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Jebbalon

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Jebbalon

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  1. Jebbalon
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    Welcome,
    Check the ReadMe tab for more info.

    This is BETA release 0.95
    See the Change Log for details.

    Please report anything - I tested as much as I could but I know there will be something I missed. Screen shots are always helpful.

    Enjoy!
    -------------------------
    Couple things to be aware of .....

    - You must keep the treasure maps in your inventory.

    - Don't drop the Fragments! - They are not sell-able, but they ARE drop-able. Same with the Key.

    - If you find the Vault and are going to find it a second time ... make sure the Cells reset in between. Default vanilla is 10 in-game days. This is mod-able.

    - Followers should be able to enter / exit the vault - I make no guarantees about this. If a follower is lost to oblivion because they didn't exit, I'm sorry!?

    Again please report anything
  2. Jebbalon
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    Turned on Bug Tracker for this mod - Please feel free to report anything!
    Use the BUGS tab up top or just comment and I can move the report to tracker if needed.
    Thank you!
  3. Pushkatu
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    Reading the comments section and other info provided by the author, I think this is stable enough so that I give it a try at some point. I'm just downloading for now. In it's current state, I'd say this is more suitable for a long playthrough, as finding all those treasure maps is not something one would do with ease, unless cheating of course. With that in mind, I'll keep a copy of this on my HDD, just in case I run of "internets" or other weird things like that. Anyway, thank you for taking your time to make and share this with the rest of us, much appreciated!


    Cheers and beers, plenty!
    1. Jebbalon
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      Wow, it's been almost 2 years since anyone commented on this mod. Thanks.
      I'm still around, though I haven't worked on this mod for long time.
      It is as you stated, working but not a quick deal.
      Thanks for your interest!
    2. Mygar
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      Hi! It is indeed a great mod! Do you have any plans to port it to SSE?
    3. Jebbalon
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      I actually made the mod page for it shortly after SSE came out. But have not touched it since.
      It has been in the fridge waiting to be moved to the back burner. But, yeah, eventually I'll get into it and update it here then port it to SSE. Need to find the time for all the other stuff i want to do.
    4. Crogon77
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      Hey count me as one of those people that definitely have an interest in seeing this on SSE. I'm creating a new mod list finally moving to Special Edition and this mod will definitely make the list. It's a great little mod that makes the treasure maps feel just a little bit more important and involved.
  4. DalisMagnus
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    Idk if this is a bug or just me, I have spend about 1 and half hours looking for it. Does the place I'm looking for have a load door? Or is it teleport? Also is there anyway to find where it has spawn in? I'm looking for it the rift
    1. DalisMagnus
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      Ok cheated a bit..... Yay creation kit. It was near a ruin not in the rift...... I don't feel like adding a spoiler for a bug that will drive every one crazy; it was Kagrenzel. That is part of eastmarch
    2. Jebbalon
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      Ahh, you are correct! Some ruins are near the hold border and I must not have looked up exact location for that one. The one near Winterhold edit: Windhelm, Raldbthar, I know is actually Pale Hold that extends all that way to the nearby lumber mill.

      Anyway, glad you figured it out.... How did it go? Were you able to get your - err, My treasure?
  5. DalisMagnus
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    ok two wuestions. Does this mod work with mods that add dwemer ruins? (i.e. Moon and Star). Two: Do Rkund and Bthalft count? and also only outside right???
    1. Jebbalon
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      Ruins added by other mods ... No.
      Outside, in Tamriel worldspace ... Yes.
      and
      This is the list of ruins I used, http://www.uesp.net/wiki/Skyrim: Dwarven_Ruins
      minus the Blackreach locations and for Nchuand-Zel my device shows up outside Markarth
    2. DalisMagnus
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      So the teleported will not spawn inside of a ruin?
    3. Jebbalon
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      Correct
  6. qwertypol012
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    As far as what i can understand about this mod (based on description page and some informations in this post section), the vault will be spawned once you craft the key right? So it's a spawned object and not a permanent object? How does it look like? I wonder if it will conflict with some mods which add new objects in the game (for example: new houses, new buildings, new structures, etc), 'cause i'm using some mods which do that

    And another thing, do you still have any plan to release v1 of this mod?
    1. Jebbalon
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      Sort of... Upon crafting the key, a teleporter will appear at a Dwemer ruin that is only indicated by which Hold it is in. Read the journal entry to find that. Each Hold of skyrim has 1 to 3 Dwemer ruins so you may have to hunt around. Look all around the exterior of the entrances, you will find it. Insert the Key and you will teleport into the actual vault - a room somewhere in Oblivion. Collect your loot - careful not to knock over the urn (hint hint) - then exit!
      The quest is repeatable and will pick ruins location randomly.

      Version 1 is most likely not going to happen I've moved on to Fallout4 .... Never say never though!
      Plans for that version did include changes like removing need to find treasure maps making it easier to get shards to make keys. Also any bug fixes and finding a way to ensure the vault will repeat everything on second and future findings.

      ... oh, as far as conflicts with other mods... I'm not aware of any ... BUT, I know darn well there most likely is. This mod is just not that widely used and it takes awhile to get to the point of crafting the Key that spawns the teleporter that would be in conflict IF the user had a mod that did conflict at that one of 16 dwemer ruin locations. So, odds of having conflict are low and very low odds of encountering the conflict if you did.

      Anyway... Enjoy!
      -Jebbalon
    2. qwertypol012
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      Thanks for the answer. Well, it's okay not to release v1 of this mod as long as the bugs has been taken care of and the errors has been erased to make sure that this mod works without fail.
      So it uses a vanilla dwemer ruins.. Allright, i'll put this into my mod list, 'cause i like this mod's features
  7. jrok72
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    Jebbalon,

    With this still being in Beta, there is one not question asked yet. It will be asked very much with full release: How will this mod work when you already have one of the treasure maps found and in your possession or stored in your player home, before the mod is added? I will test it and report problems if they occur.

    The idea of this is very good and well managed with original treasure chests and not time consuming. Random start and can tie to many different play styles.
    1. Jebbalon
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      For my Dwemer box to appear - it is based on the player picking up the maps. So, if you have one stored in player home, just go take it and that should be enough. If you are already carrying the map, try dropping it (or putting in container) then picking back up. You won't know until you go to the map's chest location.

      Thank you for comment and for trying out the mod.

      -Jebbalon
  8. xXSHADOWSCALEXx
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    I have went through all the ruins in the pale 4 times each and I can't find it yet 0_0. Help me plz
    1. Jebbalon
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      There are 4 ruin locations in the Pale where the teleporter will appear...

      - Mzinchaleft
      - Irkngthand
      - The Tower of Mzark
      - and Raldbthar (close to Windhelm but still the Pale hold)

      Check all around the areas.

      edit: the locations are outside. Near entrances / exits
    2. xXSHADOWSCALEXx
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      Thank you very much . I found it
    3. Jebbalon
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      Awesome!
      So ... did it work? How was it?
    4. xXSHADOWSCALEXx
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      Yes it worked everything worked out fine . And i loved it one of my favorite mods!
  9. Jebbalon
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    This mod is Forever Free!

    Click logo for more info.
  10. Jebbalon
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    Jebbalon's Mods Are Forever Free!!

    Just want to throw my hat into the Free Mod side of things. You know in case folks were in doubt or wondering where I stood. I'm 100% in the Nexus, Dark0ne camp on this issue.

    When the virtual dust settles over at Steam and they begin digging out of the muck, I hope the bright glow coming from the community over here at the Nexus is seen as the beacon of good internet gaming that it is.

    Dark0ne predicted the paid mods thing last month and even canceled travel plans to handle things personally the last couple days.
    Link to Nexus news ... http://www.nexusmods.com/skyrim/news/12454/?

    I just want to put this out there ... If donations to individual mod authors is not your thing, think about purchasing Premium or Supporter membership to the Nexus.

    Okay, Thanks all,
    -Jebbalon
  11. AlCiao
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    Awesome mod concept! I had a similar idea, but yours is much cooler than my little mod. Good luck with it!
    1. Jebbalon
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      Thank you! Actually your Treasure Map Reward mod was an inspiration, and is mentioned in my ReadMe as recommended.

      I am thinking / working on changing things up with this mod. Going to make it much more rewarding much sooner. I noticed in my own game that I get to level 20 and only have a couple of the fragments from my own mod. So, I'm going to make it a bit easier to acquire them, but hopefully still challenging to hunt for vault.
  12. deleted3048877
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    This is really neat. I came across my first treasure map. I will report back once i collect them all! I'm having to start all over again until i 100% commit to my load order (the new SoT is a bit too tempting.....)