Skyrim Special Edition

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Juhaantero68

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juhaantero68

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636 comments

  1. DawnOasis
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    How and where do i start the modded quests, the first dungeon i found seem pointless to explore.
  2. askfor
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    I wonder why this seems to be the only mod which works properly with "Missives" mod. I tried some other dungeon mods which claim to be working with radiant quests, but neither one of them worked with "Missives". Makes me real curious.

    "Hammet's Dungeons" and "Missives" seem to completely ignore each other. "Easy Raider" dungeons even makes some jobs no longer available on "Missives". I wonder if it has something with leveling, because the two mentioned are for higher level players.
    1. pytheian
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      You should fire up xedit and see if the location keywords for your other dungeon mods aren't being overwritten by other record. It may seem like Forgotten Dungeons works because it has so many locations that a few of them will have their keywords "survive" all the other things in your load order which may be overwriting them.
  3. askfor
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    A little help with Three Guard Barrow, please. I am at, what seems to be the bottom room of second interior. A large, tall room with two corridors/bridges above. Can't open the door. There is some lever in one of the smaller rooms nearby. It shuts some other door and raises some bars so I can't go back to large room any more. If it does something else, I can't tell. So I am stuck.
    1. juhaantero68
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      https://imgur.com/xk8spJO

      I don't know if this is the place you mean
    2. askfor
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      I think it is. However I found them on my own. They on the walls and can be accessed by climbing two leaning columns. The rightmost and leftmost one. Not sure what is lever and the grid in the room nearby for. Thanks.

      Really good mod. Unlike many others it is leveled correctly. Most dungeon mods and quest dungeon mods have requirements like player needs to be level 35 at least. Not this one. Also, it is the only one I found that works properly with "Missives".

      Piece of advice to everyone. Create yourself a Silver Sword enchanted with Fire. Cuts down draugr like daisies. Don't go into Three Guard Barrow without it.
  4. private1028
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    i HIGHLY RECOMMEND NOT USING THIS MOD UNLESS YOU DON'T MIND BREAKING YOUR QUESTS. THE AUTHOR LIKES TO USE WRAP AROUND TRANSITIONS AND i'VE FOUND TWO DUNGEONS WITH NO SOLUTION. i'VE UNINSTALLED HIS MOD AND WARN PLAYERS AGAINST USING IT. THERE ARE MUCH BETTER ALTERNATIVES TO NEW CONTENT.
  5. oppian
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    I enjoy your mod, but I am running into a problem with the Forgotten Crevice. I get a consistent CTD at a point just past the waterfall when I begin to descend the spiral ramp.
  6. Lorenzini
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    I've downloaded this for my latest gameplay, and I could say that it is an interesting mod, the confusion in each dungeon are quite "disheartening", to put it mildly. Ther are too many doors and portcullis with their switches hidden far away. When I click one switch, I have no idea which door it opens. There are rooms with so many doors that I have no idea which one to tackle first. Most likely I would choose the wrong one and lead to the exit before I could explore other doors. When this happens, I was forced to run back a few miles to the room where it started and choose another door. Combined with the fact that most of the containers placed in the dungeons are actually empty, it makes exploring a bit uninteresting and tedious.

    I prefer a challenge, and when I say challenge, I would love to have stronger and more numerous enemies inside the dungeon, not spending hours lost in a maze trying to find my way. There are times where I have to use the console command "tlc" to pass through a door as I could not seem to find the switch. At the time this message is written, I am trying to find the "key" to the "Secretthreat" section of the "TripleThreat" dungeon in Solsthiem. The utterly useless message stuck to the door stated that the key could be ANYWHERE inside the dungeon. I have spent more than half an hour and am no longer interested in finding the key. Whatever inside the room could stay there. I am leaving this dungeon and most likely would uninstall this the moment I am out.

    Just my personal opinion. I know many people like spending hours traversing through a maze trying to find their ways, but for me, that is not the kind of excitement I am looking for in Skyrim. Have a nice day.
    1. gforgregarious
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      Same feeling here after exploring my first dungeon. I gave up when I encountered a gate that I had no idea how to open. I backtracked for quite some time looking all over the place for a switch, but never found it. Not remotely fun.

      It's too bad because otherwise the mod has so much potential.
    2. greylead
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      Agreed. I had to teleport out of a few dungeons because I was so tired of backtracking and didn't want to walk all the way out again. Dungeons and Dragons (back in the C-64 days) had big dungeons because there was no other space. I like Skyrim's straight forward dungeon system... I don't want to have a massive twisted confusing dungeon crawl BUT if you like those labyrinthine burrows then THIS mod is for you.
    3. Thaen
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      You've clearly never played Daggerfall. Spending hours in a maze looking for a lever that does who-knows-what is about as lore friendly as it gets.
    4. Giboss
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      What kind of adventurers are you?
      It's best to enter and have only one corridor in front of you ... lol
    5. Lorenzini
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      "You've clearly never played Daggerfall. Spending hours in a maze looking for a lever that does who-knows-what is about as lore friendly as it gets."

      Right. I never. Simply because I don't like "Spending hours in a maze looking for a lever that does who-knows-what..."
    6. Lorenzini
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      "What kind of adventurers are you?
      It's best to enter and have only one corridor in front of you ... lol"

      As I said, different players look for a different kind of excitement. A good adventurer does not belittle another adventurer simply because the latter is looking for a different kind of experience. Peace.
    7. private1028
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      If you are on a PC you could just disable the door using the console command. I think the extravagant maze system used in these forgotten dungeons reeks of Monty Hall. They are too large and complex for the game. They lack playability. The only place someone would find such elaborate tunnel systems in real life is next to a volcano. Definitely room for improvement.

      The forgotten cave radiant AI quest is probably the worst bandit quest I have ever played in Syrim SE. The other ones seemed playable. When I played the quest it was buggy. There is no way to ever kill the bandit leader. I ended up having to kill over 75 bandits and wasted around 4 hours of play time for a quest reward of 100 gold. The Forgotten Dungeon should be a main quest not a radiant AI. I pulled every chain and opened every door. The result was an endless loop that always sent me back to where I was before. It's an utter waste for a dungeon.
  7. private1028
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    There seems to be a bug in the Forgotten Caves. I can't find a way into the Bandit leader. The quest was given to me by the steward of Falkreath. After completely exploring the cave system I ran into a water fall that hides the bandit leader. It doesn't appear accessible. There seems to be no way to complete the quest. It seems way to large for a simple bandit leader quest. The cave system is larger than the Potema quests. I think its overkill.
  8. pytheian
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    Has anyone had any *in game* issues due to conflicts at (inevitable when author so generous):

    - Forgotten Cave (0000BD91) conflicting with Tools of Kagrenac navmesh <47,-30>
    - Forgotten Hideout (000095A5 & 000095C4) conflicing with Wintersun navmesh - <29,0> & <29,-1>

    Hoping I can just have the others overwrite for those. thanks for all your work juhaantero!

    EDIT - if another quest mod overwrites the location record for a particular dungeon, do we need to patch that dungeon to remove the radiant eligibility, or is it unnecessary and radiant quests which send you there will work even with an overwritten XLCN? Do we disable radiant for a dungeon by patching over the LocType keywords for the particular dungeon, so that it won't match the conditions for quest generation, or is there a better way to handle? thanks again!
  9. HCon0
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    I just have to check; am I supposed to be permanently locked out of 2/3rds of Forgotten Sanctum?
    1. jastic
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      I wasn't when I went there a few weeks ago.
    2. jastic
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      I wasn't when I went there a few weeks ago.
  10. Jayombie
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    SPOILER ALERT - Some feed back on :

    (I got sent here to kill a bear - quest chain from Dawnguard)

    FORGOTTEN CAVERN

    - Size: Medium
    - Location: Near Stendarr’s Beacon
    - Enemies: Trolls

    Full of Trolls, twisty turns and wood slat bridges and last but not least the big problem for me the giant Troll.

    You run back to the bridges it gets stuck on them and you then stand still pile in 100's of arrows and cross bow bolts (never ending), the scenario is just boring.

    Biggest issue though is the hit box on the giant troll. Seems to only register hits at groin level as everything else above flies through it.

    Cave is fine, but please think about getting rid of the Troll at the end as it just spoils it in my opinion...


    FORGOTTEN HIDEOUT

    - Size: Medium
    - Location: Near Riverside Shack
    - Enemies: Vampire’s

    Two characters in there cages, Jack and Jane Ripper both have black faces.. (face gen data needs to be included)



    Thanks for reading...

    1. UVSearching
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      That's a common problem when resizing a model more than 2x it's original size. :/