Skyrim

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Sinisterax

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sinisterax

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19 comments

  1. GabrielFM07
    GabrielFM07
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    Anyone knows what happenned to the SSE version and when is it coming back? Couldn't find anything about it but the message saying it is hidden.
    Wanted to know if it was safe to keep playing my save without it and just installing it mid-playthrough later when it is out again.
  2. User_75306653
    User_75306653
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    Looks amazing thank you.. I cant wait to try it out.. Your banner is very triply btw ahahah..
  3. Dracula420
    Dracula420
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    ported with permission ===> https://www.nexusmods.com/skyrimspecialedition/mods/21280
    thanks sinisterax.
  4. ArcallaXD
    ArcallaXD
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    this should have more DL's, this is one of those underrated mod
  5. WerdeSpinner
    WerdeSpinner
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    This looks incredibly awesome and I would download in a heartbeat, if I weren't wary of conflicts. Does anyone know if this mod touches the same cells edited by Blackreach Railroad (i.e. add stuff where the train stations were added)? If it doesn't cause any issues with that, I will be so happy.
  6. Dracula420
    Dracula420
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    This mod works "as is" on the special edition.
  7. lastspartacus
    lastspartacus
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    Hey there, I have yet to try this mod out but soooo glad to see someone breathing life into such a large but strangely empty place. I have a question, do you know if this mod will cause conflicts with either of the dwemer 'power armor' mods, aetherium armors/space wiking exoskeleton?

    Both have requirements in Black Reach, be it quest or for mining aetherium.
  8. asbator
    asbator
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    I have hundreds of such in pap log:

    [08/14/2015 - 11:25:43PM] Error: Cannot call iTriggerNumber() on a None object, aborting function call
    stack:
    [ (A2020F97)].DLC1CavewormTriggerScript.OnTriggerEnter() - " DLC1CavewormTriggerScript.psc" Line 43

    Pointing to your mod.
    1. sinisterax
      sinisterax
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      Can you possibly elaborate? From what I understand that means the tube worms are looking for a trigger telling them to retract, but I haven't given them one because attaching every last one of them to a trigger would be incredibly tedious. If so that shouldn't be problematic.
  9. legofreak96
    legofreak96
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    May I ask if you plan on adding things such as random bits and parts from the Aetherium Forge questline (like the lava-falls or the new Kinetic Resonators)? Or even some scattered Falmer/Snow Elven ruins in Blackreach to show that the Falmer brought some elements of their culture to their new home before their subsequent blinding and enslavement. Or if not, do you have any other plans for Blackreach beyond what's seen here.
    1. sinisterax
      sinisterax
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      I'll definitely be adding more as time goes on, but only things that don't look too wildly out of place. I think of Blackreach as a more residential area, so a big ol' lava forge would probably be out of place out in the open. As for the Falmer ruins, I highly doubt the Dwemer would let them build anything permanent considering they were going to make them slaves anyway. Cool ideas though, just not what I had in mind aesthetically.
    2. legofreak96
      legofreak96
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      Of course, though I understand what you mean about Blackreach. Thank you for responding so quickly and addressing my questions. Now that I think of it, I know what you're talking about considering the Falmer wouldn't be allowed to build or bring elements of their culture in Dwemer-controlled areas. I also like your ideas of expanding areas like the pumping station and adding another one. And obviously glow worms and Vale flora are always a nice touch. I'll definitely be keeping an eye on this, for what it's worth.
  10. gthebolt
    gthebolt
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    Presumably major incompatibilities with: http://www.nexusmods.com/skyrim/mods/62886/?
    1. sinisterax
      sinisterax
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      Absolutely yes. I tested Blackreach Overhaul and we indeed edit the same cells.