Its was good overall. Visually great and exploration was interesting enough to keep me going. Voices were great and refreshingly different, even if i dont understand imp or goblins some of the time
The traveling, I guess its like portal but more hide and seek than puzzle.
Story ended kinda abruptly. i guess getting imp to his destination was the whole point. And after all that, instead of a sweet goodbye, you get some cryptic
Spoiler:
Show
"time is cyclical and parallel"
lines....? Quest is pretty much done by then and even the npcs are dismissive about it, why bring it up at all..? And its really not that complex that dovakiin should be forced into a confused stooge role.
Thanks for this great DLC mod! I can already tell from Youtube trailers and screenshots that I'm gonna enjoy it.
But I do have a question:How do I remove the "Imp" snail from my shoulder if I decide to pause the quest and go on about my business elsewhere?
Yesterday I bumped into those 3 khajits in the forest and found the Abandoned Grotto, but still had no idea what I was getting myself into, seeing I have installed ALL of the major available DLC mods and finding this hidden player home could be anything. I was just checking things out, and it wasn't my intent to be FORCED INTO Peyrite's realm right away... but after checking and realizing my last save happened almost 2 HOURS ago, I had no other choice but to leave that parallel dimension and resume my regular gameplay, just to realize some 30 minutes later that the SNAIL still hung on to my shoulder (I play first person, so I couldn't know).
So I want him out. I tried everything. I see he counts as a "miscelaneous" item and cannot be un-equipped. Will he really stay there till I decide to go back and finish the quest? :(
I'm still exploring, and didn't want to commit to god-knows how many hours into a quest. Something similar just happened to me last week when I was forced into the DLC quest "Project PAHO" and couldn't escape, so I rerolled to a previous save and just avoided the Mixwater Mill area for now.
Please help me out? :( Again, nothing against the mod, as you guys truly did a great job here. I just want to remove the snail and choose when I want to do the quest some other time.Thank you for your consideration.
++ SPOILER-FREE ++ 3/10. Avoid this one. It’s a shame because it’s clear that a lot of time, effort, and passion went into this. Unfortunately, it just falls flat at nearly every turn. I played this as part of the Lost Legacy modpack, so there may have been mod interactions that impacted my experience. However, I feel this was likely a relatively typical playthrough. Visuals: 7/10 The one standout success of Carved Brink is its visual design. Every area in the mod meets or exceeds vanilla Skyrim’s standard of decoration. That said, the first main area overstays its welcome, while the three final areas—despite being the most visually interesting—are woefully underused. While impressive, the visuals fall into the familiar trap seen in many Skyrim quest mods: everything is shiny, bioluminescent, and covered in mushrooms. It’s visually appealing but feels deeply unoriginal and, frankly, boring. Story and Characters: 5/10 The voice acting is of good overall quality but is let down by incredibly annoying writing. It feels like the dialogue is trying desperately to sound clever, yet it comes across as cringeworthy. The story isn’t particularly complex, though it tries to present itself as a mind-bending tale. Ultimately, I was more intrigued by the "hook" camp than by the actual storyline. I couldn’t remember a single character’s name after finishing the mod, which says a lot. Level Design: 2/10 Unfortunately, good-looking environments don’t automatically translate to enjoyable gameplay. The teleportation mechanic, while initially fun, quickly overstays its welcome. Making it a Z-key ability rather than a normal spell might have improved this aspect significantly. The areas themselves are labyrinthine, with no useful information provided by the in-game map. This issue is only compounded by the teleportation mechanic. Ironically, the one section that was an actual maze turned out to be the easiest area to navigate. Gameplay: 3/10 The gameplay suffers from a severe lack of variety. Enemy types are extremely limited, with 90% of the mod recycling the same three enemies over and over—none of which are visually new or unique. The frequent teleportation of enemies directly into your face becomes tedious very quickly, especially if you’re using a modpack with increased difficulty. The final boss, unfortunately, is also utterly underwhelming. The player home, while aesthetically pleasing, is far too remote to be of any practical use. Another issue, at least for me, was the lack of clear telegraphing. I stumbled into the mod accidentally while wandering off the side of the road, thinking it was a minor quest mod. The biggest problem, however, is the sheer size of the mod. It’s hours upon hours of content, yet very little of it feels novel or engaging. To make matters worse, finding your way back to the overworld is unnecessarily difficult. General Game Balance: 0/10 The mod is overstuffed with high-value items and rare potion ingredients. If you grab everything of value, you’ll never need Gold again. The room filled with literal piles of gold is the icing on the cake. Final Thoughts Despite its visual polish, Carved Brink is ultimately a tedious and uninspired experience. Unless you’re purely after some nice scenery, this one isn’t worth your time.
Should probably knock a point off of Characters, purely for Imp. An obnoxious accent and dialect that I don't even think is used correctly, as well as being even more obnoxiously loud.
This was generally a nice play, I don't think it has any replay value though. The teleportation system quickly grows old. Would be really nice with some immersive dialogue half-way through to let the Imp teleport you out into Tamriel (I'm guessing he can??), inventory quickly gets a mess from the insane amounts of loot and materials everywhere.
Major props to the small villages you wander through however! I loved the design of all huts and voiced NPCs. Seeing all the architecture and ruins was a big positive as well. Found no bugs throughout.
I think the best way to experience this mod would be mid-game. The scaling was way off for me as a low-level character. Imp practically soloed the very end content.
(Minor spoiler.) Same enemies spawn in, over and over and over again. Skeletons and the Seekers quickly become a tedious task. I was just about to call it quits in the big room before the ending, but to my luck saw the entrance.
Going through it right now, but by the Nine, it's dull. The best aspect so far is the fact that I had to kill a couple of khajiit to start it. I hate khajiit.
The good news about this is that it doesn't contain the annoying NPCs and the forced start of Project A-Hole (so called because everyone in it is an a-hole). So the creators did learn a couple of things about creating a major quest mod that won't have you tearing your hair out. That being said, I wish there was a little bit of an alert telling you that you're starting a major quest mod. This isn't only a problem with this and Project A-Hole. During one playthrough, I accidentally advanced to the fourth act of Vigilant because it made stabbing someone in the head sound like fun. Still haven't been through the first three acts.
Graphic design looks terrific, but gameplay is seriously lacking. That seems to be the common theme here among commenters.
Not going to lie, this is an awesome mod but the travel between locations is driving me nuts. I am stressed out about it. I have uninstalled it but still kudos to the maker.
Thank you, this was driving me nuts, finally found it to be carved brink and checked the mod page here to see if I was the only one, glad to see I am not. All who use this mod i have 137 plugins and this mod has caused my npcs to not have regular conversations. Disabling it for the time being will fix it, shame I was really excited to use this quest mod.
A personal fix, it works for me. Take it or leave it, no support or explanations here. http://www.mediafire.com/file/rjmslvgcpzwuam3/Goblands_Fixes.7z/file
I have the same bug but it is causing followers to stand in one spot with HPGSceneXX showing up in NFF as well (might have yours as well but haven't noticed yet?). I am very irritated by it, hopefully you big fix will help. Probably even more mad the creators don't seem to give a s*** their mod creates a major MAJOR bug. Not so far into my save so might restart without CB if it does not work.
soo.............. theres supposed to be a button? a switch? for the Tariazo fix? Im not seeing anything at all o.o and all my NPCs and followers wont move.
@ erenoth02 There's a readme in the file, it says 'trigger' but that's not a button, it's a 'trigger box' you need to walk into. But IMO you have a bigger problem which isn't caused by this mod, I don't think that my little fix could help you. Should I guess, I'd say disabled AI or collisions.
It began after I installed this mod, I should have clarified, guards are still moving, npcs from 3DNPC are still moving, but it seems to target sellers and quest npcs I can interact with them, they all go to bed on time and they all wake up and return to assigned areas I'm assuming? but once they're in place they stop and wont move or interact with anyone except for me.
I started the first quest and after I got the grotto key my followers and other NPC's started moving again, but once again they returned to the same traits my followers stopped following me shopkeepers and quest NPC's wont move from their assigned spots.
At bokajon: Yes I tried it & it seemed to work. Also seemed to fix a tenancy to CTD after about 2 hours which I assume was related to the NPCs getting bugged out. Started a totally new save w/o CB after I finished the mod just b/c I didn't want to get long into a playthrough & have something else come up because if this problem, so I can't say what effects this all might have down the road.
I tried this mod as part of "Gate To Sovngarde"and i am currently quite frustrated because the mod was extremely buggy to me right from the get-go.
The main story regarding the strange is currently bugged and stacked- i wasn’t even presented with the first choice he gives you. I finished the quest "An Unexpected Treasure" and got through the maze grabbing only the ring.
So after lots of frustration traversing the place (the game kept throwing me back into doors and other pillar i had already passed) i found my way to the abandoned grotto with the original portal and got out to skyrim.
After getting out the game plays for like 10 seconds and then in throws me in some random skyrim location, where i get stuck in the air and eventually fall to death.... This keeps happening no matter what i do.
Please help as my saved game is currently unplayable like this
710 comments
Short walkthrough videos for finding certain locations:
https://www.youtube.com/watch?v=hMRFhmOff40&list=PL-2gmVHHrMhpxE5EcycFkXapG5WDMbI7L
Discord: https://discord.gg/XpvnpYS
The traveling, I guess its like portal but more hide and seek than puzzle.
Story ended kinda abruptly. i guess getting imp to his destination was the
whole point. And after all that, instead of a sweet goodbye, you get
some cryptic
much done by then and even the npcs are dismissive about it, why bring
it up at all..? And its really not that complex that dovakiin should be
forced into a confused stooge role.
Also I would like a toad suit.
But I do have a question:How do I remove the "Imp" snail from my shoulder if I decide to pause the quest and go on about my business elsewhere?
Yesterday I bumped into those 3 khajits in the forest and found the Abandoned Grotto, but still had no idea what I was getting myself into, seeing I have installed ALL of the major available DLC mods and finding this hidden player home could be anything. I was just checking things out, and it wasn't my intent to be FORCED INTO Peyrite's realm right away... but after checking and realizing my last save happened almost 2 HOURS ago, I had no other choice but to leave that parallel dimension and resume my regular gameplay, just to realize some 30 minutes later that the SNAIL still hung on to my shoulder (I play first person, so I couldn't know).
So I want him out.
I tried everything. I see he counts as a "miscelaneous" item and cannot be un-equipped. Will he really stay there till I decide to go back and finish the quest? :(
I'm still exploring, and didn't want to commit to god-knows how many hours into a quest. Something similar just happened to me last week when I was forced into the DLC quest "Project PAHO" and couldn't escape, so I rerolled to a previous save and just avoided the Mixwater Mill area for now.
Please help me out? :(
Again, nothing against the mod, as you guys truly did a great job here. I just want to remove the snail and choose when I want to do the quest some other time.Thank you for your consideration.
3/10. Avoid this one.
It’s a shame because it’s clear that a lot of time, effort, and passion went into this. Unfortunately, it just falls flat at nearly every turn.
I played this as part of the Lost Legacy modpack, so there may have been mod interactions that impacted my experience. However, I feel this was likely a relatively typical playthrough.
Visuals: 7/10
The one standout success of Carved Brink is its visual design. Every area in the mod meets or exceeds vanilla Skyrim’s standard of decoration. That said, the first main area overstays its welcome, while the three final areas—despite being the most visually interesting—are woefully underused.
While impressive, the visuals fall into the familiar trap seen in many Skyrim quest mods: everything is shiny, bioluminescent, and covered in mushrooms. It’s visually appealing but feels deeply unoriginal and, frankly, boring.
Story and Characters: 5/10
The voice acting is of good overall quality but is let down by incredibly annoying writing. It feels like the dialogue is trying desperately to sound clever, yet it comes across as cringeworthy.
The story isn’t particularly complex, though it tries to present itself as a mind-bending tale. Ultimately, I was more intrigued by the "hook" camp than by the actual storyline. I couldn’t remember a single character’s name after finishing the mod, which says a lot.
Level Design: 2/10
Unfortunately, good-looking environments don’t automatically translate to enjoyable gameplay. The teleportation mechanic, while initially fun, quickly overstays its welcome. Making it a Z-key ability rather than a normal spell might have improved this aspect significantly.
The areas themselves are labyrinthine, with no useful information provided by the in-game map. This issue is only compounded by the teleportation mechanic. Ironically, the one section that was an actual maze turned out to be the easiest area to navigate.
Gameplay: 3/10
The gameplay suffers from a severe lack of variety. Enemy types are extremely limited, with 90% of the mod recycling the same three enemies over and over—none of which are visually new or unique. The frequent teleportation of enemies directly into your face becomes tedious very quickly, especially if you’re using a modpack with increased difficulty. The final boss, unfortunately, is also utterly underwhelming.
The player home, while aesthetically pleasing, is far too remote to be of any practical use.
Another issue, at least for me, was the lack of clear telegraphing. I stumbled into the mod accidentally while wandering off the side of the road, thinking it was a minor quest mod.
The biggest problem, however, is the sheer size of the mod. It’s hours upon hours of content, yet very little of it feels novel or engaging. To make matters worse, finding your way back to the overworld is unnecessarily difficult.
General Game Balance: 0/10
The mod is overstuffed with high-value items and rare potion ingredients. If you grab everything of value, you’ll never need Gold again. The room filled with literal piles of gold is the icing on the cake.
Final Thoughts
Despite its visual polish, Carved Brink is ultimately a tedious and uninspired experience. Unless you’re purely after some nice scenery, this one isn’t worth your time.
Major props to the small villages you wander through however! I loved the design of all huts and voiced NPCs.
Seeing all the architecture and ruins was a big positive as well. Found no bugs throughout.
I think the best way to experience this mod would be mid-game. The scaling was way off for me as a low-level character. Imp practically soloed the very end content.
(Minor spoiler.)
Same enemies spawn in, over and over and over again. Skeletons and the Seekers quickly become a tedious task. I was just about to call it quits in the big room before the ending, but to my luck saw the entrance.
The good news about this is that it doesn't contain the annoying NPCs and the forced start of Project A-Hole (so called because everyone in it is an a-hole). So the creators did learn a couple of things about creating a major quest mod that won't have you tearing your hair out. That being said, I wish there was a little bit of an alert telling you that you're starting a major quest mod. This isn't only a problem with this and Project A-Hole. During one playthrough, I accidentally advanced to the fourth act of Vigilant because it made stabbing someone in the head sound like fun. Still haven't been through the first three acts.
Graphic design looks terrific, but gameplay is seriously lacking. That seems to be the common theme here among commenters.
I found it out because they didn't say their usual hellos when you get near, and didn't get involved in the random city conversation scenes.
http://www.mediafire.com/file/rjmslvgcpzwuam3/Goblands_Fixes.7z/file
There's a readme in the file, it says 'trigger' but that's not a button, it's a 'trigger box' you need to walk into.
But IMO you have a bigger problem which isn't caused by this mod, I don't think that my little fix could help you.
Should I guess, I'd say disabled AI or collisions.
I started the first quest and after I got the grotto key my followers and other NPC's started moving again, but once again they returned to the same traits my followers stopped following me shopkeepers and quest NPC's wont move from their assigned spots.
The file is available, you can try.
If it does the trick, fine.
If it doesn't, you won't be worse off.
right from the get-go.
The main story regarding the strange is currently bugged and stacked- i wasn’t
even presented with the first choice he gives you.
I finished the quest "An Unexpected Treasure" and got through the
maze grabbing only the ring.
So after lots of frustration traversing the place (the game kept throwing me
back into doors and other pillar i had already passed) i found my way to the
abandoned grotto with the original portal and got out to skyrim.
After getting out the game plays for like 10 seconds and then in throws me in
some random skyrim location, where i get stuck in the air and eventually fall
to death.... This keeps happening no matter what i do.
Please help as my saved game is currently unplayable like this