Firstly, thanks! Glad you hear you've enjoyed it. If you really can't beat Sthothumz' Spires then you can just leave it - there is no key and instead just a lot of treasure. If you do want to beat it though, some people managed to do it with whirlwind sprint, I personally haven't but I assume you try to time it when the catapult is near the peak of the launch arc.
If that doesn't do it either though, the intended way with the paralysis stuff is about placement, timing and a bit of luck. You need to position yourself pretty close to the tip of the catapult (but not quite at the very top) to get the best launch and then you need to eat the paralysis ingredient just before the peak of the arc. Sometimes you just get unlucky and get thrown badly but you should normally get somewhere like that - also don't forget to quicksave on each platform so you don't have to go back to the start every time as that helps save ingredients and some sanity
I have found the key to Dementia and Mania, but how do I get further? The big hole is illogical for me because if I jump in I'm dead as soon as I land somewhere and the other doors are locked
You need to go down the big hole, you'll have to use Become Ethereal, paralysis food (eat it just before you land on a platform below) or drop items quickly every split second as you fall to avoid fall damage - I actually made a video here if you are unsure of either way and don't have Become Ethereal https://www.youtube.com/watch?v=8FyJ1UBCY18
Why make a dungeon that has a point of no return and that requires a shout that players aren't guaranteed to have when going into the dungeon? My wife is playing this mod right now and she keeps getting screwed over because she doesn't have Become Ethereal and only so much netch jelly to spare. It just seems like hostile design.
there's also a lot of corkscrew bulbs on the top level, in the same area as the Harbingers were for more paralysis stuff. You can always still use the crazy dropping physics where you drop an item every split second to "land" on it and avoid fall damage. The Lost Levels version of the mod is tamer and just has some boots that entirely negate the fall damage but I did actually intentionally originally design it to be pretty hostile. I wanted to make people think outside the box a bit and as it's intended for higher levels it can be a bit mean.
Maybe it's too mean in places, I won't deny that. It was my first properly original mod too, so I think there's some things I maybe would do a bit differently from the start if I made it again but some hostility in the design was also intended. The idea was kind of going down the rabbit hole and it being so tough in parts that players would have to really push themselves in some ways they maybe hadn't had to before to overcome it.
Lost Levels has some new levels, loot and some changes to existing levels. Blackfell Burrow is in this version but not in Lost Levels though as it's replaced by a new level.
Basically, this version isn't totally redundant but Lost Levels does have more in it.
Hola, quería instalarlo pero me sale el error de que faltan estos masters para que funcione. ¿Qué puedo hacer? Hi, I wanted to install this but I get the error that these masters are missing for it to work. What can I do?
Hola - los maestros que te faltan son Saints y Seducers + Rare Curios. Son gratis estos días, puedes conseguirlos con instalaciones posteriores de Skyrim.
My speaking of Spanish is not great, sorry! Here's it in English if it's easier for you to just translate. Hi - the masters you are missing are Saints and Seducers + Rare Curios. They're free these days, you can get them with later installs of Skyrim.
With comment search disabled, I'm not sure if this has come up before, but are the locks supposed to be in the room with the Harbingers and the [Serana-puzzle-floor]? I see these small meshes on the puzzle, but the interiors are missing. I am wondering if those are supposed to be the locks for all the keys? Apologies for being so vague. I'm not sure how to check if the locks are somehow being overwritten in SSEEdit.
it's all just part of the same mesh, so the floor is just reused but the floor isn't able to be interacted with in anyway - the door to the left of entering that room does lead to a lot of locked doors though which is what the keys are used for
I have downloaded and endorsed this... I also have the Abyss the Lost Levels creation (which led me to this)... I do have one question - In the Manse of Madness level is there a way to open the gates? I've tried the button but either the activator is finicky or it doesn't work... I can see one method of doing it but I avoid using the console unless absolutely needed. Overall a very nice mod!
Firstly, thanks! In regards to your question, which gates do you mean? Every gate in there should be able to be opened, the one in the round room is opened by the card game on the table, maybe you mean that one? Otherwise they should all be opened by pull chains somewhere
In the Manse after the first door (empty shelves to shelves with wine) you travel through to another room (only way to go) and there's a doorway with a metal gate, the room might have a card table if so that would be the clue I needed - Thanks!!
He's an Easter Egg of a character who's interested in the Abyss in Blades. If you've seen him and still haven't completed the mod then another character who appears later may also remind you of him. If he still doesn't seem familiar you can rearrange the letters in his name - it's an anagram of a character you are almost certainly familiar with
Just returned back to overworld, with the added context of the last chamber, the name clicked. Makes a lot of sense, and always good to see the guy.
The Lost Fleet room unfortunately kept CTDing for me, which i suspect was due to a bunch of other graphical replacements I have, so I had to tcl through it while looking at my feet. Also, Tonal Architecture mod have decided that the other dwemer room (forgot the name) is a valid dwemer ruin to place quest items in, which was an interesting interaction.
Regardless, very cool mod! It took me a second to figure out what to look for and how to navigate the central chamber, but your use of (what I am guessing was mostly existing?) assets made each room feel unique. The tree houses one in particular made me think of Myst immediately, very eerie. Rewards are nice too, without being obscenely overpowered. Love the fork, lol.
Thanks for your kind words! The CTD problem you apparently had with Lost Fleet is most likely something to do with a Dwemer pipework replacer. From someone else who had the issue it sounds like there's just so many bits of pipework in that level that when you play with certain mods that change its appearance it can just be too much for almost any PC to handle. Some do work okay, I guess it might be to do with quite how high quality the new textures are but I'm not 100% sure. Otherwise, I'm glad you enjoyed it!
Was the whole purpose of the recent lost abyss update was to make the first launchpad at Sthothumz’ Spires harder to use? Because before the update I didn't have any problems making it past that part.
The patch notes do mention the first platform but it's just about moving the pipework around it slightly - it shouldn't be any harder or easier. A lot of it can be based on chance, maybe you're just having some bad luck with it? You can keep eating the gold kanet before it expires to keep the paralysis for longer if that's been the problem. Apparently you can actually make it with whirlwind sprint too but I haven't tried that.
I am not sure if these are bugs or something interacting with my own system, but the last 2 levels (avoiding spoilers) had major collision problems for me. I had to use the TCL console command to circumvent my character's inability to get around. Nevertheless, the mod was otherwise excellent and I just endorsed it.
Firstly, thanks for the endorsement! About the collision problems you had, they may have been related to conflicts with other mods. The only strange collision issues I can recall people having were with Pineview Skyway, both trees disappearing with some flora overhauls installed but also some people having issues entering the level, which my guess is probably due to similar mods possibly changing the mesh of the trees to be even bigger or things like that. That's just my guess from the info provided.
138 comments
Can you please give me advice on to get this part right. This is the last key I need I hope.
Awesome job by the way. I really enjoy this mod!
If that doesn't do it either though, the intended way with the paralysis stuff is about placement, timing and a bit of luck. You need to position yourself pretty close to the tip of the catapult (but not quite at the very top) to get the best launch and then you need to eat the paralysis ingredient just before the peak of the arc. Sometimes you just get unlucky and get thrown badly but you should normally get somewhere like that - also don't forget to quicksave on each platform so you don't have to go back to the start every time as that helps save ingredients and some sanity
The big hole is illogical for me because if I jump in I'm dead as soon as I land somewhere and the other doors are locked
Maybe it's too mean in places, I won't deny that. It was my first properly original mod too, so I think there's some things I maybe would do a bit differently from the start if I made it again but some hostility in the design was also intended. The idea was kind of going down the rabbit hole and it being so tough in parts that players would have to really push themselves in some ways they maybe hadn't had to before to overcome it.
though as it's replaced by a new level.
Basically, this version isn't totally redundant but Lost Levels does have more in it.
Hi, I wanted to install this but I get the error that these masters are missing for it to work. What can I do?
ccBGSSSE025-AdvDSGS.esm
ccBGSSSE037-Curios.esl
My speaking of Spanish is not great, sorry! Here's it in English if it's easier for you to just translate. Hi - the masters you are missing are Saints and Seducers + Rare Curios. They're free these days, you can get them with later installs of Skyrim.
Edit: Yup that's what I was missing...
The Lost Fleet room unfortunately kept CTDing for me, which i suspect was due to a bunch of other graphical replacements I have, so I had to tcl through it while looking at my feet. Also, Tonal Architecture mod have decided that the other dwemer room (forgot the name) is a valid dwemer ruin to place quest items in, which was an interesting interaction.
Regardless, very cool mod! It took me a second to figure out what to look for and how to navigate the central chamber, but your use of (what I am guessing was mostly existing?) assets made each room feel unique. The tree houses one in particular made me think of Myst immediately, very eerie. Rewards are nice too, without being obscenely overpowered. Love the fork, lol.