having a little trouble with the quest blackgrass, when i get to the part where the necromancers paralyze you and your guild members nothing happens, they go to start the ritual and then just stand there.
I'm playing thought the mod and I am highly impressed. So far it's right up there with knightly order mods like Armageddon and maybe Knights of the Nine Revelation in your attention to detail and effort put into making of the mod.
I found one issue with Deliah Bronzeheart she is set to have No Low level Processing which prevents her from using city gates and will not pass though
I found it and clean it, but had to remove the mod, make clean save, and restart the mod for the fix to take effect.
Also and this just a nit-pic but the durability of the armor it set really high. The health is set to 100000 on each set of armor and one weapon added by the mod. I would recommend setting the health no higher than Daedric or Prefect Madness armor and weapons just for balance.
Should be able to do this with with changing the the checkbox with the CSE after installing but before starting the game afterward, so that she first spawns with the correct status in the saveline. On an existing save I think it will work if you change it in the CSE and then do a resurrect command on her with the console. Most Other NPC checkboxes work this way.
I have found something that's not considered a real issue, but I've noticed that Deliah Bronzeheart and Martos Drane move to player quite often when following and even when there in combat and to far way from the player. I think the teleport distance might be set to short but I don't know what part of they're scripts to look at to tell you for sure.
Ah yeah, I set that up because whenever they'd be following the player they'd often get stuck somewhere and never catch up. The mod's development has taken a backseat for me recently due to IRL stuff, but I'll put this on the list :)
This I just my I opinion but I found that the mod Companion Vilja has the best move to player distance followed by Companion Fergus, but this is just suggestions as I not even figured how to make a followers warp to player this stuff is still way over my head.
You might be able to click on the missing mesh symbol somewhere to activate. I am not sure about where in the default missing mesh symbol, but the formID finder mod I use changes the vanilla yellow triangle/exclamation mark to a little red octagon and it is clickable.
Anyway that mesh and two others are in the bug tracker already.
my load a order is getting full and I what to try your mod The Green Cleric - A Quest Mod. Would it be safe to merge with The Guild of the Green Dragon if I did so.
Thx for responding! In chase you did not know, UL changes the landscape and adds things to it to make it look more unique, so to say. What might not be compatible, would be if for an example some added nature would clip possibly with the guild hall. I'll try installing and report if it is compatible or not.
It seems to be fine with better cities on its own bet there is a conflict which creates a large gap in the hill south of the guild house with the UL compilation.
Hi, just started your mod tonight. I've had an issue that was mentioned by somebody else. I just got back to Greenwall from Foghorn cave, where Martos is supposed to study the pages from the journal, but when I walk into Greenwall the marker is stuck in the middle of the first floor, the quest won't advance and Martos has no new dialogue. Besides this hiccup I'm thoroughly enjoying the Green Dragon experience!
TES4Edit v4.0.4c (Quick Auto Clean) reports 3 ITMs in cottagecleric.esp version 0.65.
Wrye Bash's plugin checker also reports the following about this mod:
Deleted Base Records The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins. • cottagecleric.esp: 1 deleted base record • 000206A8 (from master Oblivion.esm)
Will this be causing any issues for my load order?
Deletes or vanilla objects in the .esp can call crashes in the not very likely event that another mod references the object. You can always try it to see if you have a conflict, or you can clean it yourself. If, like me, you play hundreds of quest mods and then uninstall when finished with the quests and exploration, it is less a problem, going away when uninstalled. A bigger problem for that is when a mod disables a vanilla object in game, such as by a script, or does something else that is stored in the saveline, and needs to be manually fixed with the console after uninstalling.
Damn, I thought I fixed that issue with the dialogue being deleted. I'll see if I can fix that.
It shouldn't cause any game-breaking bugs though, it's just a dialogue from the Conversations tab (e.g. when you walk past an NPC and they say "Hello", not when you're actually talking with them). So aside from some random NPCs not saying anything at some point, it shouldn't cause any serious issues.
I was looking through Tes4edit and listed under prison cell doors it has this script added to them 1aBSBossFightDoor [SCPT:01025C59] is that on purpose as that would add the script to any area that uses the prison cell door.
I noticed it renames the AltaroftheNine [SCPT:00066CD8] to 1aCCAltarDUPLICATE000 which would cause all the Altars of the Nine to use the new script.
Also I found this topic [DIAL:000206A8] was completely deleted.
Thank you for reporting these bugs, I have addressed the prison cell gate and the Altar in the upcoming update, but I am honestly not sure what happened with that Dialogue piece. I will keep looking!
Just trying to upload 0.65 once the servers let me which, for the first time, has the mod run through Tes4Edit (shows how amateur I am lol). Hopefully this solves the issue!
102 comments
I found one issue with Deliah Bronzeheart she is set to have No Low level Processing which prevents her from using city gates and will not pass though
I found it and clean it, but had to remove the mod, make clean save, and restart the mod for the fix to take effect.
Also and this just a nit-pic but the durability of the armor it set really high. The health is set to 100000 on each set of armor and one weapon added by the mod. I would recommend setting the health no higher than Daedric or Prefect Madness armor and weapons just for balance.
On an existing save I think it will work if you change it in the CSE and then do a resurrect command on her with the console. Most Other NPC checkboxes work this way.
I also found that Hakon Assir has the same issue as Deliah Bronzeheart with No Low level Processing checked.
This I just my I opinion but I found that the mod Companion Vilja has the best move to player distance followed by Companion Fergus, but this is just suggestions as I not even figured how to make a followers warp to player this stuff is still way over my head.
Anyway that mesh and two others are in the bug tracker already.
my load a order is getting full and I what to try your mod The Green Cleric - A Quest Mod. Would it be safe to merge with The Guild of the Green Dragon if I did so.
Also glad you enjoyed the mod!
Wrye Bash's plugin checker also reports the following about this mod:
Deleted Base Records
The following plugins have deleted base records. If another plugin references the deleted record, the resulting behavior is undefined. It may CTD, fail to delete the record or do any number of other things. They can only be fixed manually, which should usually be done by the mod author. Failing that, the safest course of action is to uninstall the plugins.
• cottagecleric.esp: 1 deleted base record
• 000206A8 (from master Oblivion.esm)
Will this be causing any issues for my load order?
You can always try it to see if you have a conflict, or you can clean it yourself.
If, like me, you play hundreds of quest mods and then uninstall when finished with the quests and exploration, it is less a problem, going away when uninstalled. A bigger problem for that is when a mod disables a vanilla object in game, such as by a script, or does something else that is stored in the saveline, and needs to be manually fixed with the console after uninstalling.
It shouldn't cause any game-breaking bugs though, it's just a dialogue from the Conversations tab (e.g. when you walk past an NPC and they say "Hello", not when you're actually talking with them). So aside from some random NPCs not saying anything at some point, it shouldn't cause any serious issues.
I noticed it renames the AltaroftheNine [SCPT:00066CD8] to 1aCCAltarDUPLICATE000 which would cause all the Altars of the Nine to use the new script.
Also I found this topic [DIAL:000206A8] was completely deleted.