Skyrim

21 comments

  1. sakti63195
    sakti63195
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    @dopingd and metro1234567
    After starting any mod, if the dialogue doesn't start, save and reload. It will generally fix quest start-up dialogues. Also make sure you don't quit dialogue too soon. Sometimes there's a slight delay with mod quest dialogue.

    @KeirranM
    Wasn't bad for a first go but the dungeon was extremely straight forward (could use more turns, less light sources, and some traps.) I would also advise not putting special items from vanilla quests into future work. Adding to what tredmillion said about readme files... just make sure you name your readme something specific to you and your mod, otherwise many of them just want to overwrite each other lol

    Anyway, keep on poking around with the CK. There's lots of neat things you can do with it. GL
  2. Paulojd
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    good work Awesome.
  3. dopingd
    dopingd
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    I finally were able to interact with him, dunno why. I got the quest, went and killed Tez and got the horn which is now in my inventory, althogh the quest doesn't update and I can't give the original dragonborn the horn, I get no dialoge and the quest doesn't update. Is there any console command to force this quest to update?
    Sincerly DpingD
  4. dopingd
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    I installed the mod but when I interact with the original dragonborn he only says "Yes?" "hm" and so on, I can't seem to start a dialoge with him and therefore I cannot start the quest
  5. bishon
    bishon
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    Both Dovahkiin and Dragonborn?!! Awesome! xb
  6. metro1234567
    metro1234567
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    nice quest!!! but got an issue.. when i try to give back the artifact to the original Dragonborn, he doesn't star a talk diag about the end of the quest..... any help?
  7. senterpat
    senterpat
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    Hey, very nice mod, fits very well into the game, though it seems a tad OP for being right next to riverwood. I just had a couple of notes
    When fighting Tez and the dremoras, i could not hit them with arrows unless they were right next to me. I don't know if thats intentional or not, but made it hard for my my lvl 8 stealth archer to fight them, had to tgm it.
    When I left the cave i was placed behind the door, and had to use tcl to get out from behind it. I was in third person when i left the dungeon, so that may be why.
    Thats my only complaints which means you did a very good dungeon, I'd move the entrance or tone down the loot to make it more balanced.
    -endorsed
  8. ghjgdjgyd
    ghjgdjgyd
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    saw a chest in the screenshot so had to download it
  9. KeirranM
    KeirranM
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    Ah right thanks for the advice took me a while to figure out how to do it haha

    And thanks hope you enjoy it
  10. tredmillion
    tredmillion
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    to make your mod compatible with nmm is really easy just a case of file structure

    so make put your stuff together like this;

    ModName.7zip > meshes folder (called "meshes")
    textures folder (called "textures")
    .bsa files
    .esp files
    .esm files
    and any readmes

    now you might not have any .bsa or .esm files, but you'll almost certainly have a .esp and meshes and textures

    my advice, download a mod that works with nmm and examine how its packaged up, anyway your mod sounds really cool