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Revenge096

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39 comments

  1. TheStrikerFalcon
    TheStrikerFalcon
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    Had this mod on a modlist I installed and disabled it because, as fun as the concept of this mod is, having radiant quests play sewers that go on forever makes the game really, REALLY buggy. It takes ages to find your target and you start to wonder how in the world they would have survived there. I have Glenmoril installed and it makes Kanra, a little guinea pig-like animal, spawn in the middle of the sewers. How they got from the south of Falkreath to Solitude Sewers ruins my suspense of disbelief.

    I also have Lawbringer installed so radiant quests will occur less often in those locations, so resulting in all my radiant quests being in the sewers is really annoying. Also the sewers appear to reset every day which makes me wonder who raised the bars in them I lowered and why. It makes gameplay really obnoxious. I do not enjoy being in the sewers and I'm willing to tolerate it a bit but not every time I do a radiant quest!
  2. RammusTurtle
    RammusTurtle
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    Absolutely wonderful mod, just perfect for my thief playthrough! I do encounter a little problem though. I got a quest in Windhelm to kill the bandit leader in the sewer. I got inside and found out that he is hiding behind a door that requires a key to unlock. Is there anyway to find out where the key is?
    1. Revenge096
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      One key can be found in the Thalmor hideout in Old Canals of the sewers, another can be found in a vampire lair by the east end of Forlorn Catacombs.
    2. aecfxi
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      I'll be honest, this quest marker leading me to an unpickable locked door with no key nearby and no nearby way around the door drove me to make the decision to completely uninstall sewers as I was play-testing my setup. Maybe some people are into the idea of really deep world-spanning puzzles, but I came away from the experience with a pretty strong impression that having unpickable locked doors is bad game design when used anywhere except closets with nearby keys or highly curated quests like Nightcrawler temple. 
    3. jaderiver
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      @ Aecfxi
      Yeah I loved running around the sewers with my vamp girl even if I did get directionally lost lot of the time, but I'd hate to have to go hunt for the key 20 miles away from the door it belongs to , ( sometimes lazy that way
    4. Revenge096
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      I also had to google key locations when playing through Sewers for the first time. It's an old mod uploaded first back in 2012, so a lot of people might have been already familiar with layout, but if someone never played it back in LE, and only recently tried it on SE, it can be a bit confusing. Luckly LOTD wiki has it explained https://legacy-of-the-dragonborn.fandom.com/wiki/Category:Skyrim_Sewers
  3. Dekker92
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    there is a problem with hunt bandit in sewers quest,they spawn i found them but klilling them is irrelevant,the quest marker goes in another way on drauger lords...
    1. Revenge096
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      Replied in bugs section.

      EDIT: Fixed in new version.
    2. Dekker92
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      Good job !
  4. Does The Notice Board SE serve the same function adding radiant quests to Skyrim Sewers?
    1. Revenge096
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      With my mod installed yes, radiant quests from The Notice Board could send you to the sewers. Although the chance is probably much smaller compared to Missives. Locations of Missives quests are bound to the hold where you pick up the quest. If you take Retrieve From a Ruin type of quest in Whiterun, it will pick a random dungeon from the Whiterun hold and with my mod installed it will include Whiterun Sewers in that list. Quests from The Notice Board on the other side aren't 'localized', so a quest you picked up in Whiterun may lead you to a dungeon in Winterhold. Because of this, it could also send you to a sewer different from a city where you picked up the quest, which I guess could be pretty unimmersive. Though the chances for getting a sewer location in The Notice Board are small anyways, since we're adding like 4 or 5 sewers to a list of over 100 dungeons? Compared to the localized quests of Missives where we're adding 1 sewer per hold to the pool of available locations and those holds usually have like 4-5 dungeons on them.
  5. Sasspiria
    Sasspiria
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    Cool mod! Do you think you could make a similar one for Skyrim Underground?
    1. Revenge096
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      I tried in the past but it turned out to be a little more complicated than adding support for Skyrim Sewers, so I gave up on it for the time being.
  6. Ultimuh
    Ultimuh
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    So i took a bounty quest in Whiterun to eliminate a bunch of bandits from the sewers below, and it was some draugrs way above my level at the time.
    Later I took a similar quest from Solitiude, and they were not bandits either. (Not going to spoil what it was.)
    Turns out that jarl stweards are a bunch of liars, and most likely just want to get rid of me.

    Love the mod addon so far, but not quite what I need for my current playthrough. Maybe for a later time.
    1. Revenge096
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      Targets of radiant quests won't replace "original" inhabitants for the time being while quest is active, but will spawn in addition to what was originally placed in sewers by it's author. 
  7. KWRMF197
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    This is a really good idea. Ive had skyrim sewers for so long but hardly ever go down there. Thanks!
    1. HjalmarSeavuulf
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      You and I both :)
    2. Jinzor
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      Same here, although it's not a perfect mod I still always have it in my load order since I love the idea of it. I've always wanted more reason to go down there early game, hopefully this one does the trick! 
    3. Belegost
      Belegost
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      There's more to this mod than just sewers. I mean, for example, there's a whole cave system under Windhelm complete with humongus ancient cave, a sizeable dwemer ruin under Markarth with some unique rewards and an easter egg, and more. I always explore it with every new character, once they level up enough to tackle the dangers. The skeevers, bandits and mudcrabs are just in the noob area, further down is where it gets really interesting.
      I feel like the criticism towards this mod comes from the people that have never found any of the secret passages leading to lower levels. There are even exits in vanilla caves and mines far away from the cities. Those areas and entrances do not appear on local map on purpose, there's a lot of stuff beyond what's immediately visible, but it's all hidden and rewards those that explore thoroughly, and can read environmental clues. This is stuff that easily gives Blackreach a run for its money.

      I mean even LOTD has an official patch with displays for the unique items you find in this mod and those items are not just lying about.
  8. Belegost
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    Okay, so here's a funny story.
    Playing on Legendary, been using sewers for a long time, but installed your mod only recently.

    New game, started in Solitude via LAL, did some odd jobs to get some money, grabbed a couple of levels in the meantime. Finally grabbed a bounty contract from Corpulus in The Winking Skeever, first one in new game and with this mod installed, pointing to a bandit leader in the sewers. Excellent!
    Hired Belrand, went down the hatch in Winking Skeever, roamed around but couldn't find the guy so I used Clairvoyance to point me in the right direction. It led me through one load door, then through a secret underwater passage I forgot was there and to another door.

    "Ah" - thought I - "this looks familiar, there's a small cave just beyond that If I remember correctly, the bandit must be hiding in there so it's definitely not Miki. That guy would  kick my ass at this level. Must be some regular bandit I can deal with."

    Turns out I forgot the cave was the one with 3 chaurus: 2 regular ones and one Reaper. The target was probably further down past them, but I never found out how far. Got 3 hits with acid even before I realised what had happened, Belrand got jumped by Reaper and went down instantly, I was trying to run back through the door, but never reached them.

    Needless to say, this contract is not going to be fulfilled any time soon.

    10/10
    Instant endorse!
  9. Abbraaxus
    Abbraaxus
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    Curious if this can or possibly will at some point work with More Radiant Quests for the Companions? 

    Also, is this worth installing if I have not been to many sewers yet? Should I wait until later in my game? At level 45 I have only cleared one sewer so far - so maybe I should wait on this?
    1. Revenge096
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      I checked that mod and it uses vanilla companions quests, so yes it will work with the first 2 mentioned in the description. Level 45 is more than enough to clear the sewers except the final areas with the bosses which may provide some challenge.
    2. Abbraaxus
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      My thanks for the prompt reply. I haven't been avoiding them because of level - I simply have a very full load order and haven't got to them yet. Since they're full of the "original" monsters, treasure, etc, do I still want this mod right away? Or would it be better to wait until sewers are cleared, and then add this to keep them active and current?

      That's really my concern at this time, based on your description page, which says that once we've visited the sewers and got the unique treasures, there is no reason to return, hence this mod. In my game I have yet to visit or get what's there, which is why I ask.

      Again my thanks. Your efforts are greatly appreciated! 
    3. Revenge096
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      If you're concerned about how the possible radiant quest is going to blend or interact with the Sewers stuff, then it's nothing to be concerned about.

      I don't want to spoiler anything, so from the technical way I will just say that enemies are vanilla looking only(no custom models) and the way the spawns are set, like if you got a radiant quest sending you to the sewer you haven't been to yet, you will simply be able to complete both the sewer and radiant quests at the same time. Like for example the case from my screenshot. I got sent to the Solitude Sewers to kill a vampire and I haven't been to that sewer yet. How did the quests interact with each other? I simply got 1 more "boss" (said vampire) guarding the final treasure. 
    4. Abbraaxus
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      All concerns dealt with. Most excellent. Will install as soon as back into a small interior.
      My deepest thanks! 
  10. HjalmarSeavuulf
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    Well done Revenge096, I was hoping someone would do this.