, something like that
BTW, not sure if it's anything that matters but there appears to be very minor navmesh conflict with Wintersun and Remiel. Not entirely sure but if a patch is needed, I could look into it doing these?
Though for Remiel-Custom Voiced Dwemer Specialist and Companion I am not so sure. Creating the patch, and checking and finalizing the navmeshes in the CK seemed to revert Remiel's navmesh edits in cell -27, -6 back to skyrim.esm
Made a remiel patch for the conflicting cell, will upload after testing. The cell navmesh was the empty cell between my cell and Remiel's. I can take a crack at the wintersun one too, or use yours, its up to you. update: Also let the Remiel author know that the navmesh they have in POIReach17 looks to be 2 separate layers on top of each other update2: I might have to wait on uploading the patch to see if the Remiel author can fix the navmesh in the cell where they have their dwemer ruin. Just so I can make a patch that won't break if an update occurs.
thanks for the mod. Your Other upcoming mods: - A separate bandit dungeon pack, with dungeons that do not fit the Simple Bandit Camps theme - A dungeon pack with higher tier enemies (Draugr/Dwarven/Vampires/warlocks) if I have a particular choice, it's the dungeons with NPC enemies. after the bandits I prefer vampires and warlocks in 3rd position. i hope you will have the strength to create us a vampire dungeon pack. like those of the bandits. good luck.
Yeah some enemies are lacking in locations, like vampires and spriggans.
I was brainstorming a dungeon idea involving giants. You know the random giant in Blackreach? There's never any explanation for how he got down there. I have a hard time imagining a giant navigating through dwemer ruins lol. My idea was for a giant cave/camp around the northern part of the map. It could serve as another access point into Blackreach as you delve deeper, with evidence of a giants vs falmer skirmish (giants obviously holding their own). Come to think of it, I don't think there are any giant camps in Winterhold, are there? Just floating an idea.
92 comments
If you get any cool screenshots of a dungeon, feel free to upload em. Always looking for good shots.
Future plans:
- 3 new Morthal/Hjaalmarch area camps/dungeons
- 1 more for the Pale area
- At least 2 for the Eastmarch area
- 2 or more for Winterhold area
Other upcoming mods:
- A separate bandit dungeon pack, with dungeons that do not fit the Simple Bandit Camps theme
- A dungeon pack with higher tier enemies (Draugr/Dwarven/Vampires/warlocks)
- More slight reworks of vanilla dungeons, similar to my GS Nilhiem mod
Progress update Feb 3 2025
- Still working on the update. Got a bit behind cause I remodelled a section of the new dungeon. Still in progress.
patch
I just forwarded the lux via navmesh but I see there are 3 triangle edges that may need to be adjusted?
Nothing game breaking just for immersion.
That quest system is supposed to turn the bandits at these locations INTO silverhands when it happens.
Regardless, thanks for putting this together GhoulSmasher, slow playthroughs get much slower due to the lack of early game options.
I have a dungeon at the foot of the mountain skyhaven sits on so I'm sure that's the one.
Possible relevant objects (10)
{
[ 1] BGSMusicType(Name: MUSDiscoveryDungeon, FormId: 000ABDA4, File: `PopupLocationNames.esp <- Skyrim.esm`)
[ 3] TESObjectCELL(Name: 00HJNeedleCanyon `Needle Canyon`, FormId: 74005FB0, File: `HJ_LostPassages.esp`)
[ 33] BGSMusicType(Name: MUSDungeonCave, FormId: 00094BDD, File: `Skyrim.esm`)
[ 37] TESNPC(Name: `Galron Dreth`, FormId: 00000007, File: `ccbgssse018-shadowrend.esl <- Skyrim.esm`)
[ 37] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Galron Dreth`, FormId: 00000007, File: `ccbgssse018-shadowrend.esl <- Skyrim.esm`))
[ 60] TESObjectTREE(FormId: 000AAE89, File: `Skyrim.esm`)
[ 60] TESObjectREFR(FormId: 7400613D, File: `HJ_LostPassages.esp`, BaseForm: TESObjectTREE(FormId: 000AAE89, File: `Skyrim.esm`))
[ 63] TESFurniture(Name: `Bed`, FormId: 00030091, File: `Skyrim.esm`)
[ 63] TESObjectREFR(FormId: 740060DD, File: `HJ_LostPassages.esp`, BaseForm: TESFurniture(Name: `Bed`, FormId: 00030091, File: `Skyrim.esm`))
[ 109] BGSLocation(Name: `Needle Canyon`, FormId: 7400B023, File: `HJ_LostPassages.esp`)
If that is the dungeon name, then that is not one of mine.
I googled it, it's from the dungeon pack Lost Passages. Not a part of Simple Bandit Camps.
And yeah, looking at the log I can't believe I didn't notice the mod name; it's right there! Sorry I instantly thought of yours.
Sort of a connecting web of highwaymen who try to find a buried nobles treasure, something like that
BTW, not sure if it's anything that matters but there appears to be very minor navmesh conflict with Wintersun and Remiel. Not entirely sure but if a patch is needed, I could look into it doing these?
Would your dungeons be kind of sort of similar to the intention of Lost Passages Dungeon mod?
Though for Remiel-Custom Voiced Dwemer Specialist and Companion I am not so sure. Creating the patch, and checking and finalizing the navmeshes in the CK seemed to revert Remiel's navmesh edits in cell -27, -6 back to skyrim.esm
update: Also let the Remiel author know that the navmesh they have in POIReach17 looks to be 2 separate layers on top of each other
update2: I might have to wait on uploading the patch to see if the Remiel author can fix the navmesh in the cell where they have their dwemer ruin. Just so I can make a patch that won't break if an update occurs.
Does the remiel patch need testting?
Your Other upcoming mods:
- A separate bandit dungeon pack, with dungeons that do not fit the Simple Bandit Camps theme
- A dungeon pack with higher tier enemies (Draugr/Dwarven/Vampires/warlocks)
if I have a particular choice, it's the dungeons with NPC enemies.
after the bandits I prefer vampires and warlocks in 3rd position.
i hope you will have the strength to create us a vampire dungeon pack. like those of the bandits.
good luck.
I was brainstorming a dungeon idea involving giants. You know the random giant in Blackreach? There's never any explanation for how he got down there. I have a hard time imagining a giant navigating through dwemer ruins lol. My idea was for a giant cave/camp around the northern part of the map. It could serve as another access point into Blackreach as you delve deeper, with evidence of a giants vs falmer skirmish (giants obviously holding their own). Come to think of it, I don't think there are any giant camps in Winterhold, are there? Just floating an idea.