Started it, reached Observatory, and I'm really displeased with difficulty spike. Why is there now with enemies on par with my level ones that have lvl 90 to 120 from nowhere which are almost unkilable, i'm lvl 22 at the moment. Maybe you should mention recomended level in the description then?
I found a typo. "Lorkham" is described in this MOD, but this should be "Lorkhan". Would you please fix this? (Last character is 'm' but should be 'n'.)
this really needs a nice walkthrough file/pdf/video for old people with burnt out brain by university and programming... mushrooms and pipes already took a heavy toll, but now I have no idea, it seems there is a lexicon to charge... but with no clues really, it is a cool mod, but not for exhausted and tired brains that want to relax with easy, but still spectacular content (like mine), we also need some love :P (and care)
Spoiler:
Show
well disabling the secret door/stone that I couldn't open finally led me to the place where to recharge the lexicon, damn cool place also btw, so let's go on....
Don't know why this doesn't have more downloads. In terms of dwemer city / dungeon design I think this is the most unique and beautiful I've seen for Skyrim. Really enjoyed the aesthetics of the various buildings you put together. More please...
As with the other comments, I had some trouble understanding what I was supposed to do and when. Eventually figured things out (mostly). Had to TCL through the steam trap. The piple puzzle was unique and took a while. On the mirror puzzle had to use the menu key to trigger the light beam. Definately needs a few quest markers and some additional notes / books to give some hints.
In the waterfall passage are two ways one of them guide you to a place called Anumfell, the black book is at the end but the door is locked, it only can be opened by activating the mirror, just like other doors in this mod.
I have enjoyed the mod immensely! The best Dwemer ruins!
Interesting locations, unusual puzzles, need to constantly go back, look for solutions, a way out, items, etc. When I figured out the incompatibilities with my modlist, I did not encounter a single bug, I went through all the places honestly, although sometimes I stopped by it for a long time.
Except one place...Western Dwemer Dam. On lower level there are hot steam barriers and several pipe valves around, as if one of them should turn off steam. But no matter how I tried, not a single valve, not all of four in turn or in any sequence - nothing turns off hot steam. After - I reconciled and passed this place by tcl, complete walkthrough the mod and already forgot about this.
But recently DynDoLOD suggested a possible problem. It showed error "missing script WT_EnableDisableAct.pex for Pipe Valve EditorID: FCDwePipeValve FormID: XX029EFD I immediately flashbacked as soon as I read it in error's log =) Decided to check it in xEdit and...that's BaseID of these valves near steams. And since you're working on a big update and fixing bugs, might be worth checking this out.
I am very grateful for your review, I worked on some of the places to create a "mysterious" atmosphere. I read about that bug in another forum, I must have forgotten that script in the last update, I'll fix it.
i am completely stumped. i've reached the Observatory itself, which requires Lexicon, but i can't find it anywhere. do i need to complete some vanilla quests first? i've been to both side caves - the one to the left i cleared fully and the one to the right is blocked by a barrier with a pedestal in front of it that can't be activated. help?
neeevermind, found it. of course it was in the only room in the entire dungeon that i didn't notice! more so, it was among other, much more shiny items, below the table, in a bowl on the floor. i probably wouldn't have noticed it if i weren't looking specifically for it or playing with 110 FOV :O
oh, and while i'm here: your masterwork centurions are tuuuurbomurderous! a pair of 75lvls vs one me at 15?! i'm surprised i was able to take down any of them, let win against two of them twice! glad i picked light shields this specific playthrough.
cool dungeon so far! just wish i wouldn't miss the Lexicon the first time i was passing it.
argh. stumped, part 2. now i need to charge it, but how? there are two portals - they don't accept the cube. there's the observatory puzzle - no go. and then there's the magical pedestal - won't take the box either.
edit: oh sneaky you! found the thing to open one of the two rock doors i've seen so far. it's in that cave along the large river. i turned away from the river before because there was an invisible barrier, so i figured there was no point trying to find a gap in it.
edit2: found some more lexicons and a way to charge them. Reloaded after putting one into a portal because it turns out I need to power each individual portal and I can't have the cubes back. And I don't know how many more I missed or how many I could need. The cube charging is also a bit annoying as it takes lots of walking. Would take a lot even if I activated the portals. And that's with my huge boost to movement speed too! But I gotta say I like how you manage to make every area feel slightly different from another. I'm also in that sweet spot where the bigger fights are a good challenge, so it helps with keeping exploration interesting. What's disappointing is that I've been finding and charging lexicons out of order, so I couldn't easily go out of the dungeon and back again and therefore stayed close to my encumbrance limit for most of the journey so far. Makes me think some of the caves should be made way smaller. Or everything about portals should be more convenient and obvious.
Now, I wonder if those doors with green circles are opened from the first observatory...
edit3: after hunting for the key to the steam pipes puzzle for so long, I skipped it entirely. The puzzle is just too cumbersome. If it were a part of strong and linear game, I would've completed it after taking a break from the game for a few days. But it's Skyrim, so I TCLed through. Exact reasons why: from the position of control panel I can't see very well or at all where the pieces are, where they could go and where they need to be; furthermore, it's hard to keep track of which button belongs to which piece, buttons are slow and in classic Skyrim fashion the game sometimes doesn't select the option I'm hovering over, resulting in choosing the wrong action; and the grid itself is deceptive - I thought I could move pieces to the end of each rail, but it seems they can only sit on 'crossroads'.
edit4: okay, i'm making progress. found the activator that opens path to the necromancers. i'm surprised i haven't seen it 2 other times i searched the place.
well... now i'm stuck in Apocrypha. i reached the room with retracting stairs and 4 pools, but nothing happens there. i climbed the environment to reach the reward book. climbed back out. tried to read the blackbook in my inventory, tried to jump into deadly water. i get teleported between entry point and the big room. tried dropping and picking back up the black book.
edit1: okay, i reloaded from the start of the whole zone, re-did it quickly with TGM, didn't pick the rewards and was able to leave by touching the rewards book. oh, tried reloading several times before that too - didn't help either. didn't take the rewards this time because i didn't feel like using any of them.
edit2: glass orbs - couldn't find the... green one, i think? so i cheated one into my hands. the puzzle got me confused because i did have an empty orb with me, but it wouldn't be accepted and they all are called the same and look nearly the same too.
edit3: reached the... fleshy room. saving close to it broke my game somehow - all interface now responds very slowly. i also don't see the point in going to the room - unless some script is supposed to add something? and i have a bunch of key items by now - charged lexicons, control cube - and i can't even imagine where would i put them. i think i've been everywhere. played the mod every day and i can't recall missing any closed doors. got the other staff and the ring. missing shield and sword now. think i'll stop here.
Great mod, thank you. Sadly, the mirror puzzles didn't work form me, so I made this patch. It probably requires a new game start, or a game in which this mod isn't already installed, or removing all the references from a save (FallrimTools) With some luck, it might also work if the cells hadn't been previously entered, I didn't try.
52 comments
Beautifully done, certainly one of the best/most creative designs for a mod.
Thanks for the very good work! :-)
"Lorkham" is described in this MOD, but this should be "Lorkhan".
Would you please fix this?
(Last character is 'm' but should be 'n'.)
[00:00] FCApoWarAxeMagEffect "Rage" [MGEF:0439CE8A]
[00:00] MGEF \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0439CE8D] < Error: Could not be resolved >
As with the other comments, I had some trouble understanding what I was supposed to do and when. Eventually figured things out (mostly). Had to TCL through the steam trap. The piple puzzle was unique and took a while. On the mirror puzzle had to use the menu key to trigger the light beam. Definately needs a few quest markers and some additional notes / books to give some hints.
More dwemer dungeons please...
The best Dwemer ruins!
Interesting locations, unusual puzzles, need to constantly go back, look for solutions, a way out, items, etc.
When I figured out the incompatibilities with my modlist, I did not encounter a single bug, I went through all the places honestly, although sometimes I stopped by it for a long time.
Except one place...Western Dwemer Dam.
On lower level there are hot steam barriers and several pipe valves around, as if one of them should turn off steam. But no matter how I tried, not a single valve, not all of four in turn or in any sequence - nothing turns off hot steam. After - I reconciled and passed this place by tcl, complete walkthrough the mod and already forgot about this.
But recently DynDoLOD suggested a possible problem. It showed error "missing script WT_EnableDisableAct.pex for Pipe Valve
EditorID: FCDwePipeValve
FormID: XX029EFD
I immediately flashbacked as soon as I read it in error's log =)
Decided to check it in xEdit and...that's BaseID of these valves near steams.
And since you're working on a big update and fixing bugs, might be worth checking this out.
Thanx for you great job with this mod!
p.s. version 1.1
I read about that bug in another forum, I must have forgotten that script in the last update, I'll fix it.
neeevermind, found it. of course it was in the only room in the entire dungeon that i didn't notice! more so, it was among other, much more shiny items, below the table, in a bowl on the floor. i probably wouldn't have noticed it if i weren't looking specifically for it or playing with 110 FOV :O
oh, and while i'm here: your masterwork centurions are tuuuurbomurderous! a pair of 75lvls vs one me at 15?! i'm surprised i was able to take down any of them, let win against two of them twice! glad i picked light shields this specific playthrough.
cool dungeon so far! just wish i wouldn't miss the Lexicon the first time i was passing it.
no go. and then there's the magical pedestal - won't take the box
either.
edit: oh sneaky you! found the thing to open one of the two rock doors i've seen so far. it's in that cave along the large
river. i turned away from the river before because there was an
invisible barrier, so i figured there was no point trying to find a gap
in it.
edit2: found some more lexicons and a way to charge them. Reloaded after putting one into a portal because it turns out I need to
power each individual portal and I can't have the cubes back. And I
don't know how many more I missed or how many I could need. The cube
charging is also a bit annoying as it takes lots of walking. Would take a
lot even if I activated the portals. And that's with my huge boost to
movement speed too! But I gotta say I like how you manage to make every
area feel slightly different from another. I'm also in that sweet spot
where the bigger fights are a good challenge, so it helps with keeping
exploration interesting. What's disappointing is that I've been finding
and charging lexicons out of order, so I couldn't easily go out of the
dungeon and back again and therefore stayed close to my encumbrance
limit for most of the journey so far. Makes me think some of the caves
should be made way smaller. Or everything about portals should be more
convenient and obvious.
Now, I wonder if those doors with green circles are opened from the first observatory...
edit3: after hunting for the key to the steam pipes puzzle for so long, I
skipped it entirely. The puzzle is just too cumbersome. If it were a
part of strong and linear game, I would've completed it after taking a
break from the game for a few days. But it's Skyrim, so I TCLed through.
Exact reasons why: from the position of control panel I can't see very
well or at all where the pieces are, where they could go and where they
need to be; furthermore, it's hard to keep track of which button belongs
to which piece, buttons are slow and in classic Skyrim fashion the game
sometimes doesn't select the option I'm hovering over, resulting in
choosing the wrong action; and the grid itself is deceptive - I thought I
could move pieces to the end of each rail, but it seems they can only
sit on 'crossroads'.
edit4: okay, i'm making progress. found the activator that opens path to the necromancers. i'm surprised i haven't seen it 2 other times i searched the place.
edit1: okay, i reloaded from the start of the whole zone, re-did it quickly with TGM, didn't pick the rewards and was able to leave by touching the rewards book. oh, tried reloading several times before that too - didn't help either. didn't take the rewards this time because i didn't feel like using any of them.
edit2: glass orbs - couldn't find the... green one, i think? so i cheated one into my hands. the puzzle got me confused because i did have an empty orb with me, but it wouldn't be accepted and they all are called the same and look nearly the same too.
edit3: reached the... fleshy room. saving close to it broke my game somehow - all interface now responds very slowly. i also don't see the point in going to the room - unless some script is supposed to add something? and i have a bunch of key items by now - charged lexicons, control cube - and i can't even imagine where would i put them. i think i've been everywhere. played the mod every day and i can't recall missing any closed doors. got the other staff and the ring. missing shield and sword now. think i'll stop here.
Sadly, the mirror puzzles didn't work form me, so I made this patch.
It probably requires a new game start, or a game in which this mod isn't already installed, or removing all the references from a save (FallrimTools)
With some luck, it might also work if the cells hadn't been previously entered, I didn't try.