Just wanted to add my voice to the chorus of "THIS IS COOL!" -- I very much enjoyed playing through it. I got both Morrowind and Oblivion vibes from it, and that made for a great experience.
Hello. Thanks a lot for the nice mod. It's a nice mod, faithful to vanilla and with a nice atmosphere. Many mods, such as CC explain with notes and letters, but this mod is the type where I can feel the story in every little thing you put there. I like this type of mod. So, I made a Japanese translation file to share this nice mod with my Japanese friends. We, the Japanese community, are using xTranslator to exchange only the xml files for translation on an external site. We believe that our method is better because we can translate only a part of the esp when it is updated. For your mod, this is the page. If you prefer the traditional method of publishing to NEXUS, I will of course follow. Can I have permission to upload the xml file to an external site? Or permission to upload to NEXUS?
Finally got around playing through this. Was looking for some suitable 'venture before retiring my current character and starting the arduous work of updating my build for the next playthrough. Came across this and remembered having filed it into the 'looks promising - play when you have the time" category. And I was not disappointed. This is a truly excellent dungeon mod.
It's also huge. There is easily enough material here for a dozen or so normal-sized delves. You could populate a fairly hefty-sized new land mod with dungeons with the effort put into the various locations featured here. All expertly crafted with some truly remarkable vistas, cool features, and with no discernible issues or bugs.
In fact, the only negative I can think of is that the mod is wasted as a simple loot and slay dungeon. As I romped my way though I kept feeling that these caves deserve fully fledged questlines and NPCs and factions. They deserve to be integrated into a large whole rather than be an isolated location you run through for loot.
This is not a critique against the author mind you, or even a call for the implementation of such features. I understand the author's reasoning for not adding those things and that it never was the goal of the project. It's merely an observation on the quality of the delves included. They deserve to be front and center of a story, not just some random place you stumble across.
Maybe some intrepid modder might develop a companion mod that ties this mod to 'Beyond Skyrim - Morrowind' once that thing finally gets released. Maybe as an alternative route there or perhaps offering an unscrupulous character with an opportunity to take over the smuggling operation. There's a lot of potential here.
In any case, the caves are certainly worth exploring. I heartily recommend this to everyone looking for a decent dungeon to delve.
Your words humble me. Thank you! I am glad you enjoyed it.
And for anyone reading this comment, you are more than welcome to make addons for this mod like radiant quests, npcs, items etc. Just give me a heads up and I'll link it to this mod page.
I just started, half hour and I already love this deeply. Unconventional, interesting, well done and lighting is super! p.s. I really feel like intruding these Dunmer criminal private quarters, the atmosphere is so real and well managed, everything, it feels really to go a bit into Morrowind. The caves are huge, diverse (lava, lakes, mushrooms, Solstheim elements...), narrow canyons, tunnels, hide-outs! You can easily miss checking some place, so it needs a careful exploration to not miss anything, and it is very satisfying when you almost give up and think you have finished and you find another little unexplored corner (just it would be good to have a dungeon "CLEAR" flag for the peace of mind :P once you really finish all). One of the best exploring experience I had in Skyrim and one of the best mods.
I have this mod on PS4 and I'm stuck in Smuggler's Vault. I was able to get in, but the only door (across from the button-operated shelf) other than the Tel Astura buildings says it requires a key and I can't get out. I've searched all of the Tel Astura area as well as Fungal Green Subterrane and have found no sign of a key, not even on the body of the Disgraced Telvanni Mage. How the heck do I get out? Edit: I used the nearby platter to clip through the locked door, so I'm not trapped anymore, but I'm not sure how I got in there in the first place with the door locked. I suspect it was MFS (Multiple Follower System) though. Going doen the trap door from the Treasury, my gaggle of followers may have pushed me through that door.
Oh sorry to hear that happened to you! Yeah, normally the vault can only be accessed once you clear Fort Velothi Pass and obtain the key from the boss. Glad to hear you made it out:)
151 comments
It really adds a lot of Morrowind to Skyrim.
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Attached to the matriarch
In the Tamriel I did not find any.
:)
It's a nice mod, faithful to vanilla and with a nice atmosphere.
Many mods, such as CC explain with notes and letters, but this mod is the type where I can feel the story in every little thing you put there. I like this type of mod.
So, I made a Japanese translation file to share this nice mod with my Japanese friends.
We, the Japanese community, are using xTranslator to exchange only the xml files for translation on an external site. We believe that our method is better because we can translate only a part of the esp when it is updated.
For your mod, this is the page.
If you prefer the traditional method of publishing to NEXUS, I will of course follow.
Can I have permission to upload the xml file to an external site?
Or permission to upload to NEXUS?
You have my permission to publish your translation to the site you linked. You can also upload it to NEXUS.
:)
It's also huge. There is easily enough material here for a dozen or so normal-sized delves. You could populate a fairly hefty-sized new land mod with dungeons with the effort put into the various locations featured here. All expertly crafted with some truly remarkable vistas, cool features, and with no discernible issues or bugs.
In fact, the only negative I can think of is that the mod is wasted as a simple loot and slay dungeon. As I romped my way though I kept feeling that these caves deserve fully fledged questlines and NPCs and factions. They deserve to be integrated into a large whole rather than be an isolated location you run through for loot.
This is not a critique against the author mind you, or even a call for the implementation of such features. I understand the author's reasoning for not adding those things and that it never was the goal of the project. It's merely an observation on the quality of the delves included. They deserve to be front and center of a story, not just some random place you stumble across.
Maybe some intrepid modder might develop a companion mod that ties this mod to 'Beyond Skyrim - Morrowind' once that thing finally gets released. Maybe as an alternative route there or perhaps offering an unscrupulous character with an opportunity to take over the smuggling operation. There's a lot of potential here.
In any case, the caves are certainly worth exploring. I heartily recommend this to everyone looking for a decent dungeon to delve.
And for anyone reading this comment, you are more than welcome to make addons for this mod like radiant quests, npcs, items etc. Just give me a heads up and I'll link it to this mod page.
:)
:)
p.s.
I really feel like intruding these Dunmer criminal private quarters, the atmosphere is so real and well managed, everything, it feels really to go a bit into Morrowind. The caves are huge, diverse (lava, lakes, mushrooms, Solstheim elements...), narrow canyons, tunnels, hide-outs! You can easily miss checking some place, so it needs a careful exploration to not miss anything, and it is very satisfying when you almost give up and think you have finished and you find another little unexplored corner (just it would be good to have a dungeon "CLEAR" flag for the peace of mind :P once you really finish all).
One of the best exploring experience I had in Skyrim and one of the best mods.
Edit: I used the nearby platter to clip through the locked door, so I'm not trapped anymore, but I'm not sure how I got in there in the first place with the door locked. I suspect it was MFS (Multiple Follower System) though. Going doen the trap door from the Treasury, my gaggle of followers may have pushed me through that door.
Yeah, normally the vault can only be accessed once you clear Fort Velothi Pass and obtain the key from the boss.
Glad to hear you made it out:)