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Creating new Microdungeons

Bryn Stringer edited this page May 10, 2020 · 3 revisions

This guide expects basic knowledge of creating interior cells. Plenty of tutorials cover this topic.

Creating the Dungeon

  1. Create a new interior cell.

  2. Create your dungeon. It should be reasonably short, maybe 1/2 fights. Personally I just copy and paste from preexisiting places.

  3. Duplicate the 1_Undaunted_BanditCaveEnterance and 1_Undaunted_BanditCaveExit from the Undaunted esp. Give them useful names.

  4. Change the ResetCellRef in the script properties on the new Entrance and Exit to the Cell you created. This handles resetting the instance.

  5. Change the TargetRef in the Entrance to a marker at the entrance of your dungeon. This is where the door teleports the player to.

  6. Leave the exitRef alone, changing it will break things.

  7. Place your new Exit somewhere in your dungeon. Make it fairly obvious what the player needs to do.

Creating the Bounty

Find the formid of your new Entrance in the object window for example:

0408D8F5

Take the load order off the value, in this example it's 04 so we end up with

08D8F5

Convert the hex to dec. Loads of tools can do this or just google it.

You end up with 579829

Create a bounty using this value as a scripted door, using a placer to ensure it's placed on a navmesh:

[
    [
        ["Clear out the Bandit Cave","Skyrim.esm",0,0],
        ["01_Undaunted_InvisibleNPC","Undaunted.esp",309411,"Placer"],
        ["1_Undaunted_BanditCaveEnterance","Undaunted.esp",579829,"ScriptedDoor","Architecture/Farmhouse/Interior/Basement/FarmBTrapdoor02.nif"]
    ]
]

And that's it. Test out your microdungeon!

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