I couldn't find the key. But I was jumping around, checking high ledges for keys near the entrance to the boiler room, when I suddenly found myself inside the fortress. Don't know if that was a bug or a feature. Anyway, I ran around the fortress like a rat in a maze for about half an hour, and I found a lot if interesting stuff, but not the way back to the main entrance, so I am just camping out in Mzark's Tower until I have a chance to explore some more.
Honestly, I don’t know if I can recommend this one. Mytrick for getting in only worked once, now you just die. I found many locked doors and no keys anywhere. I got in the second time with the help of Dragonskin and some crazy fire protection. The place is a big, confusing maze. It has everything you might want in a player home, except for a garden. There is a lift to the surface. Also a big mine and a great hoard of pre-charged soul stones. I looted the place and don’t plan on going back anytime soon. (Also, I’m still playing v 1.5.97 and don’t know how it works with the latest update.) If you’re planning to spend a lot of time in Blackreach, I woud recommend JK's Sinderion's Field Laboratory instead. If you start the game as a Necromancer (using Alternate Start), that’s where you start, which is pretty cool.
Having left the place for awhile, I came back and found the entrance blocked with all those nasty traps, which had respawned in my absence. As a player home, this is way too much trouble. I can't recommend it.
I think mine is glitched out. I use the entrance next to the overseer farm house and there is no way to lower the bridge. The ground looks to be glitched out as well. Any help would be appreciated.
An imaginative and elaborate mod that is a blast to explore! Rather like running through a dwemerized hamster habitat with clever internal hazards and puzzles.
The scale and complexity of external architecture blends in perfectly with the ethos of Blackreach, making it not just lore friendly but lore enhancing in addition to providing unique and picturesque views of the world cavern. The constant noise of that many working animunculi was immersive, perhaps more than intended. Tonal architects? Bhah, more like din makers. Perhaps the incessant racket would have motivated the dwemer to invent noise-cancellation devices and may have prompted their development of telepathy.
Clever use of vanilla assets, although the mix of nord and dwemer elements left me confused as to the history of the place.
Suggestions: 1. Add a toggle for the machines to put them in an idle state - just for some peace and quiet. Could even add a device that dampens their noise (although scripting may be challenging) 2. Add notes or journals in the various rooms you "unlock" to provide back story. Even a book of dwemer poetry on the outside balcony.
This place is massive, the word huge doesn't do it justice. It is loaded with all sorts of Dwemer defenses: dozens of Centurions, Spiders and Spheres, but they are all friendly and for your defense. The thing I like with this mod is a mine shaft with more ore veins than you'll ever find anywhere in Skyrim. If you read the Mod Author's plans for his mod he envisioned armies of attackers. That part he never finished. He hasn't done any work on his mod in a couple of years and apparently he has abandoned it. He clearly bit off more than he could chew.
Be careful to not fall off any of the walkways. It is a long ways down and there is no way up.
There is all kinds of room for followers but a dark cave isn't where I would want to leave my followers. There are a lot better places.
Getting in is difficult. The main entrance in Blackreach is next to the Farm Overseer's house., near the Tower of Mzark. The Author put a faint red enemy dot to mark the entrance, that you can see on your compass from anywhere in Blackreach. Just head to the red dot.If you go threw the front door you will be faced with all of the defenses he built for his armies of attackers. If you go around behind the Farm Overseers House you will find a secret entrance. Use that entrance. Also if you enter from the Skyrim entrance a bit west of Fort Fellhamer and wander around through the seemingly endless mine tunnels you can find a door at the end of one of the tunnels that leads to several master locked doors with levers that will open doors and drop bridges that will let you get in to Blackreach.
Thank you for the review. It is unfortunate that this was never finished. Its not that I bit off more than I can chew, its that I dreamt bigger than the game engine tool was designed to handle. What I have created already is pushing the limits; even with all the optimization tricks. A massive AI scripted army crashed the game before it became an army(unreleased). I can guarantee that when the next elder scrolls comes out, I'll be pushing that to the limit too with something awesome. :)
The total lack of explanation on stopping the spinning blades is ruining it for me. I cant have followers because they can't get through the defenses. no matter what I do, one set of blades or another keeps going....
EDIT: leave the followers behind and pull the two levers on either side of the open door. boom.
Uh, how do you get in? I found my way to a gate in the boiler room... and what appears to be the only lever that can open the gate is on the other side of the gate.
I haven't found a way to get in to the Fortress other than to go through the front door in Blackreach and suffer the defenses, which you can shut off once your in. If you hurry you can get in before some of the defenses fully deploy,
It is a real hassle to get in. If your gone long enough the place will reset and you have to go through the same hassle all over again. I recommend finding a mod that will let you establish your own teleport to location so that you can just teleport in when you want. I use the Cheat Room for that, that you can get off of the Bethesda web cite.
this looks great i decided to see were your development goes from here since theres armies and quests in the future i'll hold off on the DL. cant wait to see what you do.
28 comments
The scale and complexity of external architecture blends in perfectly with the ethos of Blackreach, making it not just lore friendly but lore enhancing in addition to providing unique and picturesque views of the world cavern.
The constant noise of that many working animunculi was immersive, perhaps more than intended.
Tonal architects? Bhah, more like din makers.
Perhaps the incessant racket would have motivated the dwemer to invent noise-cancellation devices and may have prompted their development of telepathy.
Clever use of vanilla assets, although the mix of nord and dwemer elements left me confused as to the history of the place.
Suggestions:
1. Add a toggle for the machines to put them in an idle state - just for some peace and quiet. Could even add a device that dampens their noise (although scripting may be challenging)
2. Add notes or journals in the various rooms you "unlock" to provide back story. Even a book of dwemer poetry on the outside balcony.
Great work, endorsed.
Unistalled after 2 minutes
Be careful to not fall off any of the walkways. It is a long ways down and there is no way up.
There is all kinds of room for followers but a dark cave isn't where I would want to leave my followers. There are a lot better places.
Getting in is difficult. The main entrance in Blackreach is next to the Farm Overseer's house., near the Tower of Mzark. The Author put a faint red enemy dot to mark the entrance, that you can see on your compass from anywhere in Blackreach. Just head to the red dot.If you go threw the front door you will be faced with all of the defenses he built for his armies of attackers. If you go around behind the Farm Overseers House you will find a secret entrance. Use that entrance. Also if you enter from the Skyrim entrance a bit west of Fort Fellhamer and wander around through the seemingly endless mine tunnels you can find a door at the end of one of the tunnels that leads to several master locked doors with levers that will open doors and drop bridges that will let you get in to Blackreach.
EDIT: leave the followers behind and pull the two levers on either side of the open door. boom.
It is a real hassle to get in. If your gone long enough the place will reset and you have to go through the same hassle all over again. I recommend finding a mod that will let you establish your own teleport to location so that you can just teleport in when you want. I use the Cheat Room for that, that you can get off of the Bethesda web cite.