This is a very good-looking place with some game-breakers related to questing. IT IS NOT THE SAME AS FORFEORANNA HEIM, even if Loot says this mod is "deprecated" and should be "upgraded" to Forfeoranna Heim. Those are two completely different places.
I started the quest by getting a letter from Calcelmo but discovered Niflheim, and the key in Blackreach before ever visiting him (and wasting my time as this is misleading and unnecessary).
Talking to Karkeli, the Falmer-on-fire, and understanding him was a bit taxing for someone whose first language isn't English, and the sound quality could be better. You also have to realize that he has more than one response when you click the same dialogue line, or you'll miss two thirds of the conversation... but nothing important. The Falmer-on-fire never attacked me when I didn't wear the ring, even when I accidentally killed one of them. I have yet to test if this ring has any effect on "regular" Falmer... which would be nice! Anyways, it's a ridiculously overpowered quest item, especially when you're playing with PerMa! The ring(s) can be disenchanted, but the enchantment can't be reapplied to any kind of gear - fail. I also found a magical skull, but no armor.
I'm the explorer type who likes to play without quest markers, At some point there are two possible paths, one going up and one down. I chose the path up and discovered the fire pillar hubs, giant centurions and sigil stones. Upon removing the sigils from the "torture devices", three Dremora appear ... and the doors slam shut. The problem is the doors. I guess to unlock them again requires centurion cores AND active quests about the North and South "thingies" (that weren't active yet on my playthrough) ... unless I've somehow overlooked a lever despite looking very hard. If you haven't picked up any cores along the way, you get a message saying the device requires x number centurion cores and a sigil stone (which you have) to activate. If you have both enough cores and sigil stones still nothing happens when you click the "torture devices" - result: the doors remain closed and you're stuck. On the PC, I just disabled them via console, it doesn't break the rest of the game.
To avoid this trap it's probably best have an active quest marker with this mod.
Then there's the chest with the goodies and a room full of spiders beyond. Too bad there's this invisible barrier that prevents you from reaching them or doing anything to them - besides shouting. I was enjoying myself with setting 20 of them on fire at once, but then my game crashed... which may or may not be the mod author's fault. ;-)
I see this mod hasn't been updated in a looong time, but if the author ever considers doing an enhancement/bugfix version, I'd implore him to just skip the closing doors "puzzle" and add a way down to those spiders and up again. He could also add some sneaky enemies to the foyer, which is a tad boring as of now. Make the quest objectives more clear and add a way to fast travel to and from the player home. I've been struck by the Great Lift teleportation bug just now (where you go endlessly up and down unless you leave a menu open for 30 seconds plus), so its location makes it rather unappealing despite all its luxury. Oh... and thanks for the beautiful design that has to be seen!
From the screenshots and description, this looks to be a great mod! There's one slight problem though - Niflheim seems to be missing.
I've installed the mod and obtained the key from Blackreach. I've searched all over the Reach and couldn't find Niflheim. Checking some Youtube videos, I pinpointed the exact location, but when I went there, I saw nothing but mountain. It should be in the vicinity of Darkfall Cave is that right?
is there some sort of ritual or something to opening the heart because i activated both signals and put the lexicon in it but nothing happens and then it says i have to activate both signals which needs the lexicon that i cant grab(i dont have high hopes for any help on this since no one ever helps me on this place)
well... this mod gave me biggest headache so far since i mod my game... It was causing CTDs - when passing 10PM AFTER I got the letter. I think the problem was, that I didnt kill Nimhe right, but though i got the letter - so i had two quests to finish for calcemo. uninstalling the mod fucked my whole SkyRe (Skyrim Redone), i had to reinstall SkyRe, the Proccer and Balbors Proccer, after the game didnt start anymore... maybe ill try that mod later, when finished most of the vanilla quests
Don´t know why, but this mod is causing freezes and ctds near riverwood. Were gone when I disabled the plugin and later deleted the mod. That´s kinda sad, because I really wanted to try out this mod :/ Could be because of the many other mods I´ve installed or some other reason like another skyrim version (Saying that because this mod is old and wasn´t updated for a long time) I hope there´ll be another update where this is fixed so I can finally try this out.
I think Nilfheim sounds wrong, too symmetrical, too perfect... It lacks a lot of collapses, destructed pipes, unworkable passes... I know that this is a house mod but... Just... Well, I'm sure you're able to hide this side, and just put the home aside from the ruins itself. But this isn't the real problem... There are too much enemie! I think you must divide many of the spots and just put some enemies here and there... Actually, you go through great halls with nothing in, and just arrive in a spot where you're OS. It sounds very, very, very wrong. Not natural at all, and consequently not vanilla-like. Then, as centurions are elite automatons that keeps the notable parts of a ruin, I think you mustn't put them everywhere: Spheres and spiders are here for that. Same, The Guardians of the mist are too much strong... I took five complete minutes spaming one with the expert spell of flame in order to kill it! Very, very, boring... Exactly like the battle right before: invicible ghosts vs ten centurions with full health, guess the winner and how many time it's going to took, bets are opened! I think that your whole mistake resumes itself by the overcheated rings you give through the quest: You tried to balance your dungeon according to them, and succeded, making an over-cheated dungeon. Eventually, using Sigil stones and the Eye of Magnus is just killing the immersion: what the hell is that doing in a dwemer ruin? Same, the report to the apprentice is just stupid: what was he doing in a closed room, and how did he survive? How was he able to send you a letter from there? How can he just ask about research while falmer ghosts and dwemer centurions were wandering outside five minutes ago? Why does he stay in this hostile place? What the f*#@? Despite everything, I'm endorsing your mod for the work you put on, and the voice of the ghost falmer: decidly loving it :p Cordially, Lucyf3r
1) If this is the place where the big N was designed, then wouldn't the Dwemer keep as heavy security as possible there? 2) This is mostly a player house mod, it seems, with a side of story. I'm guessing the MA tried to go for a Michael Bay -esque quest for it, and rings to allow you to survive it and feel like you are a part of it. 3) Just because something looks like a rabbit, smells like a rabbit, and sounds like a rabbit, doesn't mean it isn't a half a foot tall avatar of death. Same goes for models, I suppose, it's supposed to be a housing for a metric butt-ton of data and knowledge. It's VERY Important. 4) Two words: DaedrEx Shipping. Both for the report, and to survive indefinitely inside a closed room. 5) Researchers can be stupidly stubborn when it comes to possible knowledge. They will reach down a starving, PO'd lion's throat if it meant a ground-breaking discovery.
53 comments
I started the quest by getting a letter from Calcelmo but discovered Niflheim, and the key in Blackreach before ever visiting him (and wasting my time as this is misleading and unnecessary).
Talking to Karkeli, the Falmer-on-fire, and understanding him was a bit taxing for someone whose first language isn't English, and the sound quality could be better. You also have to realize that he has more than one response when you click the same dialogue line, or you'll miss two thirds of the conversation... but nothing important. The Falmer-on-fire never attacked me when I didn't wear the ring, even when I accidentally killed one of them. I have yet to test if this ring has any effect on "regular" Falmer... which would be nice! Anyways, it's a ridiculously overpowered quest item, especially when you're playing with PerMa! The ring(s) can be disenchanted, but the enchantment can't be reapplied to any kind of gear - fail. I also found a magical skull, but no armor.
I'm the explorer type who likes to play without quest markers, At some point there are two possible paths, one going up and one down. I chose the path up and discovered the fire pillar hubs, giant centurions and sigil stones. Upon removing the sigils from the "torture devices", three Dremora appear ... and the doors slam shut.
The problem is the doors. I guess to unlock them again requires centurion cores AND active quests about the North and South "thingies" (that weren't active yet on my playthrough) ... unless I've somehow overlooked a lever despite looking very hard. If you haven't picked up any cores along the way, you get a message saying the device requires x number centurion cores and a sigil stone (which you have) to activate. If you have both enough cores and sigil stones still nothing happens when you click the "torture devices" - result: the doors remain closed and you're stuck. On the PC, I just disabled them via console, it doesn't break the rest of the game.
To avoid this trap it's probably best have an active quest marker with this mod.
Then there's the chest with the goodies and a room full of spiders beyond. Too bad there's this invisible barrier that prevents you from reaching them or doing anything to them - besides shouting. I was enjoying myself with setting 20 of them on fire at once, but then my game crashed... which may or may not be the mod author's fault. ;-)
I see this mod hasn't been updated in a looong time, but if the author ever considers doing an enhancement/bugfix version, I'd implore him to just skip the closing doors "puzzle" and add a way down to those spiders and up again. He could also add some sneaky enemies to the foyer, which is a tad boring as of now.
Make the quest objectives more clear and add a way to fast travel to and from the player home. I've been struck by the Great Lift teleportation bug just now (where you go endlessly up and down unless you leave a menu open for 30 seconds plus), so its location makes it rather unappealing despite all its luxury. Oh... and thanks for the beautiful design that has to be seen!
I've installed the mod and obtained the key from Blackreach. I've searched all over the Reach and couldn't find Niflheim. Checking some Youtube videos, I pinpointed the exact location, but when I went there, I saw nothing but mountain. It should be in the vicinity of Darkfall Cave is that right?
That´s kinda sad, because I really wanted to try out this mod :/ Could be because of the many other mods I´ve installed or some other
reason like another skyrim version (Saying that because this mod is old and wasn´t updated for a long time)
I hope there´ll be another update where this is fixed so I can finally try this out.
I think that your whole mistake resumes itself by the overcheated rings you give through the quest: You tried to balance your dungeon according to them, and succeded, making an over-cheated dungeon.
Eventually, using Sigil stones and the Eye of Magnus is just killing the immersion: what the hell is that doing in a dwemer ruin? Same, the report to the apprentice is just stupid: what was he doing in a closed room, and how did he survive? How was he able to send you a letter from there? How can he just ask about research while falmer ghosts and dwemer centurions were wandering outside five minutes ago? Why does he stay in this hostile place? What the f*#@?
Despite everything, I'm endorsing your mod for the work you put on, and the voice of the ghost falmer: decidly loving it :p
Cordially,
Lucyf3r
2) This is mostly a player house mod, it seems, with a side of story. I'm guessing the MA tried to go for a Michael Bay -esque quest for it, and rings to allow you to survive it and feel like you are a part of it.
3) Just because something looks like a rabbit, smells like a rabbit, and sounds like a rabbit, doesn't mean it isn't a half a foot tall avatar of death. Same goes for models, I suppose, it's supposed to be a housing for a metric butt-ton of data and knowledge. It's VERY Important.
4) Two words: DaedrEx Shipping. Both for the report, and to survive indefinitely inside a closed room.
5) Researchers can be stupidly stubborn when it comes to possible knowledge. They will reach down a starving, PO'd lion's throat if it meant a ground-breaking discovery.