Skyrim SE - Prospector's Residence (SE dungeon mod) part 1 of 2
Prospector's Residence: https://www.nexusmods.com/skyrimspeci... This one is a small exterior overhaul to the unmarked vanilla ruins between Riften and Black-Briar Lodge, but on the inside is a huge dungeon, actually huge isn't big enough, ginormous dungeon. Inside starts out as fort style underground, but then goes into vast caverns and cave passages, and I have some heavy drops in framerate on this one, though thankfully is still playable. I hadn't played this one since I had a Legion 5 laptop some years ago, died from so many blue screens of death, didn't even have it but 2 years and it started having problem just after a year. I've had a Thinkcentre M-700 for the past couple years now, thus why this dungeon as well as the outside of the previous mod I checked out drops framerate so much, just a lot of added content, still I love this computer because it can still play Skyrim and with all of my favorite mods, despite having to do on low setting and occasionally suffering from framerate issues, it has been far more reliable than that laptop ever was. Still while the frames suffer a bit, not so severe as to make it less playable, just a bit nauseating after a while, I get a bit motion sickness from it. Anyway, too much to tell here without telling it all, large cavern with lots of scaffolding set up, bandits, skeletons and a couple of vampires running the show (having vampires in both this and Fort Corigate sharing the same vanilla location actually makes both these mods feel very consistent and connected with one another). Later, in the next video, the large cavern then connects into some mining tunnels and then into network of cave passages with lots of vegetation and trolls, a pretty good amount of variety which is important with a dungeon this large to keep your interest. Note: The beginning of this video is of Fort Corigate, a separate mod I recently explored, nearly all of the exterior is that mod, but it and the little bits of the Prospector's Residence dungeon entrance play nice enough together with very minor issues, mostly navmesh would be the problem as such if you use both I would recommend to assure Fort Corigate loads later since it adds so much new outside content, otherwise NPCs won't know how to climb the new structures or navigate around stuff because they'll think the navmesh is still vanilla open ground, so do keep that in mind if you are thinking about having both mods. Visually, just a couple of aspen trees poking through where they don't belong, those can be easily removed with the console or directly in the mod or a patch, whatever your skills or best convenience.

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