I just wanted to let you know that this mod interferes with Forgotten Redoubt, from the Forgotten Dungeons mod. Besides that, it works just fine. Thanks.
(if you combine this with Forgotten Wenches, it's a real nightmare. Try it!!)
Neat little dungeon! Competently designed Nord ruin with a slight twist for the second part. Nothing crazy broken or crazy good, but a nice break if you've played through all vanilla content at least once. We enter it in my current playthrough below:
Is there a quest that leads to Sondenheim, or is it a possible target for Radiant quests? Or do I just have to reference the location information here and go find it?
Sondenheim is making a TON of wild edits to vanilla/Dawnguard DLC locations under the Worldspace tab... These will need to be cleaned out in a future update. Already fixed for the upcoming Skyrim SE version...
Thanks for all the feedback, and again for porting to SE. I've fixed the world geometry bugs for now, and am looking into cleaning the wild edits. I've previously only used the auto-clean from TES5Edit, so since you seem to know a bit more than me about this, is it correct that in this window (https://i.imgur.com/Lspo0ET.png), I just need to select and remove, say, 000AC5D2 (Wolfskull Cave02) since I didn't intend to edit that cell at all? Or should I instead remove the "Placed Object" under the "Temporary" folder?
Just forward the records from Skyrim.esm/Dawnguard.esm, then perform a Quick Auto-Clean once more. This is the safest way to do it. The edit to The Mind of a Madman will need to be manually removed. I personally tested the SSE port after all the wild edits were cleaned on my end & experienced zero issues other than the one I noted under the Bugs tab...
Let me know once all the wild edits are fixed & I'll update the SSE version to match the version here on the LE side...
Alright. I *think* I've fixed all the wild edits. Tes5edit isn't showing anything other than the Sondenheim cells themselves and the entrance in the overworld, and everything seemed to work when I tested it again, in both Sondenheim and the cells where I cleaned the edits. If I did everything correctly, it should be good now, but let me know if I missed anything.
I do plan to continue working on this, at least to fix one known bug involving a falmer ambush in the caverns that seems to spawn the falmer too early.
I didn't have any conflicts since I don't use that particular mod, but I wanted to note that none of the levers worked for me either. Regardless, pretty cool to go through - thanks!
Thank you both for the feedback! It looks like I didn't upload the scripts for the gates correctly, as this is my first time actually publishing a mod and I mistakenly believed the scripts were packaged in the .esp file. Should be fixed now.
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Thanks to Coppermantis for granting me permission to port Sondenheim over to Skyrim SE Nexus for us Skyrim SE users to enjoy.
Thanks.
(if you combine this with Forgotten Wenches, it's a real nightmare. Try it!!)
Nothing crazy broken or crazy good, but a nice break if you've played through all vanilla content at least once.
We enter it in my current playthrough below:
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Endorsed, and linked back here in the description!
Let me know once all the wild edits are fixed & I'll update the SSE version to match the version here on the LE side...
Edit: Skyrim SE version updated to match the latest version here on Skyrim LE Nexus...
1. Adding more clutter to Sondenheim Cavern would be a major plus...
2. Adding a boss fight or two would make things a bit more of a challenge...
3. Expansion via additional cells/treasure/lore (books giving some background regarding the previous inhabitants, etc) would make this even better.
Thanks!
In version 1.0.1, all activators work.
Do you plan to continue working on the mod? Add new locations?
so im curious how many cells are we talking about here?