Skyrim

49 comments

  1. tschutschi
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    Sticky
    EDIT 24.04.2014:
    Yet another update (1.03) is online.
    Fixes missing keys in level 50 up.


    Apparently I messed up another time.
    Fix for level 50 (the underground city) and the buildings outside Whiterun is up.
    Please download update 1.02
    1. sunreadyjim
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      Give yourself a break, this mod is way cool. 68 levels of a dungeon later and only four things have needed corrected at this point, I'm surprised you remember to think after making this thing. I needed to fix a sword that I only supercharged and two spells I made with the CK about half a dozen times, the first go gave me a CTD when I pulled out the sword.
      I looked through the posts and see only positive feedback for what you've done. Modding is a lot harder than most people realize and this dungeon is superbly done.
      Like a friend of mine told me one day, it's impossible to please everyone, but its really easy to piss off everyone.
      Its all good and you're doing a great job.
    2. SirQuestinghood
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      Yea, this mod kick ass. Unfortunately, I have caught a cold and don't feel up to playing lately... but I look forward to coming back to it soon.
  2. TheOnly111
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    Game crash after loading save or start new game. I have monster mod. Game version is 1.9.32. =(
  3. Hermsmegerms
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    Just one question before i dl, the npc's in the town are Voiced right?
  4. DagothBob
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    Why have you made Monster Mod mandatory? I'm not a fan of invisible things and CTD's so it's on my no-go list.
  5. Pushkatu
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    This looks amazing! I will only be able to track this for now since I can't use MoMod. Do you consider making a MoMod independent version? Anyway, thanks for sharing!
  6. karios525
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    Have just uploaded three pics showing another ayelid ruin which shouldn't be where it is, hope that you'll fix it
  7. sunreadyjim
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    One more for you . I haven't been able to find the key to get into level 67. Pretty sure everything in there with me is no longer trying to attack, and unlike the other levels it isn't in the ash pile and there is no body to loot. Drake's are cool, too bad they had to go.
    Thought 'The Book of Truth' was a splendid touch.
    FYI my character is one of the Ashen, a mod here on Nexus. In dire straits, I avail myself of the spells from the 'Mage's Cheat Compendium' (Nexus)(it is worth noting those spells don't increase destruction skill level, thus I use them very sparingly, but also keep them hot keyed) and use 'The Leveler's Tower' by WillieSea, another amazing mod here on the Nexus. I am currently level 47, entered the dungeon at level 23 (I believe, wasn't paying that much attention). Even with all that (I think counting yours my mod count is 140ish) there have been many tough battles, I'm fond of my bow and sneaking. Malog Bal's mace in one hand and a Daedric Maul in the other are my preference for melee and carry a couple of other weapons for the sake of having a nice arsenal to use. I also use arrows from the 'Leveler's Tower' or make the enhanced Daedric depending on what I'm after. My sneak skill is about 120, Archery (Daedric Long Bow) is 80ish, one handed is 60ish, and my destruction magic is a little over 100. So yeah, I can kill a troll with a fart.
    You have some amazing surprises in this thing, and I love finding stuff. If you're open to a suggestion, a magic bag or chest that will hold about 10,000 pounds of loot available at the first merchant there in the bar would be extraordinarily helpful, 5 septims per pound for that kind of magic I'm thinking. Fortunately I have the Leveler's Dimensional Chest and the ''Pocket Crafting' mod (nexus) which also offers storage.
    I agree with your comment to a couple of people who have asked which version of the monster mod to get, without the full version this place will be vast and lonely for a lot of the trip to this point. It is a long, long way down those stairs, good work.
    I highly recommend this mod to anyone reading this post, well worth the down loads if your machine will do it.
    1. tschutschi
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      thx again.
      Seems like in my haste of releasing the mod I forgot a few things in the later levels.
      I even had the same end boss twice O_o
      These errors should now be fixed. I hope this will be the last update I have to make because I forgot things...

      And I'll look what I can do about that magic bag. Sounds like a great idea anyway
      Not sure how to create such a thing but we'll see.
    2. sunreadyjim
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      Yeah, if I knew how I would add it to my game, but . . .
      Just upgrading the stats of something in the game with the CK is work for me. Having that experience is one of the reasons I am much more appreciative of the imagination and creativity of modders like yourself.
      Thanks for the quick response.
    3. SirQuestinghood
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      sunreadyjim,

      Your conjure shelter has a chest. I have tested it with both simple and grand shelters... while leaving objects in there for days.[edit2] Ahhh if that dimensional chest you have is the one I think it is then you already have plenty of storage... so never mind

      I don't pick up much treasure anymore... but some times the mindless 'clicking and taking' takes over... and then I'm like "Well, the Black Market guy's broke again... what to do... oh yea... conjured shelter "

      [edit]on a side note... ever saw that player home where you go into your magic bag? Kinda like a genie in a bottle? Neat!
    4. sunreadyjim
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      SirQuestinghood,

      Do you have the name of that mod, the genie in a bottle thing, that would just be cool to have handy.
    5. SirQuestinghood
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      http://www.nexusmods.com/skyrim/mods/21454/?

      Look at the pictures... it is smallish inside. And I think Vilja is the only follower who would be compatible? Warp + use your own bedroll. But I don't know... I really only take Vilja with me.

      But yea... this player home (bag) mod is really cool.
  8. karios525
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    Using the check for errors option in tes5edit there are an awful lot of errors, hopefully fixable?

    Edit: after cleaning all identical to master edits and undeleted references the errors went away, would it please be possible to update this mod after being cleaned with tes5edit? As am worried about breaking stuff in the game if I just clean the mod myself, endorsed by the way
    1. tschutschi
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      I have no clue how to do any of this, but I'll try to look into it once I find some more free time =)
    2. karios525
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      http://www.youtube.com/watch?v=UOQO2S6HDBw this covers mod cleaning by the great Gopher

      http://www.creationkit.com/TES5Edit_Mod_Cleaning_Tutorial this is a text based tutorial

      Hopefully they will help you understand mod cleaning
    3. SirQuestinghood
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      I had random, but frequent, CTD's from this mod at first. Strangely... all on the main land of Skyrim. I have many mods... so go figure. I cleaned the mod myself of identical and references errors... then ran into the cave. So far everything seems well with the cave itself... I seems to be using the full version of Monster Mod... and nothing seems missing.

      I didn't know about the Whiterun stuff. I also have the sewer mods... but haven't tested. After cleaning, I haven't locked up once... though I took a heck of a FPS hit in the library... but my machine is 4 years old now.

      tschutschi, sorry I haven't mentioned it until now... been distracted by your monsters.
    4. karios525
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      SirQuestinghood

      Thanks for confirming the fps hit I thought it was just me lol
  9. AgentTheory
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    The adabala building system in this mod gradually take over everything. They start outside whiterun and and keep generating walls, bridges, and other structures. Anybody else having this problem?
    1. tschutschi
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      I completely forgot to erase the buildings near Whiterun that came with the resources.
      I'll try to delete them in the next update. But that "settlement" and another building near Whiterun I put there myself as a test should be the only buildings from that mod outside. If not, please tell me other locations where these buildings are bothering you.
    2. AgentTheory
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      It's only the whiterun site, but it keeps getting bigger! Every time I fast travel to it, there are more bridges and walls.
  10. sunreadyjim
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    I got through levels 67 and 68 (Yunkai didn't like me, I could tell by the overt aggression and the attempts to rend me limb from limb ).
    No key to get into level 69.
    Great variety of monsters. I like it.
  11. karios525
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    There are navmesh conflicts with skyrim sewers am I safe to ignore these conflicts?
    1. tschutschi
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      What are the consequences of these conflicts and where do they occur?
      My mod is like 100% newly created indoor cells. Only the entrance is in Markarth. Why and where would there be any problems with any mod at all? O_o
    2. karios525
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      I think that it is probably just tes5edit being a little too sensitive as I didn't ctd when I tested entering and exiting the markarth sewer and the same for you're mod, though i must admit that when I entered the path of hell via level one of the cave I did experience an fps drop so could be a mod conflict causing it (as my hardware is pretty high end) as nobody else seems to have reported an fps drop (though the fps was still way high enough to be playable) perhaps even down to lighting/conflict with ELFX perhaps? Am away for a few days but will test and look for conflicts when I get back, in case you were wondering....endorsed!