This would be an immaculate mod if not for all the weird dialogue issues and quest blockers it causes. I'm sure it would be fine if this was the *only* mod you had installed, but it just doesn't seem to play nice with others.
I need some help. My Imperial Cult members won't give me the option to do quests. Anyone know if I can quickly fix this in the CS? Edit: Got it all sorted out!
Could you please release the translation version of this MOD? Since you're also the creator of Imperium-Imperial Armour Expanded, is it also allowed to publish translated versions?
I've long admired this mod. It almost embarrasses Bethesda's original vision for what was supposed to be the seat of power in Vvardenfell. It can be painstaking patching all of the mods who put NPCs in the cell, though. It would make the process more bearable if you could perhaps include a patch for Rise of House Telvanni?
I can, unfortunately, confirm this: Same in my game, and it is definitely this mod. Everyone in Ebonheart and around is suddenly just saying "Excuse me, sera. I must finish my work." If I disable this mod, everything is back to normal. (See my bug report.)
Apart from this little glitch: This is a really grand mod, a real juwel. Thank you ever so much!
Same for me. The Latest Rumors topic is also overwritten with the same line. Which is a shame, because it's absolutely lovely, but it's stopping me from completing quests, so I had to remove it
Tried out 1.2 on both a current save and one that had not been in Ebonheart.
On both saves, I found more exterior doors that were slightly misaligned, probably due to my use of Majestic Ebonheart.
On version 1.0 and 1.1 the right basement door would not take me to the intended map section when using a current save. With 1.2 this again works[1] !!!
When turning left in the basement and entering the empty left wing, there is still a gap between a door & door wall section and the wall section to the right of it (on both saves). This is only visible from the outside of the door, not the inside.
1: I did previously have to move the door back into place, this probably still needs to be done if you use the mod, with a save that has been in the chapel.
there's alot of doubles. doubles of npc's, doubles of carpets, etc. im using openmw i hope this isnt an issue with it? i dont remember this mod having 2 esp's ?
I don't think this is a problem with OpenMW, so it shouldn't be a problem with that. If you installed the mod after already loading the Ebonheart cells in your save, there will be doubling. I wouldn't recommend installing mods mid-playthrough, though you might be able to repair your saves using a tool like Wrye Mash.
BCOM appears to actually use some of the content from this mod in it's Ebonheart castle. Besides some minor details (from what I can see) it basically replicates this mod in terms of layout and furniture and whatnot.
TES3lint shows that this mod likely alters the reference ID of vanilla dialogue lines (MOD-INF/MOD-IID errors). Also, TESTool removes a bunch of dirty dialogue.
66 comments
Edit: Got it all sorted out!
What's going on?
Everyone in Ebonheart and around is suddenly just saying "Excuse me, sera. I must finish my work."
If I disable this mod, everything is back to normal. (See my bug report.)
Apart from this little glitch: This is a really grand mod, a real juwel. Thank you ever so much!
1: I did previously have to move the door back into place, this probably still needs to be done if you use the mod, with a save that has been in the chapel.