Skyrim Special Edition

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Leodoidao

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GreyMtnFox

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48 comments

  1. GreyMtnFox
    GreyMtnFox
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    The author obviously did enormous work in creating this, so it was time someone brought it over. 
    And now.... due to popular demand, the conflict with Forgotten Dungeons has been edited.  The entrances have been separated and no longer obscure each other.  Hammet dungeons never presented any problems.
    ~GMF~
  2. TheFutileWar
    TheFutileWar
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    Somebody help, i have red rectangle in the Hideout where the mithic dawn have summon an Oblivion portal, how can i fix that, i don't know how to use SSE NIG OPTIMIZER, i tried for hour bu nothing
  3. IrilethIsABadAss
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    Hi good evening. i was wondering if this is compatible with The Mod Outlaws Refugee.
  4. Kulharin
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    I could make these cleraable if I knew the boss of each dungeon.   They don't currently have a custom location or boss reference setup for any of them 
    1. quabityassuance
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      Would it be difficult to do that in xEdit? I could probably take a stab at it
  5. 9Peixes
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    Hello! I am interested in trying this mod, so I have a few questions:

    1. It is not expected any incompatibility with Midwood Isle and Wyrmstooth, right? 

    2. The dungeons is this mod respawn? 

    Thanks 

    PS. In the mean time I tried this mod (on Xbox), but there were several graphical issues (red bars in at least one of the dungeons), and, something I have never experienced before, most enemies, dead or alive, appear as big red triangles with white exclamation points in the middle... Did anyone also experienced this? 

    PS2. Apparently there are two versions of this mod on Xbox, and yesterday I tried the other one, which worked perfectly, I did really enjoy it. However, none of the new dungeons appeared on the map. On the other hand, my follower followed me almost everywhere. Nice job, thanks for this! 
    1. rotol
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      1. I can't imagin any conflict with wyrmstooth or midwood Isle (I use all three mods as well)
      2. I don't know
    2. GreyMtnFox
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      Peix, 
      I didn't create the xbox port, someone graciously volunteered.
      Glad to see they got it right!
      ~G~
  6. clarency
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    Hello GreyMtnFox,
    thanks for this mod.

    I just wanted to report a minor conflict with Quaint Raven Rock that just create a terrain gap/hole: reference is 03011131 Landscape
    It is easy to edit in SSEEdit: just drag the fields from Quaint Raven Rock to this mod. It won't affect anything.
    1. GreyMtnFox
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      Clarence, a terrain hole?  Let your enemies fall in.  OR..
      Use my Raven Rock, it's even... quainter.  It's part of Realms of Romance, a collection of similar city overhauls. 
      (I would need their permission to post a version copying their data). Glad you were able to fix your copy!
      ~GMF~
    2. Kulharin
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      sounds like putting quaint raven rock after would also work?
  7. doubleclick
    doubleclick
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    Hello, is it possible to make your mod to an ESP-ESL?
    1. GreyMtnFox
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      It is not really possible DC, since new cells are added and they could then be overwritten.  You can always merge a bunch of weapons and/or armour mods together to create "slot" space. Dungeon mods have also been merged.
      ~GMF~
    2. BobTheBobCatt
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      The mod has far too many records to be compacted or even flagged as esl anyway
  8. Kulharin
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    Are there any story elements or quests affiliated with these dungeons? Radiant enabled perhaps?
  9. Tetrol88
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    Could be barking completely up the wrong tree - but....

    Last two starts (I start too often as I keep changing my mind about things) I have noticed that several of the big forts (eg Fort Greymoor) haven't been turning over to the relevant faction troops once cleared. I cleared FG three times, just get bandits coming back. I know that certain keywords getting overwritten in  "Location" can prevent the fort takeover mods from working, so thought I would look at the Location details of these forts. Was very surprised to see that the last entry for these forts was this mod - why is a Solstheim dungeon mod editing the Location details of mainland forts? Could this perhaps be the reason I am not seeing them taken over by Imperials or Stormcloaks depending on which fort? 

    Note - have had this installed for those two starts and not before btw, but can't guarantee there weren't other mod changes.
    1. GreyMtnFox
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      So,
      The location references were identical to vanilla.  If you have something that changes that, it would conflict.  I posted "optional update LR" for you.  These were removed since they have no apparent function. That should at least enable you to test further. 
      Cheers.
      ~GMF~
    2. Tetrol88
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      Thx - I was thinking of doing that to test. I'm not sure if it has any effect but seemed odd that a Solstheim pack would edit location data for those spots. The way mods interact can be pretty odd so it could quite likely be something else, but I thought I would start with what I initially found.

      Thx again, will report back
    3. Tetrol88
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      Fort Greymoor still re-populating with bandits. The other forts seem to be populating ok however. ?Back to the drawing board
    4. GreyMtnFox
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      They were probably unintentional edits.  I guess you'll have to play reverse mod roulette to find the culprit.  Nothing the rest of us haven't done.  Happy hunting M8!
      ~GMF~
  10. mikey1979
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    How does this mod and your Solstheim - The Lost Levels mod differ? Are they compatible?
    1. GreyMtnFox
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      Different mods. Different locations.  Seem to be fine together.
      ~GMF~
  11. deleted67110921
    deleted67110921
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    Is this not Follower compatible because it's not navmeshed, or is there another issue?
    1. Leodoidao
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      It is navmeshed, only one dungeon has this issue.