given 100 Kwama eggs to Sul-Matuul to get him to support the Kogoruhn efforts
, but I cannot get Athyn Sarethi to acknowledge this.
Also,
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Vivec has asked me to visit the Shrine of Pride as a distraction tactic, but I'm there and nothing is triggering. This appears to be a case of not-quite-clear instructions.
talking to Sul-Matuul about the other topics related to the quest fixes it. My guess is that the plot trigger was on a different dialog line.
and
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did you pray at the shrine? At this stage nothing actually happens at the shrine, but I'm pretty sure a journal entry pops up then you can go into Ghostgate to wrap up the quest. Anti-climactic, I know...
I have a couple questions regarding this, if you don't mind:
Firstly, is it possible to edit the antabolis informant quest so he
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still sends you to retrieve the puzzle cube
by deleting all of your edits to the quest and its topics inside the CS? Looking through it in the CS, it's hard to tell how exactly you changed it, so a decent explanation would be nice to have.
Secondly, how does the
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siege at the hlaalu canton
work mechanically? I'm aware of the part with the
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ghost fence/barrier inside the waistworks
that's incompatible with most city overhaul mods, but I'd like to know what other cells are involved with it and how the
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hostile enemies are spawned throughout the city
Finally, how can I get rid of your changes to the start of the tribunal questline so this would be compatible with other mods that delay the expansion?
I'm only curious about all this so I can use this in my next playthrough while ensuring its compatible with my modlist.
Feel free to do whatever you want with my mod! Since all of this is spoiler stuff:
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Changing Hasphat's "Sixth house" lines should put the puzzle box quest back in sequence, but there's a catch. The reason he now gives the quest as a greeting after completing the notes quest (just go back after talking to Caius about the notes) is that Arkanthand now has an imperial guard posted in front and a locked door. Somewhere in my modding (again, it's a disorganized mod I didn't plan to publish origonaly) I felt like having a smuggler's den right next to a fort in an obvious spot didn't make sense, so now that dungeon is a stealth challenge, which wouldn't be appropriate for most builds. If you want to put the quest back in you will also need to deal with that.
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The Siege of Hlaalu canton revolves around a journal called "Seige" (yes it's spelled wrong). The creatures that spawn in the plaza come from a script in one of the banners on Caius' house, while most of the rest of the stuff has a script called "onlyPresentDuringSiege". The doors in the plaza have the script to prevent teleportation while Seige is between 1 and 99, and there's a door hidden in all the other interiors in the canton to enforce that rule. The siege can end in two ways: killing the character in the canalworks with the "siegeAttackerBoss" script, or by coming close to a little activator right outside the one door out of the waterworks (where the player is assumed to have fled). Everything else uses one of those elements, including the statics and monsters that appear, and all the side quests. The change in the hallway turns out to not have really been nessicary since I added the forcefields.
To make it work with a different hlaalu canton you would need to make sure those special scripted doors are present in every interior, and make sure one NPC/creature with siegeAttackerBoss exists to kill, and it should still work. You would obviously have to add back in more stuff to fight by adding stuff with onlyPresentDuringSiege.
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IIRC I only changed dbAttackScript to never trigger (I forget how) to remove the dark brotherhood assasins, and thus the start of Tribunal. With mods that delay the start of Tribunal, I think there's not really a path to compatibility here: this mod doesn't DELAY the dark brotherhood showing up, it removes them from the story altogether, and has Vivec talk to you about going to Mournhold at the end of the main quest. The dark brotherhood aren't even in the sewers anymore.
Looking through this in the CS, I got the impression that the
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Dwemer Puzzle Box quest is still available from Hasphat
, but as a separate side quest that's not tied to the MQ at all. Is that true, or was it largely cut? I don't really care about it being required anymore; it's just nice to keep the incentive to go to
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Arkngthand
.
But unless I'm mistaken, it also looks like you cut most of the hostile bandit NPCs there. I was able to restore them easily in the CS, but is there anything else I'd need to modify to restore everything for it in full?
And just to clarify, how important are the
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ghostfence barriers in the hlaalu canton to the siege quest
? I presume they're there to prevent the player from leaving until the quest is complete, right?
Overall, this mod is super promising and very under appreciated. I might try and expand upon it once I have the time and scripting skills for it ^^
the hasphat puzzle quest should be triggered by simply talking to him again after finishing his part on the main quest (get his notes, take them to caius, then talk to Hasphat again after). the quest itself hasn't been messed with, so it can be the same if you take out the guard and put back the bandits.
Yes, the barriers are just there to lock in the player.
Doing the redoran hortator quest atm. Already completed the other 2 houses (the Telvanni part was annoying with TR 🤭) and 3 tribes but where are the Erabenisium people to challenge/kill ? All the huts are empty. I even try return at night since 'maybe they are hunting' and nothing Idk if was your mod but using topic 'camonna tong' with Vedam Dren make him to promote me to hlaalo guildmaster and force ne to join hlaalo as low rank level Also, Master Aryon ask to kill one dude in Sanit but you can only see him using the TCL command. Probably is beware of the sixth house mod 🤷♂️
The war-loving Erebenusium have moved to Molag Mar on the warpath, which should have been mentioned in dialog, but maybe is a little too subtle. Head to Molag Mar and fight them there.
I have not played it with Tamriel Rebuilt. I'm optimisitic that it would still work, since I didn't mess with the all_hortator and all_nerivarine flags, but I can't make any promises.
Just a heads up: this mod seems to have a fair number of dirty edits due to GMST pollution among other things, so I'd highly recommend that you clean it with TES3CMD or the Enchanted Editor in the next update.
EDIT: It looks like this is incompatible with Vivec - God the City and potentially BCOM, as it adds a lot of NPCs for the sieges to the Hlaalu Waistworks, which is split into two by many mods.
Is there any chance you could make a patch for them, or at least remove the siege portion of the questline while keeping the rest intact?
Sadly, I didn't really test this for compatibility with other mods, although looking over Main Quest Overhaul I THINK it should work up to the point of Dagoth Ur.
I'm thinking about making a new mod just covering the final parts of the main quest, since that seems to be the area nobody else wants to cover. I may also be able to get a simple patch out to skip the Vivec siege, but no promises for getting that out soon.
Most big City overhauls like BCOM divide the Hlaalu Waistworks into two separate interiors, so they're almost certainly incompatible.
I might look into making a patch for it and other popular Vivec city overhauls myself, but I'd need to figure out how the whole siege even works to begin with.
After obtaining 'an inquiry' and talking with a lot of people, the Black Shalk Cornerclub part seems to not trigger well. The argonian ask for escort as usual but no option to travel together or options with the dark elves. I did use command spell and escort the argonian. The main quest continues after
if it does not work, I go into the console and type "aifollow player 0 0 0 0 0 0" take him to Jobashus and then type "Aiwander 120 80 60 20 0 0 0 0 0 0" though that is a band aid solution
For now let me drop you hints for just this quest in case you're still stuck: Assuming you already got the topic from Mehra Milo,
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you will need to ask around in Vivec on the topic of religious texts until you get led to the secret letters that advance the quest. Think about who might be dealing in controversial ideas in Vivec City, and focus on people who like you (or who you get to like you.)
If you already did all that and are still stuck,
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go to Suran Tradehouse and bribe the crap out of the bartender.
After that part, even if you don't talk to Caius you should hear about a letter from him.
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He instructs you to find H, and recruit H into the blades. The "imperial resources" topic should lead you to some imperial records. These indirectly hint at who H is.
But if you really can't figure it out (and it is intentionally a tougher puzzle, one which I've never had to actually do while not knowing the answer):
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It's the same argonian from the "vivec informants" quest in the origonal main quest. If you've read all the letters and the quest isn't bugged, he should have a "become an informant" topic.
it is not working for me, "become informant" does not become available after showing him the letters, is there meant to be a journal entry that did not fire for me or something
I have found the problem, Ashumanu and Addhiranirr are not giving me the second or third letters, even after dumping 10K into each of them, Addhiranirr still just gives me information on the sixth house
Does Ashumanu have it for sale? What led you to believe (I'm not trying to mock you, I want to know how I misinformed) that Addhiranirr had the letters?
Hmm, that's a problem, since she should always have them for sale. I wonder if there's any way to send over save files on this site for debugging purposes...
just double checking: did you check the barter menu like any other merchant? Ashumanu sells them that way and not by any special dialog.
I checked it via the barter menu, and opened up the CS to see that she was set to sell books, and she had the notes on her person, I am thinking maybe my merchant money increase mod was the real reason I ran into issues, I will rush through another time, this time with out the money increase mod to see if that fixes the issue, thank you for your time.
That was the problem everything is peachy now, though stumbling on Addhiranirr or the man camped behind the corpus beasts outside Molag Mar before their intended quest, they break, with Addhiranirr giving the base game journal entries and the dunmer following the player with giving a reason or having "travel with me" as a topic, but both worked as intended when I met them at the correct time.
61 comments
Also,
and
Firstly, is it possible to edit the antabolis informant quest so he
Secondly, how does the
Finally, how can I get rid of your changes to the start of the tribunal questline so this would be compatible with other mods that delay the expansion?
I'm only curious about all this so I can use this in my next playthrough while ensuring its compatible with my modlist.
To make it work with a different hlaalu canton you would need to make sure those special scripted doors are present in every interior, and make sure one NPC/creature with siegeAttackerBoss exists to kill, and it should still work. You would obviously have to add back in more stuff to fight by adding stuff with onlyPresentDuringSiege.
Hope that helps!
Looking through this in the CS, I got the impression that the
But unless I'm mistaken, it also looks like you cut most of the hostile bandit NPCs there. I was able to restore them easily in the CS, but is there anything else I'd need to modify to restore everything for it in full?
And just to clarify, how important are the
Overall, this mod is super promising and very under appreciated. I might try and expand upon it once I have the time and scripting skills for it ^^
Yes, the barriers are just there to lock in the player.
Idk if was your mod but using topic 'camonna tong' with Vedam Dren make him to promote me to hlaalo guildmaster and force ne to join hlaalo as low rank level
Also, Master Aryon ask to kill one dude in Sanit but you can only see him using the TCL command. Probably is beware of the sixth house mod 🤷♂️
EDIT: It looks like this is incompatible with Vivec - God the City and potentially BCOM, as it adds a lot of NPCs for the sieges to the Hlaalu Waistworks, which is split into two by many mods.
Is there any chance you could make a patch for them, or at least remove the siege portion of the questline while keeping the rest intact?
I'm thinking about making a new mod just covering the final parts of the main quest, since that seems to be the area nobody else wants to cover. I may also be able to get a simple patch out to skip the Vivec siege, but no promises for getting that out soon.
I might look into making a patch for it and other popular Vivec city overhauls myself, but I'd need to figure out how the whole siege even works to begin with.
Assuming you already got the topic from Mehra Milo,
After that part, even if you don't talk to Caius you should hear about a letter from him.
"become informant" does not become available after showing him the letters, is there meant to be a journal entry that did not fire for me or something
I doubt that this is the problem, but how many letters did you get? "Rebuke" is the one that moves the plot forward.
and if she did not have them, she must want me to go check the source
just double checking: did you check the barter menu like any other merchant? Ashumanu sells them that way and not by any special dialog.