Because people don't read and then complain, let's make something very clear:
IF THIS IS YOUR FIRST PLAYTHROUGH OF THE MOD, DO NOT LISTEN TO ORLANDO. DO NOT DO WHAT HE WANTS AT ANY POINT. IGNORE HIM. DON'T EVEN TALK TO TO HIM IF YOU KNOW YOU HAVE NO SELF CONTROL AND ABSOLUTELY MUST DO WHATEVER AN NPC TELLS YOU TO DO.
Doing what he wants will skip the entire story and land you right in the finale, with zero knowledge of what's going on and no option to return to Skyrim until you're done (or reload a save ... which you should do, unless you're THAT committed to your actions). Orlando is there for those who already know the mod and only want to play the last act. Everyone else, IGNORE HIM!
If you complain about getting stuck in some wasteland and having no clue what you're doing there anyway, I'll know that:
- you haven't read description on the original VIGILANT page, - you haven't read description here, - you haven't read this sticky.
Translation: - updated for Vigilant 1.7.2 - reverted Nirn's Origin Ring -> Nir's Origin Ring (back to original) - renamed Chef River Jumper -> Chef Jumps-Over-River (closer to in-world naming conventions) - reverted everything related to Naarifin -> Narfin (back to how it was a while ago before I decided to see connections where there were none - sorry, my bad) - renamed Nemesis -> Pitier (the original Japanese literally says "one who sends down pity" ... English is just terrible sometimes and has no good one-word-synonyms) - a few other corrections and tweaks to some dialogue (Pale Feet, Anatomancer and the Pipers should be just a little more understandable now ... still, good luck figuring out their gibberish on the first try)
Voiced plugin: - carried over new boss tweaks from the main mod where needed -> get ready to be curbstomped, now for real
I have installed everything as it should be, where it should be in versions it should be and still all Vigilant characters have no voice at all. I even moved both Vigilant and Vigilant Voice addon at the end of mods order to be sure non other of my mods would potentialy overwrite them and still nothing. Anyone may have same problem or know possible solutions for that?
*EDIT* Once I will come back to home I will add entire list of mods I have installed.
I DIDN'T DO what Orlando told me, i went through a fairly decent questline in a castle, and now I'm stuck in some wasteland and I have no idea what to do. There is no main quest, just a bunnch of side quests hidden behind a locked door and an instruction to find a cave to the north east, which I am fairly sure doesnt exist at this point (circled everything multiple times, took hours). What's going on? How do I get back to Skyrim?
You probably accepted Molag Bal offer after you approached a woman in coffin and get transported in dream world Accepting his offer will also skips you straight to Coldharbour There is no quest marker in Coldharbour, you need to find your own way around, and all you can do to return is by loading previous save
Hi, I'm on my second playthru, (first with the new updates). I have a question about patches. Apparently the LotDB patch comments section is locked, so maybe someone can answer my question here. I started Vigilant and had no problems. I then added the LotDB/Vigilant patch and the game crashed. I unclicked the patch, and everything is back to normal. Is this a problem with load order ( I placed it at the bottom)?
the game wont open and i looked up why. someone said to download this and i did and it's still not opening. no load order problems because i get error messages about load order issues and i got one, fixed it, and still wont open. someone help
Can someone tell me where Belharza is? I've looked round cold harbour for hours. I've used the eye and got the nose ring and the horn. Found a bull elder scroll. Found the ape-man and than found him again as a worm. But at this point I'm out of ideas and wandering round.
Just curious, but was there ever a more in depth guide made, or did that just die over the last 5 years? I feel like there's lots of fun little tidbits/branches etc that I'm no doubt missing. Either way, the mod and this mod are spectacular. Cheers.
608 comments
IF THIS IS YOUR FIRST PLAYTHROUGH OF THE MOD, DO NOT LISTEN TO ORLANDO. DO NOT DO WHAT HE WANTS AT ANY POINT. IGNORE HIM. DON'T EVEN TALK TO TO HIM IF YOU KNOW YOU HAVE NO SELF CONTROL AND ABSOLUTELY MUST DO WHATEVER AN NPC TELLS YOU TO DO.
Doing what he wants will skip the entire story and land you right in the finale, with zero knowledge of what's going on and no option to return to Skyrim until you're done (or reload a save ... which you should do, unless you're THAT committed to your actions). Orlando is there for those who already know the mod and only want to play the last act. Everyone else, IGNORE HIM!
If you complain about getting stuck in some wasteland and having no clue what you're doing there anyway, I'll know that:
- you haven't read description on the original VIGILANT page,
- you haven't read description here,
- you haven't read this sticky.
And you'll be sacrificed to Molag Bal. No mercy.
Seriously, people. RTFM.
Translation:
- updated for Vigilant 1.7.2
- reverted Nirn's Origin Ring -> Nir's Origin Ring (back to original)
- renamed Chef River Jumper -> Chef Jumps-Over-River (closer to in-world naming conventions)
- reverted everything related to Naarifin -> Narfin (back to how it was a while ago before I decided to see connections where there were none - sorry, my bad)
- renamed Nemesis -> Pitier (the original Japanese literally says "one who sends down pity" ... English is just terrible sometimes and has no good one-word-synonyms)
- a few other corrections and tweaks to some dialogue (Pale Feet, Anatomancer and the Pipers should be just a little more understandable now ... still, good luck figuring out their gibberish on the first try)
Voiced plugin:
- carried over new boss tweaks from the main mod where needed -> get ready to be curbstomped, now for real
*EDIT* Once I will come back to home I will add entire list of mods I have installed.
Accepting his offer will also skips you straight to Coldharbour
There is no quest marker in Coldharbour, you need to find your own way around, and all you can do to return is by loading previous save
You need to:
Click (activate) the Eye Of Marukh in your inventory. It will appear a box message.
thanks
I feel like there's lots of fun little tidbits/branches etc that I'm no doubt missing.
Either way, the mod and this mod are spectacular. Cheers.
There is some tentative plan to return to it at some point, but I can't promise anything.