Well, it can be interpreted in a lore-friendly manner if you assume that it is in fact another Soul Flayer (we know there were quite a number of them after all from the Nehrim epilogue) which Tommy simply calls the Sword of Goth because that's the only one he is familiar with himself. Apart from that, yes, the mod integrates into the game world quite nicely. The voice acting is a bit campy, but not bad at all (the villain is actually voiced by Enderal's composer!). Shame about the odd translation situation which seems to hamper the popularity of what is otherwise a great expansion. After some initial difficulties (Tommy stops following you if you try to initiate conversation with him again on the way to the cave), it actually worked quite smoothly, with some seriously impressive scripting to boot. The puzzles are intelligent and the opponents well-balanced (apart from the eponymous final boss, who sadly isn't nearly as scary as they look). Tommy is his old, fumbling self - a real treat for returning Arktwend players especially, but highly recommended to everyone. It ended up being one of my favourite dungeons in the entire game.
After agreeing to help Tommy in Duneville, nothing seems to happen. He doesn't teleport away, nor do I get a quest assigned. He just stands there silently for a while and then initiates his whole introductory dialogue again ad nauseam so I'd have to disable him with the console to be able to even explore Duneville in peace. (Why do we meet him on the other side of the continent anyway rather than straight at the Northwind camp?) EDIT: Apologies, this seems to be an incompatibility with the Tharael Follower and Sneakier Ambush mods (no idea why; I imagine it has something to do with their changes to base Enderal quest scripts).
Nobody ever did an english voice over. So it's just the subtitles which are english as long as the engine allows it (NPCs who are too far away do not trigger subtitles).
Furthermore dutch is the wrong language. It's german. :P
Great work but still quite buggy. First issue: came from missing textures for Tommy's armour, but I think this may relate to another mod I had installed. Second issue: I believe by default Tommy is set as a ghost i.e. neither the player nor NPCs can cause him damage or even make physical contact with him. This I found problematic for two reasons: 1, he's invincible so you can just sit back and let him do all the work (though tedious). 2, He likes to come quite close (no personal space) and I had to load a previous save on a few occasions because he blocked me into a corner and I couldn't bash or sprint around him. I twiddled with the above on creation kit to make him non-ghost and essential. Issue 3: I then ran into a bug (SPOILER) in the prison cell, where he would not unlock the door to my prison cell after unlocking his own. I couldn't make him move after several attempts and a lot of waiting, so I ended up loading an earlier save and using a teleportation spell to abandon the mission.
As a follower he is also a bit slow and is easily left behind on the trudge up the mountain to the cave entrance.
But I want to say, the ideas for this mod are really good and I was enjoying the quest. I can see a lot of work went into it. Just a few things need ironing out. Hope this helped.
If anyone else gets stuck at the trapdoor scene, download and open SSEdit. Click Tommy.esp and look for Block 4; Sub block 0. Click Persistent, and the second one from the top should be NQTommy_TommyTrapdoorMarker (if not, look for it) and delete this reference. Click save and run the game.
When you get to the scene you will have to open up the console with the ` key (top left keyboard). Type tcl (to get through the trap door) and tgm (god mode as you may fall to your death once you have turned collision back on). Once through the trapdoor, you can re-enable collision by opening the console back up and typing tcl. Don't forget to turn god mode off if you put it on to survive the fall, and enjoy the rest of the quest. Cheers
Hi great mod, but I had some bugs on the way. Tommy stays in duneville stating it's so cold. He does not teleport to northwind camp. I used the console to get him and could finish the quest. After leaving the cave I suddenly had a line of fire behind me, which disappeared after teleporting. But when getting the reward in the end, I was suddenly invisible. Same happened to some NPCs like Esme, which I should meet near Duneville for a quest. She was invisible as well. Reversed to the safegame before getting Tommy to Northwind camp and everything is fine again. No idea what's happening. The quest was great and fun! I'll replay it after finishing the main story to clean the questlog, but will stay away from it for now. For me it was a first, but as to google this invisible NPC bug happens a lot of times on diffrent occasions, so no one really knows. >.<"
This mod does not touch anything else, but adding new content. Have you installed it via a mod manager? That sometimes can cause issues. I've used the video from the original, but test played it on my own just to verify the conversion from 32bit Enderal to 64bit Enderal is working properly. I didn't run in any issues.
Yep my bad. I added a texture mod from Skyrim SE and missed the ESP File, which should have been disabled. That can lead to these kind of bugs. Rerolled back to before adding it and everything was fine again. Good thing is, I can replay Fire of the Mountain! ^^"
Hey, just a quick question: I'm having this problem where Tommy stops following, shortly after we leave the. He just stops there, looking. I've tried pretty much everything and he just stops. Anyone else having the same problem? Any suggested solutions? Thanks!
Have you installed the mod via a mod manager that creates an own mod folder, but is not putting the mod into the data folder? I realized that MO2 for example sometimes has issues loading scripts.
Also I am not sure at which point you currently are as your sentence "shortly after we leave the." is missing some detail.
Last thing I could recommend is talking to Tommy. Sometimes you need to have a conversation with him so he proceeds.
18 comments
After agreeing to help Tommy in Duneville, nothing seems to happen. He doesn't teleport away, nor do I get a quest assigned. He just stands there silently for a while and then initiates his whole introductory dialogue again ad nauseam so I'd have to disable him with the console to be able to even explore Duneville in peace.(Why do we meet him on the other side of the continent anyway rather than straight at the Northwind camp?)EDIT: Apologies, this seems to be an incompatibility with the Tharael Follower and Sneakier Ambush mods (no idea why; I imagine it has something to do with their changes to base Enderal quest scripts).
So it's just the subtitles which are english as long as the engine allows it (NPCs who are too far away do not trigger subtitles).
Furthermore dutch is the wrong language. It's german. :P
If not, is there an EGO SE patch for this mod?
(I know there is an EGO patch for the non-SE Fire Mountain)
First issue: came from missing textures for Tommy's armour, but I think this may relate to another mod I had installed.
Second issue: I believe by default Tommy is set as a ghost i.e. neither the player nor NPCs can cause him damage or even make physical contact with him. This I found problematic for two reasons: 1, he's invincible so you can just sit back and let him do all the work (though tedious). 2, He likes to come quite close (no personal space) and I had to load a previous save on a few occasions because he blocked me into a corner and I couldn't bash or sprint around him.
I twiddled with the above on creation kit to make him non-ghost and essential.
Issue 3: I then ran into a bug (SPOILER) in the prison cell, where he would not unlock the door to my prison cell after unlocking his own. I couldn't make him move after several attempts and a lot of waiting, so I ended up loading an earlier save and using a teleportation spell to abandon the mission.
As a follower he is also a bit slow and is easily left behind on the trudge up the mountain to the cave entrance.
But I want to say, the ideas for this mod are really good and I was enjoying the quest. I can see a lot of work went into it. Just a few things need ironing out. Hope this helped.
Click Tommy.esp and look for Block 4; Sub block 0. Click Persistent, and the second one from the top should be NQTommy_TommyTrapdoorMarker (if not, look for it) and delete this reference. Click save and run the game.
When you get to the scene you will have to open up the console with the ` key (top left keyboard). Type tcl (to get through the trap door) and tgm (god mode as you may fall to your death once you have turned collision back on). Once through the trapdoor, you can re-enable collision by opening the console back up and typing tcl. Don't forget to turn god mode off if you put it on to survive the fall, and enjoy the rest of the quest. Cheers
For me it was a first, but as to google this invisible NPC bug happens a lot of times on diffrent occasions, so no one really knows. >.<"
Have you installed it via a mod manager? That sometimes can cause issues.
I've used the video from the original, but test played it on my own just to verify the conversion from 32bit Enderal to 64bit Enderal is working properly.
I didn't run in any issues.
I realized that MO2 for example sometimes has issues loading scripts.
Also I am not sure at which point you currently are as your sentence "shortly after we leave the." is missing some detail.
Last thing I could recommend is talking to Tommy. Sometimes you need to have a conversation with him so he proceeds.