Reminder: READ "F.A.Q" SECTION AND "Known Issues" SECTION IN [DESCRIPTION] TAB BEFORE POSTING A QUESTION OR ISSUE. IF YOUR QUESTION OR ISSUE YOU ENCOUNTER IS ANSWERED THERE I'LL IGNORE YOUR COMMENT OR DELETE IT. PLEASE READ THE MOD DESCRIPTION TOO.
This mod REQUIRES SKSE64 to fully work. Without it the custom perk tree WONT WORK! MOD IS INCOMPATIBLE WITH HDT-SMP! Crashes? Check Known Issues or Bugs report.
If you would like to help expanding the mod's content and become co-creator then PM me! I'm always looking for any help, however minor it can be! Thanks!
Release 1.16 is up! Read the change-log for more details. Also check the image gallery. I added new screenshots to it showing new features.
FUTURE: Only expect bug fixes and minor balancing/changes. No content updates planned. A Alternative Life addon may be made in the future for this mod.
Below a little GIF showing how the mod progressed (version 1.5 | 1.7 | 1.12 | 1.13 | 1.14)
UPDATE 11-05-2025 Updated the mod to version 1.16.
!!! IMPORTANT !!! In all previous releases I had community members help me test the mod, before official update on here. This time this was impossible. Hence, this mod was only tested on my own setup and may have some issues due to this. PLEASE report any bugs you find related to missing meshes, textures or general issues. While I still have Skyrim installed and modding setup, I can fix these issues relatively fast this time, instead of 3 years in the future....
BUT before reporting - check requirements and [Known Issues]!
HDT-SMP may or may not be fixed. I replaced all MihailMods monsters skeleton/animation files with their latest standalone mod versions. According to Mihail - this should fix the issue, but as I dont have HDT-SMP in my mod list - I cannot test it. Feedback on this is welcome.
Fixed a lot of bug issues. Increased Stability and tested officially on latest Skyrim AE version. Added a lot of needed rebalancing to enemies, spells and some requirements. Now enemies wont stagger/paralyze you as much. Some also wont deal 2000 damage per hit anymore. Added ways to learn perks sooner.
Check out CHANGELOG for more. A lot of fixes and changes here. But dont expect any texture/NPC or other big changes. Like I said - I have no skills to improve the textures. Mod is also too big, and frankly, wasnt designed to become that big.... I started this mod as a simple texture swap mod for evileye mask. I later added a few spells. Then some more items. Them the Tomb etc. And now we are here. This mod was never designed with this size and complexity in mind. I added stuff live, based on current needs. Because of this this mod internally is frankly a mess, and doing any large changes and redesigns is a pain in the ass. To have a tomb redesign, split spells as a separate mod etc would be too much work. Maybe one day I'll redo this mod from scratch, knowing exactly what's the end goal. Hence - dont expect any big changes other than bugfixes in the future.
Current status and playability of the mod as of May 2025: Mod works fine with latest AE Steam release. Fixed some CTDs, so mod should be more stable.
Future: No plans for further content updates. I may do small bugfix updates or minor balance/fix updates. Dont expect any texture/mesh/quest/tomb redesign or other massive changes anymore. This mod is considered by me 'feature complete'.
I may do a Alternative Life addon, which will start you as the Tomb owner. May add a introduction quest on how you became the owner. May contain a new worldspace just for this quest. ETA unknow. May be months or years. Or never.
Contacting me I rarely visit this page lately due to IRL commitments. If you need immediate response from me or need permissions or something else write me a PM. I will see it within few hours of you posting it.
Not sure if you're gonna check this, or if we're talking about the same thing, but using the warp on floor 6 to the twisted forest (or west of the lake if you don't use the orbs to teleport), there is 4 standing stones and a skeleton with wings, there is a ritual chest on the right side of the stone altar that is there, did you mean a different spot or ritual? The only other spot is in the middle of the lake, there is a trap door to an "old crypt" next to the standing stone right next to the warp point to the lake. It's on the other side of the chest on that island.
Also thanks mod author, this mod is the reason I keep replaying skyrim instead of new vegas. Glad you're not dead, and thanks for keeping up with the mod. So far I haven't found any new incompatible mods that actually force CTD alone including overhauls like legacy of the dragonborn, magic and perk overhauls (like Ordinator that have their own skeletons) and haven't run into any issues scripting wise until I'm pushing 140+ mods, also wow reading some of the bug reports makes me rather sad, Good luck and stay strong.
you probably have a grass mod or anything like that, the trap door of floor 6 is in the lake island (lake teleport), next to the tree with the chest, gonna leave it here in case anyone else has that issue
> So far I haven't found any new incompatible mods that actually force CTD The main issue with CTDs this mod has, is mainly due to how it was initially made. This mod was my first proper one for this game and it was a learning experience for me from the start. Plus initially this was suppoused to be just a retexture mod with a few minor spells that turned into a gigantic mod. The older the feature, added back in 2018, the worse implementation it has. Internally this mod also has a LOT of junk as I would always append existing version to allow smooth updates on old saves, instead of doing proper cleaning. Many older features were designed and created using old tools and approches, which were fine 7 years ago, but nowadays no one mods like that anymore (there are better tools and ways). Frankly speaking, this mod requires a total rework from scratch using todays tools and my current modding knowledge, which increased since 2018. Trying to fix the mod as it is, is a huge task, which would require much more work than its worth it. Better to redo it. I try to patch whatever issues I encounter and whatever issues people report, but due to above + near infinite mod configuration/load orders for every player here with many obscure mods and different hardwares (some play on 2007 PCs, some on modern hardware) its usually impossible to fix crash related bugs, as they dont happen to me on my setup and on my usual mod lists. Crash logs and other sources are also super obscure and usually dont show the reason for the crash as well. So often, I can only do a blind "fix" based on google search or ideas based on reports, but I can never test them until I get another report telling me it didnt work. It doesnt help, that some people encounter no crashes at all, even after spending 12+ hours in the tomb, while others crash every 15 minutes seemingly at random spots. I understand the frustration of people, who get crashes, but there isnt much I can really help with, unless I receive proper debugging info from users (which requires modding knowledge from the user). At this point however, I can only help by giving ways to prevent crashes based on user input and list incompatibilities. Its not worth it to redo entire mod, which would take me months of working to maybe make the mod more stable/higher quality at this time. I personally dont feel the need to, have no time and frankly - not that many people play this mod anymore, and those that do, most dont get any crashes. Maybe in the future I can come back and redo this mod (or someone else does)....
you have done an amazing job, theres nothing like this mod. this is why i stuck with it despite the issues and kept it. its impossible to account for all the mod combinations but its truly impressive that despite how old this mod is you have made it still run for most people on modern skyrim.
Are you able to confirm/deny if HDT-SMP still crashes (if you are using it)? If its still an issue, it should crash on the usual spots, so exterior, floor 4 etc.
> game freezes when entering the Treasury. I havent touched the treasury at all since version 1.15. Please download a Crash Logger (https://www.nexusmods.com/skyrimspecialedition/mods/59818) and try entering the tomb while its enabled. Then see the crash log and see what is the cause. Otherwise I cant help much here.
Thank you for the response, friend, will definitely check out whether its the mobs themself or just the treasury which i think it is. ALso as i said it doesn't crash strange enough just freezes the application and goes not responding, perhaps some performance mods stops it from crashing.
Friend it seems that thus far after doing checks hdt and hdt disablled for the mob summons that were causing crashes before this version do not crash in either one. So I am not sure what is going on as i've been teleporting to different floors and have no crashes when exploring them that i've noticed. Just the trasury where you tp with the ainz ring or go into from the room before. It causing the game to simply just freeze and you can hear the monters still going on so its weird. It doesnt crash at all so i cant see the crash logger and am not running any mods except Ui mods and additem when testing.
Apparently this is some generic issue related to skyrim - google 'infinite loading time when entering a cell". Seems like the solution is to add SKSE.ini file with upped memory settings.
Good day. Okay, I'm having a problem and it's that every time I open the magic menu the game crashes (And I'm playing as a wizard haha) That said, I'm playing with a modpack and I put this mod in "by force", so if there's any specific mod that could cause this I'd appreciate knowing so I can search for it in the library.
Start a new game. Apparently, the previous game had too many "junk files" already generated. So, starting a new game is the answer. Now to enjoy this mod.
an update yes!!! that great mod definitly desserve morre downloads(fun fact it that mod that made me starte play skyrim 2 year ago ty for make me discover this great game)
2673 comments
MOD IS INCOMPATIBLE WITH HDT-SMP! Crashes? Check Known Issues or Bugs report.
FUTURE: Only expect bug fixes and minor balancing/changes. No content updates planned. A Alternative Life addon may be made in the future for this mod.
Below a little GIF showing how the mod progressed (version 1.5 | 1.7 | 1.12 | 1.13 | 1.14)
Updated the mod to version 1.16.
!!! IMPORTANT !!!
In all previous releases I had community members help me test the mod, before official update on here. This time this was impossible. Hence, this mod was only tested on my own setup and may have some issues due to this. PLEASE report any bugs you find related to missing meshes, textures or general issues. While I still have Skyrim installed and modding setup, I can fix these issues relatively fast this time, instead of 3 years in the future....
BUT before reporting - check requirements and [Known Issues]!
HDT-SMP may or may not be fixed. I replaced all MihailMods monsters skeleton/animation files with their latest standalone mod versions. According to Mihail - this should fix the issue, but as I dont have HDT-SMP in my mod list - I cannot test it. Feedback on this is welcome.
Fixed a lot of bug issues. Increased Stability and tested officially on latest Skyrim AE version.
Added a lot of needed rebalancing to enemies, spells and some requirements.
Now enemies wont stagger/paralyze you as much. Some also wont deal 2000 damage per hit anymore.
Added ways to learn perks sooner.
Check out CHANGELOG for more. A lot of fixes and changes here. But dont expect any texture/NPC or other big changes.
Like I said - I have no skills to improve the textures.
Mod is also too big, and frankly, wasnt designed to become that big....
I started this mod as a simple texture swap mod for evileye mask.
I later added a few spells. Then some more items. Them the Tomb etc. And now we are here.
This mod was never designed with this size and complexity in mind. I added stuff live, based on current needs.
Because of this this mod internally is frankly a mess, and doing any large changes and redesigns is a pain in the ass.
To have a tomb redesign, split spells as a separate mod etc would be too much work.
Maybe one day I'll redo this mod from scratch, knowing exactly what's the end goal. Hence - dont expect any big changes other than bugfixes in the future.
Current status and playability of the mod as of May 2025:
Mod works fine with latest AE Steam release. Fixed some CTDs, so mod should be more stable.
Future:
No plans for further content updates. I may do small bugfix updates or minor balance/fix updates. Dont expect any texture/mesh/quest/tomb redesign or other massive changes anymore. This mod is considered by me 'feature complete'.
I may do a Alternative Life addon, which will start you as the Tomb owner. May add a introduction quest on how you became the owner.
May contain a new worldspace just for this quest. ETA unknow. May be months or years. Or never.
Contacting me
I rarely visit this page lately due to IRL commitments. If you need immediate response from me or need permissions or something else write me a PM. I will see it within few hours of you posting it.
Also thanks mod author, this mod is the reason I keep replaying skyrim instead of new vegas. Glad you're not dead, and thanks for keeping up with the mod. So far I haven't found any new incompatible mods that actually force CTD alone including overhauls like legacy of the dragonborn, magic and perk overhauls (like Ordinator that have their own skeletons) and haven't run into any issues scripting wise until I'm pushing 140+ mods, also wow reading some of the bug reports makes me rather sad, Good luck and stay strong.
The main issue with CTDs this mod has, is mainly due to how it was initially made. This mod was my first proper one for this game and it was a learning experience for me from the start. Plus initially this was suppoused to be just a retexture mod with a few minor spells that turned into a gigantic mod. The older the feature, added back in 2018, the worse implementation it has. Internally this mod also has a LOT of junk as I would always append existing version to allow smooth updates on old saves, instead of doing proper cleaning. Many older features were designed and created using old tools and approches, which were fine 7 years ago, but nowadays no one mods like that anymore (there are better tools and ways).
Frankly speaking, this mod requires a total rework from scratch using todays tools and my current modding knowledge, which increased since 2018.
Trying to fix the mod as it is, is a huge task, which would require much more work than its worth it. Better to redo it.
I try to patch whatever issues I encounter and whatever issues people report, but due to above + near infinite mod configuration/load orders for every player here with many obscure mods and different hardwares (some play on 2007 PCs, some on modern hardware) its usually impossible to fix crash related bugs, as they dont happen to me on my setup and on my usual mod lists. Crash logs and other sources are also super obscure and usually dont show the reason for the crash as well. So often, I can only do a blind "fix" based on google search or ideas based on reports, but I can never test them until I get another report telling me it didnt work.
It doesnt help, that some people encounter no crashes at all, even after spending 12+ hours in the tomb, while others crash every 15 minutes seemingly at random spots.
I understand the frustration of people, who get crashes, but there isnt much I can really help with, unless I receive proper debugging info from users (which requires modding knowledge from the user).
At this point however, I can only help by giving ways to prevent crashes based on user input and list incompatibilities. Its not worth it to redo entire mod, which would take me months of working to maybe make the mod more stable/higher quality at this time. I personally dont feel the need to, have no time and frankly - not that many people play this mod anymore, and those that do, most dont get any crashes.
Maybe in the future I can come back and redo this mod (or someone else does)....
If its still an issue, it should crash on the usual spots, so exterior, floor 4 etc.
> game freezes when entering the Treasury.
I havent touched the treasury at all since version 1.15.
Please download a Crash Logger (https://www.nexusmods.com/skyrimspecialedition/mods/59818) and try entering the tomb while its enabled.
Then see the crash log and see what is the cause. Otherwise I cant help much here.
WIll respond soon as i am at work currently.