SKYRIM
Skyrim - WRATH OF THE LICH KING - Back on Track by CryptoSporidium
Skyrim » New lands
Added: 24/04/2013 - 09:38PM
Updated: 11/03/2015 - 11:39PM

394 Endorsements

3.1 Latest version

6,998 Unique D/Ls

9,537 Total D/Ls

129,344 Total Views

Uploaded by CryptoSporidium

Description

Last updated at 23:39, 11 Mar 2015 Uploaded at 21:38, 24 Apr 2013

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NEWS
This lined section will be updated as much as possible to keep you appraised of news and changes of plans and/or the mod. The News section may also be entirely removed from the descript section.
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(NEW) ALL RIGHT, I'VE HAD ENOUGH...
Not as bad as it sounds, but I had enough with the break!

First new thing - DRAGONBLIGHT REDEPLOYMENT! Moving half of dragonblight, mainly Wyrmrest, Azure Dragonshrine, and the whole blasted coastline, TO THE SOUTH! Will add tons of more space and increase the size of the region. Going to be a nightmare to navmesh though.

I will not even attempt to properly mirror the WoW counterpart, but it will look more accurate at least. And it is a big region, so I am just... making it bigger.

More news to come.
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(OLD) Big break still in progress
I've been playing tons of games and doing other things instead of modding - I got tired, hence the long break and lack of info, I just craved more variety, and I still do. I will resume work on the mod, but for now I won't even look at it much, not in the mood. NO, THE MOD IS NOT DEAD ENOUGH YET TO BE CLASSIFIED AS DEAD, ABANDONED, HOPELESS, RANCID, CORPSED, DESTROYED, DEVOTIONLESS, UNATTENDED OR ANY OR ALL OF THESE AT THE SAME TIME! Otherwise I would not be writing here, would I?

I've lately poured a plague vat-load of my time into Space Engineers, and I am practically glued to it, and before that it was Dragon Age: O, 2 and Inq.
Do not worry yourselves, I'll piss some time into this baby and squeeze out an update eventually, but at the moment I cannot even guess when that will be. At the moment though, I am not really too devoted to this mod. But I am still devoted enough to not give it up!

You can still reach me on Steam and Skype, the info is further down the page. Also, the lack of comments AGAIN is a little disconcerting. But then again, no update, no new comments, eh? Still, the mod version that is up here can still be used by ANY OF YOU FREELY to practice-mod on! THAT PERMISSION I hereby grant to anyone that downloads it - feel free to test your skills with modding if you want to learn, or outright help me with some of the issues I have, which are also listed here or in the comments.

Until next time, have a good one! PS: The Lich King is at least properly fixed, in case I do not finish with the other NPCs - so next update will make him worse than (RUNNING JOKE FROM NOSTALCIA CRITIC) BigLippedAlligatorMomentElephantChuckNorris.
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(OLD) New Models and more (collections of objects, duh)
I've started to properly redesign stuff straight out of WoW - or close to it - just check the latest picture with the Ziggurats. The newest is to the far left, and given how small the acolyte on it are, the newest Ziggurat model is pretty huge.

The Citadel has been heavily decluttered, but I've also made it considerably taller and in a way, larger, and I am considering adding to the side structures a bit as well. Corp'rethar is being overhauled as well as the other gates - nothing really visible, but I am minimizing the clutter all over Icecrown Glacier, to add to the stability.

The Crimson Necromancer Robes have been re-implemented, and I am hunting for at least one more Death Knight set, but that one may be tricky, as people that make epic gear simply do not want anyone else to use them for their mods.

The many NPCs in the mod are now being given the proper overhaul and difficulty that is required from an army of the dead. The Lich King will have around 10-20k HP, but I'll balance it out more; his attacks with Frostmourne will be a bit slowed down if I can adjust it enough, but he'll still be able to cut off a lot of your hit points.

The Halls of Reflection is now turned the other way around, map-wise, so it is easier to follow WoW maps and relate to the map of Icecrown as well. I've also added a small ziggurat to it that will puke undead at you, and possibly ice magic if I get that to work as well.

Scourgeholme is being re-navmeshed as is most of Icecrown and the playable parts of Northend, but the portal that lies near Scourgeholme will remain where it is after this update, to make it easier to come and go as you wish. The undead will also keep respawning after a few in-game days.

That's about all news for the moment.
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(OLD) HELP NEEDED URGENTLY, if you want me to stabilize the mod
Also adressed this in my latest comment - and this relates to my mod being destroyed and having to revert to 3.1.

I caused this while trying to RESET the entire Tamriel Worldspace from all I've done to it with this mod - aside from the cells containing Brill, the extra glaciers and some stuff, there are at least 20 other exterior cells in Tamriel that I need to clean out, and the best way to do this is to literally delete EVERY SINGLE THING I've added, removed, moved or replaced in the worldspace.
Navmeshes, objects, markers, NPCs, effects, you name it, everything not in vanilla needs to be utterly erased and all vanilla restored so other mods can be used freely in Skyrim - I intend to create a new, really small worldspace to contain a village in either High Rock or Morrowind - the latter being more fitting.

So, the biggie here is - I need to know HOW to do this safely. Or with minimal risk and damage done to the mod. My last attempt with TES5Edit essentialyl destroyed it, but from what I can find out, that is the only good way to completely reset the worldspace.

Can anyone help me with this? A guide, or some direct help? Perhaps a Skype call or something so I can let you see what I am doing? I need someone experienced with this, not some troll, moron, butthead or overall... DUCK that just wants to destroy stuff for others. The sooner I can get this done, the better. Besides, I know of at least one good mood that is located right where Brill is.

If someone can - or cares - to help, please tell me, kay?

And yes, me giving you guys these endless news slots shows how extremely devoted I am to you, and my mod... THE ONLY ONE that adds Icecrown Citadel in ANY MANNER to any game as a mod! Minecraft does not count.
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(OLD) The Plagueworks RESTORED, moving on!
I just now finished reconstructing the plagueworks, and it looks as good as identical, but better! Gonna add a small piece of the Frostwing Halls to the bottom of the spire tower, then build the rest of it in a different cell for stability reasons.

Next will be properly tweaking all the damnable enemies in the mod to be stronger like before the mod went down the drain for me. You'll still hate me over the bosses, I am still going to make then STUPIDLY OP for starters, then find that AI mod or whatever it is and test it myself, then adjust this mod's enemies to work more in unison with that mod if you download it.
Until next time!
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(OLD) Location Location Location...
LIke in the comment, I need help to decide on a good location for where the Forge of Souls will be georgraphically located. Given the massive size of the sell - actual SIZE inside the game, not the amount of objects, it is fairly limited. It needs to be placed somewhere inside a mountain, or mountains even, within the region of Icecrown.

I'll upload a picture of it with labels and names, and you'll have to vote on it or something like that. Feel free to clog my latest comment with responses, and please, discuss it amonst yourselves if you don't mind.

Also, given there are still a lot of objects both inside of the Citadel and on its exterior, this mod can be considered a form of HD mod - or, well decorated mod. Also, I intend to actually create customized copies of most Apocrypha Objects - they'll have the same shape, but they'll have STEEL texture instead. I really hope I can fix this thing on my own, but I prefer building things. Texturing is... another thing. If I can't, I hope someone else is willing to. If so, don't make a mod out of it, just get the objects done so I can use it. You'll be given full credit naturally. It's getting a bit dull to be the sole workman on this mod.
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(OLD) Forge of Souls COMPLETED, moving on...
I've finished designing the new Forge of Souls - the cell is a little too big, so large it is almost identical in scale to its WoW counterpart, which means it is REALLY HUGE.
Most of the 'safe zone' is actually a potential, gigantic HAZARD ZONE - one wrong step and you'll fall down and DIE. Everything is literally hanging from the icy ceiling.
Some LORE for this mod now...

The Forge of Souls is a massive production facility for items, armour, weaponry and magical artifacts, located below the glacier of Icecrown. Massive forges hang from the ceiling, spewing flames, magic and fragmented souls that are no longer useable. Scavenged dwemer machinery fill the vast, abominal grinders, undead stalk the halls, and the Devourer of Souls controls rules within udisputed, another creation bound by the will of the Lich King. Will you be strong enough to traverse this hall of malice, or will you be turned into another mindless minion, or grind to little but dust and bones?

That is about it for now. I am gonna finish up with this forge and then move back to tweaking clutter out of the many cells and Northrend itself.
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(OLD) Forge of Souls REVAMP IN PROGRESS
I decided to create a new version of the Forge of Souls, this one essentially to be a partial copy of its counterpart in WoW - including the two gigantic Soul Grinders that hang from the ceiling in huge chains. I've already nearly finished designing one of them, and once I got it perfected, I'll start designing the entire cell/instance of the Forge of Souls - it will be pretty large.
EDIT: I just compared it... IT IS NOT LARGE, IT IS BUILT TO WOW SCALE!!! So it is MASSIVE! I need more chains to keep it from falling down!
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(OLD) Rapid reconstruction, frightening...

I am restoring the lost stuff as such a rapid pace that I am taking frequent breaks and saving and backing up the mod like a lunatic, and given the speed I am doing this at, it is literally scaring me! Or, I am scaring MYSELF! Sometimes I loathe my photographic memory. NOTE: Memory does not count for text, but I memorise images and pictures and the way things look with ease. I'd be a good painter...

Also, I've started to restore the difficulty of all NPCs, but since I am being very careful with HOW much stronger or weaker I am making them, this will take quite some time - and I am testing it out a lot in Skyrim as well to see the chances for myself more directly.

I intend to try and get some new outfits into the mod, the Crimson Necromancer robes for Blood Acolytes/Cultists - can't decide on the name, so tell me in the comments which you prefer, or if you can think of any better names - I suck at making up names, sadly.
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(OLD) Extra finetuning planned, update may be months away
I've decided to realign every single Citadel cell to match the map a little more - almost. It will largely match its real counterpart in WoW - not intended to cause copyright infregment, but make it easier to navigate. 4 of the cells will need new navmeshes - unless I can rotate those or flip them around.

The new - sorry, RESTORED new interior is flipped the right way, the entry door now being in the northern part of the cell. It's going to be hell to reconstruct the oratory.

Exteriors, mainly the glacier wise, have been remade to have less objects. Same for the walls, hopefully - they're a little clutterish.
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(OLD) MOD BACK ON TRACK!
The supposed 3.2 beta, or WotLK.esp 3.2 as I've mentally named it, was corrupted - the Creation Kit was fine. So I am at 3.1, the current version, but under the past hour here, I've already trimmed the entire glacier massively to add stability to the mod; since I remember about every single thing in it in my head, I know exactly what I need to do to restore what I created on the pictures. It will not be identical, but close... perhaps... *claps hands*... better! COMTRAYA! (StarGate SG-1 reference there.)

I've focused most on the Citadel though, since that has the most objects. But if I can cut down on it enough, I'll restore some smaller ones, wall objects, to make it look better. Not too much though.

As for the help I need from you guys that are willing to test and look for help, please take it seriously and try to help - at least those of you that have experience with the Creation Kit and similar programs.
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Current issues and questions
1: Don't know yet how to specify specific weather in different exterior cells - all of Northrend cannot have the exact, same weather pattern and sky, it looks dull. I also need to add specific region weather data or something to add a coloured atmosphere and fog into the Glacier, and give it a slightly blue tint. How do I do these things?
Partial Answer: YOU that can mod can do it for me - or, tell me exactly how. Feel free otherwise, to test that out with my mod and tell me how you did it, so I can replicate it.

2: Lag and freeze/crash, as specified further below, still needs a more permanent fix. Please help investigate. NOTE: May be more 'partially fixed' when I finally update it, since I am reconstructing a lot, including the defensive walls across the glacier, to have more large objects instead of countless tiny ones. I CANNOT DO THIS ALONE! I am more for building too, which sort of limits my skills here.

3: Size issues - this cannot and will not be fixed, really - I will NOT, as I've stated before, create anything from WoW in Skyrim of the same size, because it will take INSANE amounts of space in the mod! If not in file size, it will instead take more space in the game, leading to more instances having to be created because you cannot explore it all.

4: Sillingly stupidly boringly dumbingly easy enemies - STILL! I know, it is being RE-FIXED, since I had to start over. Pfft... these things happen.

5: The REASON of Revertion EXPLAINED!
I used TES5Edit to try and clean up the Skyrim worldspace itself, nothing else, but ended up making the Mod incompatible with DragonBorn DLC, corrupting the mod file itself. The result was all DragonBorn DLC objects, actors, items, effects and values being deleted from the mod upon loading it in the Creation Kit, and saving it and closing it from the CK, largely destroying the whole mod for it.  The result was me nearly quitting out of extreme frustration - I've been so for a few months, being sick, ill, and now, having a lingering illness. But not in my stomach, it is in my throat for some stupid reason... But I just TODAY found out (January 9) that it was only in the 'deleted newest version of the mod', so I am using 3.1 as a kickstarter to get everything back into place. Everything should proceed relatively quickly, since I got the whole thing memorized in my head - photographic memory is very useful. ON THAT NOTE; the memory does not work for me in manners of text, but pictures, images and things I see. Imagine me building a Star Destroyer in Skyrim out of stone! I can do it... but I won't. YET. Yes, this IS a threat... he he he.

6: My way of writing stuff at times.
...Aspergers, NEED I SAY MOARE?! I am a bit insane, but it helps.

7: Mod dead? YEAH RIGHT, GO RUN INTO A SPIKED WALL. Not dead, I am going to work my UNDEAD LITTLE ASS OFF FOR YOU GUYS! I promised an update, I was closer to it than hell has a chance to get me, and the mod goes to hell... so I'll work! LIKE. A. FURON!

More News will come as things progress, change, or go insane.
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NEW IMAGES UPLOADED TO REVEAL MY NEW LAYOUT.
NOTE: Consider the images invalud, unless I manage to replicate it enough as I resume the modding, since I lost all of it a few days back.
It was nicely timed though, since my new PC is up and running... RIGHT AS I WRITE THIS! Yes, caps are neccessary.

QUICK NOTE: The lack of comments in that section as of late is frightening... there is more activity in a graveyard, and a party in a necropolis... FEEDBACK, PEOPLE, PLEASE!

HELP! I added a keyword that makes the Lich King immune to Unrelenting Force... and now I need one that simply prevents enemies from fearing you, aka running away in fright - I just wanna make sure they attack non-stop until destroyed, killed, or if you manage to escape from them. If I deal too much damage, they run away. The undead should not be fearful, they should be frightening everyone else!

UPDATED. Beta 3.1

PLEASE leave comments if you have something you want me to implement or some area designed. I can swap my priorities with relative ease and leet an area remain unfinished and if needed locked off in favour of more desired areas or addons.

HOW TO REACH ME
You can reach me either on Skype or Steam as DanRage47, or here on the Nexus.
I will keep my email to myself for now.

Contents:
1: INCOMPABILITIES
2: CURRENTLY WORKING ON
3: HOW TO INSTALL
4: MOD INFORMATION
5: ISSUES AND BUGS
6: ADDITIONAL NOTES & REQUIREMENTS
7: RECOMMENDED MODS
8: NEXT UPDATE NOTES
9: QUESTIONS AND IDEAS (Leave response in comments)
10: <>

1: INCOMPATIBILITIES
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This mod will conflict with ANY MOD that alters the region just north-east of the Serpent Stone, like Shadow of Meresis does.
 http://www.nexusmods.com/skyrim/mods/36843/?
If you wish to use my mod, do NOT downlaod THAT mod. If you WANTto use it, do not download MY mod. Or any other mod that alters that area.
Other than that, I cannot think of anything else that can cause problems for you. Except a very weak PC. Look at my PC specs further down, that is a baseline of what components your PC should be made of.

NOTE: Does not include astethic mods that alter the appearance, detail, texture or colour/details of Skyrim's many objects and textures, those are just to make it look more pretty. Those are fine to download. Try SMIM, Static Mesh Improvement Mod. Does wonders. More recommendations near the bottom of the page.

2: CURRENTLY WORKING ON
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Writing the lore/story, rewriting it repeatedly I realized... so the mod itself is currently standing still, wanna get the writing done most of all at this point. The story will however be subjected to tweaks, changes and alterations to fit more into the lore. NOTE: How this mod's questline will play out will be massively influenced on how much of the core game and DLCs you've completed! Side quests and activities, including crime status will be included! IF it gets that far, that is...

SECONDARY PROGRESS: Fine-tuning some of the available Northrend, adding more navmeshes here and there in advance, and CLOGGING ICECROWN with enemies! Next update WILL be PAINFUL for you if you are at low level, even using GOD MODE, due to the amount of enemies! If you find it too much, alter your download of the mod if you know how in the Creation Kit, and delete a few of the NPCs in the Render Window - load up Northrend and Icecrown Glacier for that.

OVERHAUL IN PROGRESS! Creating an enlarged Citadel Interior, as many have asked! But not sure when it will be implemented, so it may be a few updates before it is done.
ONLY ONE INTERIOR CELL IS GETTING ENLARGED: The Frozen Halls, containing the ICECROWN SPIRE, Lord Marrowgar and the many entry points to the other parts of Icecrown Citadel! This will not be included in the next update directly, but you can use the coc command to travel to it and enjoy a preview. I'll post pictures to show comparisons of the currently available Frozen Halls and the new version. It will be about 50-70% larger compared to the current one... and since almost all interiors in Skyrim and the DLCs are larger than their exterior models, meh, doing the same here. I'll keep the original Frozen Halls interior even if people like the new one better - may find use of it, plus I can easily reverse to the old one if the new one will be less agreeable with you guys.

Overhaul is proceeding with insane speed here, but then again, even though I never managed to play WoTLK myself, it is DISTUBRINGLY accurate given what I am able to use! Pictures to be posted very soon!

3: HOW TO INSTALL
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To install, either download it manually and extract all the Zip contents into the Data folder, which lies in the Skyrim folder, of course. Or use the Mod Manager, but I warn you, I do not know if it will work.

4: MOD INFORMATION
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The Lich King, come to Skyrim to bring his freezing rule over one and all, showing all the justice of the grave, and the true meaning of fear! Venture out to Northrend, and either vanquish, join or replace the Lich King!

"It's begun. Young heroes, I was once like you.
You have come to this place, seeking truth to the legends of the damned.
You will venture deep into forgotten lands.
You will see wonders beyond imagening.
But, be warned. The land itself will rise up agianst you!
Long forgotten terrors will somther your courage!
Sacrifice everything... as the final darkness falls...
In the end, all that awaits you is death.
Only then will you understand,
you've been following in my footsteps all along.
So come then, you heroes! Come in all your power and glory!
For in the final hour, all must serve... the one... true... KING!"

Welcome, one and all to The Elder Scrolls V: Skyrim - Wrath of the Lich King, a mod that aims to bring a full questline and a whole continent, frozen over, where the dead roam, death befalls the living, and evil lurks behind every corner, cliff, ice crevasse and every wall! Or almost.

This mod will eventually include a downsized and slightly altered Northrend, but it still goes after most of the map layout from WoW. Currently, this is available.

In the current two versions, the old 2.0 series which is more navmeshed but incomplete, you can get to Northrend by boat. There is one with a trapdoor in the ruined village.
For the 3.0 series of this mod, which is soon to be updated, there is a portal on a tower in the village, and once I update it, a tower at the harbour, or inside the castle I am currently constructing. The portal goes straight into Crystalsong Forest, but it is still not navmeshed. So be careful.

Skyrim Additions
Brill - An abandoned, 'scourged' village to the far north-east, close to the Snake Stone.
It has a rather large, floating Necropolis, a pair of Death Knights, a fort - not much in it yet - a Crypt with a few nice rewards near the end, and so on. There is a portal at the docks in Brill that land you pretty much into Icecrown Glacier. Move around carefully, Northrend is not as fully navmeshed as I hoped.

Northrend
The Regions
Dragonblight: Wyrmrest Temple(both incomplete, Wyrmrest has no interior yet)
Carrion Fields/Wintergarde Fields, a fort near the fields, and Wintergarde Town, where New Hearthglen would be - due to the proximity, they all belong to the same township instead, no NPCS there yet.
Crystalsong Forest: Partially completed, normal forest largely finished, crystal/magic part with the city still under construction. Has an entrance up north into Icecrown.
Icecrown Glacier: The FULL GLacier and most surrounding paths completed, fully Navmeshed, almost everything is completed here - the walls, the gates, the cathedral, Sindragosa's Rest, and ICECROWN CITADEL ITSELF, all with working interiors! Still subject to reconstruction and alterations to improve mod functionality.

The NPCS
Undead Scourge (Editor ID IcecrownFaction) with a lot of undead in it. Skeletons, Draugr, Acolytes, Necromancers, Liches, and FROOOST WYYYYYRRRMMMSSSS.
Acolytes... blech, no more need be said.
Skeletons and Draugr, with more or less Nord Armor.
Banshee's, or Wisp Mothers, with loads of Frost Magic.
Necromancers, can raise the dead and conjure additional skeletons.
Liches, a few of them, loads of Ice and Death Magic.
Death Knights, weilding rune armor.
Frost Wyrms, flying skeletal dragons puking ice and cold on you in massive amounts! (Glitching through terrain and buildings, currently disabled from the mod until fixed. You can still spawn them with console commands.)

Bosses
Lord Marrowgar, waiting at the bottom of the Spire, just as you enter. Keyholder.
Level is scaled 1.15 with the player, 1500 extra health, has a some ice magic and a shout, can heal himself when near death.
To be added: 6-12k HP, if not even more.

The Devourer of Souls, located in the Forge of Souls. Bonus boss for now.
Level is 1.25 of the player, lots of magic, summons other seekers as well. Summons a horrible blizzard. Triggered by activating three puzzle pillars. (not sure it works yet, so having an extra boss spawned already.) Located in the Forge of Souls.
To be added - Between 9k-17k HP.

THE LICH KING. You can go all the way up inside the citadel, and reach him through portals. The Frozen Throne is partially designed after WoW, partially after the throne from Warcraft 3. He does not aggro automatically, and does not help anyone in the faction. FINAL BOSS. Insanely powerful, has Miraak Shouts and more, a custom, titanic BLIZZARD spell.
Level: Scales 1.50 with the player, always being stronger. Frostmourne does insane damage.
Has 2500 extra HP at all levels, tons of Magicka and Stamina, a TRUE Boss, and definately harder than Miraak.
To be added: around 30k HP or more, making it a true battle for survival! Will also have given the LK NPC non-playable Armour to make him even more truly powerful! HE WILL BE FRAKKING IMMUNE TO UNRELENTING FORCE (FUS RO DAH!), YOU WILL ONLY BE ABLE TO STAGGER HIM.

Interiors
Mord'Rethar Tower, Aldur'Thar Tower, Shadow Vault (literally to be a prison later on and mining caves, old dwemer ruins below the surface)
ICECROWN CITADEL
The Frozen Halls, where the Spire is. It connects to the Halls of Reflection, and The Forge of Souls.
The Halls of Reflection has an ice tunnel, and also leads to a puzzle room with a nice big hall of wonders. Also leads to player/LK quarters, and the Wrathgate.

I've added a few custom spells using Vanilla effects and all that, minimal outside material - I've only added a pair of armour sets as a startoff for all the custom stuff that is likely to be added later as the mod grows into a player-made DLC, if it isn't one already.

Cameo Objects and Instances
Currently only one: A Dark Anchor recreation from TES:O, will most likely get rid of it though.

5: ISSUES AND BUGS
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1: There seem to be an odd texture error in the game for some that use this mod. Know textures to go missing are that of the Lich King's armor, pauldorns and other pieces, the guards of Soliture or RIften, or any guard uniform, if not all of them. I use a few mods for that though, so the mod might 'covertly' be using those mod resources by mistake. Anyone experienced in this and how to solve it, or possibly solve it, have my permission to experiment with this mod to see if it does cause the issue - which it really shouldn't.
As for the Lich King, try to get the Bigger Badded Lich King mod installed to fully enable all possible textures just to be safe - I have it active, so that might be why I do not have the texture errors, or just having the mod AT ALL. I also suggest that you load the Bigger Badder LK mod just after this one.
2: Crashing/freezing occurs for me sometimes when I get to the Citadel area, where the massive amount of objects begins to strain the GAME more than the computer. Others may have this issue as well. Also occurs if I alter the area too much, but it also has to do with your savegame. One fix is to outright save the game, preferrably in the normal Skyrim world or a DLC area, shut down the game, disable the mod, start the game again and load the last save (with the mod still disabled), then save again, or play a bit first if you like, then shut it all down again, re-enable the mod, and hopefully that will fix it. Not guaranteed to work for everyone.
2b: The Crash/Freeze issue seems to have expanded to more of Icecrown, if not all of Northrend - the game may not be able to handle the mod. Testing everything I can think of to confirm or de-confirm.
3: WimpyWimpyWimpy NPCs - more of an issue with my stats of the enemies. It will be tweaked endlessly until it gets into a 'Balanced OP/UP' state - some enemies are meant to be idiotically easy to kill, acolytes for one. Some will be maddeningly overpowered though, and the Lich King is definately going to be!
4: LAGGING - a more or less permanent problem for everyone, and me as well - your Computer can more or less handle it; it is the GAME ITSELF that gets strained, and cannot run smoothely due to the size of the mod, and the amount of objects I use to create the structures. Icecrown Citadel area is the only real lagfest though, due to the deranged amount of objects used to give it detail. Still experimenting with using other objects to replace the current, smaller ones.
5: Gates not functioning. The majority of large gates are plainly uncompleted. The Wrathgate mechanism however is glitched since my second release, the old Beta-2 release, so I am going to utterly deconstruct and re-build the Wrathgate.

6: ADDITIONAL NOTES & REQUIREMENTS
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MY PC INFO
I think this stuff is relevant in a way that since I sometimes lag if I build too much somewhere in my mod, I end up with quite some lag, and the Citadel Area is the most lag-prone part of any mod I can find, which means that my PC - and the game itself - can sometimes barely handle it.
Win 7 64-bit
Intel Core2 Quad CPU Q9400 2.66 GHz
8 GB Random Access Memory (RAM DUH...) (800 MHz, kinda slow but works well enough)
NVIDIA GeForce GTX 760

Think of these as MINIMUN REQUIREMENTS for a game. Recommended too, but I'd suggest you have stuff better than what I got.
This is more or less pretty/very good, given the motherboard components are 5+ years old and STILL RUNNING. So if you got parts too far below these listed, then this mod will lag LIKE HELL FOR YOU. Just so you know. Have these parts that I got myself, or better.

Requirements
Skyrim (D'uh!)
Update ESM (Mod uses updates for the game extensively for balancing out lag)
Dawnguard DLC for the extreme usage of Castle Volikhar objects
Dragonborn DLC for the extreme usage of Apocrypha objects

Required Mod Measurements
To gain full access to the Brill Village and its fort, and possibly some other things, you must disable the borders in Skyrim, which is in the Skyrim.ini file. Either go here:
http://www.nexusmods.com/skyrim/mods/1069/?
That is a simple download-method to replace the .ini file, follow the mods instructions precicely. If you're too lazy, or 'badass' to do it, then you will not be able to access some parts of my mod that lies in the Skyirm worldspace.

If you're missing either of these two DLCs, the game will instantly crash whenever you try to load a game, or start a new one!
I've added some Mist Wall barriers to prevent you from getting lost in empty landscapes of snow and water. DO NOT CROSS THROUGH THEM, not even with noclip/tcl!

Keep within ICECROWN GLACIER and the immediate surrounding paths, do not go into any bordering regions if you wish to use companions; the navmeshes are not completed. You can explore everything alone, Companions will be lost outside Icecrown, at least for a bit - comps reset and teleport to your Player Character after awhile, mainly if you return to Skyrim. Just so you know. Be careful, and enjoy!
Also, Icecrown Glacier did not get fully navmeshed after all - a small oversight.

WARNING: There is a huge hole somewhere in the glacier, please dont fall down.

7: RECOMMENDED MODS
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Recommended Mods
Witchplate, done by Telthalion.
SMIM, or Static Mesh Improvement Mod, by Brumbek. Very nice remake of countless low-res objects, including the anchor chains, walls, chairs, and much more.
And more mods that I can list, no doubt! Experiment with mods that improve the game's look all you want, I guess!

8: NEXT UPDATE NOTES
Added in next Beta update:
1: Portions or most of Sholazar Basin
2: NPCs will be a little toughter, or a lot toughter.
3: Bosses will be a lot harder to kill, literally OC! (OverCharged)
4: The Lich King will have 30k hitpoints and will be 100% impossible to push with any form of shout or spell, not even weapons will make him stagger!
5: Forge of Souls missing objects restored, slight reconstruction, may redesign the Soul Engines
6: More Navmeshes will be completed
7: Crystalsong Forest should be completed, or some of it will at least be.
8: Custom Lich King Armor sets, one of which will be unique for the Lich King Boss ONLY. Additional sets should be available as well that can either be forged, looted from containers or just gained via the console. (Hopefully, but will fix the Lich King armor from Purpling)
9: A new, but largely useless version of the Frozen Halls, the first instance which contains the Spire and more. Will be fully implemented in a later update.
10: Plagueworks and Frostwing Halls, maybe even Sindragosa's Lair, connected to the Frozen Halls.
11: The new Frozen Halls will contain only the Spire and the Oratory of the Damned, and will have portals/gateways to the Frostwing Halls and Plagueworks; it cannot be fully fitted into one instance because it is as far as I understand it impossible - the interior size limit cannot fit all the objects and data.
12: Brill completely deleted and area relatively restored into its original condition, or as close as I can recall. A few gold veins, I think, random clutter and rocks.
13: POSSIBLY: New Village added either somewhere in Skyrim [Tamriel Worldspace], or placed in a new, small worldspace if I cannot find a good location.

9: QUESTIONS AND IDEAS
I will put up questions for people relevant to what I do with the mod here, and if suggestions of mods I should try to use, plus/minus other stuff.
a) Shall I have the PlagueWorks (the west wing) and the East Wing - whatever that may be - in the same cell as the Spire section, or shall I have them in separate interior cells? The thought behind this is to not hamper the performance of the game or computer.
b) Do you think I should ask for/take donations for all this work? Or rather, shall I enable donations at all?
c) Is anyone willing to try and design some things, as in models and textures, for me? I am a little rusty in that field, to say the least.
d) Is there any areas you want me to really finish up for the coming update? Sholazin Basin, Wintergarde Regions, Dragonblight or Crystalsong Forest - pick one I should focus on.
e) Does anyone know of any good, proper necromancer robes or armor mods out there? Already got Crimson Necromancer, so scratch that off the list if you get a list going.
f) --- Seriously, am I the only one that has game freezes/crashes when approaching/looking towards the Citadel from any location that is just outside it's walls, or does anyone else have this issue? Usually happens after I pass the defensive wall behind Aldur'thar and move towards the Citadel, or anywhere between Aldur'thar and Corp'rethar. As soon as it should load, or manages to load, the game largely just freezes up. Music keeps playing, so I assume the freeze is due to the absurd amount of objects that make up the citadel... if anyone is willing, here is a secondary question for that issue.
g) Is anyone willing to take all the objects assembling the entire Citadel main structure, put it into some 3D program, and turn it into one SINGLE MASSIVE OBJECT? I tried - and I get lost within seconds, no idea how to do it. I want you to ask for permission, but if you really feel that you need to, do it without asking - but I prefer being asked first! NOTE: Snow, glow, mist, mist walls and any form of FX or any form of effect objects that are animated do not need to be part of the object structure.

More questions will be added, and depending on progress or answers, they will be completely replaced/removed as they may be overly answered or rendered irrelevant over time.

10: <Unused>

Credits to Jojjo and others for the enlarged Lich King armour set and Frostmourne
Telthalion, original creator of the Witchplate Armour set which I use for the Death Knights
lagrie, creator of the Crimson Necromancer Robe.
Blizzard for World of Warcraft, WC in overall, and WotLK
Bethesda and Zenimax for Skyrim
And myself, for actually being THEE first one to actually create a proper Icecrown Citadel mod! (yeah, some self-gloryfying is needed here... haha!)

Enjoy! Cincerely
Daniel Ragnå
PS: I have left Band of Brothers Productions. so I am back to solo-working this mod. I doubt I'll get any help anyway for the time being.