Image space: _IS_InteriorGenericDaedric
Lighting Template: _LT_InteriorDaedric
Music Type: _MUSDaedric
Acoustic Space: _SFX_AS_DaedricRuins_size0X (X = 1, 2, 3. Please pick one depending on the overall size of the ruin. Given that some ruins have very grand chambers, consider using acoustic space triggerboxes)
1 = Very small room
2 = Average sized chamber
3 = Only the biggest of grand chambers
Ensure the cell has no faction set as its owner
All daedric ruins have a particular lord associated with them. Check this information here: https://en.uesp.net/wiki/Morrowind:Daedric_Shrines
Each different daedric prince has different lore, creatures, and artistic motifs associated with them. The first pass on the level design will likely already have implemented some of these. Do not succumb to the desire to overdo the gimmick. While it is nice that we have some daedric ruins with unique designs or spatially impossible rooms, what is already in game is plenty. If you are creating a new room in an existing cell, try to stick with whatever level of theming the original designer had.
Most daedric enemies are associated with one particular prince. If you are adding new monsters, consider adding these ones. NOTE: This is not a requirement. Do not mass replace existing enemies to match this list. This should be a vague trend, not a rule. After all it wouldn't make for good gameplay to have a dungeon entirely populated by Ogrims.
Malacath
Ogrim
Mehrunes Dagon
Clanfear
Dremora
Scamp
Molag Bal
Daedroth
Sheogorath
Golden Saint
Not affiliated with the four
Fire/Frost/Storm Atronach
Hunger
Winged Twilight
There has recently been a decision to replace the animated banners in most interior spaces with static versions. They’re fine for large chambers which may have a breeze, but for tinier rooms, replace them with their static variants. The static ones look like they’re floating forwards a bit too much, so be sure to rotate them slightly.
Daedric ruins are often in various states of disrepair. Piles of rubble are good, but ensure that all rubble has a source (hole in the floor / ceiling / wall, etc)
Many Daedric ruins have corpses scattered about. Consider occasionally replacing the standard container corpse asset with one handmade out of bone assets to add some variety.
Daedric ruins are dangerous locations. Consider changing white lights to red, depending on context, swapping lanterns and candles out to match.
Addmusictrigger can allow you to add stings to specific rooms and combat experiences. Consider using it for trapped areas or boss fights
Be sure to add fire triggers to ember piles using the _LSC_HazardTriggerFire* triggerbox.
_LHT_DaeFire light should only be used with _FX_daedricFlame_Red, not with normal fires, as it is a red light. Normal embers do not give off a red light. They give an orange one (_LHT_FireOrange).
_FX_daedricFlame assets should not have a sound marker placed on top of them. Delete sound markers for these, if you see any. The sound marker is now baked into the asset itself.
We also have various magical lights under _FX_daedric. Consider using these, as they're newer assets, but keep the prince the shrine belongs to and general lighting rules in mind.
Some assets were created more recently, after many daedric ruins were already finished. Consider spreading these around in areas that are in need of additional clutter.
_Cont_Dae_Urn*
_Prop_Daedric_Altar
_Prop_Daedric_LooseBrick0X
_Prop_Daedric_SmallTable
_Prop_Daedric_SmallTableBroken
_Prop_Daedric_Troth
Weapon Racks
New ‘Tall’ variants of Daedric Banners
_Prop_Banner_Cloth_DAE_Malacath_Tall00
_Prop_Banner_Cloth_DAE_MehrunesDagon_Tall00
_Prop_Banner_Cloth_DAE_MolagBal_Tall00
_Prop_Banner_Cloth_DAE_Sheogorath_Tall00\
New Rubble Pieces
_Archi_IN_Daedric_RubbleMound*
_Archi_IN_Daedric_RubblePiece*
_Archi_IN_Daedric_Rubble_Ceiling*
There are many new decals which all can be found with the search prefix _Decal_Dae_Graffiti*
Daedric ruins in particular are some of the most dangerous dungeons in the game, and should have plenty of traps to keep the danger high. There were very few traps in the game when daedric ruins first started being made, and the new ones should be placed into old daedric ruins to enhance the gameplay. These can all be found in the cell zReviewWarehouseDaedricRuin. The setups are quite complicated, requiring multiple assets and markers, so it is highly recommended to copy paste a prefab from this cell.
Torch Casters (_LSC_HazardTriggerFire*)
Self Lighting Torches (Add the script fbmw_dun_int_FlameTriggerEffect)
Daedra Summoning Trap (See test cell)
Soul Gem Turrets (_Trap_Daedric_MagicCasterBase)
Soul Urns and Barriers (_Dun_Int_MolagBalSoulUrnBarrier) (Molag Bal)
Altar of the Bloody Oath (_Dun_Int_MalacathAltar) (Malacath)
Oblivion Portal (_Trap_Daedric_Portal)
Draining Crystals (_LSC_HazardTriggerMolagBalDrainCrystal) (Molag Bal)
Spike Platform (_Trap_Daedric_PlatFormSpikes)
Traditional Morrowind Traps
These were a very important and frequently found part of base Morrowind that are only now being implemented. Check this link; if your dungeon had a trap in the original game, add one to a fitting spot. If it didn’t, feel free to add one anyway if it fits in some place. Link: https://docs.google.com/spreadsheets/u/1/d/1Qe8TqNAko05wRYDpXguth_02mHyyqf7xXpSbQzqos5g/edit?gid=0#gid=0
Unless the specific circumstances of the ruin permit, refrain from putting things from multiple daedric lords in the same dungeon (for instance, do not put a Malacath spike altar in a Mehrunes Dagon dungeon, or a Molag Bal draining crystal in a Sheogorath dungeon)
There is one Daedric ruin which has been overrun by 6th house cultists. Other than this, the two groups are entirely separate. While both are spooky cults, do not be tempted to use 6th house clutter in (most) daedric ruin(s).
Placing Ogrims in any areas they can get stuck in. They are very large enemies, and should be used very sparingly indoors. If you must use one, place them in a larger room and away from any small doorways where they could easily get stuck.