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  1. dafydd99
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    FAQ

    WHAT ELSE DO I NEED TO INSTALL?
    Nothing! The Sidrat is entirely standalone, and includes all other previously released Sidrat features! Though your experience will be enhanced if you've installed Hearthfire Multiple Adoptions or Open Cities. For PC users, SKSE and SKYUILib add useability improvements. Also the Fishing patch adds five fishing spots and a bunch of optional aquariums. Note, there have been significant changes under the hood through the versions, so compatibility with old Sidrat saved files should be possible - but can't be guaranteed.

    UNLOCK A LOCATION
    The Sidrat starts with only two locations unlocked from over 60. To unlock a location, you should check where the dull crystals are on the destination maps in the console room, click on them to find their destinations and examine their exact spot on the map (which should be reasonably accurate) then go to that location in game. Cast the 'Multiphasic vision' spell (book in chest at Sidrathamz) and for a brief period the destination crystal for that location will be visible and should chime from a distance. Track it down, activate it, and it will now be unlocked on the destination map. Nearly all the locations are shown in the two youtube walkthrough videos - if you open the descriptions, you'll see links to jump to the correct time point that location is unlocked. The Sidrat v2.02 (Skyrim SSE mod) author complete walkthrough. - YouTube , The Sidrat v3.03 - fall of the Dwemer (Skyrim SSE Mod) - author walkthrough. - YouTube, The Sidrat v4.11 - Unleashed. Author walkthrough - YouTube and The Sidrat v5.04 - Beneath The Infinity Tree (pt1). Author walkthrough - YouTube

    UNLOCK A COORDINATE SECRET
    Certain locations when unlocked may have a secret code. If you select a destination on the Sidrat's destination map, you might hear a little sound, and see the console show a pair of coordinate codes rather than all zeros. If you take this pair of codes upstairs to the coordinate console in the living quarters, enter them in the two consoles and pull the lever the secret will be unlocked. There are seven of these secrets in total.

    HOW DO I GET TO THE CRAFTING BALCONY?
    This is the second coordinate secret - see above.

    HOW DO I GET THE SUMMON WHISTLE POWER?
    This is the sixth coordinate secret.

    STARTING THE 'Fall of the Dwemer' QUEST
    Simply travel 25 times from the console room, on the 26th the quest will begin...

    STARTING 'The Infinity Tree' QUEST
    Travel 50 times from the console room, after completing Fall of the Dwemer. Also requires Kayne Eine to be unlocked and to be landed in Tamriel.

    HOW DO I GET TO THE MUSHROOM CAVE?
    You need to complete the 'fall of the Dwemer' quest - see above.

    I WANT TO UNLOCK ALL THE LOCATIONS/SECRETS WITHOUT DOING ALL THE HARD WORK
    Shame on you! Well - there are a few short cuts to unlocking things:
    1) should you unlock all the locations by hand, all the location secrets will automatically unlock.
    2) there's a hidden secret in the Sidrat that reveals codes that provide this (ideally you might want to hunt for that)
    3) and if these fail check the 'spoiler' section below for a list of codes to enter in the Sidrat's console
    4) the old console command from the original Sidrat mod also still unlocks the locations and co-ordinate secrets and now models toosetstage thesidratquest 99
    There is an issue with unlocking all locations that you should be aware of. If you visit locations previously inaccessible (depending on what stage you are through quests etc) you may accidentally progress or break a quest - so try to avoid that where possible.

    COMPATIBILITY AND MULTIPLE DESTINATIONS PER LOCATION
    Open Cities is supported - just put The Sidrat after it in load order. You'll get a message saying if it was detected when you load a new save with the Sidrat installed.

    There are obviously thousands of mods that modify locations, so landing sites could be inaccessible. New to this version, many of the 'busiest' locations, cities or eg Lakeview manor, have several destination crystals for their location, so if one or two are covered, you can always unlock the third. The summon whistle that can be unlocked allows you to call the Sidrat to the nearest destination crystal - so if you were closer to one of the others for that location, it would land there, and use that destination for next time. Of course, if that was a mistake, you can just summon it back to the original destination. This maximises its compatibility with other mods - and should I hear of any locations that aren't compatible with a particularly mod, I'll add more destination crystals to it - so do let me know if you spot any problems.

    Also the 'Summon The Sidrat Anywhere' spell that's unlocked when you've got all locations (except for later quest ones) allows you to reposition every location to your exact preferences. And combined with the 'Custom Crystals' you can have a custom destination for any external location - even for locations in other mods.

    FOLLOWERS/SPOUSES/ADOPTION
    These are all supported under the excellent 'Hearthfire Multiple Adoptions' mod, and for adoptions you'll certainly need it. https://www.nexusmods.com/skyrim/mods/29249/. Up to six children can be adopted, but they can't venture out the main entrance - they'll actually go to The Garden and The Matrix to play.

    HOW MANY SECRETS ARE THERE?
    Well, quite a few. 7 coordinate secrets discovered through locations. And at least three more others are hidden in the Sidrat - the hiding place for one of them is in one of the uploaded images. Probably about 40 nods to Doctor Who - so look out for these too.

    WHAT IS A LINKED CRAFTING TABLE?
    Linking a crafting table simply allows you access to all the items stored in the storage chest sat by it when crafting. The storage chests in the outside and inside crafting areas share the same inventory.

    CAN I LEAVE MY FOLLOWERS TRAPPED IN 'fall of the Dwemer'?
    No, don't worry - they'll make their way back to Skyrim, cos of... er... magic.

    WHO'S ALVARD AND WHY DOES HE HAVE A TROVE?
    Alvard Deathdealer was the antagonist in my first puzzle-heavy mod 'The Dark and The Light' - https://www.nexusmods.com/skyrimspecialedition/mods/26353. He had a few nice items which may appear in his chest from time to time - as long as you empty it out. It will start empty, but will re-fill every 24 hours.

    I'M NOT SURE I'VE SEEN EVERYTHING - CAN YOU LIST IT ALL? (CHEAT CODES HERE!)
    Okay, well, don't say I don't spoil you...
    Spoiler:  
    Show

    - over 70 unlockable locations with the 'Multiphasic Vision' spell
    - 13 further external Models to unlock with schematics
    - internally: living quarters, console room, crafting room, kitchen/dining room, dormitory, display room, games room, zero room, garden, mushroom cave, library, swimming pool, private sandy island in the sun
    + crafting room with optional linked/unlinked versions of all regular crafting stations. Extendable as shown in 'fall of the Dwemer' section
    + museum room 20 mannequins, 24 weapon racks, three chests, 6 display cabinets, 'The Curator' and bespoke area for unique items (Daedric artifacts, Claws, Dragon Priest masks, Elder Scrolls, Paragons, insect jars, Religious and unique amulets, and the books of Hermaeus Mora)
    + library 8 four shelf bookshelves - with shelf stacking chest, also connected to the sorting chest below
    + dormitory with 6 child beds, 4 adult beds and support for 'Heathfire Multiple Adoptions'
    + kitchen/dining room with spit, oven and seats for 12
    + zero room - contains all shrines, and doom stones. Also new 'Blessing of the Dwemer'
    + garden - with 16 soils, and rows of flowers and other ingredients, waterfall, bathing area, butterflies, fishies. Areas for children to enjoy. Unlockable mushroom cave with a hidden vampire lair
    + games room - be a true Dwemer and watch centurions battle themselves to destruction for your pleasure
    - The Matrix
    + a private island
    + three accuracy based Archery games
    + horse Bessie, with two horse trials
    + relaxation external area for children and followers
    + windmill
    + fishery
    + sand castle!
    + cooking grills - hear your meats sizzle!
    + the Infinity Tree with 6 NPCs. Blacksmith, magic vendor, potions vendor, and innkeeper.
    + the Mechanical Mansion - highly configurable with Curious Black Cubes
    + Treetop Lodge - additional player home at the top of the Infinity Tree with Omni Crafter and Kayne Eine
    + unlockable launchers!
    + radiant-style quest to unlock all beverage in the game - along with tasting notes! Hours of fun!
    - sorting chest - stores items by type into their relevant containers across The Sidrat: weapons, armour, ammo, potions, books and misc, and ingredients, enchanting and smithing supplies
    - externally: Sidrat Tower, Petal Tower, Shack, Nordic Tower, Mushroom, Shell, Diving Tower, Windmill, Market Stall, Tree, Centurion, Keep, College Tower, Police Box. Four of these models have crafting balconies with linked stations (see above)
    - other items: Storage Portal Gloves, Sonic Staff, Greater Sonic Staff, Dah-Lek Left Arm, Multiphasic Vision spell tome, Find The Sidrat spell tome, Ystr Eggs, Dark Heart of the Dah-Lek, Dwarven Metal Ore, Raw Phasic Crystal, Phasic Crystal, Journal of Sorvad in four parts (locations in Secrets), Curious Black Cubes, a few helpful notes, Notes on Crafting book, Spoils of the Cellar book, Tautumn's Journal, Sorvad's Thinking Cap, Storage Portal Ring (enchant learn), Ancient Dragonbone Bow, Infinity Tree Sap

    Secrets
    - location secrets (unlocked by codes from the console room, when certain locations with hidden secrets selected on the map, entered into the living quarters console)
    + lower balcony
    + crafting balcony
    + penthouse
    + crafting chest (contains basic crafting set)
    + Kayne Eine (lift attendant - speeds movement around The Sidrat)
    + Alvard's trove - see above
    + Summon The Sidrat whistle (see COMPATIBILITY... above). Also now cycles through unlocked models if The Sidrat is already summoned
    - unique 'Torchlight' Spell tome
    - unique 'Allseers circlet'
    - Light arrows, Battle Light arrows
    - Bright light arrows, Battle Bright Light arrows
    - Bright torch
    - a note in the dormitory gives a code to switch all the bedding for softer, noble bedding
    - a note in the library gives a code to unlock all locations and location secrets
    - sorting chest hides a secret. Sort over 1000 items of any kind and you'll unlock gloves to open a portal to access The Sidrat's chests from anywhere. You'll never need to leave another ebony weapon behind again!

    After 25 flights in The Sidrat the adventure 'fall of the Dwemer' will be unlocked.
    - new world containing boneyard, mine, lake and dwemer ruin
    + new foes - Fallen Dwemer, Thal, Dah-Lek
    - gives access to the mushroom cave on completion
    - mushroom cave contains 'crack in the wall' secret, to find a note to unlock the 'experimental' part of the crafting room
    - staff enchanter
    - spider thingie
    - crystal transmogrifier (new)
    - pennies chest (new)
    - ingot transmuter (new)
    - mushroom cave also has water chute and a few water-filled rooms beyond, including a hidden study cave

    Model schematics locations
    - shack in living quarters
    - petal tower in garden
    - mushroom in mushroom cave
    - college tower in library
    - shell home in fishery
    - nordic tower down water chutes
    - diving tower down water chutes
    - tree in garden
    - market stall in crafting room extension
    - keep in sand castle
    - centurion in games room
    - police box (tardis) in console room
    - windmill in... windmill!

    Sorvad Journal parts locations
    - Dark Rock Mine
    - Lake of Torment
    - Sorvadhamz Library
    - Sorvadhamz Main Gallery

    CHEAT CODES
    put these into the console in the living quarters and pull the lever.
    7275 1242 - unlocks all locations
    7276 4204 - unlocks all location secrets
    4382 0279 - unlocks the experimental crafting room extension
    7276 2676 - changes beds to softer furnishings and vice versa
    7275 7109 - unlocks all models
    4383 2647 - unlocks the summon the sidrat anywhere spell
    0118 9998 - unlocks Treetop Lodge (note do this after completion of The Infinity Tree or the quest may break)
    8199 9119 - completes the booze hunt quest

    ...and a couple more things so secret I've forgotten them, and you'll have to discover them yourself!

    SO I HEAR THERE'S SOME DOCTOR WHO REFERENCES IN THIS MOD. WHAT ARE THEY ALL?
    Here's what I can remember...
    Spoiler:  
    Show

    - The Sidrat is 'Tardis' spelt backwards. (The name was actually used in the BBC series in an early episode, but I'd missed this!). TARDIS is an acronym for 'Time And Relative Dimension In Space'. So I guess SIDRAT stands for 'Skyrim Inter-tonal Dwemer Reconnaissance And Travel' - which sadly makes no sense.
    - The Traveller is a nod to The Doctor, though his background is very different. On him you'll find:
    + a Sonic Staff (as there's no sonic screwdrivers in Skyrim)
    + a flute (as there's no recorders - or electric guitars - in Skyrim)
    + a sweet roll (as there's no jelly babies in Skyrim)
    - The Console Room has a similarly shaped six-sided console to the Tardis, with plenty of buttons, dials, levers and sounds
    - The Library has 'roundels' (love the round things!) and is laid out like the older Tardis interiors
    - The Library has a swimming pool it - just like the Tardis!
    - The Matrix is the timelord database of all of space and time
    + Bessie in The Matrix is named after The Doctor's car
    - The Zero Room is a timelord place of mediation where distracting external influences are blocked out
    - The Console Room is where a Tardis (or a Sidrat) is controlled from
    - Kayne Eine - K9, the robot dog follower of The Doctor
    - Curious Black Cube - the antagonists in a Doctor Who story
    - The Curator - appears in the 50th anniversary episode, a reflection of the fourth doctor
    - "You redecorated - I don't like it" - said at least five times in the original and new shows
    - The Crack in the Wall is a nod to "The Eleventh Hour" episode
    - "Summon The Sidrat" whistle - The later Doctors could summon the Tardis with a whistle, and even open the doors.
    - The Police Box model is a Dwemer version of The Doctor's 'police box' time capsule
    - down the chute in the mushroom cave there are a number of weeping angels facing each other

    - Fall of the Dwemer quest, follows the Dalek origin story closely
    + Skyroh has similiarities to Skaro
    + Dah-Leks bear more than a passing nod to Daleks
    + Sorvad is Davros spelt backwards
    + Sorvad mentions The Eye of Harmony in his journals - this is also the power source of the Tardis
    + The Thal were the other indigenous race on Skaro
    + The cloister bell tolls when the Sidrat is broken signifying a major systems failure
    + The Dah-Lek that says 'Eggs' is similar to the experience Rory has in the episode Asylum of the Daleks

    - The Infinity Tree
    + The Sarcophagus with the missing bust is similar to the one in The Five Doctors
    + Zarbi in The Under Tree are inspired from the series, though are a little more evil here!
    + The twin heart of the Infinity Tree is inspired by timelords having two hearts. The initial irratic heartbeat matches the 'he will knock four times' prophecy


    HOW DO I REMOVE THIS MOD FROM A SAVE?
    I've added these notes in case for whatever reason you'd like to remove this mod from your save. Note there is nothing different from The Sidrat to any other mod in this situation, and these instructions apply to all, so may also help you in other cases.

    Firstly, a warning  - removing a mod from a save is NEVER recommended. Adding one is usually harmless, but removing one can leave lasting damage to the save, and potentially corrupt it. You're often better off just loading a save before the mod was installed.

    1) go to 'mods' from the main menu and untick the mod (and potentially any other patches etc) from your load order, and return to the main menu. (Now, sometimes for me opening a save at this point can cause a CTD, but on restarting Skyrim this problem seems to go away for good.)

    2) open your save. You'll probably get a message like 'This save relies on content that is no longer present. Some objects may no longer be available. Continue loading?' and the list of mods that have been disabled. Continue loading and see what happens!

    3) if you get the message 'Save is corrupted', this can mean any number of things, and from here you have a few choices:
    - simply try again immediately afterwards. For some reason it often works the second time! I think this may be (though happy to be corrected!) because if it sees too many resources removed, it will trigger this message - but on the second attempt it has a much higher bar for the number of resources removed that it finds acceptable.
    - try using Fallrim tools 'ReSaver' to remove any references to the mod stored in the save. This is an excellent tool and the nexusmods page contains a lot of useful information about save files and how to restore them.
    - you may find you can avoid this error by extracting the 'scripts' folder and its content from bsa file given with the mod using something like BAE and placing it as a folder in your 'data' folder. This allows the game access to these resources without actually having the mod in your load list. (None of the scripts in The Sidrat overwrite existing ones so it should be harmless, though this may not necessarily be the case with other mods.)

    HAVE YOU MADE ANY OTHER MODS?
    Yes, I have. The Dark and The Light was my first mod, a challenging and creepy dungeon mod stuffed full of puzzles https://www.nexusmods.com/skyrimspecialedition/mods/26353. The Sidrat was originally going to be the final reward for its completion - but I decided more people should get a chance to have their own Sidrat rather than just puzzle fans.

    I THINK THIS IS AN AWESOME MOD. HOW CAN I SHOW MY APPROVAL?
    Why thank you kindly - you have excellent taste. I don't get a huge amount of feedback so it's hard to tell what people liked and what they didn't - a message here or on the Discord server would be appreciated. If you think more people should get a chance to try it, please give an endorsement on nexusmods (which raises its profile on the site), or a good rating on bethesda. And if you really liked it, you can post videos and images to this mod page and, of course, you're always welcome to rave about it on your favourite social media site. Oh, and don't forget to try my other mod mentioned just above. You can now also DONATE through paypal on both The Sidrat and The Dark and The Light Nexusmods pages.

    Thanks everyone, and enjoy The Sidrat!

    dafydd99
  2. Zekesin93
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    Hello. Love your mod, never play without it. Do your guide videos show what all is supposed to be in the museum (specifically the middle display on the side closest to the curator)? and if so which one? I don't want to spoil the secrets and unlocks by watching all of them.
    1. dafydd99
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      Glad you've been enjoying!

      No they don't - but I'm pretty sure someone on youtube recently asked this exact same question and I replied. They're all for amulets, but I don't recall exactly which ones. Next time I'm on there I'll c+p them across.

      Edit: these are the ones...Amulet of Articulation, Necromancer Amulet, The Gauldur Amulet, Savos Aren's Amulet, Kyne's Token, East Empire Pendant, Locket of Saint Jiub, Amulet of The Gargoyle, Amulet of Bats.

      Cheers - dafydd99
  3. ShadowKraz42
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    2 Low Priority Feature Requests:
    Some mods such as Divine Elegance require an item or a book in your inventory in order to craft or upgrade them. I've been using the Weapon storage barrel next to the forge but ... it's inconvenient and awkward, especially if I need something at the tanning rack. Further, some mods require items such as linen wraps, rolls of paper, and charcoal for crafting but these are not distributed to the linked chests.  The Crafting Chest, once unlocked, can serve to hold them more conveniently, but it's not a solution for the early stages.

    1) Could you in the future place a small, unlinked chest conveniently close to the forge? Possibly next to the tanning rack?
    2) Can you do something to the sorting mechanic so that linen wraps, rolls of paper, charcoal, etc. are sorted into the forge's crafting chest? If not, then the above solution would also work for them.

    These would be, I think, nice additions but obviously not 'deal-breakers"; I'm enjoying The Sidrat too much.
    1. dafydd99
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      Hm... I had got part way through a system where if you sneak you can place an item into any particular storage chest, and it will update this as a 'preference'. So using the sorting chest later on, and it would distribute according to these extra preferences. Eg if you wanted that particular book in the supplies chest, sneak and put it in, and that would skip the item type check and it would be available next time you used the linked stations. A quicker and easier fix would be just to let it in that once, and not modify the sorting chest behaviour, though that would be a less complete solution.
    2. ShadowKraz42
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      The only problem with the quick fix is that you would have to do that every time you accessed the chest if you want to keep the book or whatever in there.
      The sneak idea, which appeals to my thieving nature lol, would be better if it can be worked out without tooo much effort. Frankly, I'd rather not have it than to have you burn out on this mod; the danger of 'feature creep'. Better to have the unlinked chest than a burnt out mod author.
      Addenda: (I know what the plural of addendum is, yay me)
      1) May want to put unlinked chests next to the cooking areas as salt piles are both potion and cooking ingredients.
      2) I know I found them in the past, but I cannot seem to find the spots for Mt. Anthor or High Hrothgar, not the summit, the other one on the eastern side. I have JK's High Hrothgar but don't know if its change to the Eastern tower is somehow overwriting. I'm not getting the sound in that area nor on the 7000 Steps or anywhere else.
    3. dafydd99
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      I've uploaded a new version with the sneak feature added. So... sneak, open linked chest, drop off any items that would normally not be allowed, unsneak, use linked crafting station, and all the items should be in your inventory. And when you exit they should all be placed back in the chest.

      It ended up being a little more complex than I expected, but seems to work fine. Obviously I'd recommend doing a full save before trying the updated version as this affects inventories - don't want to lose your items permanently!

      Re salt, yeah I mean if you've got a stack of 70 salt in your alchemy ingredients, just take 35 of them over to the storage barrel in the kitchen to use for cooking. Should be fine. Oh, and if you use the grill you can cook meat without even needing salt!

      I don't recall there being a high hrothgar one - I think it's right at the top of the throat of the world, next to the notched pickaxe. Mt anthor is a tricky one iirc - way up above a small dwemer poi with ice wraiths.
    4. ShadowKraz42
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      Yes, there's the one at the peak of Throat of the World but the map indicates one to the east of High Hrothgar. Not the Ivarstead Falls one (cool location, btw, well done you) but it *seems* to be on the 7000 Steps of near it. I'll keep looking after I'm done in Solstheim. Ditto Mt Anthor; I know I've found it in the past so I'll keep looking there as well.
      BTW, thank you for the update! Downloading!
      Cheers!
    5. dafydd99
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      Ah, yes there's one on the mountain side there - it's not near high hrothgar, it's actually not too far from the Ivarstead - cross the river and head north a little way, then double back a little on yourself going west, and you should see a faint path up the mountain. The destination crystal is just into the clouds. Check the walkthroughs if you can't find it.
  4. Asdertree
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    donde podria encontrar una vercion en español ?   gracias por tu mod me gusta mucho 
    1. dafydd99
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      ¡Gracias, me alegro de que estés disfrutando! Desafortunadamente no hablo
      español, y nadie se ha ofrecido a traducir este mod, por lo que no
      existe una versión en español en este momento.

      Cheers - dafydd99
  5. ShadowKraz42
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    One place it would be nice to have more options for is the, aha, lonely mountain in the center of Whiterun Hold. The location there conflicts with Dragons Keep https://www.nexusmods.com/skyrimspecialedition/mods/271 . It's a boarding school that I use for the adoptable kids I can't adopt because I've already adopted 6. There is also a player home there.
    Not a huge issue, just would be nice to be able to use both mods there at the same time. As I progress further in The Sidrat's quests, I might scout a place for a custom marker, but that may take a couple of weeks.
    Still loving this mod!
    1. dafydd99
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      Yeah, it's difficult to keep track of all the different locations other mods might have modified Skyrim - and I doubt I'll make any more changes to the locations of the destination crystals. The 'Summon the Sidrat Anywhere' spell does allow you to alter the exact location of any given destination - but as you say you'd need to unlock all the locations first. Or you could use the cheat code in the FAQ above of course. This would give you an alternative to using one of the Custom Crystals.

      Cheers - dafydd99
    2. ShadowKraz42
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      No worries! I know you have and are putting a lot of time and effort into this mod; a true labor of love.
      Much respect.

      Side note; is it true that the long, long Welsh place names really translate to "long-arsed name that doesn't really mean anything but they take the piss out of the English and tourists" or similar? Just curious. LOL.
      Cheers!
    3. dafydd99
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      Yeah, to a certain extent - Llanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogoch for example does break down to mean the church of mary by the white pool etc... but it was only given that name in 1860 to attract tourist attention. Locals call it a much abbreviated form. Though tbf I'm not really the person to ask - I have welsh heritage but have lived near or in London most of my life. I think it's fair to say in the UK we have a history of laughing at most things in life, including ourselves, which sometimes can be lost on people from other countries - so, most likely, a big part of it was most likely just for fun. Particularly as that village is a particularly small one!
    4. ShadowKraz42
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      Do you think it is safe to update The Sidrat mid-game with the new version? I already have the fixed script (thank you!) as per the bug report. If not, I'll just wait until I'm done testing and run a full game.
      BTW, I may just drop Dragon's Keep; the Whiterun Wilderness (aka lonely mountain) location is too good to lose. The views!
      Fair enough, my parents were exposed to British humor humour when Dad was stationed in Scotland and England during the Korean War and proceeded to expose my siblings and me to it. I may not get all the references, but enough and much more than most Americans. I really freaked a friend out when I made her watch the original The Lady Killers (not that lame remake; shame on you Tom Hanks!). "Is that Alec Guinness???"
    5. dafydd99
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      Yeah, should be fine - all my updates SHOULD be okay with older versions. Obviously worth keeping your old saves just in case.

      Oh Alec Guiness was a national treasure - well before star wars even. Well worth digging out his old films, though some of the references may even be missed by a modern day londoner. Have a look for Ealing Comedies.
    6. ShadowKraz42
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      I've been watching the Ealing Studio comedies for... decades.
      Ok, I'll be updating, thanks and cheers!
  6. CUTA
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    Интересно только у меня проблемы, всё нашла всё локации, перемещение не дало результата кодов секретных нет и щелчку и на консоли только нули, но всё локации я нашла, но не могу открыть секретные комнаты, решила попробовать читом что вы написали ниже, но тоже не открываются  комнаты
    1. dafydd99
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      Сложно сказать, есть проблема или нет. Вы пробовали следовать прохождениям на ютубе? Есть примеры того, как находить и вводить коды - и у вас должна быть возможность включить автоматически сгенерированные русские субтитры.
    2. CUTA
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      Да конечно я смотрела и пыталась найти решение в интернете, даже записка которая лежала у консоли с кодом, когда ввела написали что ничего не произошло
    3. dafydd99
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      Да, при использовании этого кода ничего не происходит, так как предыдущий владелец уже пробовал его. Пробовали ли вы дополнительные коды в разделе "CHEAT CODES" выше?
    4. CUTA
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      ,,да и это тоже пробовала ,удаляла даже мод и качала заново, всё тоже самое
  7. someguynamedjoe
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    By any chance, is there a Lux patch for this mod anywhere? I haven't been able to find one.
    1. dafydd99
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      Narp - I haven't done one, and I don't think anyone else has either.
  8. Nutbuddy3
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    im getting a ctd when starting fall of the dwemer, this is probably my favorite mod in skyrim but i never played the quest because no matter what i get a ctd after pulling the distress beacon and trying to leave. I just wanna see what content the quest has because if the base sidrat is anything to go by it has to be spectacular 
    1. dafydd99
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      Glad you've been enjoying! Yeah, I think it's quite a good quest all in all!

      Ah sorry to hear you've been getting a CTD. At what point exactly is this happening? Is it when you leave the Sidrat after getting the quest?

      Edit: sorry - I missed the point at which you said it happened as you leave. If you look in 'bugs' there's one outstanding issue that's recorded there. It seems to have something to do with the skeletons - and possibly a conflict with another mod, that may be modifying the skeletons or draugr. Unfortunately I've never been able to duplicate this - so I also haven't been able to make a workaround.

      Cheers - dafydd99
    2. Nutbuddy3
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      i found the problem, it was the last mod i could think of and i almost gave up but it was cathedral armory FINALLY I CAN PLAY YOUR GLORIOUS MOD

      if you can please make a patch for cathedral armory, i think its the changes to dwemer armor that break it
    3. dafydd99
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      Oh terrific! Great detective work there!

      I'll have a think about whether a patch or an update to the mod to get around this issue is the most sensible.

      Thanks again!
  9. Suriel
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    First of all: Great Mod! Thanks for all the work you put into it. I love it!

    Question: Companions/followers (both vanilla & others) don't follow me into the Sidrat. Does anybody know if I'm doing something wrong or is this as intended?
    1. dafydd99
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      Hi Suriel - glad you're enjoying!

      I've just tested with Faendal and he seems to follow me in just fine. There should be a special script on the entrances which allow a move, followed by a fast travel, when you enter. Unfortunately this seems to be the only way to make sure a companion joins you, as the Sidrat doesn't exist in a single location. You might notice two loading screens on entering if this is working. I'm not sure - but it's possible another mod is conflicting with this some how.

      EDIT - you may find hearthfire multiple adoptions 'bless this home' spell helps. This mod is necessary to get adoptions working in the sidrat, but it can also improve follower interactions.

      Cheers - dafydd99
    2. Suriel
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      Thanks for the fast answer!
      I tried with Bless Home now, I already had the mod in my load order. Still doesn't work.
      Well, the character I use the Sidrat with is a Necromancer. Perhaps he craves some privacy from time to time.
      He has other static houses to park entertain his cultists loyal friends in.
      Yes, it's probably a mod conflict of some kind. Undead I create inside the Sidrat via altar (mod) also don't follow me outside.
      No big deal... :) Once he gets outside again, his followers are waiting for him.
  10. Shua1956
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    Hey, it’s the old lady again wanting to wish the author of my favorite mod of all time a Very Happy Holiday!  🎄🎄🎄🎄🎄
    1. dafydd99
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      Hello there! Many seasons greetings right back at you! Have a great holiday!

      Cheers - dafydd99
  11. Shua1956
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    Hi, it’s the old lady again who STILL loves you and I hate to be a pain in the arse but…after downloading your latest mod from here instead of Bethesda, everything skipped and unlocked EXCEPT the quest on the Island with the Mechanical Mansion.. Could I bother you again for a way to skip that quest? Thanks 
    1. dafydd99
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      Hm. Well, it's probably having problems aligning the two versions - quests sometimes won't progress properly if they're eg already started.

      I'd recommend making a save with the old version. Removing the mod. Making a new save without it. And adding the mod again. Of course, you'll need to remove all the items you have in the Sidrat first or you'll lose them!

      Keep all your old saves incase you need to go back to them again if there are any problems. There's a section in the FAQ to cover removing mods if you have any problems.

      Oh, and btw, don't worry! You're not nearly old enough to be my grandmother - mother maybe *just*! And don't think you're the oldest player either - I've had messages from people in their 80s! There's a lot more grey hair in modding than you might think.

      Cheers - dafydd99
    2. Shua1956
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      Actually I had to do a clean install of Skyrim for unrelated issues so used this version from the beginning. It’s the Mechanical Mansion…It’s still locked, that portion.

      ** I did the arrow thingy and got in! I’m good now. Thanks.

      P.S. Sometimes older is better, hahaha! You have given me so much joy each day. At this age there’s not a whole lot to look forward to each day but with your mod, I wake up thinking about The Sidrat and I go to sleep thinking about where I’m traveling with it next or what I’m going to do in it that day. I LOVE IT!  Takes my mind off the real world..such as it is, lol. Keep up the great work and may the powers that be richly bless you!
    3. Shua1956
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      Yes, just inside the gates, not into the living quarters. I also noticed that npc’s can also walk thru the outer walls of the sidrat right into the lobby. Saw this in Solitude.
    4. dafydd99
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      Hm... Odd. They definitely shouldn't be able to walk through walls. I wonder if the game is a little overloaded, and the sidrat's collision has stopped working. Can you walk through it too?