Hello everyone. I just wanna say thank you all for the continued support on my mod and for endorsing it. As you can see I have not included this mod on the dungeon pack because that pack is already large enough for me to check and improve. This will be my new separate dungeon which I am planning to release another one soon. As you all know I always stick to vanilla assets only, reason is to avoid bugs or errors. I hope you all have fun playing this new dungeon
One of the things that I love about your dungeons (intentional or not) is that I can sneak past and still "complete" it. Been rolling a classic thief with plenty of mods that nerf stealth's godliness and snuck my way through the dungeon. It was really fun. Will try to survive it with my warrior another time (thanks PROTEUS for that).
Do NOT "just play it and then remove it". Ever. It is NOT safe to uninstall mods mid-playthrough unless they are texture replacers that don't have an esp. Even if it doesn't cause immediate problems, it can and will lead to instability in your save file down the line.
Kyuukei is 100% correct. Adding/removing mods with plugins in the middle of a playthrough will break the saves due to FormID changes. Once the game is loaded for the very first time, any/all FormIDs from the base game/DLCs/mods are baked into the save. If the game tries to read a FormID that no longer exists, random CTDs/freezes in-game are the result. Never ever add/remove mods with a plugin from one's load order in the middle of a playthrough. This is also why one must make sure one's load order is set correctly before the first load since any shuffling of one's load order mid-playthrough will also break the save since FormIDs will be changed. Said changes break quests/scripts, resulting in various bugs/glitches including CTDs/freezes. Add/remove mods in the middle of a playthrough at one's own peril. Yes, we do have Resaver but it will not work 100% of the time & I've yet to see one instance where Resaver actually cleans out all orphaned scripts from a save on my end. Only texture replacers/SKSE64/.NET Script Framework plugins without a .esm/.esp/.esl/esl-flagged .esp are safe to add/remove without causing irreparable damage to one's save game. Best course of action is if one plans to add/remove mods with plugins from one's load order, START A NEW GAME.
A lot of mods remove/change some of their FormID when updating.
This mod is safe to remove mid game. It has a small edit in an exterior cell and the game will forget these changes if the plugin is removed. The thing that control everything are the FormID in Skyrim master plugins.
New dungeons will not be added to the Hammet's Dungeon Packs. I am also currently reworking all of the dungeons on my dungeon packs. I rather have them all separated individually for easy fix. Having them into 1 giant merge causes the CK to load slowly and makes my work at a slow pace. I will leave you to the merging part. It's not difficult to merge my dungeons because it only uses vanilla assets and I made them all compatible.
just save to save1, install, play, make save2 save3 save4, uninstall, load save1 (delete save2, save3 save4) zero problems ops I resurrected an old comment sorry
Another addition to Venjhammet's dungeons, and it does not disappoint. Creative use of assets, room designs don't look like the same old thing. This was not one of the larger dungeons, but I had fun.
All of my dungeons are dark as hell and absurdly difficult. They are not like the vanilla dungeons and I am not trying to create them as same as the vanilla dungeons. You should read the description tab before you try it. Anyways sorry but all of my dungeons are not meant for everyone. You may happily skip them all.
Have you ever gone into a cave without a light source? There dark and that adds to the mystery and realism. There are mods that add light rings and such if a torch is in the way.
I did a quick run and it looked great, from start to end and definitely more enemies than vanilla dungeons! lighting brightness levels were on par with lux, it's darker than vanilla so you need better set up! try to use re shade presets
Hello. A quick question regarding your mods in general (which I enjoy immensely, thank you) if I may. Since the updates on Steam to versions 1130 and 1170 are their any particular issues or incompatibilities with your mods? I've been playing your work with the older 640 version but I find myself rebuilding my mod order to accommodate the 1170 update. Cheers.
Version 1.01 was the one I first downloaded a couple weeks ago and today in finally getting around to this dungeon spent over an hour trying to find a way through the door that went to the grotto after the spider room, finally looked in sseedit and saw there was supposed to be a spider boss in that room that has the key, there was not. Soon after came into the mod page, saw there was a newer version, the 2.0, got that, boss is now there. Good thing, thank you for the update, was about to toss this mod out.
57 comments
1. Hammet Dungeon Pack 1
2. Hammet Dungeon Pack 2
3. New Vominheim
4. Realm of Merentif (requires New Vominheim)
5. Isle of Valefrost
6. Standalone Dungeons:
-Hammet's Folly (Requires AE atleast v1.6.353 and Creation Club Addon)
-Helm of Btharznd
-Bane of Yngemar
-New Pinehelm Grotto
-Tomb of Vasik
-Grey Bane Hollow
-Heart of Aknznd
-Vault of Maraf
-Ruins of Mharzurk
-Temple of Agmer
Hope this helps, thank you and have a nice day.
P.S. Wish it was added to the Land of Vominheim or Hammet's Dungeon Packs
A lot of mods remove/change some of their FormID when updating.
This mod is safe to remove mid game. It has a small edit in an exterior cell and the game will forget these changes if the plugin is removed. The thing that control everything are the FormID in Skyrim master plugins.
zero problems
ops I resurrected an old comment sorry
Thanks
lighting brightness levels were on par with lux, it's darker than vanilla so you need better set up! try to use re shade presets
(I already have over 300 mods and counting)
Have a great day!