Update 2.0: — No more annoying message box prompting every 12 hours! Start the mod by visiting Mixwater Mill, an orc should find you there; — Evos Mils fixed during auction scene; — NPC's now have a level cap of 100; — Perk “Light Foot” now works for the traps, number of traps decreased; — Telvanni Hybrid Boots can now be found in the AHO ship; — Shower effect in the AHO ship has been nerfed; — Minor translation fixes; — Added a message box on completion of the main questline.
Optional: — A new version added: ESP file with an ESM flag, for those who need it
Visuals are beautiful, great acting, excellent new items and new places to explore. But I hate this mod because you marked each of the slave owners as essential, with no way to free the slaves. It was tedious but I manage to kill all the trash npc's slave owners you created, so maybe the ex-slaves will enjoy their undergroud utopia now. I added it to my personal theory of the lore, now we know why someone killed all the dwemer, they deserved it. I loaded a previous save just so I could go back and kill all the slave owners again. Wouldn't let me a second time... which made me so angry that I uninstalled this mod.
Fucking hate this stupid mod. Locking me into a ridiculous, shitty, multi-hour ordeal. At least Dragonborn gave me the OPTION of exiting Solstheim and going back to Skyrim. Nope! Not an option here. You're locked in with no escape, against the grain of the rest of the game and almost every other mod and DLC made for Skyrim.
Terrible. Awful. Do not recommend. And I am actively steering people I know away from this mod.
Really enjoyed the mod so far (on the last stage - visit some places on a list). Obviously a lot of effort went into it. The atmosphere and visuals were excellent.
No issues except for some reason one of the sidequests (find ring) was a bit odd. I had to use TCL to get the ring. Some interesting puzzles (teleporting rings were cool) and the traps were a nice challenge (got nailed 2x but that was fine - my fault).
I did bring two companions, but that didn't affect gameplay (though admittedly does not make sense based on the storyline). They were mainly there to help in the larger battles - purely a choice on my part (just pretended they were in hiding until needed).
For those that complain that the powerful DB could never be taken, that was the role of the amulet (a plot device). Even though it can't actually affect magic use/shouts, one has to accept that it prevents the person from fighting back while it is worn.
Update: I figured it out! The issues is with the fact that it removes all your items at the start, but it can’t remove quest items. I finished a couple of quests and used console commands to remove the last two and it worked great. Just finished. Great mod!
nah bro f*#@ this mod. It is completely broken you can't even continue with the main quests even having all the patches available in existence in planet earth. Just straight delete this shit. f*#@ it.
2801 comments
— No more annoying message box prompting every 12 hours!
Start the mod by visiting Mixwater Mill, an orc should find you there;
— Evos Mils fixed during auction scene;
— NPC's now have a level cap of 100;
— Perk “Light Foot” now works for the traps, number of traps decreased;
— Telvanni Hybrid Boots can now be found in the AHO ship;
— Shower effect in the AHO ship has been nerfed;
— Minor translation fixes;
— Added a message box on completion of the main questline.
Optional:
— A new version added: ESP file with an ESM flag, for those who need it
Terrible. Awful. Do not recommend. And I am actively steering people I know away from this mod.
No issues except for some reason one of the sidequests (find ring) was a bit odd. I had to use TCL to get the ring.
Some interesting puzzles (teleporting rings were cool) and the traps were a nice challenge (got nailed 2x but that was fine - my fault).
I did bring two companions, but that didn't affect gameplay (though admittedly does not make sense based on the storyline).
They were mainly there to help in the larger battles - purely a choice on my part (just pretended they were in hiding until needed).
For those that complain that the powerful DB could never be taken, that was the role of the amulet (a plot device). Even though it can't actually affect magic use/shouts, one has to accept that it prevents the person from fighting back while it is worn.
Help!
In other words, the issue lies in your mod list.
edit: still doesnt fucking work properly