Love this mod! Tysm I also wanted to report that it has slight incompatibility with another daedric mode, The Sanguine Rose. They use differeent interior cells in the Lucky Lockup, but the same entrance. After using the hatc I get to Sanguine's area first. After trying to exit from the same hatch I get to this mod's area. And after trying to use the hatch to get back to Lucky Lockup, I...enter this mod's basement area once again. Which basically makes me trapped unless I have teleportation scrolls lololol
Didn't report it as "bug" since it isn't, these mods are just incompatible. But I'd loooove to see a compatibility patch between them, considering they both add daedric princes content
Ive gotten to the point in the questline where you bring the dagger to ald-skar in, and the woman im supposed to bring the dagger to simply isnt appearing.
Sorry for the late response, but no matter the version I use (I am using BCOM, but I tried the other version as a hail mary), she doesnt spawn in any of the rooms, or even out in the void when I check using TCL Edit: I fixed it pretty easily with the placeatme command, and in case anyone in the future sees and needs this, the actor id for Talovah is "gg_wm_hunter", it took me a minute to find out that the ID wasnt just her name
I believe the disguise ability should be listed as a spell. Otherwise, you'll have to go to the Province:Cyrodiil team, since they're the ones who made the vampirism, so they know more about it than I do.
It seems that the recent version of the mod is somehow overwriting all "Background" dialogue entries to the one of NPC with the ID:gg_wm_wish05_vamp like here, for example. I also use Quick Character Creation, though it usually only helps with an extensive modlist like mine, as well as Greetings for No Lore and Djangos Dialogue 1.4, if that helps.
P.S. The dump with: tes3cmd dump --list --match "gg_wm_wish05_vamp" *.es[pm] > log.txtyields: Plugin: Tyrant and Usurper, a Wishmaster add-on.esp INFO: 4869201261684123965
I'm honestly unsure why that'd be happening, since I have the ID filtered for the vampire only. Have you tried moving the load order down after your dialogue mods?
Neat fetch quests so far. One thing I just noticed is I was able to continually click on the topic to get daggers from Timsa, so I now have 20 in my inventory. Also, after killing the scamp, the dialogue says "you kill him' rather than 'you killed him'. I like how vanilla everything feels, though as an endgame character it's very quick to jump around and there isn't much fleshing out of characters or responses when delivering flowers. Spent about 20 minutes going from character to character to deliver the flowers and each gave a single line of thanks and Timsa just gave another task. However, it would probably meld way better if I were doing them during a playthrough, delivering them whenever I'm at the towns, like other vanilla quests.
Having issues with one of the quests. The quest to deliver the dagger to Talovha Novos doesn't seem to be working right because I accepted the journal quest from Timsa, but when I arrived at the inn and meet Talovha, she doesn't have the "deliver flowers" option in the dialogue window. There's nothing at all. Mods I'm using that effects anything is BCOM and I installed the BCOM version of this mod.
I'm having the same issue (using non BCOM version) and unfortunately the command doesn't seem to add the topic to her dialogue window. I admittedly do have a lengthy mod list, though I haven't encountered this problem in any other quest as of yet.
Ah, I see the issue. Mix up with the journal entries, so it would actually only show up if you had also heard the rumor about Timsa. If you console "Journal gg_wm_timsa 100", it should show up. Going to upload an updated esp shortly.
I was loving it (very inventive and immersive, and I love the flower-shop <3) up until I got to the frost-fire atronach, which for some reason, shows up as a yellow exclamation point 😭. I don't if it's because Mod Organiser claims the mod isn't packaged correctly.
Yeah, it's probably an issue with how I packaged the mod. I *think* if you drag and drop the meshes folder into your data files folder, it should work. Still trying to figure out how to properly package things so the Mod Organizer likes it; sorry!
Looks great! Is it possible to make Bitter Coast ferryman optional? Is he involved in any quests, or can just be removed in CS? Hope Oblivion realms will get further development. Keep up the good work.
Thank you! He can be removed via CS no problem. He also only exists in the Port Whimsy add-on. If you have a better idea where to put him though, I'm all ears.
One suggestion I might make is to have the Ferryman be disabled by default and only appear after acquiring the Black Coin. It's a bit of extra work and scripting but I think it would do good in giving a stronger sense of magic. Like the coin has called him to this part of Nirn.
As an aside, I'm super stoked for this mod. The port itself looks great.
I've decided to move Port Whimsy (and thus the Ferryman) into its own modpage/download, but I've taken your suggestion--he now as a script. He'll appear once you have the Black Coin, and disappear if you choose to destroy the Oblivion realm.
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I also wanted to report that it has slight incompatibility with another daedric mode, The Sanguine Rose. They use differeent interior cells in the Lucky Lockup, but the same entrance. After using the hatc I get to Sanguine's area first. After trying to exit from the same hatch I get to this mod's area. And after trying to use the hatch to get back to Lucky Lockup, I...enter this mod's basement area once again. Which basically makes me trapped unless I have teleportation scrolls lololol
Didn't report it as "bug" since it isn't, these mods are just incompatible. But I'd loooove to see a compatibility patch between them, considering they both add daedric princes content
In either version, she will be downstairs in one of the rooms.
Edit: I fixed it pretty easily with the placeatme command, and in case anyone in the future sees and needs this, the actor id for Talovah is "gg_wm_hunter", it took me a minute to find out that the ID wasnt just her name
I think a Cure disease potion would work, or this console command:
player -> removespell T_Vamp_Dis_Order
gg_wm_wish05_vamp
like here, for example.I also use Quick Character Creation, though it usually only helps with an extensive modlist like mine, as well as Greetings for No Lore and Djangos Dialogue 1.4, if that helps.
P.S. The dump with:
tes3cmd dump --list --match "gg_wm_wish05_vamp" *.es[pm] > log.txt
yields:Plugin: Tyrant and Usurper, a Wishmaster add-on.esp
INFO: 4869201261684123965
Plugin: Wishmaster Clavicus Vile Questline.esp
NPC_: gg_wm_wish05_vamp (Constantius Vintinius)
CELL: pelagiad (0, -7) 4 objects
CELL: pelagiad, constantius vintinius's house 171 objects
INFO: 1803622126382825508
INFO: 2255730932204131473
INFO: 5876216431023630633
INFO: 1932322425854421
INFO: 351318236339126566
INFO: 16134104941222619237
INFO: 4869201261684123965
Also, after killing the scamp, the dialogue says "you kill him' rather than 'you killed him'. I like how vanilla everything feels, though as an endgame character it's very quick to jump around and there isn't much fleshing out of characters or responses when delivering flowers. Spent about 20 minutes going from character to character to deliver the flowers and each gave a single line of thanks and Timsa just gave another task. However, it would probably meld way better if I were doing them during a playthrough, delivering them whenever I'm at the towns, like other vanilla quests.
Let me know what you think when you get around to playing it!
Yeah, it's probably an issue with how I packaged the mod. I *think* if you drag and drop the meshes folder into your data files folder, it should work. Still trying to figure out how to properly package things so the Mod Organizer likes it; sorry!
As an aside, I'm super stoked for this mod. The port itself looks great.