This was excellent. The most red dots I've ever seen at any time and several times made it tough but really enjoyable. I fear every other dungeon I download from now on will feel empty and easy.
I am going to sound negative, I am afraid. The Orc is Psijic Monk ?.Perhaps the mod should be renamed to "Non-immersive Dungeons". Or maybe the story of Boeithia and Trinimac and origin of the Orcs is not just an apocrypha.
I tried to find the bandit camp south of the Sarethi Farm. There is one. Treva Watch. However, the one we are looking for, I believe, is due north, and it is marked as stables. It is huge, non-linear and I am supposed to find a note or something. No quest marker.
Level design is as close to being perfect as possible, but he rest..... I don't know. I was looking for something to use instead of Forgotten Dungeons, but, perhaps I should stick to them.
These dungeons are crazy long and unique and the main chamber usually looks incredible. Theres sooo many enemies and glad I had 5 followers with me man! Excellent work!
Loving the mod, so many enemies and rooms to explore but stuck at what I believe to be the end of Fossil Rock, I've been going around the room with the various Forsworn encampments for over an hour. Logically, I'd have thought there was something to find at the topmost group, but I can't see anything after I've looted the main chest.
Edit: nvm, I'm just hella dumb. There was no exit in the room I was in
I wanted to let you know I made a mod to remove about half the enemies from this mod, as many have complained of the overwhelming volume of enemies. My assumption is that it's permitted as long as the original is required (which it is of course), but if I have assumed wrong or for any other reason you prefer not to have my modification up, just let me know and I will take it down If you want! (Thank you for all your excellent work btw!) ~dan (tcbflash)
The design encounter of this mod makes it way harder than vanilla. In a fight inside Alt Fort Anol alone, i faced up to a dozen of foes at one time, heavily armed, with mages and warriors, and up to 500 health each.
The number of enemies, plus the narrow dungeon, means u r quickly overwhelmed. Im lv20, but i am no match.
Quick uninstall, no lookin back. The author woulda made a better mod if the enemy encounter is spaced out a bit better, and the difficulty not artificially inflated by simply putting overwhelming odds against the player.
I strongly advise against using this mod. the dungeons it adds are, for starters, extremely long.
I tried a couple. the second, which was Gate of Lorkhan, took 90 minutes, and that's after losing my patience and TGM-ing my way through. being extremely long would not be unwelcome, if what is on offer was worth the time.
it's not!
this modder seems to believe that it is bad doctrine to have less than one enemy per square meter. you know how when you enter a dwemer dungeon you see the holes in the walls where sometimes - s o m e t i m e s - a dwemer sphere rolls out of? ...wait, you thought dwemer spheres were the problem? you also get centurions not even 20m apart. several sections consist of tight corridors with 6 centurions and 12 spheres AT ONCE spawning on you.
the dungeon has something like 20 different cells, each the size of Mzinchaleft or larger, and each corridor is like this.
there is no reward for your troubles either. you literally get a "psyke! your princess is in another castle treasure is not here, the psijics already took it, nice try unless of course you consider the part where I walked out of this mess with 64. 64! grand soul gems.
balance: nonexistant. story: none. it's not even lore friendly, since it throws "protectors" at you (psijics) that it later says are DWEMER. broken english. at every stop. gaping holes in the map. invisible walls. just pass this mod. just skip it. good grief... if it didn't brick my save removing it halfway, I would.
I get where you're coming from. Even agree with some of your sentiments. But I wouldn't go as far as to advise people to avoid the mod. It has its positives too.
The way I feel about it is that it's an experiment in monumentality. That is, the mod is an exploration on the feasibility of truly massive spaces within the Skyrim engine. The dungeons dwarf all vanilla delves and do come with hordes of enemies. As in hundreds of mobs to kill per dungeon. In many cases, the first bodies de-spawn before the combat is over since Skyrim only stores about 25 bodies per cell before scrubbing them. So remember to loot mid-combat.
The mod is a monumental undertaking to finish. That can't be stressed enough. Calling the mod Massive Dungeons would've been more accurate. And the later ones come with some pretty tough foes to fight. The last dungeon took me two full sessions to clear. We are talking something around 10 hours. The last boss battle took many many many attempts before I was able to beat it. And that was on a pretty well-optimized level 40 archer. Not complete cheese, but close to it. I guess I should've invested more into fire resistance...
So while I do feel that the time investment, and the heavy combat focus, are good things to contemplate before deciding to play the mod, it still is worth a gander. Provided that you approach it with the right mindset. You do get to visit some rather awesome places along the way and there are a lot of quite clever examples of what can be constructed with vanilla assets to marvel at. The story is told through journals and really feels more of an afterthought. But it does its job in giving you enough of a "reason" to trek through the delves. Though the main focus is squarely on exploration and battle.
So even though at times I felt the bangs of frustration, am still glad I soldiered on. The mod was quite the experience, though not one I am in any haste to repeat. It really is that long.
133 comments
FINAL VERSION
-1.3-
***
Compatible list:
Compatible || Semi-Compatible || Incompatible
Nyhus and the border of Cyrodiil
Hammet's Dungeon Packs for SE
EasierRider's Dungeon Pack
Forgotten Dungeons (SSE)
Qaxe's Questorium
I tried to find the bandit camp south of the Sarethi Farm. There is one. Treva Watch. However, the one we are looking for, I believe, is due north, and it is marked as stables. It is huge, non-linear and I am supposed to find a note or something. No quest marker.
Level design is as close to being perfect as possible, but he rest..... I don't know. I was looking for something to use instead of Forgotten Dungeons, but, perhaps I should stick to them.
Edit: nvm, I'm just hella dumb. There was no exit in the room I was in
I wanted to let you know I made a mod to remove about half the enemies from this mod, as many have complained of the overwhelming volume of enemies. My assumption is that it's permitted as long as the original is required (which it is of course), but if I have assumed wrong or for any other reason you prefer not to have my modification up, just let me know and I will take it down If you want!
(Thank you for all your excellent work btw!)
~dan (tcbflash)
The number of enemies, plus the narrow dungeon, means u r quickly overwhelmed. Im lv20, but i am no match.
Quick uninstall, no lookin back. The author woulda made a better mod if the enemy encounter is spaced out a bit better, and the difficulty not artificially inflated by simply putting overwhelming odds against the player.
I tried a couple. the second, which was Gate of Lorkhan, took 90 minutes, and that's after losing my patience and TGM-ing my way through.
being extremely long would not be unwelcome, if what is on offer was worth the time.
it's not!
this modder seems to believe that it is bad doctrine to have less than one enemy per square meter.
you know how when you enter a dwemer dungeon you see the holes in the walls where sometimes - s o m e t i m e s - a dwemer sphere rolls out of?
...wait, you thought dwemer spheres were the problem? you also get centurions not even 20m apart.
several sections consist of tight corridors with 6 centurions and 12 spheres AT ONCE spawning on you.
the dungeon has something like 20 different cells, each the size of Mzinchaleft or larger, and each corridor is like this.
there is no reward for your troubles either. you literally get a "psyke! your
princess is in another castletreasure is not here, the psijics already took it, nice try unless of course you consider the part where I walked out of this mess with 64. 64! grand soul gems.balance: nonexistant. story: none. it's not even lore friendly, since it throws "protectors" at you (psijics) that it later says are DWEMER.
broken english. at every stop.
gaping holes in the map.
invisible walls.
just pass this mod.
just skip it. good grief... if it didn't brick my save removing it halfway, I would.
I love long dungeons. This is a great mod and a fine addition to my load order. Some real effort on display. Fossil Rock is crazy!
The way I feel about it is that it's an experiment in monumentality. That is, the mod is an exploration on the feasibility of truly massive spaces within the Skyrim engine. The dungeons dwarf all vanilla delves and do come with hordes of enemies. As in hundreds of mobs to kill per dungeon. In many cases, the first bodies de-spawn before the combat is over since Skyrim only stores about 25 bodies per cell before scrubbing them. So remember to loot mid-combat.
The mod is a monumental undertaking to finish. That can't be stressed enough. Calling the mod Massive Dungeons would've been more accurate. And the later ones come with some pretty tough foes to fight. The last dungeon took me two full sessions to clear. We are talking something around 10 hours. The last boss battle took many many many attempts before I was able to beat it. And that was on a pretty well-optimized level 40 archer. Not complete cheese, but close to it. I guess I should've invested more into fire resistance...
So while I do feel that the time investment, and the heavy combat focus, are good things to contemplate before deciding to play the mod, it still is worth a gander. Provided that you approach it with the right mindset. You do get to visit some rather awesome places along the way and there are a lot of quite clever examples of what can be constructed with vanilla assets to marvel at. The story is told through journals and really feels more of an afterthought. But it does its job in giving you enough of a "reason" to trek through the delves. Though the main focus is squarely on exploration and battle.
So even though at times I felt the bangs of frustration, am still glad I soldiered on. The mod was quite the experience, though not one I am in any haste to repeat. It really is that long.