For people downloading the test version and who want to help out and get a sneak peak etc.
To get to the new area simply type
coc aaaraldbtharcrossing
from the console in the main menu. You will then be teleported directly into the new dungeon start location. This is currently the only way to get in... I do not want to add the link to blackreach at this time since the dungeon is so raw still.
Now I recommend that you also use the tcl command to avoid getting stuck anywhere... or drop into somewhere where you cannot get up.
What I am mostly interested in is feedback on the general layout, perhaps an idea on what should be in some of the rooms, areas... I have only had coarse ideas myself and hence many locations are still empty. Also if you spot ANY area where you can see out of the level I would like to know so I can get that sort of thing fixed.
Other then that I will commence with the placement of clutter etc. over the coming week, and in general polish up the place some more.
Thanks in advance to all who downloaded the test version! And even more thank you if you provide some feedback!
This post will contain the current progress of what will hopefully be added up towards the final release and perhaps a bit beyond. It highly depends on what people suggest to me or what crazy ideas I come up with myself.
Ofc. everything below is not 100% set in stone. The content might get changed, cancelled etc. depending on how much fun and time I got to play with this.
For version 0.6
Silent City prison camp and clutter: Goal is to make sure the silent city looks a bit more like a falmer stronghold. Expand the area with more cages and perhaps some prisoners alive and dead. Progress: 100%
Falmer Camp: Add prison and torture location as well as some things to imply that it is used for some mining as well as farming Progress: 100%
Overseers farm: Expand further on the area to make it look like it was and still is a place of active fungi farming. Progress: 100%
Near Raldbthar: Add the entrance to the future planed new areas, as well as connect it to the manor location. Progress: 100%
Tower of Mzark: Add a few more clutter items and in general make the exterior of it a bit more interesting. I am thinking goods transfer dock kinda deal. Progress: 100%
For version 0.7
Raldbthar Crossing: This is meant to be a transition area that will link to more areas down the road. You can think of it as a central hub.
Finished the basic layout as well as light placement.
Total Progress: 100%
Spider Lair: Add a bit more stuff in this region... Make the area seem a bit more dangerous and hence inviting for exploration. Progress: 100%
Visual FX: Try to get some basic visual effects into some of the more prominent locations to add to the atmosphere. Progress: 100%
For version 0.8
Tower of Mzark underworks: A hidden passage can be found into this ruined dark place. Progress: 0%
Raldbthar forge: A forge and factory... The sounds of industry can be heard through the halls... what wonders can be found at the end of the tunnel? Progress: 0%
Flora: Will go over the general flora of blackreach, and try to see what can be done in terms of diversity and additions. Progress: 0%
NPCs: Expand on the AI settings. Create a peaceful faction of former slaves with their own little corner of blackreach. Progress: 0%
Unique Enemies: Try to create some unique boss like enemies for the new areas. Progress: 0%
For version 0.9
Atherium halls: Since the region near Raldbthar according to lore was the place where Atherium was mined this is going to be an area where the crystals where processed before being shipped away. As well as displayed and investigated etc. Progress: 0% Atherium mines: Deep underground these crystals where found.... I am not sure how this will go yet.. If all else fails I guess a giant fire demon and a small ledge will provide loads of cliche fun. Progress: 0%
Puzzles: Since dwemer locations are usually dependent on some sort of puzzle or fancy lever setup I expect I will look at this here for the new areas. Progress: 0%
For version 1.0
Quests: I hope to be able to make at least a single quest with the new areas for release. Hopefully the current ideas are going to allow future expansion as well. But this is going to be the last thing I will try my luck with. Progress: 0%
Sorry for not working more on this project, but real life caught up with me, and having a job is taking up all the time. Also my modding time is being spent on another project atm. So for now I do not think there will be further updates for the foreseeable future.
Why not combine this mod with your other black reach one? If someone doesn't like the new models and textures, they could also load other replacers after your mod.
This mod isn't being worked anymore. I'm using this as a replacement https://www.nexusmods.com/skyrim/mods/48955/, which also adds more enemies and NPCs on top of a simple location addition (ie. cosmetic's changes)
What a great mod zhis is my 4 th play through but never seen the black reach like this. Really a great job. Thanks a lot. Works perfect ( nearly perfect on SSE). One spot is green fdr left Texture the rest perfect. I´ve done a screen shot. Should i upload it?
would you be willing to combine your work with Sandanimal1618 and his mod extended blackreach. both of yours and his mods make great enhancements to the area.
113 comments
For people downloading the test version and who want to help out and get a sneak peak etc.
To get to the new area simply type
coc aaaraldbtharcrossing
from the console in the main menu. You will then be teleported directly into the new dungeon start location. This is currently the only way to get in... I do not want to add the link to blackreach at this time since the dungeon is so raw still.
Now I recommend that you also use the tcl command to avoid getting stuck anywhere... or drop into somewhere where you cannot get up.
What I am mostly interested in is feedback on the general layout, perhaps an idea on what should be in some of the rooms, areas... I have only had coarse ideas myself and hence many locations are still empty. Also if you spot ANY area where you can see out of the level I would like to know so I can get that sort of thing fixed.
Other then that I will commence with the placement of clutter etc. over the coming week, and in general polish up the place some more.
Thanks in advance to all who downloaded the test version! And even more thank you if you provide some feedback!
This post will contain the current progress of what will hopefully be added up towards the final release and perhaps a bit beyond. It highly depends on what people suggest to me or what crazy ideas I come up with myself.
Ofc. everything below is not 100% set in stone. The content might get changed, cancelled etc. depending on how much fun and time I got to play with this.
For version 0.6
Silent City prison camp and clutter: Goal is to make sure the silent city looks a bit more like a falmer stronghold. Expand the area with more cages and perhaps some prisoners alive and dead.
Progress: 100%
Falmer Camp: Add prison and torture location as well as some things to imply that it is used for some mining as well as farming
Progress: 100%
Overseers farm: Expand further on the area to make it look like it was and still is a place of active fungi farming.
Progress: 100%
Near Raldbthar: Add the entrance to the future planed new areas, as well as connect it to the manor location.
Progress: 100%
Tower of Mzark: Add a few more clutter items and in general make the exterior of it a bit more interesting. I am thinking goods transfer dock kinda deal.
Progress: 100%
For version 0.7
Raldbthar Crossing: This is meant to be a transition area that will link to more areas down the road. You can think of it as a central hub.
Finished the basic layout as well as light placement.
Total Progress: 100%
Spider Lair: Add a bit more stuff in this region... Make the area seem a bit more dangerous and hence inviting for exploration.
Progress: 100%
Visual FX: Try to get some basic visual effects into some of the more prominent locations to add to the atmosphere.
Progress: 100%
For version 0.8
Tower of Mzark underworks: A hidden passage can be found into this ruined dark place.
Progress: 0%
Raldbthar forge: A forge and factory... The sounds of industry can be heard through the halls... what wonders can be found at the end of the tunnel?
Progress: 0%
Flora: Will go over the general flora of blackreach, and try to see what can be done in terms of diversity and additions.
Progress: 0%
NPCs: Expand on the AI settings. Create a peaceful faction of former slaves with their own little corner of blackreach.
Progress: 0%
Unique Enemies: Try to create some unique boss like enemies for the new areas.
Progress: 0%
For version 0.9
Atherium halls: Since the region near Raldbthar according to lore was the place where Atherium was mined this is going to be an area where the crystals where processed before being shipped away. As well as displayed and investigated etc.
Progress: 0%
Atherium mines: Deep underground these crystals where found.... I am not sure how this will go yet.. If all else fails I guess a giant fire demon and a small ledge will provide loads of cliche fun.
Progress: 0%
Puzzles: Since dwemer locations are usually dependent on some sort of puzzle or fancy lever setup I expect I will look at this here for the new areas.
Progress: 0%
For version 1.0
Quests: I hope to be able to make at least a single quest with the new areas for release. Hopefully the current ideas are going to allow future expansion as well. But this is going to be the last thing I will try my luck with.
Progress: 0%
Sorry for not working more on this project, but real life caught up with me, and having a job is taking up all the time. Also my modding time is being spent on another project atm. So for now I do not think there will be further updates for the foreseeable future.