Skyrim Special Edition
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FiZhy

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Fizhy

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24 comments

  1. babblecat3000
    babblecat3000
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    Short and sweet with satisfying rewards. I was genuinely creeped out, the only other time I was in a mod, besides the beginning of Clockwork.
  2. UncleRobber
    UncleRobber
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    Hello! I liked the setting of the island and the Unknown but after playing through the mod I have no idea what was going on or why I would need to stop it. Also, I encountered a bug where after I entered the monastery, I reloaded a save from before entering the monastery and when I went in, the npcs that were inside were all gone.
    1. Fizhy
      Fizhy
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      • 18 kudos
      Super late reply but I totally understand the confusion you and some others have felt whilst playing this. I'm planning on making a more cohesive story this time around, and i've already implemented some voice acting aswell. Compared to this one the one im working on now is hopefully alot better.. You have probably forgotten about this mod since it's been over like two years but i'd be happy if you would check out the third entry when i publish it :)
    2. R6R6R
      R6R6R
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      Fret not. To quote GAD ARAD's (may God rest his soul) Skeever: we're always behind you, ever watching. Looking forward to your next project!
    3. Melancholia7
      Melancholia7
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      You have no idea how much I'm looking forward to it!
  3. IncarnationofInsanity
    IncarnationofInsanity
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    So, having played through this mod, I find myself met with some confusion. The mod just sort of...ended. There wasn't a conclusion or pay off, and no explanation of what was happening. I noted that the courier in the Unknown was carrying the same note as the one from the first mod in this series, but aside from that, there was no connection between the two that I could see. The island was fairly well made, there were some fun tricks with changing locations, and I liked the detail of having all the houses boarded up, but the story seemed rather rushed, and didn't have a satisfying ending. I have no idea what the antagonists were trying to achieve, and the whole thing was very linear, taking me about 15-20 minutes to complete. All in all, it was a good looking environment, but I found the story a little lacking, despite the decent beginning that it had.
    1. joweliscute
      joweliscute
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      +1
  4. Raenshadows
    Raenshadows
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    played the first and now this one. short but a good trip around skyrim. one question though... it seems that the first and second mods overlap some? is this the case? i drew a dead end while playing this mod. no deathhounds... i made sure to explore the entirety of the island. 
    1. Raenshadows
      Raenshadows
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      update... found a random boat with a note on it near winterhold... the note was pinned to the mast with a dagger. the note says to meet at a ruined tower near whiterun... cant find anything else though... i am very lost...
    2. Fizhy
      Fizhy
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      • 18 kudos
      oh s#*! i thought i removed that.. Its a note from the old port, ive remade that part. Youre supposed to go into the argonian assemblage!
  5. TorinCollector
    TorinCollector
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    Done - Also very nice. :)

    2 smaller issues:
    - The NPCs in the village had discolorated faces for me - This mod fixed it for me: Face Discoloration Fix
    - The boat to Birka starts on the very same spot as a ship from the interesting NPC mod (Quest: Stolen Property). It still works but looks kind of funny. See here: https://www.nexusmods.com/skyrimspecialedition/images/98084
  6. Fizhy
    Fizhy
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    The first mod is now ported to SSE!
    https://www.nexusmods.com/skyrimspecialedition/mods/44963
  7. iblurtalot
    iblurtalot
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    Need help. I installed the mod but there is no quest marker. When I open the console and do help birka, the quest shows up but I can't find the boat. Where should it be?
    1. Fizhy
      Fizhy
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      Hey! There are no quest markers. Only a map marker, on the solitude docks. The quest file is not in use. The adventure is told through notes, and thats how you progress
      Hope this helped! :)
    2. iblurtalot
      iblurtalot
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      "open the small strongbox located just by the quest marker". Thank you. I didn't see the map marker either. I will go there and look.
    3. iblurtalot
      iblurtalot
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      Good mod. Unique, may I suggest making slightly more difficult? I one shot the mobs with a dragonbone two hand that is by no means overpowered. It's made using vanilla smithing and minor enchantments. Also put a note at the end, since there is no quest markers or way of knowing when you are done (even though the loads of chests at the end is a good sign haha).
    4. Fizhy
      Fizhy
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      Im working on porting the first installment, and i think that one will be more difficult. Only bad thing about that one is that i made it in bethesdas world places, so some stuff might go missing with overhauls. Not sure yet though. For some reason it crashes my game now..
    5. tarlazo
      tarlazo
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      I was curious, so I ported it for myself. It works fine, no CTDs.
      The only changes are: harder enemies, the key now has a model, removed one redundant door, some cleaning, some proofreading [as best I can], added facegen files, flagged it ESL.
      You could use it as base for your port, if you wish.
      https://www.mediafire.com/file/jaa1rg8v1hqlz66/SkyrimMurderMysteries01.7z/file
    6. Fizhy
      Fizhy
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      Thanks man! But ive already finished it, just need to sort out that crashing... I made a replica of a bandit boss and after i edited him and placed him the game wont work, i removed the npc completely, but still it crashes. Also, i removed that whole whiterun tower, made some new interior locations, and rewrote everything to actually make sense.. and remade alot of locations, you think i could dm you about the crashing? You seem experienced with CK and i dont know what is causing the problem
      (sent you a dm on the forums)
  8. deleted67110921
    deleted67110921
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    Thanks for this mod, I'm excited to try it out!
    I love the fact that this takes place in a separate worldspace, so no compatibiliy issues, too!

  9. Viriform7
    Viriform7
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    Yo, this looks awesome! Just wondering where your first mod is, though. You did mention this was a sequel.
    1. Reper343
      Reper343
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      I think its an oldrim mod, I can see it on his profile
    2. tarlazo
      tarlazo
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      What about porting the first one, too?
      It would take at most five minutes.
    3. Fizhy
      Fizhy
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      • 18 kudos
      I can port it, no problem! But i actually think that oldrim file works for SSE itself. Besides, if i port it im going to update it a bit. Back then i couldn't even make mapmarkers.. So ill release an updated SSe port in a day or so!