There are two changes that would make this mod perfect: disable the script that occurs when Volar dies, and fix the Tel Fyr amulet. That way, once you kill him, you get the ability to go back when you want, you get all the loot that you're supposed to from him, and you can explore the other islands at your leisure.
I use this mod with Moody Magas Valor and didn't experience any problems Daedric Sanctuary fix I didn't use TESMerge since installing it though so watch out if you have a MergedObjects plugin made after installing these mods.
When I went to explore the islands before fighting Lord Dregas Volar and came back, he was gone. The combat music kept shifting in and out, and I figured out why. Turns out, if you leave him, there is a chance that he will try and chase you and fall off the map. Thus not allowing you to fight him cause he is in eternal free fall. I was able to fix this by using the "ra" command in the console, but that sends him back to the starting position dead, probably because he took "Fall Damage".
I'm on OpenMW, so it's likely that the navmesh that generated caused him to think he can get to me, which is what caused him to walk off the island.
An easy fix would be to put a barrier of some kind around the main island. But I don't know if that would clash with the aesthetic too much.
This is Magas Volar with only OAAB_DATA and your esp loaded: https://i.imgur.com/tGWCQle.jpg Even on a clean install without MGE XE and MCP installed, the cell is still bright and floating in red. Doesn't look like your screenshots. Also, you've got some dirty edits in your new esp. Lastly, due to no pathgrid, the dremora gets stuck rather easy and a Herne usually falls of the floating island during your battle.
I'll send you a cleaned esp with fixed lighting settings and newly made pathgrids.
This is a great idea. One thing you might do is remove the script from Dregas Volar that teleports the player to Tel Fyr upon killing him, to allow exploring the area after killing him. Players can then loot the Daedric Crescent and use the Tel Fyr Amulet to return at their leisure (as long as the amulet's script is fixed so it works correctly, but PFP does that).
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I didn't use TESMerge since installing it though so watch out if you have a MergedObjects plugin made after installing these mods.
I'm on OpenMW, so it's likely that the navmesh that generated caused him to think he can get to me, which is what caused him to walk off the island.
An easy fix would be to put a barrier of some kind around the main island. But I don't know if that would clash with the aesthetic too much.
coc "Magas Volar"
Even on a clean install without MGE XE and MCP installed, the cell is still bright and floating in red. Doesn't look like your screenshots.
Also, you've got some dirty edits in your new esp.
Lastly, due to no pathgrid, the dremora gets stuck rather easy and a Herne usually falls of the floating island during your battle.
I'll send you a cleaned esp with fixed lighting settings and newly made pathgrids.