If you find any bugs or compatibility issues please report them over at my github with as much detail as possible. Screenshots are appreciated. https://github.com/ErikJohnsson/DungeonsRevisited/issues
there is a basement hatch near the back entrance that says you need a key to unlock, I've gotten the key to the treasure area, but it doesn't unlock that hatch. Is there another key that I haven't found yet
I like this approach to the dungeon! It's been expanded in a thematic way but without undermining (heh) any of the feel or features of the vanilla experience.
One (admittedly self-imposed) issue I encountered was that once the player jumps down the broken scaffolds into the new subterranean lake side-section, the only way to get back out is through a locked door which requires lockpicking. For players that role play characters that refuse to touch a lockpick that essentially soft locks them (and it does so for sure in the very unlikely but still technically possible event that the player actually runs out of lockpicks). Not a practical problem since the console exists (and bandits do commonly drop lockpicks) but I figured it could be worth noting as a potential oversight.
The SRC patch is for the All in One version not the individual version in case anyone else gets error messages about missing masters. I have managed to edit the patch file (which is difficult as SSEEdit will not load a mod with a missing master - I created a patch called "SRC - All In One.esp" containing nothing but a hat from Skyrim.esm and that satisfied SSEEdit that the master existed lol. Then opened the patch, looked at the stuff it was overwriting and dragged the required stuff from "SRC - Embershard Mine.esp" which made that a master, then got SSEEdit to clean unused masters and the All in One requirement was gone. All it seemed to edit was a couple of bushes and minor changes to a cell. My patch now also fixes Realistic Water 2 and Luminosity - bonus.
SRC - Embershard Mine works ok - but a few provisos 1) the mine records itself as cleared when the vanilla mobs are killed, so it can be taken over by Falkreath guards, miners and a blacksmith with "Revisited" enemies still in the added passages. 2) haven't waited for a respawn period yet - hopefully the patch suppresses the added spawn points 3) The SRC mobs don't use the new tunnels
I am usually very sceptical about any attempts of vanilla dungeons redevelopment. Vanilla dungeons are pretty much balanced with a perfect layout, they only can use navmesh tweaking, that's all.
Vanilla Embershard Mine misses something - that thing being a mine! It was a small bandit hideout with one collapsed side tunnel. It now has mine shafts, mining bandits, and in my case due to Mihail's Goblins, goblins attacking both the external and inside bandits to boot. Vanilla was better in what way?
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https://github.com/ErikJohnsson/DungeonsRevisited/issues
what was done with Embershard mine is truly incredible and uninterfering with the vanilla experience simply adding onto it.
Excellent work! downloaded, endorsed and getting the full pack now :)
EDIT: one question... is it compatible??? Skyrim Realistic Conquering - Embershard Mine
One (admittedly self-imposed) issue I encountered was that once the player jumps down the broken scaffolds into the new subterranean lake side-section, the only way to get back out is through a locked door which requires lockpicking. For players that role play characters that refuse to touch a lockpick that essentially soft locks them (and it does so for sure in the very unlikely but still technically possible event that the player actually runs out of lockpicks). Not a practical problem since the console exists (and bandits do commonly drop lockpicks) but I figured it could be worth noting as a potential oversight.
I have managed to edit the patch file (which is difficult as SSEEdit will not load a mod with a missing master - I created a patch called "SRC - All In One.esp" containing nothing but a hat from Skyrim.esm and that satisfied SSEEdit that the master existed lol. Then opened the patch, looked at the stuff it was overwriting and dragged the required stuff from "SRC - Embershard Mine.esp" which made that a master, then got SSEEdit to clean unused masters and the All in One requirement was gone. All it seemed to edit was a couple of bushes and minor changes to a cell. My patch now also fixes Realistic Water 2 and Luminosity - bonus.
Don't forget to delete the esp with the hat lol.
1) the mine records itself as cleared when the vanilla mobs are killed, so it can be taken over by Falkreath guards, miners and a blacksmith with "Revisited" enemies still in the added passages.
2) haven't waited for a respawn period yet - hopefully the patch suppresses the added spawn points
3) The SRC mobs don't use the new tunnels
https://www.nexusmods.com/skyrimspecialedition/mods/39294
For me this is like playing Skyrim for the first time again.