Not sure if it's on your end or Alice's end but after killing Calvario, Mastrius, and Marara, the quest doesn't update like it's supposed to giving me the next quest. Really hate how journal updates work in the mod (with or without the faction) because it can ignore a character death... which is bad.
Not sure if it's something handled by your version or the base one, but attempting to turn in some vampire dust I found lying in a tomb throws a whole host of errors and locks the game.
Uploading fixed version now. Thank you very much for reporting the bug. Fun how just the number and faction name in a function being in the wrong order causes a crash and a massive number of errors.
The Dawnguard have a cool outfit and much more elaborate quest line, but yes, at their core both groups are people who hate vampires and want to see them wiped out, and both quest lines more or less end with that result.
Thanks for proactively stomping bugz - it's not easy for a mod user to play test these types mods and usually only encounter the issue hours into the game. The mod author usually knows all the dark little secrets and dusty corners of their mod and can spot problems that others would be blind to until faced with it.
(As an interesting aside, Hopper describes the Mark IV moth as "beaten to death," likely because of the damage from getting caught within the movement of the computer's electromechanical relays, which suggests the computer continued to function while the moth was in there.)
Well I want my mod to run properly for everyone who uses it. I know I hate when I find a bug in a mod and the author is MIA on fixing anything. There's another very minor issue where you can't say no to joining, but I assume that anyone selecting the join dialogue wants to join, so that will wait until I have more to do and release it all at once. I noticed it last night but forgot to fix it with the other fixes.
This doesn't edit anything but dialogue and add a faction. If the BCoM version uses the same NPCs and dialogue then everything should work fine. If not I might consider making another version, but I don't use BCoM so no promises.
The BCOM replacer just adjusts the Guild location in Vivec - so if all the changes involve dialog and faction there's no reason to have a conflict. I currently run three related esp's for Guild of Vampire Hunters - the first BCOM's replacer, then a dungeon mod that changes a GoVH quest location and then a fix mod that ensures quest item will still be available.
Guild of Vampire Hunters.ESP The Weary Vampire.ESP KHP-GuildOfVampireHunters-TheWearyVampire-Patch.esp
I currently run three related esp's for Guild of Vampire Hunters - the first BCOM's replacer, then a dungeon mod that changes a GoVH quest location and then a fix mod that ensures quest item will still be available.
Weary Vampire is a staple for me, could I please ask you to point me to the patch?
Guild of Vampire Hunters - The Weary Vampire Patch Adds key to Marara from The Weary Vampire that gets overwritten by Guild of Vampire Hunters. KHP-GuildOfVampireHunters-TheWearyVampire-Patch.esp
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Fun how just the number and faction name in a function being in the wrong order causes a crash and a massive number of errors.
- Dovakin Paraense
There's another very minor issue where you can't say no to joining, but I assume that anyone selecting the join dialogue wants to join, so that will wait until I have more to do and release it all at once.
I noticed it last night but forgot to fix it with the other fixes.
If not I might consider making another version, but I don't use BCoM so no promises.
Guild of Vampire Hunters.ESP
The Weary Vampire.ESP
KHP-GuildOfVampireHunters-TheWearyVampire-Patch.esp
Adds key to Marara from The Weary Vampire that gets overwritten by Guild of Vampire Hunters.
KHP-GuildOfVampireHunters-TheWearyVampire-Patch.esp
https://www.nexusmods.com/morrowind/mods/52172?tab=files&file_id=1000034621
My pleasure - the mod author must have rather recently hid his mod patch page but the direct link should still work.
Edit: the page is fully back now