I must have downloaded this at AFK or Tes Alliance some years ago, I cannot find it in my download history here. Anyway bug fixes:
1. Several of the Sewer Dwellers need to have their Cylarne or Fringe AI packages removed and replaced with a default explore editor location package
2. I remember having to edit the faction relationships some years ago for some reason, but cannot remember the details now. Someone was fighting someone they should not or not fighting someone they should, maybe it was adding -100 towards the Player Faction for each of the sewer factions so they would fight me.
3. Should not be using the base object AnvilMGPetImp Sparky for the 2 imps in the mod. Create a new baseID copy of it, then deletes the copy's Mages Guild faction membership; remove its AI package to follow Thauron and give it a default explore editor location package, remove the mages guild key from its inventory
Thanks for the feedback, I´ll check this out... this seems to be a bug, but I have played the main quest from the SI with this mod activated and this have not happenned.
Anyway, I´ll take a look and, if necessary, I´ll update to another version.
There was another occurrence. I have disabled this mod because it hacks the game and makes unpleasant changes that are not listed in the description.
Not only does it summon an army of Sewer Dwellers to fight you after the battle of Cylarn, it summons an equally large army of Sewer Dwellers after the battle for the Fringe.
These unleveled enemies are basically indestructible to my level 6 battlemage, and there are ten of them to fight all at once. In my opinion it really throws off the game balance, and interferes with a couple of dramatic and triumphant moments in the vanilla Shivering Isles main quest.
So I liked the sewer dungeons that I explored with a different character, but with the undocumented hacks and high-level enemies, I have had to deactivate this mod.
I just had something strange happen. I had started a new character and was playing the Shivering Isles main quest. I had just lighted the Flame of Agnon at Cylarn and was headed back to New Sheoth. Suddenly, within sight of Cylarn, I was attacked by an army of Sewer Dwellers. I know there was at least six, but there might have been as many as ten. They all wore light blue blouses and seemed identical. They seemed to use disintegrate weapon magic.
It didn't seem to fit in with the lore of your mod. Was this a bug, or part of your story?
PCmodhouse, have you updated it to v. 2.0? The mania sewer entrance was bugged in v. 1.0, but I have fixed it--- and I just checked it out in my game, both entrances just seemed ok.
11 comments
1. Several of the Sewer Dwellers need to have their Cylarne or Fringe AI packages removed and replaced with a default explore editor location package
2. I remember having to edit the faction relationships some years ago for some reason, but cannot remember the details now. Someone was fighting someone they should not or not fighting someone they should, maybe it was adding -100 towards the Player Faction for each of the sewer factions so they would fight me.
3. Should not be using the base object AnvilMGPetImp Sparky for the 2 imps in the mod. Create a new baseID copy of it, then deletes the copy's Mages Guild faction membership; remove its AI package to follow Thauron and give it a default explore editor location package, remove the mages guild key from its inventory
It looks like it’s fairly compatible except for the favelas.
Thanks in advance
Anyway, I´ll take a look and, if necessary, I´ll update to another version.
Not only does it summon an army of Sewer Dwellers to fight you after the battle of Cylarn, it summons an equally large army of Sewer Dwellers after the battle for the Fringe.
These unleveled enemies are basically indestructible to my level 6 battlemage, and there are ten of them to fight all at once. In my opinion it really throws off the game balance, and interferes with a couple of dramatic and triumphant moments in the vanilla Shivering Isles main quest.
So I liked the sewer dungeons that I explored with a different character, but with the undocumented hacks and high-level enemies, I have had to deactivate this mod.
It didn't seem to fit in with the lore of your mod. Was this a bug, or part of your story?