One look in the CSE made me quickly delete this mod. It suffers from a problem a lot of mods have: lame npcs with extremely low levels; inferior equipment (1 vanilla sword in their inventories along with very low-stat custom armor); confidence & energy levels & combat styles all untouched at default, etc. These are supposedly "rangers" but any random mud crab will kill them with one hit. Sometimes I take the time to fix up mods like this, but there's too many npcs in this to make it worth the time. Best to skip it, since it wasn't fleshed out by the original author or anyone else who bothered to work on it.
However I seem to have hit a stumbling block in the quest 'False Eye'. Within the Malicui location there's an infinite loop of the map marker between two interior cells, and the Master Necro is always aggroing me (he's also marked as essential so simply goes unconscious after the fight). The quest(line) can't be continued.
Is this a known and/or encountered issue for anyone? Seems a shame to pull the mod but I've seemingly hit a dead-end with it.
hi. I have a problem with the quest Old Enemies. i came in bruma enclave and killed marauders with my fellow rangers and than nothing happends. no quest update and no1 of the rangers i telling me anything. my quest marker points to the bruma enclave exit, and when i exit the bruma enclave my quest markes is showing that i need to go in bruma enclave, and as i said, all rangers have survived the attak but no1 is telling me anything related to the quest. can someone help please
I have found 3 wild edits. in (Tamriel) cell 25,26 the water level is raised from 0.0000 to 9200.0000 causing a water plane to fly above the cell, and the cell has been renamed from wilderness to xulacGrindinMillCell in (Tamriel) cell 28,29 the water level has been raised from 0.0000 to 11400.0000 causing a water plane to fly above the cell
If anyone was to fix this on your own installation load up the mod in the CS, set it as active, go the cell window and go to Tamriel in the top field, then sort the cell by location, go to each of 25,26 and 28,29, rightclick on the cell name and select edit, then on the right half of the edit window set the water height back to 0.0000. The cell name change does not bother anything, and I did not bother to change it back.
Quests were appropriate. I finished them quickly because my character was level 37. Would have been challenging at level 10. Armor, sword, ranger rings were rewards for rising in the ranks and were just a little overpowered. My only problem occurred when the quest-giver #1 or #2 was out of quests. #1 didn't point me to #2. I had to find him myself. When I finished the last quest, it wasn't clear from #2's dialog that it was the last quest of the mod. I thought there was another quest-giver and couldn't find him. I had to check in the CS to find out that I had done all the quests. In a couple of quests where there were multiple locations, the map markers sometimes were a bit confusing, even a little misleading. But overall, it was a lot of good work and the adventure was fun.
No, the road from Fort Urasek to Cheydinhal, just North of the Road, closer to Cheydinhal than to Urasek.
that might be the area as i have found water that is protruding out of the ground on the road to Cheydinhal i can take a screen shot as i not entirly sure it this mod
wow this one is from back in the day, damn good idea, the rangers and whatnot, could have been a lot bigger if you ask me, like fighters/mages guild big -also caves? I mean guild cottages in wilderness sound like a more logical choice for a guildhall... Or treehouse or something good one in any case
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However I seem to have hit a stumbling block in the quest 'False Eye'. Within the Malicui location there's an infinite loop of the map marker between two interior cells, and the Master Necro is always aggroing me (he's also marked as essential so simply goes unconscious after the fight). The quest(line) can't be continued.
Is this a known and/or encountered issue for anyone? Seems a shame to pull the mod but I've seemingly hit a dead-end with it.
in (Tamriel) cell 25,26 the water level is raised from 0.0000 to 9200.0000 causing a water plane to fly above the cell, and the cell has been renamed from wilderness to xulacGrindinMillCell
in (Tamriel) cell 28,29 the water level has been raised from 0.0000 to 11400.0000 causing a water plane to fly above the cell
If anyone was to fix this on your own installation
load up the mod in the CS, set it as active, go the cell window and go to Tamriel in the top field, then sort the cell by location, go to each of 25,26 and 28,29, rightclick on the cell name and select edit, then on the right half of the edit window set the water height back to 0.0000.
The cell name change does not bother anything, and I did not bother to change it back.
that might be the area as i have found water that is protruding out of the ground on the road to Cheydinhal i can take a screen shot as i not entirly sure it this mod
damn good idea, the rangers and whatnot, could have been a lot bigger if you ask me, like fighters/mages guild big
-also caves? I mean guild cottages in wilderness sound like a more logical choice for a guildhall... Or treehouse or something
good one in any case