Skyrim Special Edition

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Sinnstuidios

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sinnstudiosa

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18 comments

  1. SaintDiablo
    SaintDiablo
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    Any issues or compatible with the Revisited version? https://www.nexusmods.com/skyrimspecialedition/mods/34468?tab=description
    1. LazyDunmer
      LazyDunmer
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      Just came across this and had the same thought. Now I don't expect you to respond after three years, but will leave this here for the benefit of anyone else who is also curious.

      It is compatible with the mod you asked about and also the Dungeons Revisited (AIO) version, provided you load Embershard Mine Reloaded after. If you use a lighting mod you will end up with a floating torch. So you will want to patch it in SSEedit, reverting the lighting change to this mod instead. There are some navmesh conflicts but they won't affect the game in terms of crashes or gameplay. The npcs work as intended for the most part, only "the entry points" of the Revisited mod areas will be affected where the npcs won't cross (and by extension followers).

      And to address Form 43 which others have posted earlier. This is easy enough to fix yourself. Download the Creation Kit. Open it and select this mod as active file. Load this mod. Then save it. Close the Creation Kit and you are done.
  2. macnitrolpost
    macnitrolpost
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    • 7 kudos
    I checked this out and love the idea. However, has anyone noticed tis is still form 43 and not 44 as SE requires. Hmmm
    1. Adri75
      Adri75
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      Yes... and the area added is quite small and very narrow, so it is a pass for me in the end.
    2. deleted75062723
      deleted75062723
      • account closed
      • 4 kudos
      FUGG DISS SHIZZ...I ain't wasting my time DLing it...
  3. Dobr0mysl
    Dobr0mysl
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    Thanks for the mod,
    I have a quiestion about the lighting mods compatibility: is there changes has been made to lighting in vanilla areas? I just using the ELFX mod.
    Also, how many bandits this mod does add? Are they leveled or unleveled? I need to know the level of difficulty, comparing to vanilla.
    1. Xyberbat
      Xyberbat
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      I use Relighting Skyrim (no ELFX) and didn't notice any changes to lighting.
      The new bandits are all leveled, ranging from easy to very hard (the boss). Standard vanilla bandits.
    2. Dobr0mysl
      Dobr0mysl
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      Thanks for your answer! :thumbsup:
      BTW, endorsed!
  4. Pantheranoir
    Pantheranoir
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    • 2 kudos
    Been trying to DL it but it keeps coming up has" cant be loaded " and is incomplete. Any idea why?
    1. sinnstudiosa
      sinnstudiosa
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      Works fine for me you might wont to try it again i did update this paige not to long ago.
    2. sinnstudiosa
      sinnstudiosa
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      • 2 kudos
      Try it again i updated . not to long ago.
  5. Feolainn
    Feolainn
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    • 12 kudos
    so long as the addition doesnt cause issues with the yuriana mod this may be a good addition, i do agree about renaming the extra area though, 'embershrard grotto' fits as mentioned or perhaps something to denote it as the bosses area.

    eother way a good addition.

    Also given the size you could make this an esl
    1. sinnstudiosa
      sinnstudiosa
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      I have the yuriana mod myself so there shouldn't be any problem's.
  6. Sammy1204
    Sammy1204
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    • 11 kudos
    Nice little mod. I wish more Skyrim dungeons/mines/caves got some kind of expansion like this or bigger.
  7. Rafnagud
    Rafnagud
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    Nice little mod thank you.

    I agree with the others about giving the new area a new special name.
    I also think the new bandits are to weak. I killed all of them with one hit.

    For some reason i'm having a floating torch near the entrance of the new area, am i the only one
    having this problem?
    1. Xyberbat
      Xyberbat
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      • 78 kudos
      I checked: sorry, no floating torch in my game.
  8. Xyberbat
    Xyberbat
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    Very nice. Plays quite well, no issues.
    Would have liked another name on the new door to the extra chamber, instead of the default.
    Maybe "Embershard Grotto" or something to that effect?
    The Boss was too easy to kill, though. (I'm level 25).
    For now, it stays in my game.
    Thanks.
  9. TenangHope
    TenangHope
    • supporter
    • 2 kudos
    Hey, this looks pretty good Gonna try it and give an update!

    Update: Ok gave it a try on two separate characters (Mage and Warrior) at early stages(lvl 10 or below) and here are the findings:
    1.) It's a great addition and adds a lot to the lore of the Dungeon but God is it short.
    2.) The enemies are placed so close to the transitioning door that they hear you INSTANTLY. Deadly for squishy mage players and slightly unfair
    3.) The Waterfall placed in the Dungeon can be moved back a pinch. It's clipping in the surface ahead of it and has plenty of room to flow over the edge.

    All in All, thank you, I love it. Endorsed.