Enderal
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Just Chill and a user whose account is closed now

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JustChill

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About this mod

This is the translation of a very nice quest mod. I've either enhanced it a bit as there were some slight issues.

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Notification for german people:
Ich verlinke zwar hier die Originalmod als Vorlage für diese Übersetzung, aber tatsächlich habe ich auch ein paar Verbesserungen und vor allem einen Bugfix beim Start der Quest vorgenommen.
Darum empfehle ich die deutsche Version vom Steam Workshop zu verwenden, welche ebenfalls meine Verbesserungen enthält und von SureAI-Entwickler Hoxyd hochgeladen wurde.
https://steamcommunity.com/sharedfiles/filedetails/1811148037
Vielen Dank für das Updaten. :)



Enhancements by native speakers are welcome!
Please be aware that I've translated this mod within two hours. So I would be happy if people who natively speak english could take a look and give me some recommendations where the wording has to be enhanced.
Thank you very much!



English description:
This is just a translation of a fabulous quest mod:
https://www.nexusmods.com/skyrim/mods/81009/
That version is uploaded on the Skyrim Nexus, so I cannot link it as being the initial version for this updated translation.

Unfortunately, I have no voice actors, so the two voiced characters still speak german. But you have subtitles, so that's currently as good as it gets.

Thanks for the permission from Hoxyd to update the german version and also translate this gem.
This mod features all assets of the original one.

Yet I've either included 6 minor additions, which are also part of the german Workshop version:

1.) Tommy doesn't teleport to the Northwind Camp after you talked with him. So you needed to use the console with "MoveTo" to get him there. That's fixed now.
This one was only necessary as of using the german Steam version as base. I've restarted to rework the german Nexus version where the teleport function was set up properly. :)
As the working teleport function came from another script attached to that quest which was either a quest script with the "Conditional" flag, I rather sticked to my initial solution as even the Creation Kit says that weird things may happen when two scripts with the "Conditional" flag are added to one quest.

2.) I've added a new map marker for the Forgotten Cave. Even though if you activate the quest, you will be pointed to that place. So that's just an addition for people who don't like activating a quest and have quest markers on their HUD. You will now see on the map the location you need to go with Tommy as a new cave marker.

3.) There was a section in the second area of the dungeon where you had to go up from a water basin. The way is protected by invisible walls to ensure Tommy doesn't just jump down or else. Yet the start of this area was still a bit difficult for this poor NPC to properly walk there. I added some rocks into the ground so he doesn't get stuck there anymore (hopefully).

4.) There is a neat riddle with 3 lattice gates, which are linked to other gates and you need to open / close the linked gates to clear your path. However, you were able to rush through this and then get locked out, as there are either Draugr featured behind the triggering gates. So if you somehow managed to open up the way, but a Draugr left his cell and closed the door behind you, it was possible to get separated from Tommy or even stuck between the gates. In that case, you couldn't move on
There are 3 levers available now, that will open up the way back to Tommy. You cannot either go further to Zardas as Tommy has to be nearby (otherwise this whole scene will be pretty comical when Tommy is far away talking with Zardas in a telepathic manner XD).

5.) You get a unique sword which is very popular amongst players from SureAI's games. It already played a big role in Artkwend and Nehrim. Now it is back, even though it doesn't have such a big role here it's still a ridiculously strong one-handed longsword. :D
Yet... When you get it there were some occasions that were a bit questionable. First the player can drop the sword, go back to Tommy and then gets stuck as it is required to have this sword to continue the quest.
Now you will get the sword after speaking with Tommy.
While when you pick up the sword in the Dungeon before you meet Tommy, it will get removed from your inventory and replaced with a Misc Item.
The reason to use a Misc Item is, because you need to use this sword to break something for being able to continue. Previously you were able to use the sword even before talking with Tommy and it had no effect. So only Tommy's idea gave the sword the power to continue which appears a bit weird to me. Therefore now you can only use the sword in that manner when you should. Afterwards you can keep it as every normal weapon. :)
The misc sword will be removed from your inventory, as soon as you get the real one.

6.) At the very end of the dungeon there is a teleport orb that brings you back. However, if you want to go back into the last area of the dungeon you can do that and you will find the teleport orb being still there. Yet you cannot teleport.
I fixed that by adding some activators that are used as teleporters and placed another teleport orb right at the entrance of the dungeon. So you can now teleport your char back into the last place of the dungeon. Why? Well there are some forges and stuff available. Maybe you want to use it as some sort of home / base or whatever. It can be quickly accessed now.

7.) STAY AWAY from the big spider. It will one-hit you know! Rather use the protected hallways around it.

And that's it. Everything else is like in the original. :)