The letter from a khajiit merchant uses "I" pronouns rather than "Khajiit" or "this one" and the dunmer in the basement of the tavern refers to you as "sir" regardless of gender, other than that, the mod is pretty great.
While I appreciate the effort that goes into making anything for us to enjoy, I have to go "meh" on this one. Putting it after both MQ and CW means my character had no problems with the boss, and I even ran through the whole thing twice just to see if Legendary level changed anything. Also, a reward item that can't be improved is a very "meh" at level 70, even if the enchantment is quite fun to play with. If this quest should make sense, it should be available as one joins either side in the CW, or perhaps after Falkreath or The Rift are reclaimed.
I'm so sorry to be "that player" who can't figure something out, but, I've tried everything of which I can think. I can't get past the guards at Hjarr's Gate to start the quest(s). I have completed the MQ. I have not completed the CW quests, and don't intend on doing them. Supposedly there is another way to get through the gate, but going around/over doesn't work, there are no extra dialogue options, talking to both Ulfric and Tullius gives no new dialogue options, I don't want to just kill the guards, the guards detect me trying to pick the lock, and I can't think of anything else. I've been trying to get in for hours and hours. Can someone post a wee clue as to what I may be able to try to unlock one of these "other" ways through the gate?
Thank you in advance and again, I apologize for being a looser.
Okay... I finally got the quest started after many hours of poking around. That's not a complaint, btw, just what happened. I enjoyed the quest! I would have liked it to have been longer or more complex, but the adventure was definitely satisfying and the reward well-worth it! Great job! Looking forward to the next one! Endorsed...
No. This is something different. The name of the mod was chosen on a whim. By the time we realized the conflict, we had already used the acronym for the name in the file structure, so it was too late to change.
Sorry if I wasn't being clear. I meant the way the mod-specific assets were named within the mod itself. There were never any shady intentions. The reason "A Quest" was added at the end was to limit the confusion, and the name was essentially kept this way because it didn't seem to be causing that much of a problem. However, I can change it if it is.
@HoosierGames please change it, at least put some sort of indicator like [not a part of the Beyond Skyrim project]
Especially since they're about to release an installment of the project, people are going to be searching for a download, and they might get really confused.
i have the problem the npc is not talking and i did your instructions exited the game, make sure the me mod's esp load state is lower than any esm, diactivated the mod, load a saved game and it says a missing content and i accepted it, reactivate the mod and load the game, and the npc is still not working... maybe theres something wrong with my patch, or maybe any1 have a solution?
The two are unrelated (as far I have ever seen). This quest is an add-on adventure to the east of Riften but basically within the general Skyrim area.I have no idea if author Hoosier Games is likely to ever update it as it has scope for expansion but even as it stands is well worth a play through. I always have this in my playlist.
The mod Beyond Reach (http://www.nexusmods.com/skyrim/mods/48467) is a large scale mod which takes place in an entirely new worldspace which I think is conceptually south of Markarth. I also always have this in my playlist.
Even still has some small bugs, that leaves you in a void, there is a history and interesting NPCs that can be expanded even more, Good difficulty level and effects, the lava textures can be further improved,Endorsed!
97 comments
I'm so sorry to be "that player" who can't figure something out, but, I've tried everything of which I can think. I can't get past the guards at Hjarr's Gate to start the quest(s). I have completed the MQ. I have not completed the CW quests, and don't intend on doing them. Supposedly there is another way to get through the gate, but going around/over doesn't work, there are no extra dialogue options, talking to both Ulfric and Tullius gives no new dialogue options, I don't want to just kill the guards, the guards detect me trying to pick the lock, and I can't think of anything else. I've been trying to get in for hours and hours. Can someone post a wee clue as to what I may be able to try to unlock one of these "other" ways through the gate?
Thank you in advance and again, I apologize for being a looser.
There were never any shady intentions. The reason "A Quest" was added at the end was to limit the confusion, and the name was essentially kept this way because it didn't seem to be causing that much of a problem. However, I can change it if it is.
Especially since they're about to release an installment of the project, people are going to be searching for a download, and they might get really confused.
exited the game, make sure the me mod's esp load state is lower than any esm, diactivated the mod, load a saved game and it says a missing content and i accepted it, reactivate the mod and load the game, and the npc is still not working... maybe theres something wrong with my patch, or maybe any1 have a solution?
Any suggestion?
http://www.nexusmods.com/skyrim/mods/48467/?
Is this the continuation and finalization of this mod?
The mod Beyond Reach (http://www.nexusmods.com/skyrim/mods/48467) is a large scale mod which takes place in an entirely new worldspace which I think is conceptually south of Markarth. I also always have this in my playlist.