I kinda like this dungeons, they play like they were made with a little bit of drugs mixed in during development, lol.
The dungeons are fun, I'll just track the mod and wait till you release a new update and reinstall it later. There are a couple of minor bugs here and there, nothing major.
Been playing this for quite some hours off and on since shortly after downloading yesterday, and explored over a dozen locations, the ones below which I had turned their map markers on so that I could find them to play through one after another which is how I usually do big multi-dungeon dungeon mods. Mod page says there are, what was it, 25 or so, but as for the others, I dunno yet, but for the ones that I played through, enjoyed them a lot.
Locations of the dungeons that I have found and explored so far, no pics, just text.
Spoiler:
Show
Aggevar (nearby to Rannveig's Fast) Barrel Shack (between Ilinata's Deep and South Brittleshin) Btharenzel (south of Mor Khazgur) Buzzing Cavern (nearby the Three Sentinels outside Riften) Derelict Mine (between Clearpine Pond and Dragonbridge) Folrelnaar (above Bleakfalls Barrow, I had a hard time finding the entrance cave so climbed the mountain, the entrance is actually nearby to the Barrel Shack) Frostwall Den (between Alftand and Sightless Pit) Howling Cavern (nearby the Conjurer's Altar and the wolf den at the edge of the mountain south of Lake Ilinalta) Ironrock Mine (look around the rocks near Lund's Hut) Kearstor Mine (east of Bthardamz nearby to the Peryite Shrine and Wispmother lair) Mystwind Ruin (between Twilight Sepulcher and Knifepoint Ridge) Ncranzel (on the mountain between Hag Rock Redoubt and Markarth) Poacher's Den (mountain north of Sleeping Tree Camp)
Now I did encounter a few problems here and there. First place I went to was the Barrel Shack and after going in found that I could not get out because the teleport marker was too far in beyond the door, so tcl'd through a little so that I could leave. Mystwind Ruin, there was this locked gate and I dropped down into the room from a higher spot and then found that I couldn't get out, was a lever but didn't seem to do anything, so I just multijumped back out the way I came. There are in some parts of dungeons some places where there is blue space showing through gaps where the pieces of the floor and corridors don't quite connect perfectly, but I have seen worse, it didn't detract from the enjoyment of the mod. If you have a weak computer like me, I had massive frame drops in Btharenzel because there are so many pieces, train tracks, each individual piece laid out, aside from that, even though linear, it was a great dungeon.
The locations were varied and kept my interest, some nice choices in design and things to fill each dungeon with. As for conflicts, I have a ton of dungeons and while some of those conflict with each other, this mod did not, the spots chosen were well thought and made sense as well. Now what I am wondering, what am I missing. Okay, so found a whole bunch of places not marked on the map.
Locations that I am seeing inside cells for in SSEedit but no Location, no map markers for :
I tested each of them, since I couldn't find any of them outside because they are unmarked even when you do find them, coc'd to each interior cell location, only a few of them I could actually go back outside, the rest when I reached the exit I either got a door that simply opened and closed but didn't take me anywhere, or with auto teleports such as cave exits I got the "To" message with nothing else and then my character froze in place until I coc'd to another.
Heh most of those are locations I cut because I didn’t feel they were up to snuff for public release. Any of the cells starting with XS should be completely ready for gameplay. The cells named with pat at the start are mostly cut or wip, and there are more that are still name aaamarkersduplicates that were also wips
Well, I probably wouldn't have if the description didn't say "Adds 25+ new locations to discover.", cause I got only half and was like, okay, so where are the rest of them and realized they were either unmarked or something else since there were no map markers for them.
Anyway, it was enjoyable, pretty good dungeons, though a few of them have some little things to fix, like that door teleport in the Barrel Shack so people can get back out again without having to tcl or coc to get out.
Now I will have to check out those others, Marker Storage Units, didn't think those were actual dungeons until you said something and I went back into SSEedit and looked to see what was in there.
Right now I'm focused on Starfield mods, I've just had several Skyrim mods sitting on my PC for years. Whenever I get back into a Skyrim playthrough I always make a few more.
Well, I think I done explored everything, including all those unfinished places that were mostly just shells of what could be of dungeons. I liked that upsidedown one with the dragon, even though wasn't done it felt kinda neat.
Thanks for sharing the mod, was a pleasure to play it.
I can't find any of them on the map, so I'm not sure if they're working at all?
When you have time, could you make a list of locations or possibly show us a map? I have Hammet's and several other dungeon mods installed, and they all have map markers, which I have showing through the console command "tmm 1,0,1". When I reapplied the command, no new markers appeared.
I decided to use the oldrim version (downloaded it to see if I would get that same message I got with this one, nah, just the usual in the wrong form message) even though has the classic form 43 thing, but so far that one is working fine, played several locations so far which were short but pretty decent.
cool ty. I play in VR so my modding days may be numbered for skyrim cause of this new update if Im understanding it right. Oh well my current load order is over 1600 mods mergerd down to 254 should keep me busy for a few more playthroughs.
Half a dozen dungeons played through so far and I am really enjoying them. My computer which is just an old thinkcentre that can somehow just happen to play Skyrim though on very low settings, usually inside areas the framerate is pretty good, but some of these though have a lot of stuff laid down, like train tracks in one for instance, all individually pieced together which was really cool, but things got really choppy for me, great dungeon though, all of them so far have been good.
"some are enabled as radiant quest locations, others can only be discovered through exploration" So yeah for some I guess. Looking forward to read some more feedback from people that will try them.
29 comments
The dungeons are fun, I'll just track the mod and wait till you release a new update and reinstall it later. There are a couple of minor bugs here and there, nothing major.
~dan
Locations of the dungeons that I have found and explored so far, no pics, just text.
Aggevar (nearby to Rannveig's Fast)
Barrel Shack (between Ilinata's Deep and South Brittleshin)
Btharenzel (south of Mor Khazgur)
Buzzing Cavern (nearby the Three Sentinels outside Riften)
Derelict Mine (between Clearpine Pond and Dragonbridge)
Folrelnaar (above Bleakfalls Barrow, I had a hard time finding the entrance cave so climbed the mountain, the entrance is actually nearby to the Barrel Shack)
Frostwall Den (between Alftand and Sightless Pit)
Howling Cavern (nearby the Conjurer's Altar and the wolf den at the edge of the mountain south of Lake Ilinalta)
Ironrock Mine (look around the rocks near Lund's Hut)
Kearstor Mine (east of Bthardamz nearby to the Peryite Shrine and Wispmother lair)
Mystwind Ruin (between Twilight Sepulcher and Knifepoint Ridge)
Ncranzel (on the mountain between Hag Rock Redoubt and Markarth)
Poacher's Den (mountain north of Sleeping Tree Camp)
Now I did encounter a few problems here and there. First place I went to was the Barrel Shack and after going in found that I could not get out because the teleport marker was too far in beyond the door, so tcl'd through a little so that I could leave. Mystwind Ruin, there was this locked gate and I dropped down into the room from a higher spot and then found that I couldn't get out, was a lever but didn't seem to do anything, so I just multijumped back out the way I came. There are in some parts of dungeons some places where there is blue space showing through gaps where the pieces of the floor and corridors don't quite connect perfectly, but I have seen worse, it didn't detract from the enjoyment of the mod. If you have a weak computer like me, I had massive frame drops in Btharenzel because there are so many pieces, train tracks, each individual piece laid out, aside from that, even though linear, it was a great dungeon.
The locations were varied and kept my interest, some nice choices in design and things to fill each dungeon with. As for conflicts, I have a ton of dungeons and while some of those conflict with each other, this mod did not, the spots chosen were well thought and made sense as well. Now what I am wondering, what am I missing. Okay, so found a whole bunch of places not marked on the map.
Locations that I am seeing inside cells for in SSEedit but no Location, no map markers for :
Bernuld and Son Apothecary
Bloodrock Mine (location x=-84432.37, y=147513.78, z=-13974.93)
Clearwater Mine
Dushgar Mor
Dushgar Mor Mine
Forgotten Prison
Forgotten Sewer
Frostbite Sewer
Glacier Moor (location x=96911.91, y=142933.28, z=-13962.20)
Glacier Moor Cave (location x=100999.21, y=145456.08, z=-16101.77)
Hidden Den
Hidden Tunnel
Moonglow Mine
Moss Den
Rockbed Farm Basement
Snowpaw Cave
Soulpine Manor (location x=142085, y=-67965.24, z=13574.97)
Soulpine Manor Basement
Sunken Graveyard
Wellspring Farm
I tested each of them, since I couldn't find any of them outside because they are unmarked even when you do find them, coc'd to each interior cell location, only a few of them I could actually go back outside, the rest when I reached the exit I either got a door that simply opened and closed but didn't take me anywhere, or with auto teleports such as cave exits I got the "To" message with nothing else and then my character froze in place until I coc'd to another.
nice job finding em tho :-)
Anyway, it was enjoyable, pretty good dungeons, though a few of them have some little things to fix, like that door teleport in the Barrel Shack so people can get back out again without having to tcl or coc to get out.
Now I will have to check out those others, Marker Storage Units, didn't think those were actual dungeons until you said something and I went back into SSEedit and looked to see what was in there.
So are you still working on this mod?
Well, I think I done explored everything, including all those unfinished places that were mostly just shells of what could be of dungeons. I liked that upsidedown one with the dragon, even though wasn't done it felt kinda neat.
Thanks for sharing the mod, was a pleasure to play it.
When you have time, could you make a list of locations or possibly show us a map? I have Hammet's and several other dungeon mods installed, and they all have map markers, which I have showing through the console command "tmm 1,0,1". When I reapplied the command, no new markers appeared.
Wot ? (Wrye Bash