Large dungeon, several levels, all different. Some sections were quite dark. There is a quest to help navigate the dungeon, although there were not a lot of confusing side branches to worry about. Everything was well crafted. Some of the foes where high level, there were some challenging areas to get through, and some tough opponents to face. For my play through, having a high sneak was very helpful
Sorry to say but this mod isnt what I thought it would be - Theres an annoying bug where I instantly die despite having a torch/extinguishing the torch. I do have ELFX installed? and Im on Xbox and the mod is in Fr*nch
If this is a Special Edition version, why is it being published here, instead of on the Special Edition page? And where is the LE version stated in one of your articles? None of this makes any sense.
Just finished this. Definitely worth playing. It's fairly large, much of the space is varied in style. It would be challenging for a mid-level player, the last boss might be a bit of a problem for mid-level players, but it was all pretty easy for my Lvl 90. Thanks for the dungeon.
This was a decent quest mod. Nothing real fancy, just (from what I can tell) vanilla assets built into a competent, and lore friendly dungeon crawl for high level characters.
Having said that I would like to note a few problems I ran across. The first and least serious being solid blue walls and ceilings in a few of the earlier areas with ENB turned on.
Then in the labyrinth area, there are a bunch of sea weed that was placed floating above head level. Next there was an area where I just kind of started to swim around in mid air where there was no water to be found. That was the biggest thing, and I don't know if it was from the mod, or just Skyrim acting up.
So, at first, say for the beginning 20 mins, I was pretty underwhelmed. Perhaps I was too used to dungeon mods that immediately throw me into fighting for my dear life but I looked past that. The spiders went on for a while, and I had hopes for the Dwemer guardians in the maze, and they were more spiders and a few trolls. I was ready to call the mod a dud, I was. Got into the Nordic ruins, okay, a few very tough draugr, cool. That's my jam - still a little bored. Then there was more, and more, and then dozens in a single corridor.
That's where it started getting good! I had to use just about everything I could think of to get by them, the hordes of tough draugr douches, but damn it was good. Then some parts started getting red and I expected just a simple dragon priest battle with an armada of tough draugr. Boom, now we're in fukn Oblivion. The atmosphere you built for that was outstanding. I truly felt like I was in hell for the short time there. The lone dremora were a little lackluster but still tough.
As for the last battle, damn that scene. It was beautiful. Loved the arena. Loved how I had to get there. Loooooved fighting Mehrune's pupil, tho I wish I could have fought more since that fight lasted maybe 30 seconds before finishing the mod. Nice loot at the end chest, although it was nothing special or unique.
Overall I'd say that was an hour well spent. If you're planning on making improvements, I would absolutely replay the hell out of it. There's a lot of potential here and I'm excited to see what else you've made!
385 comments
Very creative, endorsed.
Nothing real fancy, just (from what I can tell) vanilla assets built into a competent, and lore friendly dungeon crawl for high level characters.
Having said that I would like to note a few problems I ran across.
The first and least serious being solid blue walls and ceilings in a few of the earlier areas with ENB turned on.
Then in the labyrinth area, there are a bunch of sea weed that was placed floating above head level.
Next there was an area where I just kind of started to swim around in mid air where there was no water to be found. That was the biggest thing, and I don't know if it was from the mod, or just Skyrim acting up.
So, at first, say for the beginning 20 mins, I was pretty underwhelmed. Perhaps I was too used to dungeon mods that immediately throw me into fighting for my dear life but I looked past that. The spiders went on for a while, and I had hopes for the Dwemer guardians in the maze, and they were more spiders and a few trolls. I was ready to call the mod a dud, I was. Got into the Nordic ruins, okay, a few very tough draugr, cool. That's my jam - still a little bored. Then there was more, and more, and then dozens in a single corridor.
That's where it started getting good! I had to use just about everything I could think of to get by them, the hordes of tough draugr douches, but damn it was good. Then some parts started getting red and I expected just a simple dragon priest battle with an armada of tough draugr. Boom, now we're in fukn Oblivion. The atmosphere you built for that was outstanding. I truly felt like I was in hell for the short time there. The lone dremora were a little lackluster but still tough.
As for the last battle, damn that scene. It was beautiful. Loved the arena. Loved how I had to get there. Loooooved fighting Mehrune's pupil, tho I wish I could have fought more since that fight lasted maybe 30 seconds before finishing the mod. Nice loot at the end chest, although it was nothing special or unique.
Overall I'd say that was an hour well spent. If you're planning on making improvements, I would absolutely replay the hell out of it. There's a lot of potential here and I'm excited to see what else you've made!
Yes or no, thank for all your work on Skyrim!
Open the CK and use it with TES5EDIT to fix it and restore the vanilla navmesh if you are getting CTD's that are definitely linked to this mod.
https://afkmods.iguanadons.net/index.php?/topic/3337-skyrim-fixing-navmesh-deletion-using-tes5edit/