Skyrim

23 comments

  1. Kiki981
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    I'm confused. What does this mod actually do? There are no new dungeons in my Skyrim game. I started with Bleak Falls Burrow, but it's the same as it was before. I even used command TMM 1 for revealing all map markers, but there aren't any new dungeons whatsoever. So what did I miss?
    1. cecil667
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      First: Make sure the mod is active in your load order.

      With that out of the way, you need to look around Bleak Falls a bit more closely, nearish the main entrance. There should be a pathway that wasn't there previously...

      As for what this mod does, in specific terms: This mod adds an extensive underground network of caves and dungeons throughout some of the southern half of Skyrim, connecting a lot of the vanilla dungeons together. As far as I know, there are access points to this network in the caves near Ivarstead, one of the caves along the eastern mountain ridge of the hot spring/volcanic region south of Windhelm also has an access point, Shriekwind Basin which is kind of westish of Riverwood also has an entry point.


      Bring plenty of torches, and if you have survival mods, stock up on food and drink before you go delving. Easy to get lost, and while you might not be encountering an endless streams of enemies like most dungeons, there's a few time consuming puzzles to riddle your brain to progress further.
  2. XamPac
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    Very good mod indeed, I've been exploring new places and some very well placed entrances in caves I already cleared, but I found something strange.
    So there's this "Blossom Pit Entrance" that when I try to enter just shows "To" like when you're entering a cave, for example: "To Cave Passage"; the thing is that after I pass o the "To" the game just keeps loading, not the loading screen but when you're entering an already loaded zone, but nothing happens, the CPU usage lowers and that's it, no crash or anything, just a black screen.
    Guess it's a bug or some missing part? Or even a future addition I found?
    Anyway great work mazakala!
    1. mazakala
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      Yup, probably forgot to link the doors, or unlinked them afterwards, will fix this in the next release.
  3. Johnc0n0r
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    Amazing work Matti
  4. ExodusRisen
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    I loved the idea of this mod very much, and what I saw of the new caves and dungeons was amazing. I started my exploration of this mod by going through the new passage in the mine by Riverwood... which took me through an amazing aqueduct level that reminded me of something straight out of Tomb Raider which was kind of what I was looking for in a mod like this one. I found my way to an area where there was a circular stair puzzle where I had to spin six switches to match what was shown on two stone heads, which swiveled the stairs up so I could go further down. I went through a web-filled area after that, which eventually led me to a second puzzle area. This one, I could not get through... there were two spin switches on top of two circular dials of the sort that you typically see in the vanilla dungeons associated with dragon claws. There was a third dial and what seemed to be tons of images lining the chamber that all seemed to correspond somehow to the images on both the switches and the dials. Every time I thought I had the switches and dials lined up in a way that was logical to jive with the depicted images... I still could not figure out the right combination to get the door in that chamber to open. There were just too many possibilities and without more direct clues in that area it seemed far too daunting to attempt to puzzle all of that out further. I did not test too much beyond that room, but my thoughts regarding it are that perhaps you might consider either uploading a walk-through for some of the harder puzzles like that one or maybe add more direct clues (perhaps in a book or diary entry found in the dungeon) in the game for the player to find, just to make things a tiny bit easier. Though if you want to keep it difficult as it is, then adding a walk-through would be the best bet. Other than that bit of a stumbling block, I found the mod highly enjoyable and rather unique in terms of dungeon setups and concepts. I will keep on eye on how this mod evolves over time... it has the makings of becoming something beyond amazing and is already quite remarkable!
    1. mazakala
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      The puzzle is easier than it seems, that's all I'll say. There's an another way to get to that location though, from the opposite direction.
  5. cecil667
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    Really well done thus far. I honestly missed the myriad of labyrinthine dungeons that Oblivion modding had, and Skyrim sure is lacking in that regard.
    Hope you continue to develop this further and flesh out the depths some more with details and whatnot.


    As far as bugs go, things work as intended for the most part. Pitchwood deep, some of the jumps on the way back up can be a fair bit difficult or even just impossible ( or at least I tried as hard as I could before TCL'ing over an intersection of fallen trees ). Shame Bethesda seems to lazy and preoccupied with gimmicks like shouting rather than adding some proper climbing animations or full featured job/class system.


    1. cecil667
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      So, after another session of exploration...

      About some of the jumps in pitchwood deep: Turns out once you get down to the bandit fort you don't go back the way you came, rather there's a another path way of more fallen trees that leads you to a drop down to the original access ladder. D'oh!


      Bug(?): Sacla's Greatsword from Sacla's Deep, even when unequipped leaves a lingering spell/MGEF, i've tried unequipping and requipping several times to dispel it, but i've found even with a standard steel sword that once drawn i'll get that awesome glow and fire cloak while blocking, which i'm sure might be unintended. The lingering effect also seems to cause an issue with a mod called Quicklight which allows you to summon a lantern or a wisp to light the way with a button toggle. Kind of unfortunate, as the Greatsword's enchantment is really cool looking. Makes you look like some kind of furious, overheated berserker.
    2. mazakala
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      That's an interesting bug for sure... The effect should only appear when the sword is drawn, not otherwise. I'll look into it.
    3. mazakala
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      I've updated the mod and it should be backwards compatible. I only added an additional check that should ensure that the effect doesn't appear on other weapons even if the ability somehow persists on the player when it shouldn't. If the FX effect does not disappear by equipping and unequipping Sacla's sword, open the console and type "help sacla", take note of the entry titled "Sacla's Ability", then type player.addspell and the ID number of Sacla's ability, exit console and wait a few secs, then open console again and type player.removespell and the ID number of Sacla's ability. That should fix it. The incompatibility with Quicklight can't be helped, but you should probably be able to use it when Sacla's sword is sheathed or at least when it's unequipped
    4. cecil667
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      Alright I'll test out the new version and let you know if it works
    5. cecil667
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      Alright I got an update concerning Sacla's sword:

      Some interesting behavior, Sacla's Ability will re-add itself to the player character if you load a game.
      While the ability is on the PC, a few things happen:
      + The issue with the light spell and flame cloak being active while the sword is unequipped is solved
      - However, while the ability is on the PC, the default candlelight spell is uneffective. No light. Same effect if I toggle Quicklight on as well. The lamp will appear on my belt and give no light, just as the wisp will appear and give no light
      - This issue is rectified by removing the Sacla's Ability spell via player.removespell, but as mentioned above, upon a reload the spell will re-add itself, thus you'd have to input the removespell command to retain the use of of other weapons, candlelight/quicklight

      Bug reports aside, I managed to explore further into the depths.
      I figured out how to use that portal in the tower after trying to fire all kinds of magic at the snow elven archway thing. I figured it kind of suspect compared to the other architecture. After wandering around and meditating on it for awhile, turns out all i needed some some special sap. The dimension on the other side was pretty damn cool.

      I can't for the life of me figure out the combination on the stairwell lift and the great door in the Forgotten Catacombs though. Don't know if they're complete features yet or just beta placeholders.
    6. mazakala
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      Good job on figuring out the portal! You're not the only one struggling with the puzzle though, all I can say it that it's easier than it seems *cough cough*
      The sword issue is a bit weird, I'll probably have to script it myself rather than using vanilla scripts in the next version, I'll include something that fixes it for everyone, though you still won't be able to use it simultaneously with light spells.
  6. aicy
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    Nice spaces. Some of those colours are a bit too much for me, but I like the composition. Thanks for your work
  7. lefttounge
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    It's sorta waaaaAAY too dark, guy... :/
    I know torches are useful. But it takes away a little from the caverns because can hardly see what you created in them.

    At least the part in bleak falls barrow is super dark.
    1. mazakala
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      As you can see from the screenshots, not all the areas are dark.
    2. lefttounge
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      My quote:

      "Sorta"


      see?
    3. Seijin8
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      Caves should be dark. You don't have to use torches since there are a number of light spells and vision enhancements available.
  8. padawanjedi
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    What a brilliant idea! I really like this. Thank you for sharing!
  9. Seijin8
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    Cool idea, thanks for sharing this.
  10. ZeriXX
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    There's a typo in desc.In the bottom you wrote "Dargorborn"