Important! Please note that I will delete any posts that reveal spoilers! Some players might want to actually figure it out on their own without having some tool in the post section reveal how to progress the story. If you have trouble progressing, please refer to the post section on the Oldrim page to find out how to keep going without getting frustrated.
Hello Thanks for the port, didn't know it was even here, I was actually looking for something else .. Lotta chuckles at the FAQ's Downloading .. bbs to endorse
Thank you, fiskin1, for porting so many of Jokerine's mods to SE! I enjoyed this mod in LE so I was very happy to find that Icebound Crypt has been ported over to SE.
There appears to be a corrupt mesh file "_horrorker\tamira\pinwheel_green.nif" in the LE version - SSE NIF Optimizer was unable to process it.
Couple minor housekeeping issues: Open the mod in the CK and save. That will change the Form Version from 43 (LE) to 44 (SE) Clean the mod in xEdit (run SSEditQuickAutoClean.exe) to remove 23 ITMs
Thank you. So far I haven't found anything I have been wanting to port. The last one I did was the Ironback Hideout Player Home by her. Nothing else is grabbing my attention at the moment. That might change later on.
Lovely little dungeon. I did have some problems trying to get followers out of the end of the dungeon due to the pathing and water interaction. Combat in that area was iffy, as well. Also never able to have it show up as cleared on my map. Aside from those things, I have no complaints. It's held up really well. Highly recommend.
Glad you liked it. I did a quick run through myself when I converted it to make sure everything works and I didnt have any issues with combat tho. I only had one follower with me at the time and he didn't have any issues getting out. As far as it showing being cleared, it won't. Its not set up like a normal dungeon because Jokerine intended to make it a player home once all the enemies were cleared. Hope this helps. Have a good one.
It sets up the dungeon as clearable, and it would be cleared after killing The Elder, not sure if that is the correct NPC to be referenced as the boss though, would there be another more appropriate target who should have the boss reference?
I actually use Everlight and have never had an issue with either one. The Crypt is close to the cave but my companions never had an issue following me to the Crypt at all. So dont worry about that. I don't use JK so I cant comment on that. Make sure to look on the Oldrim page under the post section and Jokerine explains how to deal with the JK Skyrim issue
What load order do you use with Everlight? Does yours have priority? in xEdit the entrances share the same cell and I don't see any other conflicts, just navmeshes, but there did seem to be quite a few which might impacts NPCs and followers.
I usually use LOOT to sort my load order but I know for a fact that the entrances are not the same at all with either mod. I am not sure whats causing that but I have never had that happen in my game. I believe the last time that Everlight was loaded after the Crypt. I would try that and see what pops up on xEdit. They have never shared the same entrance in my game no matter how many times I installed them
Oh, all good. I had to run this mod and everlight through xEdit quick auto clean... Both had a number of dirty edits/itms ... after xEdit cleaned them the navmesh conflicts were all gone.
I'd suggest cleaning this mod via xEdit quick auto clean.
Glad that resolved the problem for you. There could be another mod that might be causing the navmesh issues as I don't have any probs myself. Make sure to be careful cleaning other authors mods. Sometimes xEdit does too good of a job and might break parts of it. Especially mods with scripts. Enjoy the tomb, its pretty cool.
Thank you. Jokerine was the one who wrote the FAQ, all I did was copy and paste it. Its pretty funny and thats why I decided to include it. She does that a lot in her FAQs on her other mods.
Your welcome.Its a great backstory and I enjoyed it as well. I am glad everything converted over well. Jokerine does great work and I rarely have any issues with the ones I have ported over from her. Thanks for downloading and commenting
39 comments
Thanks for the port, didn't know it was even here, I was actually looking for something else ..
Lotta chuckles at the FAQ's
Downloading .. bbs to endorse
I enjoyed this mod in LE so I was very happy to find that Icebound Crypt has been ported over to SE.
There appears to be a corrupt mesh file "_horrorker\tamira\pinwheel_green.nif" in the LE version - SSE NIF Optimizer was unable to process it.
Couple minor housekeeping issues:
Open the mod in the CK and save. That will change the Form Version from 43 (LE) to 44 (SE)
Clean the mod in xEdit (run SSEditQuickAutoClean.exe) to remove 23 ITMs
It sets up the dungeon as clearable, and it would be cleared after killing The Elder, not sure if that is the correct NPC to be referenced as the boss though, would there be another more appropriate target who should have the boss reference?
Also bummer, looks like this conflicts with Everlight - Torches of Skyrim SE... bunch of navmesh conflicts :(
Could you perhaps have a look and see if they would still be ok? https://www.nexusmods.com/skyrimspecialedition/mods/16043
I'd suggest cleaning this mod via xEdit quick auto clean.
edit: yes I see a floating knife but that's it :P
ClefJ Winterhold Patch?
Btw would you consider making this dungeon "clearable" so as to get an XP reward when used alongside the Experience mod?
The elder is the boss right? I made a clearable patch if you wanted to check it out?