1) Double check that you actually have the package. It is called "Smuggled Package". 2) Try "GetJournalIndex dgb_journal_island" in the console. It should be 20 if you've progressed the quest properly. 3) Make sure you're talking to Dura in the basement of her house and that there isn't a duplicate of her upstairs or something due to a mod conflict.
If anyone else is having this issue, there was a bug in the pre-1.10 update which could cause this. It should work now, but you might need to clean your save so that some scripts update properly. If that doesn't work, just make sure you have the package and do "journal dgb_journal_island 20" in the console before talking to Dura.
I'm afraid this is still happening to me. Granted, I use the compatible version of Dura Gra-Bol included with RandomPal's Balmora overhaul but it is based on the latest version as far as I know. Not too big of a deal since you can edit the journal. Great mod so far!
Yeah same thing here, there might be a script problem which makes the quest to advance (openmw here), but sorry I forgot to check the console for errors and now it's too late... anyway I found the package, I'll just use the journal console command then... well actually I didn't see any imperial trooper, just everyone dead in the village, another cause maybe ? Where should these troopers be ? And after finally being able to give this to dura, she gives a heavy package and asks to bring it to gemellus... but who is this guy and where should I find him ??!!! Ok we find the answers by reading the journal... !
I had a save just before talking to dura for the 1st time, I took it to test this again, went much faster to Bo-muul, this time it worked, the 3 imperials were there, there was nobody the 1st time I went there, except the deads. Well I don't know what happened then !
edit : I think I found what happened : I probably passed near this island before the quest started, and since you have a script which disables the imperials if the time is not right, they got disabled and never reappeared after that ! You should add some piece of script when this quest starts to enable them in case they were disabled, even better disable them when the plugin is loaded and re-enable them only when the quest starts. I think I'll probably uninstall this for now and go back to the save I had kept without it. A few ideas in case you decide to work again on this : - the 1st quest is a complete disaster, I was surprised to win 2000 septims out of it, and it was convenient since money was the 1st reason for me to test this, but when you think about it, it doesn't make much sense : with the retrieved skooma, they just limit their losses, they still need to sell it to get some money out of it. Meanwhile they still need to buy a new boat and find some new crew members, which won't be cheap ! So winning something for the transport is ok yeah, especially considering this area is full of slaughter fishes, cliff racers and I even saw a dreugh, but something around 100-500 seems more reasonable. - For the 2nd quest except the problem with the disabled guards, more options should be available : as you set them if they are not disabled they can be seen patrolling the island from far away, so maybe it's possible to pass them and visit the house we seek without having to fight them. Also in case they notice us and the player is already a member of the imperial legion they should not attack on sight, it's not what the legion does usually. Maybe they would get suspicious, but they wouldn't attack on sight. Also maybe their level is too high, level 20 is about the end of the main quest when this is only a tiny fishing (or smuggling) village, it's not something the super elite would take care of. Anyway what happens to Dura if using the mod "fighters guild questline overhaul" seems more appopriate, she surrenders asking for a fair trial to Seyda neen and even offers to pay for the trip ! That's what I'll do for now... !
I think I've had a similar issue to others where I've come upon the island at an earlier date before starting the quest, and so when I enter Bo Muul, I get no journal entry, no guards appear, and I can't retrieve the package from the floorboard. I click it and it just makes a noise, nothing else. Is there a way around this? I tried player->additem "Smuggled Package" 1, didn't work.
Also noticed none of the containers or items in the house are transferred to my ownership. And another thing, the cave seems to be really laggy. And there's a missing "bubbles" texture hiding in the water.
Is this compatible with Graht Swamp Trees? I found a few shacks North of Hla Oad that ori is identifying as belonging to this mod. However they seem to be placed on a missing island. Unless there is a special load order...
If we use bcom waterworks which compatability patch do we use since there is a standalone waterworks mod and a bcom version. The description mentions underworks but rhe actual file says waterworks? Ty again.
Ignoring this information, I found the reason using the English version of the game
I have translated this MOD, and during my testing, I spared Dura gra-Bol. I obtained the house, and she went to the basement. However, I'm unsure about how to proceed with the subsequent quests.
124 comments
2) Try "GetJournalIndex dgb_journal_island" in the console. It should be 20 if you've progressed the quest properly.
3) Make sure you're talking to Dura in the basement of her house and that there isn't a duplicate of her upstairs or something due to a mod conflict.
Much love to you my friend! Love this mod so much! learning to smuggle the goodsss! mwhaha!
well actually I didn't see any imperial trooper, just everyone dead in the village, another cause maybe ? Where should these troopers be ?
And after finally being able to give this to dura, she gives a heavy package and asks to bring it to gemellus... but who is this guy and where should I find him ??!!! Ok we find the answers by reading the journal... !
I had a save just before talking to dura for the 1st time, I took it to test this again, went much faster to Bo-muul, this time it worked, the 3 imperials were there, there was nobody the 1st time I went there, except the deads.
Well I don't know what happened then !
edit : I think I found what happened : I probably passed near this island before the quest started, and since you have a script which disables the imperials if the time is not right, they got disabled and never reappeared after that ! You should add some piece of script when this quest starts to enable them in case they were disabled, even better disable them when the plugin is loaded and re-enable them only when the quest starts. I think I'll probably uninstall this for now and go back to the save I had kept without it. A few ideas in case you decide to work again on this :
- the 1st quest is a complete disaster, I was surprised to win 2000 septims out of it, and it was convenient since money was the 1st reason for me to test this, but when you think about it, it doesn't make much sense : with the retrieved skooma, they just limit their losses, they still need to sell it to get some money out of it. Meanwhile they still need to buy a new boat and find some new crew members, which won't be cheap ! So winning something for the transport is ok yeah, especially considering this area is full of slaughter fishes, cliff racers and I even saw a dreugh, but something around 100-500 seems more reasonable.
- For the 2nd quest except the problem with the disabled guards, more options should be available : as you set them if they are not disabled they can be seen patrolling the island from far away, so maybe it's possible to pass them and visit the house we seek without having to fight them. Also in case they notice us and the player is already a member of the imperial legion they should not attack on sight, it's not what the legion does usually. Maybe they would get suspicious, but they wouldn't attack on sight. Also maybe their level is too high, level 20 is about the end of the main quest when this is only a tiny fishing (or smuggling) village, it's not something the super elite would take care of.
Anyway what happens to Dura if using the mod "fighters guild questline overhaul" seems more appopriate, she surrenders asking for a fair trial to Seyda neen and even offers to pay for the trip ! That's what I'll do for now... !
Also noticed none of the containers or items in the house are transferred to my ownership.
And another thing, the cave seems to be really laggy. And there's a missing "bubbles" texture hiding in the water.
edit: nvm, there are some issues with the doormarkers with the current patch. Working through it with RP.
I have translated this MOD, and during my testing, I spared Dura gra-Bol. I obtained the house, and she went to the basement. However, I'm unsure about how to proceed with the subsequent quests.