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Ein Übersetzungsproblem melden
This mod is awesome and yes indeed, it's a dungeon you should not rush into just because you meet the required level with a weak character, low tier and non upgraded/enchanted weapons and armor, like ancient nord crap weapons lol.
And don't bother to bring minor health potions, it won't be enough,
buy or craft stronger potions and be prepared for a fight.
Meeting the level requirement doesn't necessarily mean you're supposed to enter a dungeon with your basic healing spell, low tier, non upgraded weapons and armor and get you ass kicked by the equivalent of a puny bandit. :
I've been to several cities and always restarting the game.
I couldn't figure out where it starts.
Sorry.
Well, let's see what's in that abandoned tunnel :D
Btw. so far, the mod is great!
If you want, you can try setting the quest stages. This way you don't have to mess with the quest items, if you prefer that. You're currently at stage 30. Stage 15 is before you have been told of the dungeon and you can finish the quest via dialogue from that point on. Stage 40 is where you've found the essence. The quest is called JRGHLMQ01. Hope this helps!
I tried to get rid of all loose ends regarding the order of the quest objectives and it should even tolerate use of console commands, but there's always a limit.
it was great but the spell Consentrated Shockwave for some reasion effects the player at duble the distence it dose NPCs. Any idia what would caws that ? also i like how u dident put any jumpscair spiders in the mod
Thanks for the comments!
@AnarchyKJ
Yeah, I'm aware of the issues with some quest markers. I initially missed some of the mistakes while testing, but leaving the key for the player to find was pretty much intended. Some markers are pointing to doors only accessible via another route and the only way to fix them would have been adding another quest stage. Finally, the markers that appear at the end of the quest at Winterhold College, when you're supposed to return the essence point to doors which make the player take a longer route than necessary, but that's most likely an issue with the vanilla game.
Thanks for the feedback, I won't be messing the subscribers' quests by modifying the quest line for markers, but it's another thing I will be paying more attention to when (hopefully) making another mod.
Thanks for the feedback!
@kennywaterbury
The entrance is there, but it's frozen shut. Try hitting the wall which the marker points at.
@skunki ghoti
Thanks for playing and the comments. It's great to hear the mod managed to deliver what it was meant to.
resetinterior Jurgholm
resetinterior Jurgholm2
resetinterior JurgholmDeadEnd
resetinterior JurgholmDepths
resetinterior JurgholmFinal
resetinterior JurgholmFortress
resetinterior JurgholmGardens
resetinterior JurgholmMage
resetinterior JurgholmMain
resetinterior JurgholmMid
resetinterior JurgholmMidFirst
resetinterior JurgholmMidSlaves
resetinterior JurgholmRelics
resetinterior JurgholmTraps
The UESPWiki also tells you this: "If you reset a cell you have just been to, you'll need to use pcb command (purge cell buffer) as well, or the game will reload the buffered version of the cell, with all the modifications you've made to it."
all the cells besides the hideout for the questgiver have the "never reset"-flag, meaning the main dungeon will never reset. I think that also means you can store loot there and it never goes away, but I'm not a hundred percent sure of that.
Some users used to have this problem with the earlier cells (it was a single cell at that time), but I've never heard anyone to have the load screen hang in the Depths cell. It is currently the biggest cell there is and I'm afraid there's no reasonable way to split it further.
Do you have a low-end system and/or are you using heavy HD texture or model mods?