Skyrim

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Zayanastus

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zayanastus

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55 comments

  1. gyrza84
    gyrza84
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    Вечное слайдшоу. С более тяжелыми модами такого нет, а здесь слайдшоу. УДАЛИТЬ
  2. idrmorris
    idrmorris
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    I also gave this a try, sad to say the only way out of 2 of the 3 dungeons was to use console commands to overcome the broken battles with the bone storms, Arlen & his brother, & the dragon the mod is named after.
    they ALL were glitched, unable to be killed, had to "mark for delete" to get past them to continue, the only dungeon not requiring console commands was the Volcano one.
    I wasted many hours reloading, retrying over & over to get them to run through correctly before having to "mark for delete" many items to be able to proceed.
    this is the 1st mod I "gladly" deleted !!!
  3. Gadgetgirl125
    Gadgetgirl125
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    Am I missing something obvious with the sewer skeever battle, or did I enter a place early that I should not have? Cannot find any way out and the skeevers kill me very quickly, and they respawn. 
  4. maxarturo
    maxarturo
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    I gave this a try and i've to say that has the potential to become a very good mod.
    I noticed a variety of technical issues, but i'm only going to point out 2 of them which are more noticable to the player, and 1 suggestion that in my opinion will fire up the mod.
    1) You forgot to set the 'Depth Bias' in a few shadow lights, and this literally kills the environment / atmosphere of the cell no matter how much work and detail it may have. You end up with a cell with intense 'shadow strips' everywhere and sometimes they can even obscures the view.
    2) There are some NavMesh issues, followers will get stucked in certain locations not being able to cross / follow you.
    * Avoid at all cost using the CK's auto NavMesh, is one awful tool!!. It's a 100 times better and faster to do it by hand instead of auto navmesh and then spend days cleaning it.

    I would suggest to attach a quest to this, i personally like exploring and using my brain to solve stuff and i'm not a fun of having quest markers every 5 meters or pointing towards a location the player has never been or does not have detail info on the target's location.
    But... having a mod's set up like this (exploration with multiple targets to acomplish in different cells) requires to have some sort of 'objective's monitoring' so that the player won't get lost or frustrated. I got lost... i stopped playing it for 2 days and when i return to finish it i had forgotten what i had to do and what places i had visited and where those 'claw doors' were...
    You don't actually have to place quest markers everywhere (just the necessary ones pointing to those doors), but even if you don't want to add quest markers this needs a quest so that the objectives accomplished and what still remains to do are catalogued in the quest log, and to add some further info, so the player can see the log to get an idea of what else remains to do when he/she gets lost.
    For example:
    Quest A > Objectives remaining > Objectives completed

    Overall i actually enjoyed the mod.
  5. mangaboy111
    mangaboy111
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    Lol I am gonna have to learn CK just to move the cave entrance of the dwemer tunnel a bit as it overlaps with another mod's entrance. I ran around the world space in the east, with the volcanic area and I have to say it looked very cool.

    EDIT:
    I watched a vid on CK and linking dungeon entrances to the surface which gave me the knowledge of what I needed to move to make it work. I moved it like a stone's throw further up the hill and moved the bandit's lean onto one of the trees instead of the cave. Would share the link to the ESP but on testing noticed that I didn't move some lanterns which are now floating. But the entrance to a dungeon from Immersive Dungeons (Episode1) is now freed up. As even with Mator Smash(ing) the esps together didnt work due to how much on top of each other they were. Just typing this up as CK gets through the errors as I reboot the thing xD

    EDITEDIT
    I made the fix if you (Zayanastus) update this mod then please consider including this change or something similar so your mod is more compatible with this obscure dungeon mods :3
  6. Neblahy
    Neblahy
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    Hello, is it still possible to (try to) convert it for the SE? I see one user was giving it a shot but they never uploaded it in the end...
    1. zayanastus
      zayanastus
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      I'm on it, hope to have it ready this weekend.
  7. t3hWAR10CK
    t3hWAR10CK
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    Getting the poison stone is completely impossible. First the branches will not move and then defeating the boss yields nothing. I am assuming the boss is in the room with the toxic water and the one hit kill tree.
    1. zayanastus
      zayanastus
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      Is the tree that powerful?I will fix the roots bug and the rest I find.
    2. t3hWAR10CK
      t3hWAR10CK
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      Yeah, and I am using extremely op armor and attacks. But after defeating the first set of creatures, the tree then shoots these poison blasts at me that kill me within two to three seconds. Then after /tgm to get past that, another set of creatures appears. After killing those, nothing. No stone, no exit, nothing. I am just stuck in the boss room. I /tcl'd to see if there was a passage that didn't open but after looking everywhere, even below the toxic water, I found nothing. It seems the ceiling path is the only way in or out.

      Tried uninstalling and reinstalling, but the same behavior happens. Also unless you completely delete all traces of the mod from your computer, trying with a clean save after you have played it before, causes all of the enemies in the areas you cleared before to not appear again in the new save. This is honestly the first time I have seen a mod do something like this before.

      But that might just be me.

      But getting the rest of the stones worked perfectly. I just have no idea why the swamp area is so buggy.
  8. molleken
    molleken
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    Did played the mod and enjoyed it very much, for those who like riddle and puzzle games without markers and playing by your own detection and perception, this is surely a must play, at some points it's a real brainbreaker but all is logical ( hint : look very often to the map for finding secret hidden walls ).....
    Just a few things :
    1. not gamebreaking but rather a fun part that i'm missing because the chaurus queen did give me an egg, but i couldn't plant it....
    2. i did find 3 stones : fire, ice and shock, but after searching the whole place ( volcanic swamps ) two,three times i couldn't find the poison stone, i did not wanted to use console to obtain it because that way i will missing something i guess....
    update: solved the problem with the poison stone, the branches who are blocking the way in the volcanic swamp didn't open properly so i had to tcl my way in, did the boss fight (jezus !!!) and recieved the spore and the stone, but i was unable to plant the spore in the dirt pile just like the chaurus egg
    3. the final fight with Ahbiilok didn't ended well the first time i jumped into his lair ( the body sank into the ground ), had to try two times, no big deal in the end, because i save often..

    I loved the new enemies like the chaurus larvas or the wrapped draugrs and the ice and fire draugrs..
    The whole atmosphere is from the start like it should be...
    Had only 3 times need of tcl commands: the branches in the volcanic swamps, one little gate who refused to open even after using the ice claw, and to retrieve the gauntlets ( they are very bad placed )
    The sword shard remains in inventory even after placing the swords on the brothers graves, as a piece of junk....
    About the aetherial bow i can't confirm because i didn't used him...
    All in all, after polishing a few raw edges this is a piece of art....
    Greetz from Ninove,Belgium
    1. zayanastus
      zayanastus
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      Thank you very much for your review, those parts you mention I tried again and again to solve any errors, it seems strange to me but I'll see how to solve all those bugs.
  9. DLMyst
    DLMyst
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    Can we get this also on the special edition?
    1. zayanastus
      zayanastus
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      I don't have SSE Sadly.
      Whoever can convert it
    2. GrimmSpecter
      GrimmSpecter
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      should be a standard convert unless something special was done
    3. OmniZenn
      OmniZenn
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      i'll give porting a go.

      Edit: Ahbiilok is working fine, tho there is 1 deleted navmesh reported by SseEdit
    4. zayanastus
      zayanastus
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      Good luck. It shouldn't be so hard.
    5. zayanastus
      zayanastus
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      Are you done converting it? It was fast, you can publish it if you want.
      Just add a link to the original mod and author's name
    6. OmniZenn
      OmniZenn
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      Ok, thanks for the permission! I might upload it in a few days, testing some other dungeon mods atm
    7. Mandel95
      Mandel95
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      RiP
  10. respaldoshugo
    respaldoshugo
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    Excellent mod, thanks for sharing your work!