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Eldermaster28

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Eldermaster28

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55 comments

  1. VendeClarion
    VendeClarion
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    So far I'm pretty much satisfied with the mod. Though I also created a small plugin for myself to remove some exterior clutter that I didn't want(Trees near Gandrug Caverns and the ice rocks at Mortag glacier that begun turning purple again on my end for no reason).

    There are still some very tiny things that bother me but they aren't a big deal, it mostly boils down to mesh not looking right up close, but I still have fun fighting Morrowind enemies.

    I think that there are a few more dungeons that could be added though. Just a suggestion.

    Notably Jollgeir Barrow is a dungeon that featured in 2 other mods on Nexus, but those don't really satisfy me because: 1: dungeon entrance is too gigantic, and 2: the second mod is kinda messy and all over the place. I would love to see your implementation on that that would be both faithful, lore friendly and not over the top. But still I would prefer if it was a bit bigger than the original.

    There were also a few other notable ones, but I forgot their names so, lol.

    I remember one grahl cave with a thief stash on Solstheim, we had a whole quest about it.

    Some generic nordic tomb similar to Kolbjorn Barrow, north west from it, but again I forgot the name, it's not that iconic though.

    Ulfgar The Unending's Dwelling I think is a quite iconic dungeon too.
  2. VendeClarion
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    Yeah Mortag Glacier ruins exterior now looks properly. The assets are of course looking a bit old but that's more of an issue with how the rest of my game looks with 2k textures and SMIM meshes, lol.

    I checked the interior of the glacier. There's nothing wrong with open roof design(Or is it open? Maybe the ceiling just didn't load on my end and I don't know it, lol). But I think it should be more subtle to be believable, maybe make the walls taller and instead of going without ceiling completely, make it look like there's a big hole in the ceiling, through which the light shines through and lights up the space.

    Ah yeah, and replacing some werewolves in Tombs Of Skaalara is a wise decision, cause they were getting stuck in the tunnels, glad you're listening to my feedback.

    About other things to note.

    Some entrances, I think. Take a bit of space in the exterior, lol.

    Usually when you try to avoid conflicts with other dungeon mods(haven't seen a one with yours yet though). You're looking to keep exterior edits at minimum. Unless it's a really barren area. like the entrance shouldn't take much space. I don't think that's a problem with your mod, I just often hear Venjhammet  complaining that Skyrim is too crowded with landscape edits from different mods, lol.

    About what bothers me personally, but isn't actually an issue. Since the dungeon entrances take a bit of space, to avoid pop ins users have to create a Dyndolod Output, unless they use a weather mod with some really hazy weather(Like Wander), and it seems like your mod requires Bonewolf and Creation Club Plague Of The Dead creations. And looking at the way my collection is set up, I would basically be forced to run Dyndolod output without your mod to avoid making Creation Club as a hard dependency, cause not all of the people downloading my collection have all of Creations installed, lol. And some of exterior edits in this mod are quite noticeable, without the output going from Fort Frostmoth I can see big pine trees popping out of nowhere. So I would ask for more subtle and smaller dungeon entrances, in an ideal world.

    But you don't have to do it, that's just what bothers me with the way my other mods set up.

    1. Eldermaster28
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      Yea the interior is supposed to be open cause i was thinking it wouldn't make sense since the glacier collapsed but wanted to keep some of the interior intact from the 3rd era there is a few issues still sorting out for the daedric architecture keep that in mind, like i noticed there's sound when you walk on the daedric floor an hit things with a weapon. An I greatly appreciate your feedback i wanna keep improving an updating ill take your advice into consideration. 
    2. VendeClarion
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      ah yeah, the glacier interior looked a bit weird to me cause it's a supposedly huge hole, but in the exterior roughly that direction you can't really see even a hint of that, lol.

      Honestly I would rather opt into a huge crack in the ceiling than having none of it.

      Usually Bethesda does open ceiling only if it's in a supposedly hidden or unreachable area to the player in exterior otherwise. Like in the mountains or in a deep forest. Or just not that big.
    3. VendeClarion
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      You know I was complaining about not being able to run Dyndolod with this mod cause of Creation Club being a requirement, which wasn't really suitable for my collection because some people have AE upgrade, some don't.

      I decided I'm just not gonna bother you about it, I'll just make some small tiny patch that removes some exterior clutter I don't want, and just ship it(the patch) as an asset bundle with my collection, If that's okay with you.
  3. Steamvikings
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    On November 23rdm 2024 @ 12:15 AM, you uploaded Forgotten Bloondmoon N Locations(n?), version 8. 3
    On November 23rdm 2024 @ 6:47 AM, you uploaded Forgotten Bloondmoon N Locations, version 4.0

    It looks like you had a rough 6 hours and 32 minutes :) 4+ changes? My GOD MAN!

    Jokes aside, why is there a 8.2 and a 4.0, with no criteria to separate the 2 other than upload time and "form number" ? There is no information, no changelog, and no file data. SO I am curious ;)
    1. Eldermaster28
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      Theres a changelog in the recent update if you download you will see everything that has been updated listed. An i have whacky hours being on a midnight shift lol
  4. DragonWarrior876
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    Have you considered patching your dungeons to work with the Cannibal Draugr on Solstheim mod? Or the restless dead version of it? Either way, I really enjoy the mod!
    1. Eldermaster28
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      Yes i have actually that is in the works
    2. DragonWarrior876
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      Great, I had just started on a personal patch but I will wait for yours ! Thank you for the work you put into this mod, it really helps make Solstheim feel complete
    3. Eldermaster28
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      Your welcome thank you for your support im glad to hear that your enjoying as its part of my plan i always felt solstheim was missing alot. 
  5. VendeClarion
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    Overall I really like your recent updates, makes the experience noticeable more seamless.
    1. Eldermaster28
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      Thank u for you're feedback greatly appreciate it im gonna correct all the issues that havent been taken care of in the next coming updates. Im glad u can enjoy it more
    2. VendeClarion
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      Yeah, there's really no other mod that adds Bloodmoon dungeons to Skyrim that does it as... Faithful as yours, lol.

      Yeah, once you get it to the perfectly smooth level, you could also expand certain dungeons like Bethedsa did with the ones that actually made it to Skyrim, but that's optional.
  6. VendeClarion
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    Overall I really like the new update, it's quite a bit more seamless than it used to be.

    I only wish that you fixed purple braziers in Mortag Glacier ruins, and then it's gonna be alright.
  7. VendeClarion
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    Bro, you've fixed the purple rocks, congratulations! (or at least it's no longer buggy on my setup)

    Oh you fixed purple lanterns in Thirks, huge respect.

    Oh I can also fast travel to Lake Fjalding now without screwing up my UI, lol.

    So you actually added an exit from Aesliip lair, that's nice I won't have to go all the way back, lol.

    Also you removed that entrance arc in Thirsk Meadhall. Yeah, good idea, it looked buggy anyway.

    The only issue with Thirsk is some torch flickering if you pull out a one, otherwise relatively smooth, I might actually use it this time, lol.

    Lair Of Underfrykte dungeon exit looks a bit rough, I think you should make it look nicer, more in line with vanilla dungeon exits.

    The icicles in Bjorn, near Upside down corpse flicker.


    MINOR LANDSCAPE SEAM NEAR GRONN:


    You should put something to cover these(use non burning embers model):
  8. VendeClarion
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    Oh cool, I wanna check out what's fixed. Cause I liked  the mod, just wished there were some issues sorted out.
  9. VendeClarion
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    Any plans of doing a small bug fix update?

    The icy rocks near the daedric ruin are a bit of a compatibility hell(Not sure how).

    There's some small parts where the textures are missing(within that daedric ruin).

    Man, just place some junk onto them, maybe some old coal.

    Move certain icicles a little in the icy caves, so the player gets stuck on them less.

    Check if fast traveling to lake Fjalding messes up your UI as well.



  10. GammaCavy
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    Absolutely onboard with this project, and looking forward to when you hit Jolgeirr Barrow.