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Project AOH!!!


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Posted

This mod is very, very good! I would say it ranks right up there with The Gray Cowl of Nocturnal in every aspect. It is beautiful, the quests are imaginative, the characters are believable and well voiced, some unique enemies, weapons, armor, trinkets, magic and some secrets that you can only discover through various clues. It is so beautiful and interesting that you can't help but want to explore every little corner. Runs extremely smooth on my pos pc with almost no glitches (picked up a trespassing bounty for no reason and one load screen ctd).

 

If you haven't tried it, then you definitely should! You most likely won't be disappointed. Here are some slightly NSFW screenshots.:smile: 

 

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Posted

Agreed, It is indeed very very grand, and bloody hell it's incredibly pretty in places. It's voice acting is good (for the most part, there's a couple that could have done with a mic upgrade, but most are great), it's quests are on point, it's dungeons are utterly sprawling in comparison to the short jog most vanilla ones provide (they were also pretty damned challenging (but that could be because I have various extra creature/trap mods on.)

 

Already posted these elsewhere, but bugger it, have a handfull more screens o' it.



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Posted

They overdid it with the pressure plates, though. There's so many of them bunched together at times that you simply have to jump around to not activate them.

Posted
16 minutes ago, The First Lady of Hats said:

Already posted these elsewhere, but bugger it, have a handfull more screens o' it.

 

  Reveal hidden contents

 

 


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Wow! I haven't seen some of that yet. Looks like fun and I can't wait to see. Took a detour to wrap up some things elsewhere in Skyrim and then I'm heading back.

Posted
12 minutes ago, GrimReaper said:

They overdid it with the pressure plates, though. There's so many of them bunched together at times that you simply have to jump around to not activate them.

Yeaaa. Think that's what bumped up my woes, their enemy placement, couples wi' immersive creatures adding more dwarven things to the mix and then all the damned pressure plates spawning yet More stuff, lead to some bloody hectic battles.

 

9 minutes ago, KoolHndLuke said:

Wow! I haven't seen some of that yet. Looks like fun and I can't wait to see.

The main dwemer ruin yer head to after you get rid of yer amulet is bloody huge (and again really pretty) and has some really cool set pieces. If'n yer headed back to skyrim loose some weight out there Yer'll want plenty o empty bag space xD.

 

As far as newlland/dlc style/quest mods go though, it's up there wi' Forgotten City and Bruma on my list o' favorites.

Posted
13 minutes ago, The First Lady of Hats said:

The main dwemer ruin yer head to after you get rid of yer amulet is bloody huge (and again really pretty) and has some really cool set pieces. If'n yer headed back to skyrim loose some weight out there Yer'll want plenty o empty bag space xD.

Oh, I already picked up a bunch of it. What I love is that they actually look like ancient dwemer ruins instead of the clean vanilla stuff. The colors just pop and the detail is great- not to mention the unique music and sounds. As far as the enemies go, I love big battles with many tough enemies. Just gives me more stuff to fling spells at!:tongue:

Posted

Isn't the ruin covered in moss and plants because of the telvanni mushroom magic? It also has been flooded several times, I think. As far as I recall the ruins are usually in such a good condition because the automatons do a pretty good job maintaining them.

Posted
7 hours ago, GrimReaper said:

Isn't the ruin covered in moss and plants because of the telvanni mushroom magic? It also has been flooded several times, I think. As far as I recall the ruins are usually in such a good condition because the automatons do a pretty good job maintaining them.

Yes, you are correct I suppose. My point was more their attention to detail in the ruins and the whole mod I guess. Everywhere I go in this mod has been carefully made and well thought out. 

Posted

The levels would've been far more tolerable without the obsessive (and sometimes even illogical) placement of traps  immune to the Light Foot perk.  Furthermore, the PC has to endure pointless, repetitive actions such as:

 

Spoiler
  • Having to brew Shanath's tea twice
  • Having to place the aetherial generators in 2 separate stages rather than 1
  • The visit to Bkhalzarf dragging-on-long due to repetitive enemies + encounters, plus walking pace of Shanath
  • Essential NPCs during the first two acts; I understand why they're there, yet I was disappointed regardless. 

 

I give it 3/5 since the issues mentioned above truly brought down the quality of the experience for me.

Posted

I have tried it but never could get past the very first part so an un-playable mod for me.... It makes no sense as I never have issues with any quest mods all though I did try it upon its release not sure if they ever fixed all the bugs it had..

Posted

I found a few bugs too:

 

Spoiler

 

1. When going into the ruin for the first time, if Shanth gets stuck off the path he never resumes walking and stays stuck

 

2. Dumping the vampire's body in the vat is extremely weird physics-wise

 

3. The 12-hour timer is strange, you have no idea when it will come up and if it is in the middle of some other activity you have to wait another 12 hours.

 

4. The codes for the repository never change, so you never need to pay the crab again. Or save before buying, look and then reload.

 

5. With Dragonskeep mod, Snippy can be sent to school. Very odd.

 

6. If you have ever transformed to vampire or werewolf, Shaglak says you are neither man nor mer, even if you no longer have mixed blood. At least, I think that's what triggers it.

 

 

Still, it is a beautiful world and excellent effort. Nice way to extend the game, and once you are level 100+ and re-levelling skills, it's a nice tough challenge at high difficulty settings. The variety of new items and enemies etc is pretty good. For easier gameplay, I find that 

 

Spoiler

 

1. Finding Vespar and making lots of Dwemer ingots from scrap you can get some Dwemer weapons. Then you can acquire mage equipment and enjoy a well-balanced playthrough.

 

2. There are pelts in Selthri's house that will make some decent armor if you ask for mage equipment, so you can have both sword and spell.

 

3. If you have the Skeleton key in the inventory, the playthrough is quite easy/Same with essential weapons like Dravin's bow and Amren's sword.

 

4. Definitely some of the stuff is tedious to stretch out the game hours, like multiple trips to the landing stations, attaching generators, and so on.

 

 

Posted

The only issue I've run into with that mod is the ambush event when you leave the library.  If you die and reload it never starts.  You have to quit to desktop and reload.  For people with difficulty increasing mods the big guy can be pretty nasty (at level 15 he can 1 shot me).

Posted
On 5/30/2018 at 12:35 PM, khumak said:

For people with difficulty increasing mods the big guy can be pretty nasty (at level 15 he can 1 shot me).

I was playing a summoner build and just kept putting them in his path until they defeated him. I started the whole thing at level 15 I think and even dwarven spheres could kill me in two or three hits.

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