Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Almost to the end now and I can't wait to get back to mundane 'get this, kill that' quests just to calm down!
One word of advice. Save. Save. Save again. I'm running it on Oldrim with HD pack with a couple of weight-carry mods and it CTD's like there's no tomorrow.
It doesn't auto-save most of the time when you move to a new area. Door = Quicksave!!!!!
after the collapsing room where you escape to burning beehive like structures outside, it says 2 of 3 beehives are burned. this conflicts with the "Loud and Clear" theives guild quest line. i am unable to burn the third beehive there. i have tried comletequest tg0s and setstage tg04 but this leaves the quest unchanged.
any help?
this mod..wow. absolutely fantastic. best mod i've tried so far. huge. challenging. i finished with a level 40something. i will find it hard now to go back to playing regular skyrim.
one and only glitch. my follower (modded) got stuck in the spider nest early on and would not follow. cannot blame her. made the mod all that more challenging.
i just want to thank the creator for this incredible mod.
two thumbs way way up.
Other than that, I loved this mod. May have been my other mods causing this, but the difficulty spike was great, the collectable weapons, armour and everything else is pretty game friendly, perhaps even lore friendly dare I say, the enemies were challenging (though there were some places where they couldn't go, thus allowing a bunch of easy sniping), and the story was well done too!
Actually lvl 52, healing rate and health 5000 % high....i can stand on Lava with 100 enemies hitting me without loosing health. Any mod out there to increase enemies power ?
I started to play the mod, but i´m definetly to low and enemies to hard....
How do I get back to the normal Skyrim World?
Can´t go back to the mods "main entrance" cause you can´t climb the ladders quite at the start of mod...
On a seperate note, i kept getting stuck on the final part. the crypt. so i would get both levers and then it would prompt me to go slay the final boss, but it says it requires a key and i keep looking in past areas to find no other key for this final door. it is quite annoying as I try to find a way our but it wont let me do so...
***SPOLERS***
Level 55 on Legendary using sneak, legendary dragon dagger with double enchantment, dark brotherhood gloves + sneak/one handed enchantments and I did indeed needed all of it to be maxed out in order to get this done.
Also used sneak spell mod which was a lot of fun. Did make sneak legendary which caused 2 hours of pain since my sneak attacks were disabled. Had to lower the diff :(
Was very hard and a lot of key hunting and backtracking but I did not mind, maybe a "book of walkthrough” would be nice.
I get the feeling creator has played a lot of Diablo 1 and 2, Doom and maybe even Heroes of Might and magic? 100% my kind of thing, very different from "normal" Skyrim RPG and to be honest I actually liked it not being voice acted. Sure it would´ve been cool if the letters had been read by a "distant voice” but I rather see Creator doing his own thing than trying to do it the Skyrim-way.
12/10!
only to find rubble in the room instead of a passage.
Can anyone tell me what Im doing wrong ?
This makes the whole mod one, difficult endurance run. Midlevel+characters are still in fear of running into a pack of 3+ enemies, thus making the save bug a huge downside. I can get why you'd make the ghostly dwarves' damage based on their 'poisonous fog' passive, but it dishes out way too much unavoidable damage. I ran this as a medium level shieldsman, and this made my heavy armor useless and all I could do to combat this was chug around 3-6 potions in each fight.
Anyway, this mod is probably my favorite content addition to date and hopefully you can either fix issues involving the save states or give the player the choice to leave the undercity. I'd like to return home sometime.
My only "complaint" is that I can disenchant the new magic items (and thereby lose that item), but I can not then use the enchantments on new items (they appear on the list of enchant options, but are not selectable on any type of item). How about either making the items not "disenchantable", or making the enchantment available for further crafting!