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Posted

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
Bethesda.net - PC + XB1

Installation Requirements

Skyrim Special Edition 1.6.1130 or greater.
Unofficial Skyrim Special Edition Patch 4.3.2 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 Special Edition Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

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 Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.

  • 2 weeks later...
Posted

Version 2.0.1

Fixed a missed water data update.

  • 3 weeks later...
Posted

Version 2.0.2

Updated meshes to SSE format.

  • 1 year later...
Posted

Version 2.0.3

Added 3 dolmens to Solstheim.

  • 5 months later...
Posted

Version 2.0.4

Navmesh cleaning with new versions of xEdit.

Posted
On 5/12/2018 at 5:26 AM, Arthmoor said:

Version 2.0.3

Added 3 dolmens to Solstheim.

Man, now it gets even more crowded and number of places with spots that's suitable for camping is decreasing. :P

Nah, joke aside.  Thanks for the update, mate. :)

1 hour ago, Arthmoor said:

Version 2.0.4

Navmesh cleaning with new versions of xEdit.

 How many more updates for your mods are you gonna to release with the same change log?

Thanks for keeping your mods updated. :horkercookie:

Posted

There's plenty more coming, mostly villages. Just need to actually package them up :P

Posted

I knew you would and that includes your entire mod collection, right.

  • 1 month later...
Posted

Version 2.0.5

Added a new dolmen just north of Helgen to provide a proper tease for these existing.

  • 1 year later...
Posted

Version 2.0.6

Moved the dolmen north of Winterhold to an island even further north to remove a conflict with Viking Towns of Skyrim. Don't worry, Telengard isn't in any danger from this :P

  • 2 months later...
Posted

I seem to have a weird issue were part of the ruin looks very dark. Judging by screenshots, it is not suppose to look like this. When I first seen one in Morthal marshes it looked fine from a distance, but became this dark one when I got close. I have no other mods other than USSEP installed and don't use any ENBs and such. And I'm using Bethesda.net version.

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  • 2 years later...
Posted

Version 2.0.7

Synced with latest USSEP fixes.

Posted

Version 2.0.8

The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)

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