Skyrim Special Edition
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AndrealphusVIII

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AndrealphusVIII

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67 comments

  1. BlazeStryker
    BlazeStryker
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    In all honesty, the mound locations should show up the moment you look at the Dragonstone; Farengar tells you straight up it has a map of ancient dragon burial sites.
    1. neverhaveinever
      neverhaveinever
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      I think it's understandable that the player wouldn't know how to decipher the dragonstone until Delphine and Farangar translate.
  2. ronyalan
    ronyalan
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    a must have mod

    10/10
    1. AndrealphusVIII
      AndrealphusVIII
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      Thanks
  3. Meladiator
    Meladiator
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    Some of the dragons at each mound are only active during certain times during the main questline. Is it possible to add a script or something to show whether or not that dragon is, in fact, around? Delphine doesn't just sit in the bar all day and night, does she? :P
    1. AndrealphusVIII
      AndrealphusVIII
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      I'll see what I can do, but it might be hard to do, so I doubt that'll happen anytime soon. Besides the map's purpose is to only show the burial mounds, regardless if there just happens to be a dragon nearby.
  4. Shiatay
    Shiatay
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    Awesome mod, finally, the Delphine's map isn't just a useless decoration
    Also, what do you think about adding a custom map icon for dragon mound, so they can be distinguished from other dragon-related places?
    1. AndrealphusVIII
      AndrealphusVIII
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      I have little plans for further updates to this mod. If you want to do it, feel free. (see permissions)
  5. Avandalon
    Avandalon
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    When reporting masters, SSEDit does not report any actuall use for USSEP. I am just curious which if any records were forwarded?
    1. AndrealphusVIII
      AndrealphusVIII
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      IIRC some objectreferences. Been a long while since I last looked at this mod.
    2. Avandalon
      Avandalon
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      Yea I know sorry for bothering you. All I wanted to check up is if removing USSEP would be possible and SSEdit sees no problem with it
    3. AndrealphusVIII
      AndrealphusVIII
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      I'll see if I can release an update to remove the dependency tomorrow.
    4. AndrealphusVIII
      AndrealphusVIII
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      Done. v1.2 no longer requires USSEP. While I was at it, I updated the modpage to reflect my newer stance on modding.

      For context, this mod was originally created for LE, while I was still new to modding, and ported to SE without too much thought. At that point, it was still considered good practice to have a USLEEP/USSEP dependency.
    5. tattwood
      tattwood
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      • Version 1.2

        • - Removed dependency on USSEP.

      Did you forget to also update the "Requirements" tab on the Decription page? Its still listed as a required mod.

      Also, under "Main files", it says;

      Main File - Requires USSEP - ESL Flagged
    6. AndrealphusVIII
      AndrealphusVIII
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      I did remove it. Nexus seems to be slow and it isn't taking effect for some reason.

      Edit: It seems to be working now...
    7. tattwood
      tattwood
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      No problem! Just thought i'd check. I can confirm the requirements have now updated. Must have taken a while for Nexus's database to update.

      Thanks for the updated mod!
  6. Crawmak
    Crawmak
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    Can't seem to get this to work for the life of me. I've tried moving it up and down in my load order, clicking the map does nothing. Is it incompatible with AE? Or maybe incompatible with Flat World Map Framework?
    1. AndrealphusVIII
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      Do you have any mods that override Delpine's map? This sounds like a conflict.
      It should work on AE, AFAIK.
  7. JCThunder
    JCThunder
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    I always thought this , if she gives you a Map , why the Dragonborn is so stupid that doesn't use it after !??


    Good work
    1. AndrealphusVIII
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      Thanks
  8. ftwranger
    ftwranger
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    In xedit  in the location branch, the edits does not change anything from vanilla skyrim so it's safe to just delete the location branch?

    it's conflicting with granitehill village for no reason it seems

    also does this part "This mod adds map markers to all dragon burial mound around Skyrim" mean that we get duplicates if we use atlas map markers ?
    1. AndrealphusVIII
      AndrealphusVIII
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      If you can clean it using xEdit autoclean, it's safe to remove, otherwise, it is needed.

      Granite Hall and Atlas might need a patch.
    2. ftwranger
      ftwranger
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      I gave this mod lower priority to make sure granitehill village do it's thing

      but have not found conflict with atlas in xedit , they both probably add markers in different ways !

      edit: indeed there are double markers for dragon mounds but no big deal and still totally worth it !!
    3. Kedavix
      Kedavix
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      also does this part "This mod adds map markers to all dragon burial mound around Skyrim" mean that we get duplicates if we use atlas map markers ?

      @ftwranger I am not sure if you still experience this issue but you might want to consider installing Delphine's Map Reveals Dragon Mounds - Atlas Map Markers SE Patch.
    4. DEEJMASTER333
      DEEJMASTER333
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      Auto clean doesn't always clean dirty edits. Sometimes things like water flow or location references are added by the CK to a record and they function as an ITM while being technically uncleanable by QuickAutoClean.
  9. KaidanTheAccursed
    KaidanTheAccursed
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    Wow, love this mod, thank you !! I love to find dragon mounds, especially the ones at which you can see Alduin resurrect a dragon after the quest "A Blade in the Dark", but they are a bit hard to find, and Delphine's map isn't very precise. So thanks a lot :)
    1. AndrealphusVIII
      AndrealphusVIII
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      You're welcome.
  10. GammaCavy
    GammaCavy
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    Love it. Thank you!
    1. AndrealphusVIII
      AndrealphusVIII
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      Cheers!