Would it be possible to create arches for the portals or maybe move them to the pumphouse entrance so that it has the portals lining the walls? Them just floating there is kind of odd to me. I like the concept though. Perfect for my character at the moment. My character is taking the low road to avoid the cold from frostfall. Would like to see an optional synchrony patch between this and Blackreach Railroad. Like you have to activate the portals via a quest on the railroad. the portal arkngthams portal clips in blackreach BTW. Might need to do a patch anyway. It might have something to do with the railroad mod. I think maybe that the blackreach railroad mod adds a couple of lifts throughout blackreach and one of those lifts is in front of mzulft. Doesn't affect the functionality of the portal. Just the aesthetics of it.
They're all open from the start, but some of them will be useless until you can access the relevant dungeon. For instance a couple of the portals are on cliff tops by dungeon exits: you can leave Blackreach that way and drop down into Skyrim, but to go the other way you have to go through a quest-locked dungeon.
The idea I was going for is that the travel is more convenient than running across the map, but still requires some running around.
Use 3.1 - it has a couple of extra portals which make use of the CC content, but there's no code so it doesn't care about the game version. V3 would also work, but doesn't have the extra portals.
Forgotten Seasons is an entirely new dungeon, so isn't altered by this mod. Sunder & Wraithguard just adds a zone to vanilla dungeon which already had a door in this mod, working just fine.
EDIT: I decided to update. Complete overhaul with optional support for Creation Club content.
I haven't used that mod myself, but it depends on how much it alters the existing locations. Looking at the description for the railroad, I think they should work fine together, maybe with a slight chance of objects overlapping. There won't be any major issues or game-breaking conflicts though.
I haven't yet, haven't had enough free time to make it to Blackreach Railroad yet, but everything loads up fine and doesn't seem broken. This mod's entrances seem to work fine as well. So it's a "most likely", I will get back to you as soon as I know for sure, provided I remember.
Im curious if it is compatible with this mod as well. Warbirds Dwemer Train Station. Its a bitmore expansive compared to bleach reach version. https://www.nexusmods.com/skyrimspecialedition/mods/30964
Author states he didnt see a reason why it wouldn't be in the post section but want to know for sure if anyone has verified this.
the Japhet Folly's entrance is floating (I assume there's supposed to be a boat there where it sits?) Presumably one of my mods (probably Dawn of Skyrim) moved the boat? How do I fix this?
Sorry for the late reply. Yes, the boat spawns once you reach the appropriate part of the quest, and normally remains there for the rest of the game. I simply placed a hatch on top of the existing boat and set it to appear after a certain point in that quest So either some mod has moved that boat, or removes it once the quest is complete, leaving the hatch floating.
The only fix you could really do is to remove the hatch (open the console, which is usually the key to the left of 1, then click on the hatch and type disable) if you don't plan on returning there. Without knowing the exact cause, there isn't really anything I can do.
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Sounds fantastic idea, connecting all the dwemer dungeons! Lovely mod.
The idea I was going for is that the travel is more convenient than running across the map, but still requires some running around.
EDIT: added a note in the description.
Forgotten Seasons is an entirely new dungeon, so isn't altered by this mod.Sunder & Wraithguard just adds a zone to vanilla dungeon which already had a door in this mod, working just fine.EDIT: I decided to update. Complete overhaul with optional support for Creation Club content.
Author states he didnt see a reason why it wouldn't be in the post section but want to know for sure if anyone has verified this.
Presumably one of my mods (probably Dawn of Skyrim) moved the boat? How do I fix this?
The only fix you could really do is to remove the hatch (open the console, which is usually the key to the left of 1, then click on the hatch and type disable) if you don't plan on returning there. Without knowing the exact cause, there isn't really anything I can do.