I didn't realize you started making dungeons after the graveyards. I mean, I was tracking your profile, but Nexus is not always consistent with the notifications. These look great! Tracking these new (to me) mod pages with hope there's more to come
I've finally had time to play through this & I love it but I'm rather stuck!
I found the key to the ruins in the strongbox by the Argonian dealer & got in fine. I'm now in the large final chamber & there are several gates, all of which say I need a key to unlock! Where is that second key? I have the ruins one in my inventory but it's not unlocking them! I've killed both centurions but it's not on them which would be my logical assumption!
Could you make a patch for Ultimate Markarth? There's a patch for this mod and JKs understone keep, and JKs Understone Keep has a patch with Ultimate Markarth, but this mod in a 3-way patch would be awesome. :)
Thank you so much for your mod...and the update! I've played it through and through twice to make the patch for JK's Understone Keep and I assumed the absence of key in the strong box was a quest condition or something. (because I saw it in Xedit and I used Cheat engine to get it)...I was about to ask you if I had dreamed it. Making JK's patch, I had an idea...I drew on the idea of a newly uncovered door and thought it would be cool to start the game with a stone wall still hiding it and introduce a mechanism similar to Environs and make the wall collapse (with a earthquake special effect) when some quest condition is met. Then, as I'm developing a "skooma overhaul", I plan to have the skooma den gradually reopening, once "my" quest reaches a certain stage AND the dwemer ruin's been cleared. It's too nice not to find incentives to visit it multiple times. This sounds like a perfect time to ask you if you're ok with it. Thanks again!
I can't believe that I forgot the strongbox, even tested it myself where I did use the correct strongbox.. No idea what happend with the relase version.
I love your idea! Would make some quest myself, but I'm in no way into scripting and quest making. So I would be more than happy if you make something with it. But in a way, I think the door to the keep should be sealed in some way, since skooma is illegal, and a direct way in to a skooma den from a Jarls keep seems too unlikely as they would have it shoot down immediately, but then the secret entrances could come of use..
Cool! To be honest, I don't know how to do it...yet. I've already ported Skooming Skyrim and made a synergy patch to work with Skoomatologist. I applied Skoomatologist effects and visuals to Skooming's recipes and integrated the clients of Skoomatologist's dens in Skooming's addict factions. So far, it works very well, I'll upload it once I've finished Skooming (which I would have by now if I hadn't stumbled on your mod!). I've just started learning about questing, NPCs and scripting. I've no idea how long it will take, but the questline is already quite clear in my mind. The first steps on my roadmap are 1) branching Skoomatologist in Skooming's questline and 2) integrating a raid on the Golden Drink in Skooming skyrim's questline (to get all the skooma and moonsugar lying around). I totally agree with the door...but skooma dealers may be greedy enough to hire an alchemist and provoke another cave-in, seemingly sealing The Golden Drink. The explosion might reveal another forgotten network. When I made the patch, I moved JK's backwall to keep as much of your work as I could and realized afterwards that it created a perfect spot for a future extension. I've already thought about this problem with Skoomatologist's dens which are too easy to find as well. You provided an obvious solution with the smugglers' trapdoors (I need to patch one for GGUnit's Markarth Outskirts, the trapdoor is inches below ground but I think I'll go the extra mile and do something more refined and create a proper hidden door for the future reopening!). Thanks for this awesome mod again and I hope it won't be too long before skooma starts flowing there again...
29 comments
Which mod do you use for the dwemer ruins ? Looks amazing!
I used more than one mod to get this result.
Here are some that might interest you:
Real Dwemer Pipes
Golden Dwemer Pipeworks Redone 4K - 2K
Stony AF Markarth and Dwemer Ruins - Retextures - 2K - 4K - Parallax
With maybe LUX and Enb (Patrician ENB)
Don't hesitate to consult my image section, I detail all the mods that I use for screenshots. ^^
It was the Stony AF Markarth and Dwemer Ruins mod I was interested in. Might use that one on my next playthrough, looks really neat!
Glad you found what you are looking for =)
I found the key to the ruins in the strongbox by the Argonian dealer & got in fine. I'm now in the large final chamber & there are several gates, all of which say I need a key to unlock! Where is that second key? I have the ruins one in my inventory but it's not unlocking them! I've killed both centurions but it's not on them which would be my logical assumption!
Pic 45 in the gallery, a locked cage chest on the wall
One question: should the USSEP plugin go above or below A Hole in the Wall.esp? (MO2 user.) Thanks!
Making JK's patch, I had an idea...I drew on the idea of a newly uncovered door and thought it would be cool to start the game with a stone wall still hiding it and introduce a mechanism similar to Environs and make the wall collapse (with a earthquake special effect) when some quest condition is met.
Then, as I'm developing a "skooma overhaul", I plan to have the skooma den gradually reopening, once "my" quest reaches a certain stage AND the dwemer ruin's been cleared. It's too nice not to find incentives to visit it multiple times.
This sounds like a perfect time to ask you if you're ok with it.
Thanks again!
I love your idea! Would make some quest myself, but I'm in no way into scripting and quest making. So I would be more than happy if you make something with it. But in a way, I think the door to the keep should be sealed in some way, since skooma is illegal, and a direct way in to a skooma den from a Jarls keep seems too unlikely as they would have it shoot down immediately, but then the secret entrances could come of use..
The first steps on my roadmap are 1) branching Skoomatologist in Skooming's questline and 2) integrating a raid on the Golden Drink in Skooming skyrim's questline (to get all the skooma and moonsugar lying around).
I totally agree with the door...but skooma dealers may be greedy enough to hire an alchemist and provoke another cave-in, seemingly sealing The Golden Drink. The explosion might reveal another forgotten network. When I made the patch, I moved JK's backwall to keep as much of your work as I could and realized afterwards that it created a perfect spot for a future extension.
I've already thought about this problem with Skoomatologist's dens which are too easy to find as well. You provided an obvious solution with the smugglers' trapdoors (I need to patch one for GGUnit's Markarth Outskirts, the trapdoor is inches below ground but I think I'll go the extra mile and do something more refined and create a proper hidden door for the future reopening!). Thanks for this awesome mod again and I hope it won't be too long before skooma starts flowing there again...
And thank you, I'm glad you like it!