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Arthmoor

[RELz] Dolmen Ruins

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dolmen-ruins-logo.jpg

In 2E 582, Molag Bal launched an all out invasion against Nirn. His aim was to merge Nirn with Coldharbor in a cataclysmic event that came to be known as the Planemeld. This was accomplished through the use of numerous Dark Anchors, or Dolmens, scattered around Tamriel (and presumably elsewhere too) that were to physically drag Nirn into Coldharbor. It was only through the heroic actions of one known as The Vestige that Molag Bal's plans were thwarted and all of Nirn saved from a gruesome end as soulless slaves. Though history does not record these events, the ruins themselves have survived. Adventurers have to this day reported many are guarded by daedra, others by the undead, and some by unnatural abominations of the wilds.

This mod aims to bring a bit of ESO lore to Skyrim by adding 12 inactive Dolmens around Skyrim, all in relatively remote areas. This is primarily just for show but several have enemies to fight as well so you can use them to acquire some of the harder to find Daedric ingredients. Explore Skyrim, and you should run into them soon enough. Don't be lazy, go out and look!

Downloads

AFK Mods
Skyrim Nexus
TES Alliance
The Assimilation Lab

Installation Requirements

Official Skyrim patch 1.9.32.0.8 or greater.

DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the  page at Skyrim Nexus. The installer should take care of things from there.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop the Dolmen Ruins.esp and Dolmen Ruins.bsa files into your Data folder.
Activate the mod using whatever management tool suits you.

Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual.

Load Order

LOOT should be used for optimal placement.

Compatibility

Should be compatible with most other mods as the areas touched are pretty remote.

Credits

Hana - The Dolmen models used to make the various sites are her work, based on screenshots from ESO.
MadCat221 - LOD meshes for use with DynDOLOD.

Disclaimer

This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.

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Arthmoor just a query on your uninstallation wordage

 

 


Uninstalling

Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.

To remove the mod: Delete the Dolmen Ruins.esp and Dolmen Ruins.bsa from your Data folder. Then reload your game as usual.

 

If your mod does include scripts, then should the highlighted bit read "Then start a new game" instead ?

 

The way it reads now would indicate that the Dolmen Ruins does not include scripts, and users reloading their game after removal as they usually do is not a problem ( but having included in the description the previous paragraph on mods with scripts may make some wonder if how they interpret that is correct anyway,  because you say "No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save" ) ..

 

 

= It seems to me to be a bit open to misinterpretation, ambiguous, or at least at odds with the warning in the first paragraph of no support.

 

Peoples eyes will probably skip to the Line "To remove the mod:" and treat the paragraph above as the tl:dr bit ( Not your problem ofc )

 

Apologies if I am being too picky :)

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There are no scripts in this one so the wording on that should be fine. It's also a standard disclaimer because who knows if some of the changes might stick for some odd reason.

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