Enderal Special Edition
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TieflingGrimoire

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TieflingGrimoire

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About this mod

To be as non-spoilery as possible, here's what this mod does: Makes a scripted ambush much less frustrating by hiding the invincible ambusher.

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Overview:
Not sure what else I can say beyond the overview above without spoilers. If you want the detailed spoilers and/or already know about this quest, read the spoilered text below :)

I whipped this mod up really quickly, but I tested it once in-game and it worked fine. It really shouldn't have any problems since it's a very simple change, but let me know if you have issues that are directly related to Karek's placement.

(If the animations in the following scene don't play, that's because you didn't use the Enderal Behaviors pack for FNIS or you're running Nemesis. That is not related to this.)

Spoiler:  
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So in vanilla Enderal, when you get to the final chamber in Old Dothûlgrad, you can see a bandit sitting on a ledge just past a gate. When I played the first time I was a sneak archer or something and tried to shoot him from afar. It did nothing. Didn't even alert him. That was odd and frustrating and even more frustrating when I walked forward just a bit and he managed to ambush me with a scripted trap for Plot Purposes. 

I don't mind that the scene is rail-roaded, but I do think it was a silly decision to put Karek (the bandit) there. It also undermines the following cutscene with Calia bc it's likely the player is already a little frustrated or bewildered if they tried to attack him and then were forced into a trap anyway. 

So! I made a few small changes:
  • Set Karek and his ledge sit marker to initially disabled
  • Moved Karek to the other side of the room and out of the shot when looking through the gate (maybe not necessary, but as a precaution)
  • Edited one line in the trap/cutscene script to re-enable Karek when the scene starts

And that's it. Now, when you walk into the room, you aren't already on alert, so missing the "trap" (that doesn't physically exist) is not nearly as frustrating. Karek will show up for his cutscene with Calia as normal, and Calia looks even more badass because you aren't wondering why shooting Karek did absolutely jack shit and you can get a little more invested in the scene. Great. 

Compatibility:
Should be compatible with basically everything, unless it edits the same script. The quest itself is not edited. I don't think anything else touches this script, actor reference, or idle marker, but let me know if something does!