The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

43 ratings
D'arethLaird Island - A Lost Dwemer Island <WIP>
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.490 MB
27 May, 2012 @ 3:41pm
17 Jun, 2012 @ 9:30pm
2 Change Notes ( view )

Subscribe to download
D'arethLaird Island - A Lost Dwemer Island <WIP>

Description
THIS MOD IS A WORK IN PROGRESS AND NOT COMPLETE!!!

Currently I have suspended work on this project to pursue other work. I may pick it up again in the future, but for the moment consider this module inactive.


The purpose of this upload is to allow people to look around at what I have built so far and give their feedback. There is nothing included as far as what lore I will be adding, so even if you play this mod after it is completed there will be many more suprises in store!

UPDATE (06-18-12)

This is a small update for navmesh, sounds and lighting, there is nothing really major added into this newer version. Most likely this will be the last update until I have everything done and finalized, I still appreciate any feedback that ANYONE is willing / able to give on their thoughts, or issues that they find.

I have added navmesh to the island, as well as the garden area... followers should be able to follow you around now!

I have added some enemies to the cave connected to the garden area.

Lighting and sounds have been added to the island and cave areas.

Map markers have been added to the island. Once you are on the island you can fast-travel back to the mainland, but you still need to take the boat to get back onto my island.


HOW TO GET TO THE MOD:
In the East Empire Trading Company docks there is a boat which will take you to my island, from there, you can explore the island or find a door to the city and adventure around there.

WHAT LEVEL SHOULD I BE?
Currently I have made the combat centered around someone in the level 30 range.
(If you want to simply explore, and not fight, the [~] command TDETECT will toggle off AI Detection)

WHAT I NEED YOU TO DO:
Explore, look into nooks and crannies, absorb the general feeling of the mod.

Keep an eye on the performance of your PC and let me know if issues arise, where they happened, and what the specs of your PC are
If you get into combat let me know how the difficulty was for you, what level you were and fighting style you chose, etc.

POTENTIAL ISSUES I AM AWARE OF:

LOD on the island is still very bad at the moment. I have tried a couple of different options to try and make it work / work around it, but currently, my apologies for how poorly it makes the island look.


Levels 3,4, and 5 are not completed. you can take the elevator down to them if you wish, but the actual levels have not been built onto other than the enterance

There are no NPC's or quests in this build

This mod has not been tested with any other mods, if you notice that this has a conflict with another MOD please let me know which MOD and what the issue was for my reference! Thanks!

As previously stated, this mod is nowhere near completion at the moment, and I simply wanted to upload this to steam for people to test out and give their first impressions of how it looks and feels, as well as any issues they find. Please keep any criticism constructive, and honest.

Thank you for testing!
39 Comments
Mike75L 21 Jan, 2015 @ 10:45pm 
Good work
uwu 18 Jan, 2015 @ 2:49am 
great fucking work
thing 1 is there gonna be a quest for the kings hall???
thing 2 there is a point where you can get stuck like i had to put noclip on to get out (in the overworld on a point where it is hard to come over a pipe i beleve it was)
3t9659 14 Sep, 2013 @ 10:18am 
Seems to make me think of the fallout 3 vualts but great work.
Uzumati 9 Jul, 2013 @ 2:05pm 
wooo looks great.
Not gonna try it yet tho, I will when more done.
so many other mod to try as well.
Keep at it looks great and thanks for all your effort and sharing.
Zeffyre 29 Jun, 2013 @ 2:46am 
It is a great mod, I love it! You should now try and finish making the rooms and make the npcs friendly, also make a dwemer race to go with it and dwemer npcs and clear away the rubble, apart from those things it is the best mod I have seen so far!!!
Arama 16 Nov, 2012 @ 3:37pm 
Yes, both mods are not working together.
jeslyck 6 Oct, 2012 @ 1:03pm 
'Ve read your website i am just one of those people who hope that nothing comes between now and completion. ;)
hishikiroda  [author] 5 Oct, 2012 @ 7:21pm 
@Jeslyck - I'll try and make sure that all routes for the companion(s) to get to the island will be working :D. As far as a completion date, I honestly have no clue. I may have minor updates like fixes to navmesh and very small things, but as far as a big change in the module I will be waiting for it to be as finished as possible. It is quite a big project and just lil ol' me working on it, so it will take a bit longer than if it were a team.

@Benjy52 - As far as I am aware, the mod varengaurd (Varenguard?) was stopped on it's own by a decision from it's creator. I don't believe it had anything to do with my module being currently in production. Unless of course you are referring to both mods not working together, if that is the case please let me know so I can put it in the description. Thank you!
jeslyck 4 Oct, 2012 @ 2:02pm 
Benjy52 ??
Arama 3 Oct, 2012 @ 3:24pm 
Your mod has conflicted with the mod ' Varengaurd ' by Korvash. It was a HUGE project, but has stopped due to your mod.