Skyrim Special Edition

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Cooleoj

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Cooleoj

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48 comments

  1. Cooleoj
    Cooleoj
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    If you find any bugs or compatibility issues please report them over at my github with as much detail as possible. Screenshots are appreciated.
    https://github.com/ErikJohnsson/DungeonsRevisited/issues
  2. Cooleoj
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    DEPRECATED, USE THIS: https://www.nexusmods.com/skyrimspecialedition/mods/51798
  3. JonThackery
    JonThackery
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    Do it is compatible with Ryn's Halted Stream Camp ?
  4. Korodic
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    I'm concerned about this and other mods having a couple of weird edits.

    SteepfallBurrowRevisited.esp edits a dwemer interior touching a dwarven spider. 2 identical to master edits in sleepfall burrow itself.

    HaltedStreamCampRevisited.esp renames static object MineLHallDeadend01 to MineLHall1Way01. There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000. You do a similar thing in Ember Shard, Ustengrav, and Bleakfalls Burrow.

    WhiteRiverWatchRevisited.esp has a giant rock floating above BleakwindBasinExterior01

    Also not sure I understand the need for a github when the issues are likely basic enough to warrant the nexus bugs tab.
    1. Cooleoj
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      Thanks for reporting! Github just provides me with a better workflow that's why.

      I'll have to clean the SteepfallBurrow file again it seems. The initially disabled and moving waaayy underground is what happens when you delete an object and then undelete with tes5edit. This is so the game won't crash if another mod references that object. Yeah im about to fix the issue with the giant floating rock. Such a strange bug (never touched bleakwindbasinexterior01, oh well).
    2. Tamah
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      It's a semi-common bug that I think comes from deleting objects. They go to 0,0 on the map, which happens to be bleakwindbasinexterior01
    3. Cecell
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      I know this is semi-necro but...

      "There are 6 object initially disabled, for some reason pointing to the player as an Enable Parent (opposite state of player), but the player should never be disabled? These were also moved wayyyy below the map to a z value of -30000."

      Just to clarify, this is intended and is done by SSEEdit (all versions of xEdit to my knowledge).  The -30000 is done because items that are Initially Disabled are still shown on the map when making modifications in the Creation Kit so they are moved to -30000 to get them out of the way.  Also there are negative ramifications in-game that result from marking various records as deleted so they are set as Initially Disabled.  Also you mentioned the enable parent being set to the opposite state of the player and you also mentioned that the player should never be disabled and that's correct!  Thus, since the player will never be disabled the item will never be enabled! :D

      The xEdit discord is a great place to ask questions and learn about all sorts of things: https://discord.gg/5t8RnNQ
    4. Giboss
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      Could it break the game / save game?
  5. GoddRighteousOward
    GoddRighteousOward
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    We are all awaiting eagerly...your next dungeon expansion!
  6. Psykrom
    Psykrom
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    Were the iron ore veins left untouched?
  7. CthulhuRex
    CthulhuRex
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    Still very lore friendly. Smaller then his other work, maybe a taste of thing to come for this dungeon. I sill wonder how they got those Mammoths through the door.
    1. jjcampe
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      Piece by piece I'd assume. Yuck! Hah.
    2. LumLevits
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      Bring baby Mammoth in + 1 million tons of grass = Waaala.
  8. thesteve812
    thesteve812
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    Thank you and endorsed.
    For me this is like playing Skyrim for the first time again. 
  9. Wulbug
    Wulbug
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    Super super fast Bug Fix,

    Thank's very much!

    I tested the embershard mine Yesterday a really new experience.

    THANK YOU for these great MODS!
  10. Taedus
    Taedus
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    How does the revisited mods work with overhauls like Requiem?
    1. aristotle99
      aristotle99
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      +1 I would like to know too. I suspect it won't matter.
    2. werterdert1
      werterdert1
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      I am also really interested.
      I hope it is compatible since Requiem doesn't really change the interiors other than inreasing the amount of enemies and maybe placing a sword or two like in BFBarrow.
  11. Tetrol88
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    Just found out - by both checking in SSEEdit and by trial and error in game - that this is compatible with Skyrim reborn - Whiterun Hold (as is White River Watch Revisited)
  12. iCESPiCES
    iCESPiCES
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    The Dungeon Master provides again!
    1. deleted75062723
      deleted75062723
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      Perhaps he should change his name to DUNGEON_MASTER_COOLEOJ
    2. deleted75062723
      deleted75062723
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      Perhaps he should change his name to DUNGEON_MASTER_COOLEOJ