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Danae

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Danae123

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  1. Danae123
    Danae123
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    I am going to mod during the xmas break and I want update to this mod . I have a few things written down already, let me know if you can think of other improvements:

    - remove scripts on containers and handle the smugglers attacks differently.
    - redo the lighting, lab way too bright
    - make compatible with ashfall (but keep NoM utilities)
    - give the option to not free the slave
    - update the backpack
    - give more health the the practice dummies (levelled?)
    - give little Nixie a script to follow? improve Dwemer bot
    - add a way to craft empty vials
    - add a way to get moon sugar
    - fix lockpick crafter model
    - add shelves to ingredient cabinet
    - fix weekly items soul gem
    - change painting acquisition
    - give archery target more HP
  2. Saarabas
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    Totally at a loss on how this isnt working.
    Kill the smugglers, go to free the lizard and it throws up a script error about the backpack and says it can find the greeting "I can tell you everything about..."
    Disabled all of my mods apart from whats required to run this and its the same issue.
    Downloaded adventurers backpacks, still getting the error.
    Even validated my files via steam and still getting the same issue.

    Worth noting, I have previously played this mod on previous versions and its almost always included in my modlists so I assume the update has cause this issue?

    Any ideas on a fix?
    1. colossusshadow
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      Yep same here. So the problem comes with when the author updated this mod to be compatible with the adventurers backpack mod. I believe the author unintentionally made the backpack required, instead of just compatible. you can either download that mod, or delete that one line of code in script for the NPC in the construction set. A console command to advance the journal entry might also work, but I seem to remember trying it and causing other issues. Don't mess around with it if you aren't confident with it, I barely know what I'm doing myself. Learning as I go. Haven't had issues with this mod since, but I only have so much time to play. Oh, Except the door thing. Sometimes the front door stops working. Use the magic lamp or console command "activate", on the door. You have to click on the door with the console open. That is caused by the broken raid scripts.  (My original comment is about two comments below yours).
      Edit: I see downloading the backpack mod didn't work either. I think it was under greetings one. The line that starts with "Thank you." in there you will find the script to retrieve the dialogue for the backpack. I just snipped it out. Be extremely careful messing with the scripts. I take no responsibility for any results of your experiments if you decide to go this route.
    2. davidar
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      would you be willing to post your fix as a patch mod publicly colossusshadow?  asking because i have the same problem but have never touched code and definently will remove more than i would want to
    3. Kornelius707
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      In construction set just go into Hardy Seen's dialogue tab, click on one of the Greeting tabs as you''ll find the dialogue that starts with "Thank you".
      At the bottom you'll see a Results section. In that section delete the line that refers to the backpack topic. Save and that should fix it. 
    4. colossusshadow
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      Not without committing more time than I have on it. If I get some spare time I plan on working more on patching some of my favorite mods, as part of my self education on the subject. I'd like to set something up for a friend. I'll start with this one, but I'm not making any promises. It will be some time, if at all. If I get something satisfactory put together I will absolutely upload. Not sure if my fix is going to break other things, and I'd rather not post anything until I'm somewhat confident I won't cause anyone headaches. 
    5. Sigvatr
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      @Kornelius, This helped immensely, thank you for this!
  3. wcfcarolina13
    wcfcarolina13
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    It seems I cannot collect profits. Never have been able to, and I think I've nearly maxed out everything.
    1. inpv
      inpv
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      Same here
  4. KolincaRN
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    Hi, I've come to report some bugs (sorry about that!):
    First, if you go to Hardly-Seen and decline to free her before killing the cave leader, the quest will be soft-locked.

    Second, and maybe most important, even when talking to her before killing the leader, killing it and all enemies present, agreeing on freeing her
    won't do nothing. I suspect it's because there isn't a topic "-*-my backpack" that is meant to be added:
    ~
    Journal aa_th_reclaimed 20
    aa_th_helper->RemoveItem, "slave_bracer_left" 1
    PositionCell 4056, 2820, 13166, 255 " Adanumuran"
    addtopic "-*-contraband"
    addtopic "-*-tell me ... "
    addtopic "-*-my backpack"
    ModDisposition 50
    Goodbye
    ~

    I'm not sure if that topic is supposed to be from your backpack mod, but it's not listed as a dependency. Either way, it won't execute because of that, and needs to be entered manually in the console/fixed in CS. Also, the aa_th_helper->PositionCell 4056, 2820, 13166, 255 " Adanumuran" doesn't seem to work, or places her in the vanilla cell.

    Also, and I'm not sure because I haven't played the mod long, can the alchemical apparatus on the table be upgraded? I tried replacing it with my own apparatuses, but it did reset after closing the UI (but I didn't lose mine, nor dupe the originals), and also it didn't read the ingredients from the cabinet. But I'm unsure if that is a feature.
  5. heilkitty
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    Is the ray of light in the cave supposed to be 24/7? It's seen at night in my game, so I wonder whether it's OpenMW thing, or it's the save in MWSE.
  6. MoralMonster
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    Hi. Is Wares strictly required to play this mod?
    1. Danae123
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      Yes, however, if you only enable the esm from Wares, nothing will be changed in your game, other than suddenly, all mods that require Wares work for you :)
  7. Kornelius707
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    @Danae123  
    Hey I just have a question; Sometimes I take out smuggler leaders before even acquiring the base or talking to Hardly Seen, does this mod recognize that they are dead already and result in a income increase? If you can remember :D 

    Because Hardly Seen did suggest that taking out smuggler leaders would eliminate competition and increase profits, and I'm thinking well surely I've killed about 3 or 4 before even considering starting the smuggling operation. 
    1. Danae123
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      yes, the mod uses a global to track dead smugglers so you don't waste progress even if you don't have your cave yet :)
    2. Kornelius707
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      Nice Thank you
  8. Zanzazaar
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    I seen that few peoples here had issue with door not working after some time (if I understand, after first raid). Anybody found way to fix that? Or to disable raids?
    1. Zanzazaar
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      Also, one question: after first raid I have quest opened "Under Attack!" Should it be closed after the attack? Or is it something more for that quest?
  9. colossusshadow
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    I'm having issues with this  mod. I clear out the cave out, talk to hardly seen, trigger a raid, kill the two who come inside, go outside, kill the last guy, activate the door in the console, because it wont open anymore, talk to hardly seen and I get "aa_th_helper" (hardly seen's I.D.) cant find *my backpack topic. I cant find it in the construction set anywhere.

    edit: I figured it out. I think making this mod compatible with the adventurers backpack mod makes it essential. So if you're having this issue either download the mod, or delete the command in her scripts to retrieve the dialog "my backpack" under hardly-seens geetings 1 in the construction set.
  10. Mudgrubber
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    Installed this update over the beta mod. There is no Requirement shown on the Description page, but Wrye Bash says the missing master file that is required is Wares-base.esm. Why was this not posted as a requirement? The previous mod did not have such a requirement. 
  11. wcfcarolina13
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    Is there a way to know whether you've killed all the smuggler leaders? I lose track easily.

    Also, what happens if you invest way more than the limit? Does the selling feature just sell everything instantly, or do you have some control to sell everything up to the limit to keep some invested? I kinda want to keep collecting stuff for the displays.

    Also, are the contraband goods useless once you've invested the maximum? They don't seem to go into the system. I'm not sure how to use them.