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.
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.
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.
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.
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.
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.
18 comments
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.
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.
The new bandits are all leveled, ranging from easy to very hard (the boss). Standard vanilla bandits.
BTW, endorsed!
eother way a good addition.
Also given the size you could make this an esl
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?
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.
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.