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Kamikaze

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Kamikaze1

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  1. Bergwein
    Bergwein
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    Sounds amazing. But what can I expect the dragons to do? Do they just spawn in the general area of the mound once it's opened? Or do they sit inside of it? Do they get an Alduin cutscene?

    Also, just a note - there's this Dragon Mounds mod by Ryn, which overhauls the exterior and adds a dragon awakening to one (1) mound. Can I expect there to just be 2 dragons then? Screenshots over there seem to show an Alduin scene for that. <.<
  2. bonesandflowers
    bonesandflowers
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    I have come across several dragon mounds by now, and none get a map marker. Do they only appear on my map after the dragon has woken?
  3. CourierSixOG
    CourierSixOG
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    This looks like an outstanding mod, expanding lore and depth. I can't say how interested I am to try this out. Do you know if it will work with Zim's Dragon Improvements? https://www.nexusmods.com/skyrimspecialedition/mods/38693 by chance? I am going to look in xEdit but my skills are very basic.
    1. Kamikaze1
      Kamikaze1
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      Should work just fine. Thanks.
    2. CourierSixOG
      CourierSixOG
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      Awesome, thank you for the replay, good to have your opinion before I use them togather, this is such a cool mod.
  4. Glanzer
    Glanzer
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    I'm curious why flagging the plugin as ESL causes crashes. There aren't any new cells and all the records are within limits. hmmm I did find one ITM which I cleaned. I also noticed several location changes that placed no dragons, just the name of the location was changed. Intentional?
    1. Kamikaze1
      Kamikaze1
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      Well I got crashes when I tried it, bu that was a while ago. If it works you then great. I did intend the plugin to be ESL and the editor ids are already compacted. The location changes are automatically made by the Creation Kit.
  5. SonnyM94
    SonnyM94
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    Love mods that add functionality like this!

    Also some detective work on the lore for attempting to translate the Forgotten Vale Twin's translated names:

    Voslaarum:
    Spoiler:  
    Show

    First Word Option 1:
    Vos

    • Closest thing is "Vus" which means "Nirn".

    First Word Option 2:


    • There is also "Zu'u" for "I am".

    • Kind of address the Dragon to itself in first person, so you can see where this first word is sort of going. It's a warning! 
    Laa

    • Bethesda, in their infinite wisdom, probably made a typo on "Vos" and "Laa" as when correlating it with official words in the vocabulary, they look as if they're supposed to be, and definitely match with "Lah" which means "Magicka".
    • Note that this is also the SECOND word of Drain Vitality and they both have it in their names!
    • Given they both spawn from where you probably find the first word on the lake, its a coincidence.
    Rum

    • Closest thing is "Ru" which means "Run".

    So when you look at it:

    "Voslaarum's" name should technically be:

    • "VUS | LAH | RU" for "Nirn | Magicka | Run". Can see they were going for a threatening name relating to Nirn running in fear of this dragon's magical abilities, given the twins are literally
    Or with option 2:

    • "ZU'U | LAH | RU" for "I am | Magicka | Run". This sounds A LOT MORE THREATENING. Basically, the Dragon's name is literally: "I AM MAGIC ITSELF. RUN!"


    Naas
    laarum:
    Spoiler:  
    Show

    First Word Option 1:
    Naas

    • Closest thing is "Nah" which means "Fury".
    • This is the SECOND word of Whirlwind Sprint.

    First Word Option 2:


    • There is also "Naal" for "By".

    • Kind of address the way Naaslaarum will plan on killing you?
    • But option 1 matches better, as the next two words stay the same.
    So when you look at it:

    "Naaslaarum's" name should technically be:

    • "NAH | LAH | RU" for "Fury | Magicka | Run".
    • Basically Naaslaarum is saying "BY MY FURIOUS MAGIC YOU WILL DIE! RUN!"

    Given both names when written out like this in its "fixed/lore corrected" way meets the requirements for:

    • Having three words to make up a name for a Dragon.
    • Having three words make up a name for a Shout.
    • Having those three words called to summon that specifically named dragon.


    I sort of feel these were supposed to be their actual names, just nobody did the proper QA testing before Dawnguard released.Seeing as these two dragons spam the ever loving s#*! out of Drain Vitality all the time when they get the chance along with the normal Revered (and also the Legendary leveled/named Dragons above them using it too) to sap you and Serana of everything at Forgotten Vale, then go in for the final blow rather than using the standard, go-to shouts like Frost and Fire for example, it's sort of implied these twins specialised and dabbled in using magic to make a shout (because being frozen in a lake for god knows how long would get boring) and Drain Vitality was born, then they scribbled the words on their Wall at the lake as a trap to summon them when the first word is learned, and few Dragons that bested the two in combat were taught the remaining words upon victory.

    Might make a mod for it myself as it's simple name replacing, and shouldn't require TOO much work! But felt like sharing this anyway as I wondered why their names where listed as "Untranslatable" so I figure I'd give it a crack.

    Anyway, nice mod! Downloaded and endorsed, and thanks for the second mod inspiration for what I plan on doing!
    1. SonnyM94
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      Edit: Looked up the two dragons on UESP and they have official translations now.

      I MAY see if I can do a summonable Ally Dragon Spell (Think Durnehviir seeing as you DO defeat them at the lake) anyway.
  6. ZaranTalaz
    ZaranTalaz
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    How compatible or not compatible is this with Skyrim Unbound Reborn? Because I had dragons disabled in Skyrim Reborn's settings while this mod was in my load order, and the new dragons appeared.

    Aside from that though good mod.👍
  7. TheDarkEmperor
    TheDarkEmperor
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    Think you can add in a minor patch for Konahrik's Accoutrements, since it adds a map marker on top of the dragon mound west near Windhelm
    1. TomahhErrazurihh
      TomahhErrazurihh
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      Can confirm, issue still exists.
  8. Faxo76
    Faxo76
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    Great mod. Many thanks.

    I think that "EncDragonBossAncientsAscent "Krahjotdaan" zone has to be set "no reset zone". It lacks of it.
  9. poorman456
    poorman456
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    I flagged as .esl, works fine. 
    1. Kamikaze1
      Kamikaze1
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      Don't do that you'll get crashes. I've tried it.
    2. RestitutorOrbix
      RestitutorOrbix
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      I had done it as well and it was working fine.  However, is it safe to unflag it as an esl mid-game, now that you have warned us against it?
    3. Kamikaze1
      Kamikaze1
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      You should disable the plugin, make a new save, disable the ESL flag, and re-enable the plugin.
    4. RestitutorOrbix
      RestitutorOrbix
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      Okay, thanks!

      P.S.: I tried cleaning the save file and FallRim ReSaver did not show any orphaned scripts.
    5. SGTSAL
      SGTSAL
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      Kamikaze said,
      19 January 2021, 6:59PM
      Don't do that you'll get crashes. I've tried it. "
      If you are going to compress files that affect a lot of records, load everything(all plugins), not just this one.  Then Xedit will match up and adjust the files that get renumbered outside of this plugin. I  assume that the author did not do this and that is why he/she got errors.
    6. Cecell
      Cecell
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      Just to clarify something, after flagging an esp as esl it is only safe to use it with a new game.  If you flag it as esl and then load a save on which the non-esl flagged esp was loaded, yep it's gonna crash like mad.  You've changed the form ID's of many of the records and so once you load the save suddenly it won't be able to find many if any of the records (they may all end up getting changed when it's compacted).

      SSEEdit won't let you save an esp with the esl flag unless its records have already been compacted.  If there's such a thing as a utility that would toggle the esl flag even if hadn't being compacted I can't even begin to imagine what might happen.
    7. piranha45
      piranha45
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      Sooooo....  If I compact & ESL-flag this mod, and start it on a NEW GAME, will I get crashes or not?
    8. qwertypol012
      qwertypol012
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      @piranha45
      This remains a mystery even until now...
    9. No, it will not
    10. daedaddy
      daedaddy
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      i had 0 crashes to this day
    11. hamletsdead
      hamletsdead
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      Agree. It's just flipping the flag, nothing even needs to be compacted. Basically the definition of safe to turn into ESPFE anytime, mid-game, new game, doesn't matter at all. 
  10. FadeTheBlack
    FadeTheBlack
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    This mod works great and I've been using it for every single playthrough without any problems!

    The weird thing is that cutting room floor renders this mod useless. Its like that mod is trying to overwrite every other mod I have, even if I put it higher on the load order. Strange.

    Anyways, great mod and great work!
    1. DarthVader99
      DarthVader99
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      Is there a patch somewhere out there for cutting room floor? Or an alternate way to fix the issue? I'm a good way into my playthrough and I have this with cutting room floor, and I'd really like to see these dragons.
    2. FadeTheBlack
      FadeTheBlack
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      I tried looking for a patch and I even went into SSEedit to try to fix it, but I'm too lazy. So idk..
    3. Kamikaze1
      Kamikaze1
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      Could you give me more details about how CRF interferes with this mod?
    4. FadeTheBlack
      FadeTheBlack
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      Cutting Room Floor adds new locations and alters many others. There are a few locations like kynesgrove that have dragon mounds that either don't ever open or don't have quest markers. Also I think a part of that is that CRF adds new burial mounds as well. Areas around kynesgrove and Eastmarch are most affected. The mod still works with CRF but just not as well. Also I almost never encounter dragons even when I'm farther into the main questline.