This is a good mod. While I absolutely LOVE the runic sword looks, probably my favourite out of all the mods, this mod itself has a few issues. As mentioned before by other users, the second to last mission fails to trigger, resulting in mandatory console command uses to work. This is a pretty big issue because if effectively makes the mod unable to be finished, which is bad. The other problem... is the voice acting. If for the Kahjiit and the Dark Elf is done nicely... the Argonian and the female Breton are pretty bad, sadly. Word tripping, super fast reading, no acting or emotions... yeah,, they really need to improve on that aspect. One final thing is that this mode does indeed conflicts with Bear's Necromancy, since it locks the Beast's Maw until the quest is unlocked.
Overall it showed great promise... but the fact that it's unable to be finished without the use of cheats makes me pretty sad.
There are still problems progressing the questline during quest aaZarkun6quest (Live Free) Erroneous Info (topic) conditions block it at stage 5 (which is set by stage 100 of the previous quest)
topic: aaQ6Stand (xx01d485) "Stand" Info (xx01d486) "True, Zarkun thinks we are ..." needs it getstage condition to be 5, not 0. Same with topic: aaQ6WhatShouldIDo (xx01d487) "What should I do, then" Info (xx01d488 ) "I think Marz .... " not getting this topics also blocks key quest topics with Marz-Malz whcih whcih the quest and adds a quest spell, " Destroy Servant"
This can be fixed easily in the CS or bypassed using the console setstage aaZarkun6quest 10 setstage aaZarkun6quest 20 player.addspell xx01f1b5
At stage 30 the aaZarkun3Ref.StartConversation Player, Greeting line of the script does not reliably fire, sticking the quest and leaving the Playercontrols disabled. Using the console to enableplayercontrols and then starting conversation with Zarkun will sometimes get the quest topics going and sometimes not.
At stage 42 the If (GetStage aaZarkun6Quest == 42) && (aaZarkun3Ref.GetActorValue health <= 50) aaZarkun3Ref.AddSpell aaZaTeleportation aaZarkun3Ref.Cast aaZaTeleportation aaZarkun3Ref SetStage aaZarkun6Quest 45 set fQuestDelayTime to 0 endif part of the quest script does not reliably fire, particularly if you render Zarkun unconscious with the hit that drops him under 50 health, sticking the quest at that point.
It took me 11 tries, with save at critical points (before talking to Kerr in the basement and before beating down Zarkun) to progress the quest from stage 20 through stage 50
There are still problems progressing the questline during quest aaZarkun6quest (Live Free) Erroneous Info (topic) conditions block it at stage 5 (which is set by stage 100 of the previous quest)
topic: aaQ6Stand (xx01d485) "Stand" Info (xx01d486) "True, Zarkun thinks we are ..." needs it getstage condition to be 5, not 0. Same with topic: aaQ6WhatShouldIDo (xx01d487) "What should I do, then" Info (xx01d488 ) "I think Marz .... " not getting this topics also blocks key quest topics with Marz-Malz whcih whcih the quest and adds a quest spell, " Destroy Servant"
Thanks to Crappynight for the cool mod and thanks to TheRomans for the fix. After fixing those two topics I had no trouble at all to the end.
Very sorry for the two-year bump. I have downloaded this mod a week ago and feel to let it be known that I know the cause of the missing argonian. There is a separate (unknown) mod that will transport many characters (Umbra, Bjalfi, Chanel, several goblins from the beginning, even some Chain Beasts, etc...) to the abondoned mine at exterior Cyrodill. This may be the cause, I don't know because I deleted most of my mods at that point, but re-loading with all mods disabled would not help the glitch because the game saved them in the mine so they would be in the mine until all others are dead. Just go there, sit back, and watch the show. But turn down the graphics, because once you find them in the cave, they will have a GIANT war and your screen may freeze. The NPCs will be found either at the beginning of the mine, near the second level door of the mine, or on their way to/from the mine.
I FOUND OUT HOW TO CONTINUE ON GAMBIT! Like everyone else I was stuck on the stage in gambit when it says the guild hall was under attack and nothing happens. Well while gathering items for Alchemy today I collected a bunch of Aloe Vera leaves. On my 10th leaf I got a quest update message for Gambit. I have no idea why but apparently this is part of the gambit quest at some point, so I rushed back to the guild hall and talked to the Dark elf guy there, and it opened a new conversation option and continued on with the quest.
UPDATE Sadly now I had the bug others were getting earlier where Marz isn't around. Maybe one day I'll manage to stumble upon him again. Also I would like to add that when I went to the temple of the one while looking for people. I got a new quest that looks like it's associated with this mod. It seems, from the text, that it may be later on in the mod and it says to go back to Fort Black Boot for clues.
58 comments
Edit: I guess I'm not the only one who have this problem which is sad really
While I absolutely LOVE the runic sword looks, probably my favourite out of all the mods, this mod itself has a few issues.
As mentioned before by other users, the second to last mission fails to trigger, resulting in mandatory console command uses to work. This is a pretty big issue because if effectively makes the mod unable to be finished, which is bad.
The other problem... is the voice acting. If for the Kahjiit and the Dark Elf is done nicely... the Argonian and the female Breton are pretty bad, sadly. Word tripping, super fast reading, no acting or emotions... yeah,, they really need to improve on that aspect.
One final thing is that this mode does indeed conflicts with Bear's Necromancy, since it locks the Beast's Maw until the quest is unlocked.
Overall it showed great promise... but the fact that it's unable to be finished without the use of cheats makes me pretty sad.
Erroneous Info (topic) conditions block it at stage 5 (which is set by stage 100 of the previous quest)
topic: aaQ6Stand (xx01d485) "Stand" Info (xx01d486) "True, Zarkun thinks we are ..." needs it getstage condition to be 5, not 0.
Same with
topic: aaQ6WhatShouldIDo (xx01d487) "What should I do, then" Info (xx01d488 ) "I think Marz .... "
not getting this topics also blocks key quest topics with Marz-Malz whcih whcih the quest and adds a quest spell, " Destroy Servant"
This can be fixed easily in the CS
or bypassed using the console
setstage aaZarkun6quest 10
setstage aaZarkun6quest 20
player.addspell xx01f1b5
At stage 30 the
aaZarkun3Ref.StartConversation Player, Greeting
line of the script does not reliably fire, sticking the quest and leaving the Playercontrols disabled.
Using the console to enableplayercontrols and then starting conversation with Zarkun will sometimes get the quest topics going and sometimes not.
At stage 42 the
If (GetStage aaZarkun6Quest == 42) && (aaZarkun3Ref.GetActorValue health <= 50)
aaZarkun3Ref.AddSpell aaZaTeleportation
aaZarkun3Ref.Cast aaZaTeleportation aaZarkun3Ref
SetStage aaZarkun6Quest 45
set fQuestDelayTime to 0
endif
part of the quest script does not reliably fire, particularly if you render Zarkun unconscious with the hit that drops him under 50 health, sticking the quest at that point.
It took me 11 tries, with save at critical points (before talking to Kerr in the basement and before beating down Zarkun) to progress the quest from stage 20 through stage 50
Thanks to Crappynight for the cool mod and thanks to TheRomans for the fix. After fixing those two topics I had no trouble at all to the end.
UPDATE
Sadly now I had the bug others were getting earlier where Marz isn't around. Maybe one day I'll manage to stumble upon him again. Also I would like to add that when I went to the temple of the one while looking for people. I got a new quest that looks like it's associated with this mod. It seems, from the text, that it may be later on in the mod and it says to go back to Fort Black Boot for clues.