This started out fun, but QUICKLY became the most tedious questline I have ever played. After 3 hours of torture, I decided to just quit the quesstline.
Now that stupid Imp is stuck on my shoulder, with no way of getting him of!
ALSO, THIS QUERSTLINE IS FILLED WITH TOO MUCH LOOT.
IF YOU WANT TO CHALLANGE YOURSELF EVEN A LITTLE, STAY AWAY! I dropped everything in the river, ruins everythign you worked hard for.
++ 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.
I downladed it and regreat it after 30 min of the main quest, this is a large quest and in my case I'm playing on survivor mode and the quest at some points desn't let your caracter to rest son the missions become increasingly thoughter, also there is no almost food so become hungry is a nightmare too.
At first the quest line feels great, that feeling is lost very quick.
I downloaded this as part of a mod pack and found the imp. He's constantly on my shoulder and have no idea how to remove him but he's bugging me in 3rd person even though he doesn't talk. How do I remove him? Is there a way to do so with console commands? Also, if I ever decide to go through with it and play it, about how long is it the quest?
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.
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.
716 comments
Short walkthrough videos for finding certain locations:
https://www.youtube.com/watch?v=hMRFhmOff40&list=PL-2gmVHHrMhpxE5EcycFkXapG5WDMbI7L
Discord: https://discord.gg/XpvnpYS
fun caracthers
good voice acting
decent writing
a maze that gave me severe nausea in real life
extreemly impressive ^^
After 3 hours of torture, I decided to just quit the quesstline.
Now that stupid Imp is stuck on my shoulder, with no way of getting him of!
ALSO, THIS QUERSTLINE IS FILLED WITH TOO MUCH LOOT.
IF YOU WANT TO CHALLANGE YOURSELF EVEN A LITTLE, STAY AWAY!
I dropped everything in the river, ruins everythign you worked hard for.
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.
At first the quest line feels great, that feeling is lost very quick.
setstage HPGQ01 20
This should allow you to interact with the Peace Pipe and move on with the quest.
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.
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.