The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

D'arethLaird Island - A Lost Dwemer Island <WIP>
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.
Arama 3 Oct, 2012 @ 3:23pm 
jeslyck - I said the same thing 2 months ago... bu no-one's done anything about it!
jeslyck 28 Sep, 2012 @ 11:37pm 
questions 1. No standard game
questions 2. no not that I know of

When do you expect the completion of the project ?

A little tip: make a new page when it is finished it promotes a good ranking.
hishikiroda  [author] 28 Sep, 2012 @ 9:44pm 
@Jeslyck - Ahhhh! Now i unrderstand what you meant by the spectral assassin. I don't entirely know what could be causing them not to speak after the garden area, but it could possibly have something to do with how i optimized the area, i'll take a look into it for sure and see if i can figure something out!

I do have a question about the companion not being able to board the ship unless you fast travel. Is the companion that you are using from the shipped game, or part of a companion addon? Also, are you using any other mods that affect the general area that the ship to my island would be at?

Thanks for the input, and I will definitely be looking into these as I progress with the levels!
jeslyck 28 Sep, 2012 @ 1:28am 
hi pectral assassin is a quest companion /pet/spells for helping the dark brotherhood ( side the dark mother )

hishikiroda  [author] 28 Sep, 2012 @ 12:45am 
@Jeslyck - Thank you for the feedback! As far as companions being able to walk with you onto the ship, I hadn't experienced any problems with it when I was testing, but I will make sure to look into it!
--Some of the road stones definitely do run under the mountain, they are among the things I will be fixing before it has been completed. (I will also be adding a good but of clutter).
---I do not know what you mean by "spectral assassin". I have not placed any of those into any of the areas... at least I didn't do it intentionally, but I'll make sure to take a look to see if I put something weird in there on accident!
jeslyck 9 Aug, 2012 @ 12:24pm 
Feedback:
My companion will not come on board the ship by the normal path just fast travel works
The Road stones runs in under the mountain.
One of the fire traps in the large room will not go down again.
Spectral assassin will not talk during and after The room with the tree in (no problem).

proposal:
You could make a new banner
jeslyck 9 Aug, 2012 @ 2:08am 
Fantastic work I thought I would visit a small dungeon, the photographs does not do you credit. Hope that there will be more npc at some point. there could also be a bit more junk and broken things. But since it is a project under construction, I can only say wow!
Arama 21 Jun, 2012 @ 12:40pm 
Thanks!

I can't get into room 2 and 5. Why not?
hishikiroda  [author] 21 Jun, 2012 @ 5:46am 
@Duckdude173 - Thanks for enjoying what I have worked on so far! However there will not be any actual Dwemer in the mod. I maaaaaaaaaaaay consider doing something with shades or specters of past Dwemer, but that would be an expansion type of thing far down the line.

@Benjy52 - I am happy that you got it working all right and enjoyed your time playing through the preview parts! The navmesh has been fixed, so you should be able to bring your followers with you now.
Coldrake 20 Jun, 2012 @ 4:56pm 
Awsome mod you should add a few dewmers npc and a story explin that thay we traveling when all the other dwemer die and are living on that island and quest jut my imput anyway love the mod XD good luck
Arama 12 Jun, 2012 @ 4:11am 
Ok, whilst overencumbered I managed to complete level two. Now I have 10,000 gold to spend!!! Almost died when the Dwarven Centurion Master attacked, but I was close to that happening! Great, another 3 more to go...

I wonder what made you think of a Dwarven Garden?!?!? It was a useful area, was starting to be very freaky in the dungeon...!

Ok, where was I? That's it. You can't have followers with you! I can bring them to the island, but can't get them off the ship... Oh well...!
Arama 11 Jun, 2012 @ 11:43pm 
And please, don't make the silly mistake, but put in some dwarves in the island! Goodness knows what they look like.

Thanks for commenting to me! Still in shock that this is just 3 stars. I'm going to vote this 5 STARS, let's see if the ratings change then. Best one I've seen yet, keep it up!
Arama 11 Jun, 2012 @ 11:41pm 
There's quests? WOW. Well, I've found this secret area in level 2 that required a key, and found things that i've never seen before, such as a black soul gem?!?!? I hope there's a NPC in there. Once I can find my way out again I'm going to have a look at the other levels, this should be fun!!!

Where is mushroom cave, anyway?

I found this strange place, it had a HUGE room with a HUGE machine! What does it do?

Also, I found something in level 1 where there were numerous thrones, and each had something to activate beside of it. What do they do?
Arama 11 Jun, 2012 @ 11:38pm 
This is exactly what I meant. Have a teleporter to take you back to skyrim, but not from skyrim to the island. Well, when I got rid of Varenguard, it worked straightaway. That's where the problem lies, on that mod.

There's a hut you can't get through, and where there's a knocked down 'castle?', I can get up towards it, but once there, I started walking through the rocks and on an invisible floor!

By the way. I love this place! Been exploring the outside area for 2 and a half hours, and the inside for 30 minutes. The items are so evenly distributed. (e.g. You get rewards for finding secret areas and there aren't places where you get a 1,000,000 damage weapon) This is what separates from all the other worlds that people have made, which is AMAZING.
hishikiroda  [author] 11 Jun, 2012 @ 8:59pm 
@Benjy52 - I am very happy to hear that you were able to finally get it to work! I appreciate your comments very much, and actually everything that you mentioned are things I have been fixing, literally the entire time we have been having this back-and-forth conversation. I won't be adding updates every week, because I intended this upload as more of a feedback venue, and to give people some idea of what I am going for with this module. I will be updating it later on this week, but after that I do not have a set time frame for updates.

The update later this week will have navmesh in all playable areas of my module, fast-travel capabilities from the island to the mainland (but not from tamriel to the island... you will have to take a boat to get back), as well as some general minor fixes and some enemies added to the mushroom cave area.

NPC's and quests will not be uploaded until I am finished with the entire module.
Arama 11 Jun, 2012 @ 8:16pm 
I got it working, but found some instant problems with this:

1. Looking at it with a view makes it look like there's a huge line of water. Fall of it, and what do I then do?

2. I am unable to fast travel, so I have to run all the way to the ship to leave.

3. There are no people or merchants.

This is an idea that you MUST put in, it will fix the 2nd problem.
Have a teleporter on the ship that you can use! Once used, it will take you into the island!
You could have then multiple teleporters around each island, or one that you can put in your inventory that will take you OUT of the island, but not back in.

Idea 2: UPDATE THIS WEEKLY ONCE FINISHED! This will stop people wanting for more.

Hope this helps!
Arama 11 Jun, 2012 @ 4:08pm 
I have NO mods on now, so I'm going to give it another go!
hishikiroda  [author] 11 Jun, 2012 @ 3:28pm 
@Benjy52 - it's possible that because of the size and scale of my mod that your computer may not be able to run it... i don't believe that any of the mods you had would conflict with mine directly. the version that you downloaded had not been entirely finished as far as optimization yet, so chances are that it would have probably bogged down your computer to the point of a crash.

If you want to try out my module then you may need to have it be the only mod you are using when you play through it.

A processor is essentially a piece of hardware on your computer that acts like the computer's brain. It computes everything and is one of the big choke points as far as information processing is concerned.
Arama 11 Jun, 2012 @ 1:21pm 
My computer's terrible, plays at 10 frames per second on the lowest quality, takes 1.5 seconds to appear from hidden to detected and 2 minutes to load up Whiterun WITHOUT MODS!!! I have a lot of memory, well over 10 GB. Not sure what a processor is.

The mods I had were NOT compatible to any other mods, so they should of let other mods work with them :(

I had Rocket Launcher, Dungeon Home V2.00 and Varenguard [WIP] installed at the time.

It would crash just when I was l pressed continue on the main menu.
hishikiroda  [author] 10 Jun, 2012 @ 7:02pm 
@Beny52 - Hmmm... Sorry that it crashed on you, would you mind letting me know a little more information on the situation? When did it crash on you? (for example did the game crash as soon as you loaded it, when you went into my area, etc.) Are you using any other MOD's in addition to mine (if so how many)? Also, if you don't mind, let me know what kind of processor and amount of memory you have.

I know that before I had uploaded this file to steam there was a crashing issue I found, but I was under the impression that i had fixed it.
Arama 10 Jun, 2012 @ 5:13pm 
Well, I was going to play this, but it crashed on me :(
hishikiroda  [author] 10 Jun, 2012 @ 1:37pm 
@Benjy52 - Realistically I am hoping to have everything done by the end of July at absolute the latest. But I will be trying very very hard to have it done by the end of June
Arama 10 Jun, 2012 @ 11:41am 
When do you think this will be finished by?
hishikiroda  [author] 5 Jun, 2012 @ 8:34pm 
Thanks for checking it out so far and letting me know what you think everyone! XD

@Martut - Thank you very much, and yes, the LOD needs to be adjusted on the island, I just haven't gotten around to it yet. There could also be some more clutter and other things to be added, like more lighting, and etc.

I am planning on doing tons more actually, all of the floors which aren't built yet will be built, enemies added, NPC's, a main quest line and multiple side-quests, and a few other storyline and fun surprises if i can get them to work :)

Since it's just me working on the Mod at the moment, I don't really know an exact ETA, but I am going to shoot for having everything major done and uploaded by the end of June.

@Muffins, you'll have to find a way to play through my MOD and let me know if they feel Dwemer and fun enough for you! ~.o

@Petterstenborg Thank you very much for the support and trying out the current progress on the mod!
Mart 5 Jun, 2012 @ 2:30pm 
The exterior could use some work concerning the distant meshes and everything. But that's looking pretty nice too!
Mart 5 Jun, 2012 @ 2:29pm 
I downloaded this, I started running through it, and I am loving you every step that I take. This place is BEAUTIFUL . How much more are you planning on doing? I have taken so many screenshots, you have no clue, haha! This is amazing, I've been showing this to a lot of my friends and they think it's amazing too. The Garden, and the Hall of the Elders, and the EVERYTHING. This is amazing , please keep up the good work!!
OhMuffins382 2 Jun, 2012 @ 6:26am 
I play skyrim for xbox 360 and I love dwemer dungens! :]
Dick Steele 31 May, 2012 @ 2:12pm 
I like where this is going:D keep up the good work!
hishikiroda  [author] 30 May, 2012 @ 7:27pm 
Hey everyone, please don't forget to leave me a comment on your thoughts about what I have so far if you are able, I appreciate any feedback you are willing to give!