Hello everyone I don't know if there is any difference between AE and SE update except for the Creation Club add-on. I know that it cause a problem with SKSE. Since my mod is not SKSE depended and I just upgraded to AE version, this mod was build on it, I didn't had time to test it on SE version. So I don't know if this will run fine with the old SE version. But I saw one comment that it still works fine on SE, though I can't recommend that. Maybe some who might be willing to test it and see if it's ok or anyone who has a more in depth idea about the difference between SE and AE can shade light with this matter. Anyways these reworked dungeons are just optional. Those who have been using the old hammet dungeon packs may have the option to ignore this. Thanks everyone for your continued support on my mods. Hope you all have a good day.
This is a very well-put-together dungeon! everything feels just like it would in vanilla. There are no traps of the kind you would expect in an ancient nord tomb, e.g. swinging blades, battering rams, poison darts; however that could easily be explained as a preference of the nord who had the tomb constructed. I think the reward is suitably powerful for the difficulty of the dungeon, and the boss fight is challenging but not impossible. I played this with Dynamic Immersive Seriously Dark Dungeons enabled, which very much made the dungeon feel longer and more dangerous, as if I was delving deep into Nirn. The cells were correctly flagged as nord tombs, and so I did not have to manually run the script either. I played this dungeon standalone, not as a part of Hammet Dungeon Pack. Overall, I rate this dungeon 5/5.
Hey, just played this on GOG version, it was creative! Just FYI, you gave the last boss more health than Ebony Warrior, even though he is only level 20. It ruined the balance for my level 14. Was having no issues with the entire dungeon then the last encounter was just hellish because it locks you in with a trio. Ebony Warrior has 2K HP at level 80, this dude you put there has nearly 2800 at level 20. I enjoyed the exploring, but that part should be looked reconsidered, pretty please!
Sorry if I missed this answer. If I have Hammet dungeon pack installed, does it make sense to install this alongside ? Or do I have to pick between the two ?
Silent Vale used to be part of the Hammet Dungeon Pack years ago but now this is a standalone dungeon and can be ran along with the latest Hammet Dungeon Pack
Hi there. I will not be updating the Hammet Dungeon Packs SE to AE version at this time. I will be more focused on the reworking project of my mod. But Land of Vominheim will be getting an AE update soon.
Yes my mod doesn't use SKSE but Skyrim SE just got an update and since I also upgraded my Skyrim to AE version then I just need to let people know that this mod is made on the AE version. I don't know if this really matters but I also have the old SE version as back-up which I intend to upload that version soon but if there are no differences between SE and AE aside from the Creation Club add-on then maybe I don't need to. But I will be also utilizing some asset on the AE creation club add-on so if you use the old SE version then you will have a problem. But this mod doesn't use any unless I will indicate them on the description tab. Hope this helps. Thank you and enjoy this rework dungeon. Don't forget to endorse.
I'm on SE actually yet and, since your SE tag is in title and I run your Hammett's Dungeon pack on my build, I've asked if you'll swap this new version in your AiO one where it's supposed to be the older one.
It's been a long time since you endorse your mods that I use and gave you kudos.
Unfortunately, the truth is that I will rather not switch to AE, which means I will stay on the HDP and the rest of your mods (SE version) without any new upgrades unfortunately (like many similar ones).
Hi! I just want to go on the record saying I love your dungeons and wanted to pass on that I am running Skyrim VR, which I am not an expert at modding (the purchase of VR is what forced me into the modding world), and so I understand that some people are moving on to this AE version, but those of us in VR are stuck with the almost-SE version. The experience of Skyrim in VR is so immersive and compelling I could never go back to the flat screen, so any efforts to continue offering support for SE/VR is appreciated!
Hi there how I wish I could experience playing on VR, too expensive for me to buy the equipment. Don't you worry bout the SE and AE version because whenever I release a mod I always make sure that both LE, SE and AE are supported. Recently I just released Vominheim for both SE and AE. On the AE part I opted not to include the creation club addon as a requirement. And thank you so much for appreciating my mods. Hope you'll have a great experience on all my mods I have created. have fun and have a great day
This is a reworked dungeon from the hammet dungeon pack. It's a single dungeon. I haven't played Skyrim in a long time and never used any enhancement mod only just a few land mod. I have no idea what ELFX is. But all my mods uses only vanilla assets.
Still using SE here with approx 300 mods. Found the dungeon, went in, got my butt handed to me. Shoulda taken some followers. But it worked fine to that point :)
35 comments
Also, I'm using both Hammet Dungeon Packs, I didn't realize this was part of that mod!
Fantastic work!!
I noticed that the unique rewards packs from Xtudo have been taken down... will we be getting them back anytime soon?
Well done!
Your mods don't use the SKSE package, so what's the difference between SE and AE?
Has Bethesda reworked Skyrim for the AE version?
Unfortunately, the truth is that I will rather not switch to AE, which means I will stay on the HDP and the rest of your mods (SE version) without any new upgrades unfortunately (like many similar ones).