Skyrim Special Edition

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The Daedric Brothers

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mannygt

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103 comments

  1. MurderWrath
    MurderWrath
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    Locked
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    Backup your latest Savegame file before installing!
  2. maalekar
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    Finished Solitude, went to Morthal. Followed it closely, some tricky things finding keys and such but did. Eventually, I was able to get to the lever to flip to open the bone gate but walking the bridge killed me outright every time I tried to go across (no enemy, just died), ended up using tcl to go across the gap passed the bridge and kept going. The arena, had 2 big batches of enemy hit me, killed them, found the key to the "treasure room". went left hit the plate, nothing else there, went right the plate was already hit, went across the bridge, found the tower with treasure, seem to be stuck now. I've gone back to the arena as it says I have to kill them all and nothing spawns. I seem stuck. Any suggestion? 
    1. MurderWrath
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      Search the top balcony in the Arena. There is a pedestal with a pullbar on it...
    2. maalekar
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      never mind, finally found the hiddle handle to activate the gate
    3. Stillsnow1234
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      @MurderWrath
      What is this insta kill bug that I keep seeing in comments. Looks like it is pretty consistent across multiple users...
      is this resolved? or what happened to it? Or is there no need to worry about it or something?
    4. MurderWrath
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      Kill Triggers are there on purpose and they're meant to activate if the Player cheated the way forward. So far I've not been able to reproduce the alleged bug having this "mis-fire" happening and they always worked as intended on my runs (meaning they get disabled according to legit quest progress).
    5. Derwan
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      Why have them at all? It seems like they're just there to punish players who can't solve your puzzles, and seem to not properly remove themselves should anything break. They don't need to exist and are obviously causing problems, so I'd recommend removing them
    6. MurderWrath
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      Those triggers are kind of a debugging feature. If the Quest brakes because of cheating we would never know how and when because players are not testers keeping track of everything in their run but you will definitely notice if you keep dying in a specific spot. So, in particularly "sensitive" moments of the progression, where if something goes wrong you might get stuck with no way of fixing things, in order to avoid spending hours chasing reports of phantom bugs which were never there in the first place, we have a tool in place to recognize if the general code might be to blame or something else (and quite easy to skip once you're told what to do, if anything). Since the mod has been developed in multiple steps many years ago, in order to deal with the various patching occured it would have required to re-structure the whole scripting on a singular body, instead of multiple entities interacting with each other, and the amount of work needed for this improvement, only to accomodate alleged cheaters, was indeed not worthwile. Also, those scripts are a clear message to the player that something isn't working properly so you can reload a previous savegame and try a different approach and possibly things would resolve themselves (if cheating was the actual culprit). Simply removing those triggers have the potential to result in a "false report" flood which is nothing but detrimental.
    7. cernakus
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      MurderWrath:

      only absolute moron would choose this "anticheat" approach in such famous bugfest like skyrim is. You just suck in level design and somehow you thought this will be way to solve your lack of skills? When i read your "reasoning" I rolled my eyes so hard, they tangled into my optical nerves :-D

      Btw. your anticheat feature occured without cheating and only way to overcome it was by cheating ;-)

      But I get it, you did it in your free time for free. So you have no obligation to redo it.
    8. hawksbill
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      Obviously a troll post.  ^  Thanks for the mod. Nice additional content to break up the usual.
  3. Dragon720
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    wow i enjoyed so much, very challenge battles and very secrets places
    oblivion gates is my favorite 
    any plans for part 3?
    TY

    Spoiler:  
    Show
    i need litle help....where can find tunnel cave key in the gates of Solitude quest?
    1. MurderWrath
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      Spoiler:  
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      If I got you correctly, you are talking about the locked door you can spot on your way up the cave. If so, the key is inside an hidden room in the first Tower. Lots of secrets leading to even more secrets scattered around.
  4. megablackk1d
    megablackk1d
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    It's a fun mod the gate in solitude I was able to complete without issue however the mortal gate bugged out on me, and I could not complete it. Still an awesome mod though.
  5. cernakus
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    Finished both parts.

    Would I recommend it to common players? Not a chance.

    Mod has good level art. Yes, it is somewhat monotonic but this is hell, so it should be depressing and dark.

    Mod has very though enemies. I am level 185 and as unofficial patch I have overpowered items but not glitch overpowered. My damage was on par, but I had install armor rating overhaul, to overcome that annoying 567 AR cap, because otherwise only stealth archer run is feasible (majority of melee NPC would kill you in just two blows with vanilla armor cap on legendary). Fact, that this mod was made pre-legendary, means that named bosses are much easier than generic dremoras because they have hard-coded level, meanwhile generic NPC have not, is funny but hey, it is basically 12 years old mod.
    But generally I appretiate overall hardness of this mod, because honestly, in vanilla and more common mods i am basically god, which can not be killed and damage of any of his attacks can oneshot almost anything. So it was refreshing for once drinking potions, and prepping before battles.
    I am also aplauding to idea of superpowerful enemies at the end serving as "run for your life to exit" which can still be killed, if your DPS is strong enough and you choose wise tactics.

    Mod has many items, which would help you lower its high difficulty. Majority of them are overpowered so good only for Oblivion realms run, but some of them can be used in normal skyrim world.

    "Puzzles" are confusing. Basically you just run around and activating anything it can be activaed and searching anything can be searched. Often you do not know if you just forgot something or it is a bug (yes, this mod is buggy mainly because Skyrim is buggy).

    Level design is connected to puzzles and it is in one word horrible. Althought path is mostly corridoric, it is very hard to navigate. It is hard to remember locations. There is zero hint what to do or where to go. Levers and buttons are located in such way, that it is hard to spot them and there is no clue or hint or highlight to them. Keys are named, doors which they are opening often not. 
    Passability over terrain is often complicated due that level design and you will have sometimes hard time to recognize, if your are going over steps or just poorly placed stones. Also frozen lake in Morthal pain is pain in the ass, because you will have problem to navigate and not to fall into water, but same problem will have also dremoras. They often will fall trough ice and become unreachable.

    Huge mistake is "anticheat" system, which according to murderwrath is detecting usage of console commands. Problem is, that first, buggy mod in buggy game heavily modded by other bugged mods is basically magnet for situation where you are forced to use console commands. And when you do, there are "control spots" which will instakill you, when you try go trought them.
    Problem is, that they in can detect usage of cheats incorrectly and then your only way how to overcome these spots is by using cheats...
    This "feature" combined with extreme lethality of NPCs is big no to hardcore players with permadeath, because they can die there not doing anything wrong.

    Last annoying thing of poor level design is prevention of sleeping. This is problem for immersion players with survival mods, because you will spent several in-game days there and being "very tired" is not good predisposition to fighting these hard enemies.

    Both mods, but 

    TL;DR this mod (especially Morthal pain) are for skilled players, who understand well game mechanics and console commands and they do not mind to be beta testers.
  6. RealGohanBlanco
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    how do you get to the ice platform after touching "bloody skull of the oblivion" ?
    1. MurderWrath
      MurderWrath
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      You have to collect a Key inside the Guard Tower; then head to the cage outside. There you'll find a trapdoor...
    2. RealGohanBlanco
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      nvm it was bugged. restarting the game fixed it. sorry to bother. thank you guys for making/sharing.
  7. Alusion100
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    Bit of spoiler warning below because I don't know how to use the spoiler function






    I've discovered a secret dremora vampire room next to the shrine room you can unlock in the first tower during the Solitude gate. However, I cannot figure out any legitimate way of getting into it, is there any way to access the room without any console commands? Appreciate any help beforehand! 
    1. MurderWrath
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      The whole adventure is full of secrets (both chapters).

      Spoiler:  
      Show
      When you reach the top floor inside the first Tower, there is a pullchain which activates a timed  bridge leading to a floating key in the middle. On the same level, if you explore the inner balcony there is a strong Box encased on the wall. Opening the box reveals the first chamber. In order to get there you have to jump down from the inner balcony to a middle level between the bottom floor and the upper floor. Once you have unlocked and visited this area, you can get back to the top floor, activate the middle bridge again, but instead of walking immediately onto it, look behind the column of the pullchain. There you'll find a button which unlocks the portal leading to the secret area where the ambushing vampire is.
    2. Alusion100
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      Wow, my god. That was a very easy miss, no wonder I couldn't find it, hahah. Props for hiding these secrets very well! Anyways, thank you so very much for the help as well as for providing us these amazing chapters, I'm very excited for the last one ^^
    3. MurderWrath
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      There are 12 secret areas (caves, rooms, places or entire dungeons) scattered around. This might give some re-playability value, having the chance to experience something new you might stumble upon.
    4. Alusion100
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      Fair, fair! Are these 12 secret areas only for Solitude gate? I did found out quite a few other secret items and areas there, but I feel I could still be missing some, heh. Is there any information that covers all the secrets for the Solitude gate like there is for Morthal? I always try finding every hidden collectible I can
    5. MurderWrath
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      12 are the total areas from both chapters together. But those are actual "places" you have to visit, optionally, in order to find some extra reward, but there is more hidden stuff scattered on the "main" path, if you look carefully around. Being the second chapter lenghtier, it is the more dense populated of secrets. Unfortunately there is no official "guide" or "walkthrough" of all the secrets, but surely have notes of everything since had to instruct Testers to check on every little thing before release.
    6. Alusion100
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      Thank you for the clear up! I see, makes sense, seeing how Solitude gate is quite smaller in comparison to Morthal. I see, I think I've found out a good portion of secrets in the Solitude one so I'm at least contented! Looking forward for what the final chapter will offer whenever it'll be finished, thank you guys lots!
  8. Kaluolei
    Kaluolei
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    I played through Solitude just fine, however the gate of morthal didnt appear even at midnight. 
  9. ktreus
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    I was going to add this mod to my permadeath challenge runs but people are insta dying for some reason, so i'll have to wait for a fix, i really want to played this mod because i absolute love the deadlands as a dungeon and you guys nailed the aesthetic but i'm afraid i can't take the risk if this thing is happening
    1. MurderWrath
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      No "fix" is to be expected on such regards. So far it has not been detected any actual bug. The "insta-death" event is either due to cheating (as it is coded to) or to an unidentified third party conflict which is out of our hands.
  10. shinnasuka124
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    For some reason, my game CTD right after entering the Oblivion Gate in Solitude. Is anyone else getting it too?
    1. MurderWrath
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      Nothing similar have been reported so far (neither from the past LE version). There shouldn't be any conflict with third party mods involving Solitude as location. Can you reproduce the CTD consistently? Have you tried different load order? Have you installed multiple mods at once?
    2. shinnasuka124
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      Just realized after I posted, you guys mentioned that the mod hasn't been tested on 1.5.97. Theres the reason why I was getting CTD. And I so wanted to play this mod again but on SSE... oh well.   
    3. shinnasuka124
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      Hey I know it's been awhile but I was able to look into why the mod would crash me every time I attempted to enter the gates and it turns out to be something I didn't even think would be case but it was. ENB. specifically, My ENB Local file. Apparently I had some command settings in my ENB Local that were not placed in there and it was causing CTD in particular cells. This included any mods like Vigilant and the Oblivion Realm mods oddly. I read over this piece of info that could help. I was able to play it on 1.5.97 without trouble. I had a few missing FIX commands that I didn't have in my ENB Local that I guess was causing the CTD. As soon as I added those Fix commands, It worked. Here is where I got it from.

      https://www.reddit.com/r/skyrimmods/wiki/enb/#wiki_incorrect_setup

      Hope this helps. 
  11. UmarilUnfeathered
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    the gate in morthal doesnt open please give me quest id so i can start morthal gate  quest with codes
    1. MurderWrath
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      You have to wait after midnight in order to have the gate in Morthal to spawn