I guess that I have to ask for a permission so : Can I translate this mod into French and upload it? (native French speaker here). If so, must I just upload a translated esp or can I upload the bsa as well for a standalone mod? I loved this mod and would love to make it more available.
It's been a long while since I checked in here. Thank you all for the wonderful comments! And also for the donation points; I just donated all that I've accrued to charity.
Same. following his guide right now. Started it in dec and took a break after downloading everything now im back at it to finish building the mod list and rechecking everything for duplicate files and redundant mods or updates. Havent even started on conflict resolution or play testing. Took about a week to download everything the first time.. Going on a week now with the build lol. Out of curiosity, is it safe to just open CK and save to convert to form 44 since the sse port is down or is there more to it to make it work?
Hello. It seems that I have a problem. The house opposite of the mill might be bugged, as whenever I enter it everything just turns black. I can still walk around the house, interact with objects, but I can't see anything (even when using a torch or illuminations spells).
Sorry for the late reply. I've seen it happen in other mods with caves or other interior cells. From what I've read, it's an error in the address of that interior cell. It happens when your main character enters that cell accompanied by a follower. The only solution is to leave the follower outside.
I really wish there were more small quality content mods like this, whether they be quest related or not. mods that essentially seamlessly integrate into the game are my favorites and this definitely did just that. even more impressive to me is that it did so without following any of the typical quest patterns. there was no markers, no dialogue, no voice, no combat, no music even. less is definitely more in this case and I thank you for that.
Same feelings. I wish there was another mod like this. I'm not specifically looking for mystery/horror, just mods that seamlessly integrate into gameplay like you said and don't flash much content. Do have any recommendations?
I have some recommendations, idk if it's exactly what you're looking for, but I do know I rarely play without them. Most of them I consider to be rather atmospheric themselves or add to it, if that makes sense.
live another life (and the new beginnings extension) in general can make a roleplay feel super organic, sincar barrens (with lanterns of skyrim and hold border banners), beware of the swamp - poisonblooms, stonehenge and hilltops, mushroom circles, skyshards (they are fun ok), skyrim graveyards, foggy morthal and swamp, companions and followers, which is probably one of my favorites ever simply because it adds nice looking followers that aren't awful (can be essential) but most importantly, they have their own routes, adventures, etc. so it really livens up the world when you can help [x] in a tomb and they offer to join you ya kno? hidden treasures, underwater treasure, hidden hideouts (and city version cause why not) and skyrim sewers give ya plenty to explore. azura shrine temple is great and im still waiting on a shrine temple mod personally. cutting room floor and arthmoor's village/town mods if you haven't played with those as well adds A LOT. my personal fav quest added is missing apprentices from the college.
as far as actual quest mods go ive only played a few, my current mod list actually has some of the newer stuff that was hyped up, so I hope its good. but anyways check out: moon and star, clockwork, wheels of lull (this has a lot of platforming which I loved), and spectraverse magic of the magna-ge (which is actually a spell mod but if you like meridia even a little bit it's great.)
but to honestly answer your question, I haven't found anything remotely close to this mod yet. It really is a gem. I think its also a great example of how gaming can tell a story in ways other medias would never be able to do.
You need to make another mod like this man. There's simply no other mod that is this small in scope (and actual size) yet with this kind of storytelling.
I have to add my opinion just like the rest here, so damn ye i had a not so cool start cuz the courier didnt appeared so i had to use another mod to get the letter, ANYWAYS after i started it like this the mod was fantastic, short but so damn emotional, i kinda saw what was coming but it was wonderful, i had chills at the end when i saw the end.
Ummm... I need help. I really like mystery based storylines but this mod doesn't seem to work for me. The courier didn't arrive and also I'm in falkreath for a long time and still no courier did I do something wrong? do I need to manually istall it rather than use nmm?
,OK. Just finished it, great story. Simple and high quality. I felt the tension in every step of exploring the house, and the house is the tiniest house ever. But I have a question. What are those sigils of a three-eyed monster with horns hanging from every wall in the basement?
127 comments
I really wish there were more small quality content mods like this, whether they be quest related or not. mods that essentially seamlessly integrate into the game are my favorites and this definitely did just that. even more impressive to me is that it did so without following any of the typical quest patterns. there was no markers, no dialogue, no voice, no combat, no music even. less is definitely more in this case and I thank you for that.
live another life (and the new beginnings extension) in general can make a roleplay feel super organic, sincar barrens (with lanterns of skyrim and hold border banners), beware of the swamp - poisonblooms, stonehenge and hilltops, mushroom circles, skyshards (they are fun ok), skyrim graveyards, foggy morthal and swamp, companions and followers, which is probably one of my favorites ever simply because it adds nice looking followers that aren't awful (can be essential) but most importantly, they have their own routes, adventures, etc. so it really livens up the world when you can help [x] in a tomb and they offer to join you ya kno? hidden treasures, underwater treasure, hidden hideouts (and city version cause why not) and skyrim sewers give ya plenty to explore. azura shrine temple is great and im still waiting on a shrine temple mod personally. cutting room floor and arthmoor's village/town mods if you haven't played with those as well adds A LOT. my personal fav quest added is missing apprentices from the college.
as far as actual quest mods go ive only played a few, my current mod list actually has some of the newer stuff that was hyped up, so I hope its good. but anyways check out: moon and star, clockwork, wheels of lull (this has a lot of platforming which I loved), and spectraverse magic of the magna-ge (which is actually a spell mod but if you like meridia even a little bit it's great.)
but to honestly answer your question, I haven't found anything remotely close to this mod yet. It really is a gem. I think its also a great example of how gaming can tell a story in ways other medias would never be able to do.
You need to make another mod like this man. There's simply no other mod that is this small in scope (and actual size) yet with this kind of storytelling.
Props to you man!
But I have a question. What are those sigils of a three-eyed monster with horns hanging from every wall in the basement?