The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Sewers Of Solitude
23 Comments
ying_ko13 Jul 12, 2014 @ 10:05pm 
It is still a good mod.
Jackie'TheDevourer'Roebot  [author] Jul 8, 2014 @ 1:56pm 
Sadly Skyrim's archaic quest system (and in turn the scripting which is highly dependent on the quest system) is beyond me.
AquwardSquirrel Jul 8, 2014 @ 7:50am 
you should make it so after you become guild master in theives guild some people from there move to the sewers
ying_ko13 Jul 6, 2014 @ 8:51pm 
IIIIIIIIIIIIIIIIIIIIII like it!!!
ying_ko13 Jul 6, 2014 @ 4:30pm 
The sewers remind me of Riften. We shall see...
Jackie'TheDevourer'Roebot  [author] Jul 6, 2014 @ 12:19pm 
No clashes unless there exist objects placed where the manholes are, which seems unlikely as most manholes are inside buildings and the one not in a building is pretty much into a deadzone of solitude.
Demonlord09 Jul 6, 2014 @ 11:45am 
This mod looks prety cool, I've always been a fan of sewers.

I have to wonder though, there's a mod called Volkihar Redux that also screws with the Solitude sewers a bit. http://steamcommunity.com/sharedfiles/filedetails/?id=129969995&searchtext=Volkihar+Redux

Think they'd conflict if I used them both?
Jackie'TheDevourer'Roebot  [author] Jul 4, 2014 @ 5:43am 
If it did, I would've made that the first part of the description. No, this mod does not require any DLC or mods, just Skyrim.
Chilled Food Stuffs Jul 3, 2014 @ 3:13pm 
does it require dawngaurd?
Jackie'TheDevourer'Roebot  [author] Jul 3, 2014 @ 2:00pm 
Clay™, your comments have been deleted, again.
Reason: Advertising a youtube channel, again.
Jackie'TheDevourer'Roebot  [author] Jul 3, 2014 @ 12:10pm 
Clay™, your comments have been deleted.
Reason: Advertising a youtube channel.
P.S. I would still have removed your comments even if the videos you made were solely Skyrim related, which they are not.
Jackie'TheDevourer'Roebot  [author] Jun 30, 2014 @ 9:08am 
The Master Vamp area is a deadend, and the corpse outside serves a warning. I honestly have no idea how weak vamps can be, seeing as I used levelled spawns in that area.
Zyjin Jun 30, 2014 @ 7:44am 
@Jackie, Yeah, most of it isn't all that bad, especially for vanilla standards, but your right, for live another life and stuff where you can start in soltiude it can be a bit outleveled. (That's why I have a level 5 in solitude in the first place really ;p.)

It's really not that big of a deal, I think the hardest enemy I saw in there was a master vampire, which I guess with some fire enchants or something wouldn't be to bad(and a few move levels)

Overall the leveling thing is a minor complaint, because in the end you can always level and stuff, and really I actually don't mind a challange, because Skyrim can be easy sometimes ;p.
Jackie'TheDevourer'Roebot  [author] Jun 30, 2014 @ 12:42am 
The Lowlife's and skeevers aren't too high levels, as solitude isn't exactly anyone's first port of call (vanilla, although I assume everyone that cares about skyrim has live another life and starts where they want).
Zyjin Jun 29, 2014 @ 6:09pm 
I downloaded, and while I couldn't get past certain parts due to being on my level 5 character, (i wasn't sure what would be down there ;p.) but it looks to work well, and it was a nice addition, I like when areas that look like they should be able to be entered are actually able to be entered finally through mods.

So good job, I enjoy it, if I had to complain about anything, it would be that some of the enemies are pretty difficult, but that's not really a big deal, since you can always gain levels and stuff.

So yeah, overall I like it, and I had no issues using it, despite my 80 or so other mods. Good job!
Jackie'TheDevourer'Roebot  [author] Jun 29, 2014 @ 1:53pm 
I'm sure each hold has at least 1 piece of content they never finished/implemented (e.g. solitdue sewer, windhelm arena, etc)
RobieV72 Jun 29, 2014 @ 12:18pm 
I'm going to give this a try, I've also thought the lack of a sewer system was an oversight of Bethesda and needed rectifying.(sewer covers, running water, no sewer system? smells fishy!) Good job, can't wait to see what waits for me.
Jackie'TheDevourer'Roebot  [author] Jun 29, 2014 @ 11:04am 
If I remember correctly, the ratway was also abnormally bright (Infact, all of skyrim is vanilla, which is a good thing, because I hate messing around with torches). It would probably be RiftenRW though, that's what the modular parts were called.
sgtwinkler Jun 29, 2014 @ 9:57am 
Okay, I'd suggest a template like the Ratway used then, probably titled sewers something or other.
Jackie'TheDevourer'Roebot  [author] Jun 29, 2014 @ 5:00am 
Bar The Market Section, I used the Solitude Interior lighting template. I also get the impression Skyrim was never fully finished (content wise).
sgtwinkler Jun 28, 2014 @ 6:31pm 
It's a great idea! I kinda hoped that I could explore the sewers the first time I saw one of the manholes. So I used `tcl and what did I find? Another instance of Bethesda's incompetence! (jk of course) Did you use a lighting template for the light, it looks like there is too much ambient light, I know from experience about forgetting to use lighting templates :)
Jackie'TheDevourer'Roebot  [author] Jun 28, 2014 @ 10:19am 
Sadly, I can't script yet. And the quest system is an archaic relic from morrowind that is even less comprehensible than the scripting.
Teratus Jun 28, 2014 @ 2:10am 
Pretty cool mod

I was thinking though.. would it be possible if upon completion of the the Solitude quest for the thieves guild that the sewers actually become occupied with a handful of thieves guild members?