With dwemer doors being bigger, it sorta makes sense when because the automatons would need to get through and I'm sure they used the centurions and other mechanisms to transport large items and metals
I definitely have been wanting to see more of what those new shouts can do.. and the improved ones as well.. still haven't had a chance to play it yet..
@@Fluffy_Penguin727 they expensive af. the only pc i could afford was a second hand laptop with a rtx3050 16gb ram and 500gb nvme ssd (sure its good but i need something better)
42:28 i doubt their centurions stayed in one room and were always just sitting still, i always thought that they would use the centurions to not just fight but for travel and luggage carrying and transport, so it makes sense for there buildings to always be big and spacy as well as for the doors to be able to let there giant creations through
have to admit, crossing that first long bridge was impressive, but the second, third and fourth??? where's the steam powered scooter when you need one!!
love quicklight myself, it's a staple of my load order, but the mod author has provided torch storage barrels in the various ruins. This mod is huge! And my waterbreathing spell is so helpful, also become ethereal shout for jumping down holes. ;-) And . . . . I finally finished!! Whew, that was a long one!! Felt like I ran around that city 4 or 5 times at least.
I never found the key to get into that back room of the flooded outpost, just past the lift back to the surface, behind the two ghosts. I was hoping it would be in this video but if it was I missed it here too! Undead dwemer (particularly ghosts) were featured heavily in Norrowind and it's kind of weird that they weren't in Skyrim. Since the Hammerfell dwemer were a different tribe, it's possible that they disappeared for unrelated reasons and might still have physical remains as in this mod. Something that always kind of bothers me in mods like these (and to a lesser extent TES games in general, but it's less noticeable because TES us ultimately a series about its civilizations and even DLCs that take you to strange and remote places like Solstheim or the Shivering Islands are taking you to a place that already has a long history of occupation) is the weird way time is used narratively. You saying that the imperials must have been there for generations on the one hand and being surprised that they explored all corners of the island on the other highlights the issue- The player, a single person, can thoroughly explore the place in about an in-game week. Maybe not build all the scaffolding and stuff the imperials built, and some of that is because the inperials already cleared out a lot of the island's defenses, but it's crazy that it took like a year for a large group of trained soldiers to even find some areas of the island. In a similar vein you have npc journals saying they were exploring some linear cave or ruin for like a month, dungeons all over the place that have somehow never been looted but one guy will go and loot every dungeon in the province (that's one underappreciated thing I like about this mod: all the loot is either in supply chests corresponding to the contents, or in locked dwemer chests, as every unlocked dwemer chest was looted already), etc. Time apparently passes very differently for the player.
There's a discussion about the Dwemer and where they may have disappeared to, one theory is that they accidentally opened a pocket universe and became trapped, because they were trying to hide from the Daedric Princes...whom love to mettle in the affairs of the elves and man alike. It was Numinex.
No. Mora doesnt employ or use Dremora. MOLAG BAL and MEHRUNES DAGON, do however. >:) That was another test by one of them to see if your worthy of being their champion. This mod will pair well with Vigilant.
Hey George! What was that sound at 11:45? I didn't get a chance to clip it . Ok ok I admit it.. I was laughing too much to focus 😂 . Thanks for the early morning entertainment
I think this would of been better, if you had to destroy the other portals. Because they were damaging Mundus. Only a dragonborn could do it... Giving a fan friendly lore reason, for why it had to be you and not someone/something else. (Adding a little more to the Demi-God like status Dragonborn seem to have, in the lore... Which is why they sent for you, in the first place.) Each portal having their own strange boss mob and minions. For some diversity and much needed action, after the long walk. XD Why: In order to active "your own portal" that could send you back home. Instead of entering a large, almost empty world space. With already ruined portals/places. Reason: 1) Mora, wanted you to patch some tares in oblivion. For reason beyond us. Since his Who's hole thing is "Knower of the unknown" (Keeping the mystery element, even after the end. Which is common with Love-Craft "Themed/Inspired Stories" Or 2) Magnus being the Architect of Mundus... Needed a dragonborn has it's proxy. Since it's in Aetherius, and can't interact with Mundus easily. (for simplicity sake) To mend some Anomaly's, before they became to dangerous. XD (Since that seems like something it might do... But who really knows)
I know this... Nor did i make any assumptions either. I simply added story suggestions. I brought up Magnus has well, if you read the hole thing. I also ass kissed the dragonborn lore. XD
I'm lost. There are barely any quest markers. The areas are too big and too empty to just wander around with no direction, even if that direction was notes or other clues. It looks fabulous but don't waste my time with huge empty areas and no hints.
Id rather see the four hours of gameplay to be honest. Im still going to install fyi. I wish Coven of Crones was on Nexus. Im never going to buy Creations. Mods should remain free.
Ehh, no offence but this review really does put this mod in a bad light and downplays it. You really simplifed the story and got it wrong too. Can't blame you since you found like 1 or 2 journals and there's like 30 books, notes, journals in total. Not saying you that you absolutely had to find all of them(no one does that in their first playthrough) but I think there are like 5 that are really important to the story. You can check the Book records in SSEDIT and give it a quick read to see what you had missed. Or just read the posts on the mod page with the spoiler tag, since the story has been also thoroughly discussed there already. Overall I get what was your intention, you just wanted to advertise for this mod and encourage more people to try it out, like you do with all your Skyrim Mods videos. If we look at it this way, I guess it works decent purely as advertisement(until the Review&Outro part which dumbs it down and dishonors it a bit). However you should decide on whenever your video will be a speedrun just for the sake of telling people of this mod, or you're doing in depth 100% playthrough with some story analysis. You admitted to rushing through it, in which case I felt like you should already know, that maybe it is better to refrain from giving your personal thoughts at the end. It's like rating a 500 pages book and sharing your opinion of it, after reading only first 5 pages, 5 middle pages and last 5 pages - you'll always be wrong and end up giving people false/wrong impressions no matter what. I guess it would been better if you simply stated that you couldn't make much of the story because of rushing through the mod and instead you encourage the viewers to try to do so themselves. Instead you gave a terrible summary and closure of the plot. However I am not in your head and don't know if perhaps you really believed that what you said was true and correct, and that there's nothing more to the plot. In the end, this mod is really better to be played by yourself. It's strongest points are the story and exploration and those 2 things correlate into 1, because you're trying to uncover the mystery of this island through exploration and this mod has great story telling both visual and written. Both of these 2 points were rushed, cut out and dumbed down for the sake of having non boring video I assume. And in that case you have to ask yourself if it is worth uploading a playthrough/review like that. It might serve as anti advertisement and do more harm than good in the end. I am not the author BTW in case if you were wondering.
I will say that I didn't see the spoiler / story post on the mod page, had I known about it I would have included it as part of the review. The overland exploration was my favorite part of the mod, and the notes that I did find built a compelling and exciting story. I realize that editing this down to an hour from over four hours of footage doesn't give as good of a sense of the time played, but during my time on the surface I had thought I found the notes that were important / were relevant. I didn't start to rush a bit more until the city, which I still personally believe was a slog and killed a lot of the momentum, at least for me.
@@0periodproductions I appreciate the reply. As I said earlier, I'd recommend checking what you have missed with either additem menu in game or just in SSEDIT. That one journal from the Legate that you have found was one of its kind, with being like 15 pages long, so don't worry, the rest is like 1-2 pages. After that, check out the discussions on mod page. There were a few more "factions" on this island than just the Dwemer and Imperials. I guarantee it will change your view on this mod. For the missed places and visual story telling, I guess there's not much to remedy that, other than re-playing the mod. I just hope that after reading up about story, you will remember some things that you saw and didn't actually showcase in the video, thinking it was not of significance, but now you'll know it was, and hopefully it will also make a bit more sense for you. There's 1 interesting area in the first main hall when you enter the city. That area with 4 lifts that later turned out to be teleporters. If you remember that broken one, aim your cursor directly at the hole beneath it. It's really a cool stuff and I don't understand why the author would hide it like that. The underground of the city itself was a bit of a slog, but there also things to find there, which would help with that feeling, cuz it makes you feel rewarded, as those were the pieces of the plot that you would be putting together, so it gives a motivation to keep going.
While I enjoy your channel and content a lot, I find the amount of exploring you do at nighttime during your mod playthroughs really frustrating. It's a poor way of showing what the mod has to offer, as we can't see a darn thing. Obviously it wouldn't have helped for the interior locations in this mod, but we missed out on a lot of visibility for the exterior locations because you wandered around so much at night. And this is something you do a lot on your playthroughs. Really not a fan of that at all.
For the night time sections it might have been better had I upped the brightness a bit more. But given that the mod has you go to the village at night, as well as crash on the island at night, I thought that was an important part of the mod's intent and very much helped set the tone
With dwemer doors being bigger, it sorta makes sense when because the automatons would need to get through and I'm sure they used the centurions and other mechanisms to transport large items and metals
An hour long?? Oh we're eating GOOD today, boys
Im liking how hes keeping some things from the bards college expansion makes it feel like its a show that just started a new season lmao
I definitely have been wanting to see more of what those new shouts can do.. and the improved ones as well.. still haven't had a chance to play it yet..
These lore accurate mod are alaways a treat to play! Seriously Bethesda should take notes. 🙏🙏🙏
Man I need a PC just to keep up....nice video love the grunge on this one.
Time to get one.
@@Fluffy_Penguin727 they expensive af. the only pc i could afford was a second hand laptop with a rtx3050 16gb ram and 500gb nvme ssd (sure its good but i need something better)
@@war_fish I have a cheap laptop (PS5 price)it runs great, many performance mods now
Working on my uni course work while listening/ watching and all I hear is the started noise at 11:40 took me off guard making me laugh 🤣
I'd like to see more of the bards collage expansion save as I feel the shout oriented combat makes for a more interesting watch
Great for the upcoming month. Nice to see more horror based mods.
42:28 i doubt their centurions stayed in one room and were always just sitting still, i always thought that they would use the centurions to not just fight but for travel and luggage carrying and transport, so it makes sense for there buildings to always be big and spacy as well as for the doors to be able to let there giant creations through
have to admit, crossing that first long bridge was impressive, but the second, third and fourth??? where's the steam powered scooter when you need one!!
love quicklight myself, it's a staple of my load order, but the mod author has provided torch storage barrels in the various ruins. This mod is huge! And my waterbreathing spell is so helpful, also become ethereal shout for jumping down holes. ;-) And . . . . I finally finished!! Whew, that was a long one!! Felt like I ran around that city 4 or 5 times at least.
I accidentally got too high on edibles while playing the underground section of this mod and lemme tell you. That was an experience.
this might be intresting to do as a vampire..
Of course the empire stomped the dwemer automatons, nobody can stand against the might of the imperial legion
11:41 I was eating when i got scared and of course, didn't expect him to spawn lol 🤣🤣🤣😵😵
I never found the key to get into that back room of the flooded outpost, just past the lift back to the surface, behind the two ghosts. I was hoping it would be in this video but if it was I missed it here too!
Undead dwemer (particularly ghosts) were featured heavily in Norrowind and it's kind of weird that they weren't in Skyrim. Since the Hammerfell dwemer were a different tribe, it's possible that they disappeared for unrelated reasons and might still have physical remains as in this mod.
Something that always kind of bothers me in mods like these (and to a lesser extent TES games in general, but it's less noticeable because TES us ultimately a series about its civilizations and even DLCs that take you to strange and remote places like Solstheim or the Shivering Islands are taking you to a place that already has a long history of occupation) is the weird way time is used narratively. You saying that the imperials must have been there for generations on the one hand and being surprised that they explored all corners of the island on the other highlights the issue- The player, a single person, can thoroughly explore the place in about an in-game week. Maybe not build all the scaffolding and stuff the imperials built, and some of that is because the inperials already cleared out a lot of the island's defenses, but it's crazy that it took like a year for a large group of trained soldiers to even find some areas of the island. In a similar vein you have npc journals saying they were exploring some linear cave or ruin for like a month, dungeons all over the place that have somehow never been looted but one guy will go and loot every dungeon in the province (that's one underappreciated thing I like about this mod: all the loot is either in supply chests corresponding to the contents, or in locked dwemer chests, as every unlocked dwemer chest was looted already), etc. Time apparently passes very differently for the player.
There's a discussion about the Dwemer and where they may have disappeared to, one theory is that they accidentally opened a pocket universe and became trapped, because they were trying to hide from the Daedric Princes...whom love to mettle in the affairs of the elves and man alike. It was Numinex.
I'll definitely give it a go!
It's been a while since i was this early🖤🖤🖤
3:55 Before I kick off I plan on writing my own version of TES VI…in a note for some adventurer to find.
No. Mora doesnt employ or use Dremora. MOLAG BAL and MEHRUNES DAGON, do however. >:) That was another test by one of them to see if your worthy of being their champion. This mod will pair well with Vigilant.
Hey George! What was that sound at 11:45? I didn't get a chance to clip it . Ok ok I admit it.. I was laughing too much to focus 😂 . Thanks for the early morning entertainment
Replay the video?
what sword are you using? it looks really cool
Never have been this early
Hi George I downloaded it will install as soon i Finish 2 quest I,am busy with. Thanks....
This is a chunky monkey of a video, let's dig in!
I wish there’s a the boiled one mod 😂
what sword is that in you're hand ? it looks a little like maby inspired by deadra
I think this would of been better, if you had to destroy the other portals. Because they were damaging Mundus. Only a dragonborn could do it...
Giving a fan friendly lore reason, for why it had to be you and not someone/something else.
(Adding a little more to the Demi-God like status Dragonborn seem to have, in the lore... Which is why they sent for you, in the first place.)
Each portal having their own strange boss mob and minions. For some diversity and much needed action, after the long walk. XD
Why:
In order to active "your own portal" that could send you back home. Instead of entering a large, almost empty world space. With already ruined portals/places.
Reason:
1) Mora, wanted you to patch some tares in oblivion. For reason beyond us. Since his Who's hole thing is "Knower of the unknown" (Keeping the mystery element, even after the end. Which is common with Love-Craft "Themed/Inspired Stories"
Or
2) Magnus being the Architect of Mundus... Needed a dragonborn has it's proxy. Since it's in Aetherius, and can't interact with Mundus easily. (for simplicity sake) To mend some Anomaly's, before they became to dangerous. XD
(Since that seems like something it might do... But who really knows)
This mod has nothing to do with Mora. That assumption at the end by George is incorrect.
I know this... Nor did i make any assumptions either.
I simply added story suggestions.
I brought up Magnus has well, if you read the hole thing.
I also ass kissed the dragonborn lore. XD
whats the staff in his left hand?
Does anyone else see the face on the map to the north at 4:37
Good mod, needs a redux
Where is Titus
I'm lost. There are barely any quest markers. The areas are too big and too empty to just wander around with no direction, even if that direction was notes or other clues. It looks fabulous but don't waste my time with huge empty areas and no hints.
Low-key missing your old character tbh 😂
I might set up a new character for next year
@@0periodproductions that would be cool!
Shame it's only for SSE (v1.6.1170.0) Any downgraders are unfortunately out of luck.
Id rather see the four hours of gameplay to be honest. Im still going to install fyi. I wish Coven of Crones was on Nexus. Im never going to buy Creations. Mods should remain free.
Ehh, no offence but this review really does put this mod in a bad light and downplays it. You really simplifed the story and got it wrong too. Can't blame you since you found like 1 or 2 journals and there's like 30 books, notes, journals in total. Not saying you that you absolutely had to find all of them(no one does that in their first playthrough) but I think there are like 5 that are really important to the story. You can check the Book records in SSEDIT and give it a quick read to see what you had missed. Or just read the posts on the mod page with the spoiler tag, since the story has been also thoroughly discussed there already.
Overall I get what was your intention, you just wanted to advertise for this mod and encourage more people to try it out, like you do with all your Skyrim Mods videos. If we look at it this way, I guess it works decent purely as advertisement(until the Review&Outro part which dumbs it down and dishonors it a bit). However you should decide on whenever your video will be a speedrun just for the sake of telling people of this mod, or you're doing in depth 100% playthrough with some story analysis. You admitted to rushing through it, in which case I felt like you should already know, that maybe it is better to refrain from giving your personal thoughts at the end. It's like rating a 500 pages book and sharing your opinion of it, after reading only first 5 pages, 5 middle pages and last 5 pages - you'll always be wrong and end up giving people false/wrong impressions no matter what. I guess it would been better if you simply stated that you couldn't make much of the story because of rushing through the mod and instead you encourage the viewers to try to do so themselves. Instead you gave a terrible summary and closure of the plot. However I am not in your head and don't know if perhaps you really believed that what you said was true and correct, and that there's nothing more to the plot.
In the end, this mod is really better to be played by yourself. It's strongest points are the story and exploration and those 2 things correlate into 1, because you're trying to uncover the mystery of this island through exploration and this mod has great story telling both visual and written. Both of these 2 points were rushed, cut out and dumbed down for the sake of having non boring video I assume. And in that case you have to ask yourself if it is worth uploading a playthrough/review like that. It might serve as anti advertisement and do more harm than good in the end. I am not the author BTW in case if you were wondering.
I will say that I didn't see the spoiler / story post on the mod page, had I known about it I would have included it as part of the review.
The overland exploration was my favorite part of the mod, and the notes that I did find built a compelling and exciting story. I realize that editing this down to an hour from over four hours of footage doesn't give as good of a sense of the time played, but during my time on the surface I had thought I found the notes that were important / were relevant. I didn't start to rush a bit more until the city, which I still personally believe was a slog and killed a lot of the momentum, at least for me.
@@0periodproductions I appreciate the reply. As I said earlier, I'd recommend checking what you have missed with either additem menu in game or just in SSEDIT. That one journal from the Legate that you have found was one of its kind, with being like 15 pages long, so don't worry, the rest is like 1-2 pages. After that, check out the discussions on mod page. There were a few more "factions" on this island than just the Dwemer and Imperials. I guarantee it will change your view on this mod. For the missed places and visual story telling, I guess there's not much to remedy that, other than re-playing the mod. I just hope that after reading up about story, you will remember some things that you saw and didn't actually showcase in the video, thinking it was not of significance, but now you'll know it was, and hopefully it will also make a bit more sense for you.
There's 1 interesting area in the first main hall when you enter the city. That area with 4 lifts that later turned out to be teleporters. If you remember that broken one, aim your cursor directly at the hole beneath it. It's really a cool stuff and I don't understand why the author would hide it like that. The underground of the city itself was a bit of a slog, but there also things to find there, which would help with that feeling, cuz it makes you feel rewarded, as those were the pieces of the plot that you would be putting together, so it gives a motivation to keep going.
While I enjoy your channel and content a lot, I find the amount of exploring you do at nighttime during your mod playthroughs really frustrating. It's a poor way of showing what the mod has to offer, as we can't see a darn thing. Obviously it wouldn't have helped for the interior locations in this mod, but we missed out on a lot of visibility for the exterior locations because you wandered around so much at night. And this is something you do a lot on your playthroughs. Really not a fan of that at all.
For the night time sections it might have been better had I upped the brightness a bit more. But given that the mod has you go to the village at night, as well as crash on the island at night, I thought that was an important part of the mod's intent and very much helped set the tone
second
43:51 Why all the buckets? 😆