I am suppose to follow Valen Bedard after he leaves the Newlands Lodge. Valen walks up to the Castle turns left towards the guards barracks and disappears into a wall near the stairs. I can't follow him until he leaves a few hours later he heads back to the Lodge. Is this a bug or do I continue to follow him?
i've sent m'jirr to get supplies from mongrels tooth cave waited 6 days an he has'nt returned yet. is that a glitch in game are what i like the mod so far.
One of the members of Hunter's Guild a Nord named Kelda was wanderig around the inn in Skingrad with no clothing on. I wonder if this was intentional which I doubt or maybe one of remaining bugs?
Finally finished this mod after computer crashing. LOL! Love the storyline but hated killing certain people. In my own personal game, both houses are still alive and work for me. This mod was fun, although it did cause conflicts with my own personal game, and I thoroughly enjoyed it. Endorsed for such fun.
Although not the most impressive mod in my opinion it's pretty damn good and fun at times. Although I've found it to be short. Sometimes my character seemingly formulated an idea that I would have no idea about; and while I wish I had control about that aspect it showed adaptation to the House Valranis' ideals. And the struggle with the Court of the Arcane and the political aspects of House Valranis; while not as heavy as they could've been were nice enough to make the ride more enjoyable.
If an asset lost it's usefulness it didn't matter what happened to it. And making two sides wage war against each other while you sit back and enjoy. And then the choices you had to face relating to certain character's deaths were nice.
Although I do wish the quests had more available to them and simply conversations at times. It just seemed like you fought one or two people per quest; and while Valranis echoes the idea of 'violence shows you were unprepared'; the lack of action made the quests seem dry at time without any choices.
I believe I'm at the end of the Questline; where you talk to the Countess of Bruma; and I'd say for the efforts put forth, the intrigue of politics, a few tough calls, good faithful lore, and an alright guild to be apart of; this mod is worth an endorsement. Thank you for the fun hour or three I put into this.
Downloaded! This mod seems very good from the comments I've read so far. I have only one suggestion to you, Dalquist. If possible could you make the quest start if the player has enough Fame points (say 10 or whatever) as a secondary path to start the quests? This would still fit with what you said in the comments section:
"....The requirement that you are the Hero of Kvatch was included to justify why Celes would approach you for help. By lifting the siege at Kvatch you've established yourself as a capable adventurer and, recognizing this, Celes believes you can solve her problem....."
And it would help out those of us who do not want the Oblivion Gates to start appearing and destroying the beautiful Cyrodiil. I know I'm not teh only one who never starts the Main Quest when playing a new game of Oblivion. Have a nice day
71 comments
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Sometimes my character seemingly formulated an idea that I would have no idea about; and while I wish I had control about that aspect it showed adaptation to the House Valranis' ideals. And the struggle with the Court of the Arcane and the political aspects of House Valranis; while not as heavy as they could've been were nice enough to make the ride more enjoyable.
If an asset lost it's usefulness it didn't matter what happened to it. And making two sides wage war against each other while you sit back and enjoy. And then the choices you had to face relating to certain character's deaths were nice.
Although I do wish the quests had more available to them and simply conversations at times. It just seemed like you fought one or two people per quest; and while Valranis echoes the idea of 'violence shows you were unprepared'; the lack of action made the quests seem dry at time without any choices.
I believe I'm at the end of the Questline; where you talk to the Countess of Bruma; and I'd say for the efforts put forth, the intrigue of politics, a few tough calls, good faithful lore, and an alright guild to be apart of; this mod is worth an endorsement. Thank you for the fun hour or three I put into this.
It's still there but you can force it to start in the console by entering
setstage mq03 100
Hope that helps!
Dal
Cheers!
This mod seems very good from the comments I've read so far. I have only one suggestion to you, Dalquist. If possible could you make the quest start if the player has enough Fame points (say 10 or whatever) as a secondary path to start the quests? This would still fit with what you said in the comments section:
"....The requirement that you are the Hero of Kvatch was included to justify why Celes would approach you for help. By lifting the siege at Kvatch you've established yourself as a capable adventurer and, recognizing this, Celes believes you can solve her problem....."
And it would help out those of us who do not want the Oblivion Gates to start appearing and destroying the beautiful Cyrodiil. I know I'm not teh only one who never starts the Main Quest when playing a new game of Oblivion. Have a nice day
- Mercer