{"id":12855,"date":"2025-07-17T10:03:53","date_gmt":"2025-07-17T10:03:53","guid":{"rendered":"http:\/\/youthdata.circle.tufts.edu\/?p=12855"},"modified":"2025-09-23T11:43:48","modified_gmt":"2025-09-23T11:43:48","slug":"carved-line-opinion-about-the-modification-for","status":"publish","type":"post","link":"https:\/\/youthdata.circle.tufts.edu\/index.php\/2025\/07\/17\/carved-line-opinion-about-the-modification-for\/","title":{"rendered":"Carved line, opinion about the modification for TES5: Skyrim"},"content":{"rendered":"<p>So the moment of our third trip in the vastness of Tamriel has come. Although Stop! Can we go somewhere away from Tamriel? Maybe even beyond the limits of nirn? Exactly! We go far today, outside the mainland Tamriel, even beyond the limits of the planet Nirn! Even outside the mine! Our goal is far in Aurbis, or Oblivion, as you like more ..<\/p>\n<p>Oblivion plans-they are difficult to somehow characterize somehow. In the world of scrolls, these are simultaneously other planets, and reality, and measurements. They can be seen at the same time in the form of celestial bodies, but they cannot be achieved because between them and the Mindus space filled with chaotic destructive mana; There live mortal peoples and those for whom death is only a temporary state, and they are reborn in the waters of Oblivion, if only do not give all their strength in the name of their master; They have their own laws of reality, but they can be changed or ignored by the will of the Demiurge Creator-Daedra. At the official position of the Church of the nine (and, consequently, imperial propaganda), the blood of Anu, mixed with spoiled blood, gave rise to the vile and greedy sex of the divine entities &#8211; Daedra, and all this was still at the dawn of times, but anyone who played the games of the TES series eagerly reading all the books and absorbing all the grains of the Laura knows that this is a lie that this is a lie. Daedra is very different, one of them was a bifurcation of the personality and then once a mortal hero (Sheogorat), and someone even by the mortal king that sold his people in exchange for strength (little ball), someone was a noble one (malakat), someone was Magne-hee (Azura), and someone is an unplanned and negligent Bastard Aera Magnus (Hermerus Mora). But among such different ones there are the most mysterious (and as they say the weakest, and possibly in vain) &#8211; the overseer, the keeper of the order, the lord of the epidera, or just periace ..<\/p>\n<p>Carved line &#8211; a fashion released by a Russian -speaking team (or as they call themselves \u201cduet\u201d) models HaemProjects, in 2019. It was their 2nd large mod (the first we will consider in the next blog) and was noticeably smaller in scale, and in connection with this less ambitions between the outputs of these two mods, the gap is only a year. Unfortunately, this led to a number of unfavorable moments in filling in the modification, and the latter is noticeably inferior in quality of attention to details against the background of their first project.<\/p>\n<p><b>Worlds where it is worth observing the social distance:<\/b><\/p>\n<p>Periite is also a supra -motor, he is a guardian of order, he is an impostor, he is a lord of the plague, Daedra commanding epidemics and which is known very little. Daedra in the appearance of the dragon, who is considered one of the fallen children Akatosh (if this is true, then Akatosh is probably the worst father in the world of Tes, we all know about the scoundrel all about the villain), while others consider him a vow for the Dragon-Administration of time. His sphere includes the struggle against the entropy of Oblivion and the preservation of the balance (including natural). Its dimension is called \u201cpits\u201d (it is in the plural, implying that the periyte plan is fragmented into fragments scattered according to Aurbis). More than one mortal, according to the official Laura, did not return alive from there, and what he is a secret. We will visit several such \u201choles\u201d in fashion in fashion and due to the fact that in the official Laura about the measurement data, nothing is known for the Hamprodzects team was a full card-blanche of creative freedom.<\/p>\n<p><b>Images of pocket worlds:<\/b><\/p>\n<p><i>In total, we will attend 3 measurements in fashion:<\/i><\/p>\n<p>Brought stones are a microworld that looks like a spherical design-cell similar to Dyson, flying in the emptiness of the etherius in which, under the influence of distorted gravity, soar the islands on which different nations lived in different periods, but all sooner or later starded with the \u201cgifts\u201d of the periate. Here we will spend most of the time passing the modification.<\/p>\n<p>The border pit &#8211; a mysterious dark place, being in which and raising your head up you will see a network of luminous rhizomes. Around the ruins of a certain dead civilization and there are a lot of interesting places, for example, a huge (and very complex) labyrinth.<\/p>\n<p>The palace of the overseer is the abode of one of the heralds and the suzerans of the periyte, the linear location in which it is possible to break your head to find the road.<\/p>\n<p><b>In the wrong place and at that time:<\/b><\/p>\n<p>This mod departs from the canons and it starts only by visiting the location player on the eastern slope. No messengers, messengers or other \u201cletters of happiness\u201d, we must come to the place of the quest start and meet mysterious cadzhits. The Kajits will not turn out to be with the simple caravans that they roam Skyrim, but by members of the Baadari clan (acquaintances of players in Teso), known throughout Tamriel as seekers of treasures and \u201cnoble things\u201d (I think it is clear that which things are \u201cnobody\u201d and what \u201cchaste\u201d are the cadzhites themselves). The guys found these a house hidden in a large underground grotto of the throat of the world. I think it\u2019s not for anyone that at a certain moment with such dark guys the dialogue will not work out and there will be only one of us. In the grotto we will find an abandoned hut of an altmer researcher, created not without the use of magic. Walking from the notes of the former owner, we will find his captive &#8211; the mysterious generation of Oblivion in the form of a speaking shell. With her, we will go on a trip finding in the diaries of the former owner of the house a hint how we open a portal in the pit.<\/p>\n<p>Another portal.<\/p>\n<p>And another portal.<\/p>\n<p>And don&#8217;t believe it, but this blue flashlight is also a portal.<\/p>\n<p>I have nothing to tell about the central quest. It is as if not. At the first visit to the trimmed stones, a mysterious person will meet us, in a mask who will curiously ask us a variety of questions so that at the end we will meet him personally. But nothing happens between the beginning and end of the trip, we just go forward through the plans of Oblivion until we reach our goal. There will be many meetings and discoveries along the way: goblin settlements, ruins of the Falmer colonies, gloomy wastelands and surreal species, but all this will not affect the central plot. The mysterious person in the mask will intrigue us for the time being, but having received the answer you may be disappointed from how it turned out to be trite and predictably.<\/p>\n<p><b>Dovakin in the country <a href=\"https:\/\/wilberforceinstitute.uk\/betting-sites-fast-withdrawal-uk\">https:\/\/wilberforceinstitute.uk\/betting-sites-fast-withdrawal-uk<\/a> of goblins:<\/b><\/p>\n<p>The main source of sides in fashion is local. Local are goblins. At different times, different nations found refuge in organ stones, for example, you will find traces of Falmer colonists, and now two tribes of friendly goblins live here. Goblins speak your own language and at first you will not be able to understand them, but after time you will find a \u201ctranslator\u201d for yourself. Goblin\u2019s quests are authentic &#8211; a low -grown green -skinned semi -wild people does not realize the true value of things that finds, in connection with which they ask us to get all kinds of beautiful trinkets, for example, the bones of the animal (guess what, for the goblins I will remind your tongue) or the golden horn that is stored in the hold of the floating brothel, which the sea will grate the sea. And the funny thing is that the little goblins, not understanding the true value of things, can give you the reward so &#8230; a wooden soup spoon (with the eloquent name \u201cPowerful Black\u201d and obviously consider it very valuable) that the secret weapon from Vanilla Skyrim in the form of the very dining room of the fork and the dining room of the knife will perfectly complement it. Quests are actually captivated by their scenery, for example, you can visit not a lot, but the whole foot of the Red Mountain in the 4th era (yes, among ash, lava and apocalyptic landscapes), and many other unusual places, but in general some characters or interesting dialogues do not shine.<\/p>\n<p><b>Thinking with portals:<\/b><\/p>\n<p>Portals &#8211; central theme of fashion. There will be not just a lot of them here, but a lot, and I think Geralt from Rivia would not like this adventure (ironic if you install this mod at first passing a water\u2019s adventure). We will get into the world of Oblivion through the portal, to the flying islands, we will also move in teleporting with the help of the new \u201cTrue Way\u201d spell, and we will be in a different dimension of Oblivion later, jumping along the portals to look for further the next huge portal ..<\/p>\n<p>The ruins of Falmer colonies. Those Falmer that have not yet turned into half -wild embittered blind monsters.<\/p>\n<p>If I say that it is interesting to explore the periyight plans, it will not be fair on my part, because in fact &#8230; just do not tear themselves away from them. I enthusiastically traveled to the ruins of the Falmer colonies, reading numerous notes on how Falmer colonists died from a mysterious illness, going out of my mind along the way. Jumping through the flying islands observing incredible views. I climbed huge mushrooms, dark wastelands, jumped into portals and looked for a way out of a giant maze. I went through a lot of mods and thought I could already surprise me little, but this mod could.<\/p>\n<p><b>Cloud locks:<\/b><\/p>\n<p>The design of the trimmed stones is amazing. For the first time getting into measurements, I stood for about 5 minutes and just looked around trying to understand what happened and where I was. Huge round cage through which the emptiness of the etherius is visible. A huge artificial sun in the center, giant islands floating in the air on which outlandish plants grow and ruins of dead civilizations are located. And all this among the clouds.<\/p>\n<p>The hut of a lonely magician-research. Inside is much more than outside thanks to spatial magic.<\/p>\n<p>The second dimension, the player visits the dark wasteland of full sand and ruins where huge luminous roots pierce the sky. Outlandish creatures are patrolled by marching, and here and there there are portals leading to different areas. And although its scale is not large (in fact this is a large dungeon) there is where to go and what to profit from, and the main attraction of this place is a huge labyrinth who assure you, shakes nerves for those who are bad with spatial perception.<\/p>\n<p>Sometimes the views of real alien.<\/p>\n<p>The local artificial sun looks grandiose.<\/p>\n<p>Portals will throw the player in unexpected places.<\/p>\n<p>Ancient Falmer gardens are chosen by aggressive animals.<\/p>\n<p>The level at which I broke my head a couple of times trying to understand where to go.<\/p>\n<p><b>Daedric Zoo:<\/b><\/p>\n<p>Since on the history of the triggered stones &#8211; this place at different times opened by portals of different places of Nirna here you will see a whole set of opponents: Searkers of the Hermrus Rushing in search of secrets; ash jumpers from Morceryus hiding in the ruins of Falmer gardens; embittered ghosts who died in the madness of falmer; distraught from the disease of infected goblins and other. The mod itself is not complicated, but the spatial structure of the trimmed stones creates certain difficulties, since enemies will often drive you into narrow spaces, attack you from platforms and hills without the possibility of bypass, in connection with which you will have to learn to use the teleportation spell in order to deftly retreat when it becomes difficult or teleporting behind enemies. The teleportation spell itself does not allow you to teleport freely (like a blink in Dishonored), but does this if a spell gets along a special waybill of falmeri, which transfers you to the last. There is both a new weapon and a new armor in fashion, and, both quite banal and unusual.<\/p>\n<p>Mages, too, will not remain completely offended, so for them you can find some spells of the school of destruction, poisoning the enemy with poison (and what did you think to find in the dimensions of the periace?) and several magical stoves with unusual properties.<\/p>\n<p>Khopesh is a unique weapon that can be obtained from dead Kajit at the very beginning of the fashion. From them you can also get 2 ebonite hopesh. Save this weapon. It is approximately equal to the ebonite sword, but it differs from the latter with a slightly large damage and less weight, but at the same time, like all weapons, when it improves it on a sharp -long stone, its damage will increase by % of the starting damage, which means after improving the breakdown between the ebonite sword and the ebonite host will increase. I have passed many mods with this weapon in my hands, since only 3 swords from the vanilla game will be better: Daedric, dragon and mijack sword.<\/p>\n<p>Also do not abuse the passage with the passage. He has the same sore as the portal from the mod of a clockwork castle, which I already wrote about on my blog. In world spaces from mods, he can inadvertently break your passage.<\/p>\n<p><b>Falmer Heritage:<\/b><\/p>\n<p>If you remember my review to modify the island of Midwood, then you probably remember what I said about the dungeons. So, everything said then is true and in relation to the Falmer ruins in this fashion. They are beautiful, they are interesting, the rewards are good, but there are very few falmer content itself. As for other dungeons, then consider them and not, because an optional labyrinth and a couple of small locations cannot create enough challenges for you to quench your thirst for research.<\/p>\n<p><b>Dremora in the little things:<\/b><\/p>\n<p>Despite the whole, a very favorable impression by the general environment, the modification allows itself a number of different flaws. So, for example, the shadows of the dead falmers look like shadows from the quest of meridia from Vanilla Skyrim and wear imperial armor, and a stranger in a mask wears a mask of a dragon priest. From the very beginning, there is a marker on the world map on the map of the world and at least Fast-Trevel is inaccessible to it (fortunately), but the very presence of a marker on the map destroys the immersion and deprives the player of experience with the search for location.<\/p>\n<p>Nevertheless, I want to note the excellent technical condition of the fashion, I have not encountered not one bug, although I have passed the mod repeatedly. The only time I did not want to disappear from my shoulder, one Daedric Comrade, who was supposed to get down the script in one of their passages, but it was enough to throw him out of his inventory in the section \u201cMiscellaneous\u201d so that it disappeared. And all the same, unfortunately, I cannot help but mention the problems with the hitbox of flying enemies (as I understand the frosty ghosts), which can be especially unpleasant for rallies players.<\/p>\n<p>Fortunately, there is a fan patch from the Vankingskee, who turns shadows into elves and gives a mysterious figure a unique mask.<\/p>\n<p>There is also a fan patch that removes the marker from the world map, but it has no localization and can break your translation of the game.<\/p>\n<p>Having passed the mod, you realize that you went a long way, visited many places, fought with many enemies, completed a pack of quests and won several bosses, but &#8230; that in the end? The final of the main quest mod does not give any satispulation. The victory over the final boss is not felt as something significant, because you have not formed any attitude to it, and you, in fact, are not that you would understand why you had to fight. And the main quest and additional are deprived of a significant story and interesting characters. One way or another you are asked to get something and bring you, or to go somewhere. And only the quest to search for a new goblins house who decided to create their tribe and leave the trimmed stones I remember since it has an element of research and you will have to choose where to settle the new tribe. But at the same time, you will not be indifferent to the bright and memorable design of locations, views that you want to capture by screenshots, the feeling of secrets at the very beginning will intrigue you and lead forward. And somehow it\u2019s sad that since then this team has not come out of large mods, since I see great potential in their works.<\/p>\n<blockquote><p>My subjective assessment of modification is 7\/10<br \/>A bright attraction that pleases the eyes, but I&#8217;m afraid that besides the picture and beautiful locations, you can then remember little.<\/p><\/blockquote>\n<p><b><i>Pros: excellent location design, a sense of research and riddles at the first passage, an interesting interpretation of the obvion plan that rarely appears in modding.<\/i> <\/b><\/p>\n<p><b><i>Cons: the plot breaks sharply and unexpectedly without justifying the created intrigue, additional tasks throw us through interesting locations, but the player is deprived of any significant motivation.<\/i> <\/b><\/p>\n<p>I keep the mod itself activated in the list of installations every time I pass Skyrim, but it is not on the list of those that I rush in my passage to go the first. And let all diseases pass you on your trip to Tamriel.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So the moment of our third trip in the vastness of Tamriel has come. Although Stop! Can we go somewhere away from Tamriel? Maybe even beyond the limits of nirn? Exactly! We go far today, outside the mainland Tamriel, even beyond the limits of the planet Nirn! Even outside the mine! Our goal is far [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[1348],"tags":[],"_links":{"self":[{"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/posts\/12855"}],"collection":[{"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/comments?post=12855"}],"version-history":[{"count":1,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/posts\/12855\/revisions"}],"predecessor-version":[{"id":12856,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/posts\/12855\/revisions\/12856"}],"wp:attachment":[{"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/media?parent=12855"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/categories?post=12855"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/youthdata.circle.tufts.edu\/index.php\/wp-json\/wp\/v2\/tags?post=12855"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}