Hey :) first of all i watched a little bit of a video on youtube and thought "yeah looks interesting., Lemme give it a try!" But then i noticed that the mod wasn't updated for a long time. Now with the anniversary update i wonder if this mod is broken or will work just fine (?)
I hope someone tried it out and has an answer for me
Hey Pinzel Yeah this mod has been out for quite some time now, and I've been on and off with one more update to fix some of the issues that still exists. Hopefully this update will be finished by the end of January next year, so stay tuned!
I've been enjoying this mod so far, though I agree with some things stated about too many hints, and the language doesn't match up with what's in the game. There are also a couple places that almost feel broken. When I got to the resting place of Hrogg, and all the levers were pulled, I could not find what to do next to get the wooden door to open. There was nothing else I could interact with, and the ghost figure just stood there doing nothing. This was actually one point where some kind of hint would've been helpful. I wound up having to use a mod that lets me clip through walls to continue.
Things broke again after I killed Montkiir. The quest ticked off the objective, but didn't continue. I don't know if all the Draugr were supposed to wake up and give me a big battle, but regardless only one woke up, and nothing happened once I killed it. I had to use console commands to advance the quest, then the same mod that let me go through walls to get out of the dungeon. Definitely still needs tweaking.
I think as far as the lore about Montkiir being dragonborn could just be tweaked to him just being a Dragon Priest since that's the armor he was wearing. Otherwise, it's an interesting dungeon with clever puzzles that I did enjoy playing.
Hey Natorni. Happy to see you enjoying the mod, even with all the conflicts with the hints and draugrs. Reading through the comments I noticed it seems like the bugs that seem to appear, do happen randomly at certain points, which still today is unknown to me and beyond my knowledge of modding to fix. The whole story of this mod is just something that I completely made up and did with some unique techniques. I do agree that telling the player that there is another Dragonborn is against the lore of Skyrim.
The dungeon is interresting, and some of the puzzle are originals (I particularly liked the hidden lever needing to jump on an urn), but i did not like it overall, as it broke immersion far too often, for too little purpose : > many PMT event (suddently a room with plenty of enemy, with the only logic being to make an ambush) > too many keys and the useless reminder that the key are important. given those key will then forever remain in inventory, and a trigger or lever would have done exactly the same, that is quite a negative. > too many messages, giving hint to the puzzle. That was the worse. suddently, it is not anymore an ancien and sinuous tomb, but even in universe deliberate recent puzzle whose purpose is to be solved, (the door will open when X puzzles are solved and a lever is pulled" "this lever open the door at the bottom of the stairs" really atmospheric , that are and the pointless message in draconic compounded the issue. And for what ? to give hint to player that are completely obvious : yes we need to solve the puzzles. > the living actor, and rather poor voice acting. not only is it hard to understand, but detracts again from the "ancien temple just now opened" mystic >the "other dragonborn" goes against ES lore. Miirak was the only DB among the dragon priests. > the master level spell rewards, triviallising some of vanillas quests
Hey QuatreYeux! I am sorry if the mod overall wasn't immersive and did go against the lore, but this mod is made up by my own imagination. Everything in the mod is made with unique functions and puzzles that I liked to use. It could have been another mod with more variety if a team would have worked on the mod, instead of just one person. Someone more professional voice actor, doing the voices. Someone that know a little more about level designing to get more variation. Someone that comes up with ideas, and so on. That is the reason why some cells look similar to each other is because I got out of ideas, time, energy, and just wanted it released.
Hi, I really enjoyed going through this temple and thought it worked really well with Better Draugr and Enemy Variations: Wenches (those two mods definitely added an extra layer of difficulty). The puzzles were challenging, and I managed to get through all of them, except one. In the main room, where there's a blue candle next to the door (same area that roxas was talking about in the last post), there's a room to the left with a pillar. After entering this room, the door immediately closes on you and I couldn't find any sort of switch or lever which would open the door again. I also tried turning the pillar, but it had no effect on the door (even when I had it in the correct position). I eventually gave up and used the console to escape the room. Was the switch actually missing, or could I just not find it?
Also, I noticed that this mod partially conflicts with Obscure's College of Winerhold, since both mods affect the room Torkir is staying it. You can still find him and talk to him, but his room looks... off ( https://steamcommunity.com/sharedfiles/filedetails/?id=1795744944 (Screenshot of Torkir's room with OCW and this mod installed)) If you have any extra time, adding a compatibility patch for these two mods would be awesome.
Nevertheless, going through this temple was an adventure, and I really appreciated the puzzles, despite getting trapped in one of the rooms.
I have killed the dragon priest then escaped... but the quest is not done for some reason... and all possible entranced collapsed, so I can't go there anymore..
I love the mod, but I'm stuck in the catacombs, i cannot find the pullbar to open the big portcullis in the main room. I already found the pillars and solved them. (Sorry for my bad english)
I think we might have gotten stuck in the same area (it's the one where you have to turn the four pillars and the main door has a blue candle next to it, right?). The pull bar (or pull circle, whatever you want to call it) is at the upper part of the room, in the area you need the Key to Puzzle Level cage. It looks like a blunted spike, and it took me at least ten minutes to find.
Really, great job man... 2-3 hours of adventure... but i am 2-3 hours, going to 4 hours ( i am not kidding) only to try found the key of the first door inside the dungeon.... amazing my lost of time... I looked up i each hole, each urn, each chest, each corpse and nothing.. I will continue... I am really a dumb, I know...
Hey moahrs I am glad you enjoy my mod! The first key is not really hard to find, it is close to the tent in the first big room you enter in the dungeon.
I know this probably has been asked to death, but I am struggling with the puzzle where you supposed to find the 4 pillars and turn them. So, I did turned them the right way and the gate didn't open?
Ah, so this is the mod that made all of the Ancient Nord Armour have weird enchantments. Nice quest, but is there a reason for these changes to the armour?
Just finished . EXCELLANT job! Between the puzzles, the Draugr with Unrelenting Force shout, and the keys it was INFURATING! Which means I greatly enjoyed it, because it wasn't a stroll in the park. Thanks again. Keep up the good work.
106 comments
first of all i watched a little bit of a video on youtube and thought "yeah looks interesting., Lemme give it a try!" But then i noticed that the mod wasn't updated for a long time. Now with the anniversary update i wonder if this mod is broken or will work just fine (?)
I hope someone tried it out and has an answer for me
kind regards
Pinzel Nico
Yeah this mod has been out for quite some time now, and I've been on and off with one more update to fix some of the issues that still exists.
Hopefully this update will be finished by the end of January next year, so stay tuned!
Cheers
SweblGustav1
Things broke again after I killed Montkiir. The quest ticked off the objective, but didn't continue. I don't know if all the Draugr were supposed to wake up and give me a big battle, but regardless only one woke up, and nothing happened once I killed it. I had to use console commands to advance the quest, then the same mod that let me go through walls to get out of the dungeon. Definitely still needs tweaking.
I think as far as the lore about Montkiir being dragonborn could just be tweaked to him just being a Dragon Priest since that's the armor he was wearing. Otherwise, it's an interesting dungeon with clever puzzles that I did enjoy playing.
Happy to see you enjoying the mod, even with all the conflicts with the hints and draugrs.
Reading through the comments I noticed it seems like the bugs that seem to appear, do happen randomly at certain points, which still today is unknown to me and beyond my knowledge of modding to fix.
The whole story of this mod is just something that I completely made up and did with some unique techniques. I do agree that telling the player that there is another Dragonborn is against the lore of Skyrim.
Either way, have a good one!
SweblGustav1
but i did not like it overall, as it broke immersion far too often, for too little purpose :
> many PMT event (suddently a room with plenty of enemy, with the only logic being to make an ambush)
> too many keys and the useless reminder that the key are important. given those key will then forever remain in inventory, and a trigger or lever would have done exactly the same, that is quite a negative.
> too many messages, giving hint to the puzzle. That was the worse. suddently, it is not anymore an ancien and sinuous tomb, but even in universe deliberate recent puzzle whose purpose is to be solved, (the door will open when X puzzles are solved and a lever is pulled" "this lever open the door at the bottom of the stairs" really atmospheric , that are and the pointless message in draconic compounded the issue. And for what ? to give hint to player that are completely obvious : yes we need to solve the puzzles.
> the living actor, and rather poor voice acting. not only is it hard to understand, but detracts again from the "ancien temple just now opened" mystic
>the "other dragonborn" goes against ES lore. Miirak was the only DB among the dragon priests.
> the master level spell rewards, triviallising some of vanillas quests
I am sorry if the mod overall wasn't immersive and did go against the lore, but this mod is made up by my own imagination. Everything in the mod is made with unique functions and puzzles that I liked to use. It could have been another mod with more variety if a team would have worked on the mod, instead of just one person. Someone more professional voice actor, doing the voices. Someone that know a little more about level designing to get more variation. Someone that comes up with ideas, and so on. That is the reason why some cells look similar to each other is because I got out of ideas, time, energy, and just wanted it released.
Either way, have a happy new year!
Cheers,
SweblGustav1
Also, I noticed that this mod partially conflicts with Obscure's College of Winerhold, since both mods affect the room Torkir is staying it. You can still find him and talk to him, but his room looks... off ( https://steamcommunity.com/sharedfiles/filedetails/?id=1795744944 (Screenshot of Torkir's room with OCW and this mod installed)) If you have any extra time, adding a compatibility patch for these two mods would be awesome.
Nevertheless, going through this temple was an adventure, and I really appreciated the puzzles, despite getting trapped in one of the rooms.
What did I miss to complete the quest?
I already found the pillars and solved them. (Sorry for my bad english)
Thanks a lot.
I am glad you enjoy my mod!
The first key is not really hard to find, it is close to the tent in the first big room you enter in the dungeon.