If you're updating from a previous version it may work better if you uninstall and do a fresh install. The update contains all the files and I had to do that on the Xbox One version to get it to work properly, some of the enemies just wasn't spawning. The enhanced and insane version of this is also on Bethesda.net for the xbox one, please keep all comments and concerns here.
So I want to start by saying that I really enjoy this mod. Skyrim really needs more combat heavy areas.
That said, I do have some minor critiques, as the dungeon is somewhat repetitive and tedious.
- First off, there are way too many locked doors. I get that they add to the difficulty of the dungeon, but really it ends up detracting from the whole experience by breaking the flow of both combat and exploration by having to stop every two minutes to unlock a door. It can become extremely dull having to do that damn lockpicking minigame all the time. The main difficulty of the mod should come from the combat.
- There should be some more variety in the dungeon enemies. It gets real old real fast having to fight the same two undead dudes multiple times. Maybe add some skeletons and/or daedra into the mix, or at the very least vary the appearances of the draugr (ie a female draugr here, a few unarmored draugr over there).
- The halls and most of the rooms of the dungeon are very... sparse. Maybe add some more decorations (like banners, furniture, etc.) or even some traps? For example, maybe add a battering ram or some swinging blades in one of the hallways, and a couple of dart traps and oil slicks in the larger rooms.
- Finally, and this is really more of a minor grammar nitpick, but every instance of "too" in the books and letters should be changed to, well, "to".
I can confirm this comment (except the enjoyment), I didn't finish the mod but I had this very same impression just after clearing first few rooms. I felt no atmosphere at all, and this is the most important thing in skyrim, since it's the best thing in this game, to feel there (for me at least), for combo-skill-combat there are better games, of which I honestly had enough. This is really just a lot of identical rooms filled with dozens of draugrs, too many locked doors, I will try again maybe after I finished all other mods that give a better first impression. I'm more a EasierRider's Dungeon type guy.
I really enjoyed this, very combat heavy with some good questing. My only trouble was not being able to pick up the gatekeepers key. He was at the head of the 30 or so mobs. He was nowhere to be found after killing the pack. used console to spawn it. Thanks for all your work Shapachan
A very challenging ride! Lvl 45, no mega-equipment, six followers same lvl. Did a lot of kiting w/iron arrows. Died a lot, too.
A couple of problems, however. In the catacombs, I targeted the Keeper, hoping that the rest of the guardians would fall when he did. By the time I finished them all off, the Keeper and his item were gone. I used player.additem to spawn the special item, and all was well.
More importantly, the final boss ran off, stopped near Kynesgrove, and we killed it there. The quest did not update properly. The quest is in the shadowed, "completed" quest list in the player journal, but the final boss is not listed as killed. Will you please tell me how I can fix this? All of these books are stuck in my inventory. Thanks!
Seems this mod somehow causes invisible lightning runes to be placed in some random places on the map. I didn't even get to try the mod. Just finished up my load order, finally started to play, and got instakilled by a lightning rune in Helgen Keep. Brushed it off because Skyrim and kept going. Happened again in Dragon's Reach a little later. Was a bit pissed at this point. Started turning off 1 mod at a time until I got to this one, and the runes disappeared. Made a little video for evidence. I don't expect this to be updated, or anyone to care, but if someone else ends up having a similar problem, maybe they'll stumble upon my post and at least have some answers.
Thanks for the kudos and confirming! I don't know enough about modding to say whether this is possible because of some weird interaction between mods, or whether it is as you say, the author trolling.
Its likely not the author trolling, its probably just the effects of a lesser known bug (i don't know if bug is the right word). See https://forums.nexusmods.com/index.php?/topic/6454671-invisible-lightning-runes/ for more details, but essentially what happens from my understanding is if the mod uses TrapRuneLightningProjectile instead of RuneLightningTrap in the wrong place and vice versa it will trigger this issue.
Indeed we can see they have a number of these placed with refid's xx00485a, xx00485d, xx00485e, xx00485f, xx004860, and xx004861.
But... I think there is more to this bug? It seems no matter what I do to the rune, the rune xx00485d has issues and I don't think its related to the rune itself, and is more about the placement in the dungeon. If you go into xedit and set it to ignored + initially disabled the rune in dragonsreach disappears. I don't know where the other invisible runes are: you mentioned helgan keep (and so did a poster in that thread i linked) but i'm not sure where. But if I delete this rune in the CK and drop down a new rune, rather its the Trap or normal version I still get the same problem in dragonsreach.
I think it just might be the creation-engine being the buggy mess that it is. In my own game I might just end up disabling all of these runes.
The 3 I've been able to experience was Dragonsreach, Helgen Keep, Fort Hraggstad (I think from this mod), and even in Bruma and Falskaar believe it or not
I didn't have internet for awhile and now that I've returned I've checked the warehousetrap cell, it has zero edits to it, no * by it. I know I copied a few things from it. Obviously I didn't change a thing in it as indicated by the lack of the *.
Wild edits: Checked.
The runes themselves... first off the runes isn't actually what I wanted but I just couldn't get the blade traps to work no matter how many times I tried copying the whole set-up from the warehouse cell, they just didn't wanna work. But it took over a year for any of this invisible traps to seem to appear and during that time I was playing offline a lot (IE my Skyrim was never updated) and never not once during my playthroughs I experienced any. During this time the outdatedness of my PC results in Skyrim being quite laggy on my PC and I've more or less shifted to playing on the Xbox one and I've ported this over to the Xbox one. I have encountered them in each of the mentioned locations and a couple of non mentioned locations, pretty sure I found them all. My theory is it appeared after an 'update' which I myself didn't do. As for the delete and then drop the right one method, a little strange that the problem isn't solved that way but there is a more efficient method actually... select the item and hit Ctrl+F, this does a search and gives you a drop down menu of what can replace selected object. May or may not actually solve the problem, that all relates to the creation engine being what it is though but that's how stuff is meant to be replaced. I will try and test that. Since I have three versions of this mod it will take a little while to get them all updated and if it doesn't work I'll just have to delete them. And the final Objective of the quest not being marked as completed is already solved so that'll be included either way the results go.
Status: Resolved (edited).
Edit: Replace option with correct rune fails to solve the problem, didn't think it would but never know unless you try. Will be removing them. I'm gonna be making a few other tweaks as well though, the esp that is for the insane version already has a few tweaks including uncrowding the Catacombs and also adding a second Gatekeeper. Just have to distribute all of that to the other esps.
I really like this dungeon, but I wanted to make a small request. It seems a bit odd that you'll get this quest, which is intended for characters level 40 or higher, at level 1. Would be be possible to just place the letter that starts the quest in an inn somewhere (Ivarstead would probably work), instead of having it delivered by courier? This way, you could start the quest when you're ready, and not have the quest bloat your quest log for most of the game.
Thx for the update, clean and conflicts gone. The provincial courier one is tricky, both changes can't be forwarded into a patch since one changes the condition to AND, while yours is OR.
I'll try to find a solution to patch it.
EDIT:
The wise men in discord xEdit said a patch between the two mods would look be this. I can make make one if you like?
Subject.GetIsAliasRef AND Subject.GetVMQuestVariable AND Quest Alias.GetItemCount OR Subject.GetGlobalValue OR
Lets see here in your very last post which was AFTER I posted my last updates you was claiming THAT version had over a hundred ITMs which I knew was false and now you're saying everything is clean now... when I haven't updated ANYTHING since then? You know I really don't have much else to say. Your reliability in my eyes after that is zero and I was on a discord while making this mod and nothing they actually told me worked. Some of it was close, even very close but none of it actually worked 'how' I was told.
So lets assume it is those 4 lines that it takes... 1, 3, and 4 is already EXACTLY how mine is. But... NONE of the other courier lines use your line 2 and I have no reason too trust you.
Seriously folks.... This mod is not for milk drinkers. The dungeon is difficult but everything is there for you to solve it. There are many leveled locks inside set at expert and master. I highly recommend filling the full right hand side of the lock picking perk tree through master locks and taking the locksmith and unbreakable perks at a minimum.
There are a couple of items that are particularly well hidden. So, make sure to look at things from all angles. This mod uses vanilla assets but is not a vanilla dungeon.
The enemies within are well thought out and do very high damage. If you can't beat Karstaag without dying repeatedly then you better buff your build before venturing into Vodahmin Qoth!
Thanks to Gr8Zomb for a great challenge and for allowing me the honor of testing this mod. I had a blast! Adventure on friends
I'll bet ORS (Oblivion Realm Series) will give this mod a run for its money though... ORS is by far the TOUGHEST dungeon mod series I've ever played... Downloading for use in a future playthrough regardless...
I just realized I left that out of the new one. Was making an insane version for a friend and self, making sure the back up checks out before I update file.
39 comments
That said, I do have some minor critiques, as the dungeon is somewhat repetitive and tedious.
- First off, there are way too many locked doors. I get that they add to the difficulty of the dungeon, but really it ends up detracting from the whole experience by breaking the flow of both combat and exploration by having to stop every two minutes to unlock a door. It can become extremely dull having to do that damn lockpicking minigame all the time. The main difficulty of the mod should come from the combat.
- There should be some more variety in the dungeon enemies. It gets real old real fast having to fight the same two undead dudes multiple times. Maybe add some skeletons and/or daedra into the mix, or at the very least vary the appearances of the draugr (ie a female draugr here, a few unarmored draugr over there).
- The halls and most of the rooms of the dungeon are very... sparse. Maybe add some more decorations (like banners, furniture, etc.) or even some traps? For example, maybe add a battering ram or some swinging blades in one of the hallways, and a couple of dart traps and oil slicks in the larger rooms.
- Finally, and this is really more of a minor grammar nitpick, but every instance of "too" in the books and letters should be changed to, well, "to".
I felt no atmosphere at all, and this is the most important thing in skyrim, since it's the best thing in this game, to feel there (for me at least), for combo-skill-combat there are better games, of which I honestly had enough.
This is really just a lot of identical rooms filled with dozens of draugrs, too many locked doors, I will try again maybe after I finished all other mods that give a better first impression. I'm more a EasierRider's Dungeon type guy.
Thanks for all your work
Shapachan
A couple of problems, however. In the catacombs, I targeted the Keeper, hoping that the rest of the guardians would fall when he did. By the time I finished them all off, the Keeper and his item were gone. I used player.additem to spawn the special item, and all was well.
More importantly, the final boss ran off, stopped near Kynesgrove, and we killed it there. The quest did not update properly. The quest is in the shadowed, "completed" quest list in the player journal, but the final boss is not listed as killed. Will you please tell me how I can fix this? All of these books are stuck in my inventory. Thanks!
I didn't even get to try the mod. Just finished up my load order, finally started to play, and got instakilled by a lightning rune in Helgen Keep. Brushed it off because Skyrim and kept going. Happened again in Dragon's Reach a little later. Was a bit pissed at this point.
Started turning off 1 mod at a time until I got to this one, and the runes disappeared.
Made a little video for evidence.
I don't expect this to be updated, or anyone to care, but if someone else ends up having a similar problem, maybe they'll stumble upon my post and at least have some answers.
Here's the video without cuts using the mod and turning it off. Only sped up the loading periods.
I don't know enough about modding to say whether this is possible because of some weird interaction between mods, or whether it is as you say, the author trolling.
Indeed we can see they have a number of these placed with refid's xx00485a, xx00485d, xx00485e, xx00485f, xx004860, and xx004861.
But... I think there is more to this bug? It seems no matter what I do to the rune, the rune xx00485d has issues and I don't think its related to the rune itself, and is more about the placement in the dungeon. If you go into xedit and set it to ignored + initially disabled the rune in dragonsreach disappears. I don't know where the other invisible runes are: you mentioned helgan keep (and so did a poster in that thread i linked) but i'm not sure where. But if I delete this rune in the CK and drop down a new rune, rather its the Trap or normal version I still get the same problem in dragonsreach.
I think it just might be the creation-engine being the buggy mess that it is. In my own game I might just end up disabling all of these runes.
Wild edits: Checked.
The runes themselves... first off the runes isn't actually what I wanted but I just couldn't get the blade traps to work no matter how many times I tried copying the whole set-up from the warehouse cell, they just didn't wanna work. But it took over a year for any of this invisible traps to seem to appear and during that time I was playing offline a lot (IE my Skyrim was never updated) and never not once during my playthroughs I experienced any. During this time the outdatedness of my PC results in Skyrim being quite laggy on my PC and I've more or less shifted to playing on the Xbox one and I've ported this over to the Xbox one. I have encountered them in each of the mentioned locations and a couple of non mentioned locations, pretty sure I found them all. My theory is it appeared after an 'update' which I myself didn't do. As for the delete and then drop the right one method, a little strange that the problem isn't solved that way but there is a more efficient method actually... select the item and hit Ctrl+F, this does a search and gives you a drop down menu of what can replace selected object. May or may not actually solve the problem, that all relates to the creation engine being what it is though but that's how stuff is meant to be replaced. I will try and test that. Since I have three versions of this mod it will take a little while to get them all updated and if it doesn't work I'll just have to delete them. And the final Objective of the quest not being marked as completed is already solved so that'll be included either way the results go.
Status: Resolved (edited).
Edit: Replace option with correct rune fails to solve the problem, didn't think it would but never know unless you try. Will be removing them. I'm gonna be making a few other tweaks as well though, the esp that is for the insane version already has a few tweaks including uncrowding the Catacombs and also adding a second Gatekeeper. Just have to distribute all of that to the other esps.
I'll try to find a solution to patch it.
EDIT:
The wise men in discord xEdit said a patch between the two mods would look be this. I can make make one if you like?
Subject.GetIsAliasRef AND
Subject.GetVMQuestVariable AND
Quest Alias.GetItemCount OR
Subject.GetGlobalValue OR
So lets assume it is those 4 lines that it takes... 1, 3, and 4 is already EXACTLY how mine is. But... NONE of the other courier lines use your line 2 and I have no reason too trust you.
There are a couple of items that are particularly well hidden. So, make sure to look at things from all angles. This mod uses vanilla assets but is not a vanilla dungeon.
The enemies within are well thought out and do very high damage. If you can't beat Karstaag without dying repeatedly then you better buff your build before venturing into Vodahmin Qoth!
Thanks to Gr8Zomb for a great challenge and for allowing me the honor of testing this mod. I had a blast!
Adventure on friends
THANK YOU!!! THANK YOU!!! THANK YOU!!!
5 smiley seal of 100% approval!!!!!
I endorse and highly recommend this mod!!!
THANK YOU!!! THANK YOU!!! THANK YOU!!!
It's a fun challenge my friend
Just go prepared... If you've beaten Karstaag without dying repeatedly, you should fair well.
ESP file added now