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DaedricSaber1701

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  1. DaedricSaber1701
    DaedricSaber1701
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    Reports on the following would be very welcome:

    • Mod conflicts (including how severe the conflict was: are we talking about a crash, or a cosmetic issue?)
    • Mods that you tested alongside this mod, and it turns out they work well together
    • Anything you found confusing or annoying
    • Anything you really enjoyed, and would like to see more of
    • Any features you wish had been included

    Short of fixing any bugs (fingers crossed that none crop up), I have no plans to post up improved versions, but this is my first publicly-posted mod of this type and I'm taking lots of notes for future mod-making.
  2. CraigRice
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    It's a lovely mod, I really enjoy finishing the building. Because normally it looks like they never bothered finishing the house.
    It is also nice to help to cure Cairine so there is more to her life than just being in pain 24/7.

    I use Skyrim Sewers 4 and Skyrim Underground which works just fine, there is hatch down to the underground in one room, I have no idea what there usually is in that room since I haven't used this mod without the other two mods, either way it is working just fine.
    1. DaedricSaber1701
      DaedricSaber1701
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      Thank you for the report! And I'm so glad you enjoyed it. I'll add those to the 'compatible mods' list.
  3. I usually don't spend much time in Markarth, but I recently started a new playthrough and used an alternate start mod to start as a beggar in Markarth.
    So I looked around a bit for Markarth-themed mods and I found this one.
    Installed it and it works (I did not do much testing with the load order, I just threw it in close to the end of the load order).

    I have a lot of other mods installed.
    Skyrim Sewers is one of them that also edits the "Markarth Warrens" cell.
    It places a load door in the warrens that leads to the Markarth sewers.
    There are no CTDs, just one of the rooms in the warrens is not accessible because the sewer load door blocks the way.
    But it doesn't seem like much of a problem (for now, I just completed the first task of the quest)
    The "blocked door" is the second last one on the left side (seen from the entrance door of the warrens)


    I like the idea of the mod, helping those in need is always a nice thing.
    I am not an expert in Skyrim lore but I don't think the silverblood family would be a big fan of somebody making the lifes of the poor people in "their city" any better. The fear of beeing poor and miserable is what keeps the workers working, right?
    Would be a bit more "Markarth-style" if the woman in charge of renovating the warrens eneded up the same way as Weylin (the guy who sent you to investigate the Forsworn attack in the marketplace).
    Because nothing ever changes in the city of stone.
    1. DaedricSaber1701
      DaedricSaber1701
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      Thanks for the report that they're (at least mostly) compatible!

      I completely agree: The Silverbloods are no doubt enraged by Alith. If you pick her pockets (I might have also put some letters by her bedroll at the far end, in the clinic, but I don't recall now), you'll find that she doesn't exactly get along with them, but there's not a lot they can do about it...
    2. Thanks for the reply,
      I did not expect that from the author of a mod that was uploaded so long ago.
      But it is great to see that mod makers are still active, Skyrim (modding) will never die!

      Like I said I have not played through the mod fully, but it looks great so far!
      I like mods like this, making Skyrim a nicer place.
      Thanks for that!
    3. DaedricSaber1701
      DaedricSaber1701
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      😊 I try to check in occasionally, even if it's been so long that I barely remember how my old mods work, lol. I'm just tickled that people still enjoy them!
    4. I finally finished playing through your mod.
      And I have to say I love it!
      When getting the quest to find the feathers I was expecting a big fight and got as many health potions and did some leveling befor going into the cave (I almost always do "permadeath playthroughs", so no reloading. If the character dies I start a new game).
      But there was a nice conversation instead. (Yes, you say something about talking to a creature on the mod page here, but I had already forgotten about that when actually playing through that part).


      But I have a technical question:
      How did you assign the new AI package to Cairine after she was cured?
      I unpacked the archive and had a look at the scirpts in the CK and at the quests, but I can't see how this is done.
      The "Cairine's new schedule" quest that handles her new dialogue has the script fields of the quest stages greyed out, all other quests of your mod show the scripts and script fragments properly.
      So what is going on there?

      I would like to know that because changing AI packages by scripts and quests is something I do not understand well and I would like to understand it better.
    5. DaedricSaber1701
      DaedricSaber1701
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      Nice detective work!

      The safest way to assign a new schedule to an existing npc is to use a Quest Alias. So, you found the MHW_CairineNewSchedule quest: go to the "Quest Aliases" tab, and you'll see a single entry for Cairine. Double-click it, and a new window will open. Almost everything in the new window has been left blank, except for two things:

      • Near the upper left, you'll see that the "Fill Type" has been set to "Unique Actor": "Cairine". This is how the game knows which base-game npc I want assigned to this quest alias: I told it to go find the real Cairine.

      • The "Alias Package Data" (mid-lower right): it contains all the details of her new schedule, including eating at the Silverblood Inn, spending some time 'bookkeeping' (writing in a book) near the forge, working in the forge, sleeping, and a generic sandbox package to meander around the warrens if there's any leftover space in her schedule.

      Quest aliases are sort of like "suits" or "masks" that you can assign to any npc in-game. Instead of altering the npc directly, you instead alter the quest alias: you can assign AI packages, scripts, tags, new spells, even stuff to put in their pockets. Then you just start up the quest, and viola, the npc gets all that stuff. Once the quest ends, they lose all that stuff: They revert to their original AI packages, lose those extra spells, lose the extra items in their pockets, all of it.

      You COULD instead alter the npc directly--altering their packages, adding spells, whatever you need--but using quest aliases is generally easier and safer. It's been so long that I don't remember much of the details, but I think it makes it more likely that multiple mods will get along, even if they affect the same npcs. And it makes it more likely that your mod can be cleanly uninstalled.

      For example, say that instead of using a quest alias, I used a script to remove Cairine's vanilla AI packages and assigned her my new packages. And say that a player used my mod, then later uninstalled it: Cairine would likely be left standing still, doing nothing, ever, because she no longer has any packages that still exist once my mod is removed. We don't want that: we WANT her to resume her vanilla behavior. If we instead use a quest alias, we won't have that problem: Cairine's vanilla behavior still 'exists' because I haven't actually edited Cairine's "real" schedule at all; I've merely masked her vanilla behavior beneath a quest alias. If you uninstalled my mod, the quest & quest alias would vanish, and she'd revert to her vanilla packages. (At least...that's what's supposed to happen. I make no guarantees about Skyrim being bug free, lol.)

      The one weird bit about Quest Aliases is that it means you often leave these tiny almost-empty quests running in the background, permanently. MHW_CairineNewSchedule starts up when her main quest is finished, and runs forever after. (unless the player uninstalls the mod, of course.) The quest HAS to run permanently: if it stops, the quest alias disappears and the npc loses their new AI packages. The "quest" is totally invisible to the player, doesn't show up in your quest log or anything. It feels weird, but that's genuinely how you're supposed to do it. Even in the vanilla game, without mods, there are tons of these little invisible "quests" running all the time, managing all kinds of little things in the game world.

      Hope that helps! Happy modding!

      EDIT: I'm so glad you enjoyed it! I had a lot of fun writing that little encounter, and I wanted to give players more than one way to approach it; it's so cool to see people liked it.
  4. Brakiri
    Brakiri
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    Hi DaedricSaber1701,

    I installed the mod for SSE and I cannot cure Cairine, She is not talking to me.
    I already did everything else. Was this the wrong order of events?
    Can you help out, the mod "translator" says he cannot help out, because his mod-knowledge is very limited (his words).
    Thanks!
    1. R0NlN
      R0NlN
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      This version of the mod isn't for SSE. For that, you want to download the version from the SSE portion of NEXUS. (Read the description tab for the link.)
    2. Brakiri
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      This is a misunderstanding. I downloaded the correct one for the SSE, but because the mod "creator", who just converted it for SSE use, cannot provide support, I was hoping that the original creator might have an idea how to fix it, despite being the converted mod for SSE.
    3. R0NlN
      R0NlN
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      Good luck fixing your install of the mod. You might try sorting your load order, looking for conflicting mods, etc.
      Spoiler:  
      Show
      I'd still ask over on the SSE page. In general, the person who ported the mod there may have made changes that the original author can't answer questions about; or often times the original author will also keep an eye on the mod that was ported to SSE (answering questions in the comments section). Also, other users of that mod may have insight that would help you. Finally, if you have a bug to report, it should be reported on the SSE mod, not this one.

      You're much more likely to get help by posting to the appropriate mod page for the version you're using.

      Now, in this case, the original mod author is quite active in the SSE comments. (They don't seem to be able to help anyone there, though, because they're not familiar with SSE modding.)
    4. DaedricSaber1701
      DaedricSaber1701
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      Hi Brakiri!  Since you've already finished the main quest, there are two ways to start Cairine's quest (you can do either one, the result is the same):

      1) Go to the apothecary's shop in Markarth (Bothela's shop).  Look behind her counter, and you'll find a book called "Bothela's Notebook".  Reading it will start the quest.

      OR

      2) Now that the Warrens are all cleaned up in your game go to the little mini-clinic at the far back of the Warrens.  There's a table back there with a book called "Alith's Clinic Notes".  Reading it will also start the quest.

      Here's a pair of screenshots to help you find them.  https://staticdelivery.nexusmods.com/mods/110/images/105026/105026-1602479769-2005855563.jpeg

      (And thank you for responding to this player, RONIN!  I only check Nexus Mods sporadically, so I miss stuff sometimes.)
  5. Aelinore
    Aelinore
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    This mod is probably the only reason I ever go to Markarth lol. One of my absolute favorites! <3 
    Would love to see this expanded over to Riften, maybe help out the people living in Beggar's Row. 
  6. lordshield
    lordshield
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    A small extra but very worthwhile, I especially liked the quest around Cairine
  7. linty2002
    linty2002
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    I love this mod thanks so much for making it
  8. LucioJyggalag
    LucioJyggalag
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    Excelent mod, if you want. Any of you can mix it with this mod i ported from Domenicus7: Tell me if you have any issues with the mod i ported!
    https://www.nexusmods.com/skyrim/mods/108442?tab=posts&BH=0
  9. Nachuack
    Nachuack
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    I can't find the Temple of Mara or the new Warrens Clinic anywhere. Where is it? 
    1. DaedricSaber1701
      DaedricSaber1701
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      If you're looking for the quest items, here's where you can find them:

      • The donated Shrine of Mara can be found in the Temple of Mara in Riften.  Go inside the temple, and turn right.  The shrine has been packed inside a basket: It's sort of tucked in a corner, on a table pressed up against the wall.
      • The donated Healing Herbs can be found in the herbalist/potion shop in Solitude.  They're in a bag/backpack on the floor, leaned up against the counter.  You should be able to see it when you first walk in the door of the shop.
      Both should have a standard quest marker.

      Return to the Warrens to turn in both quest items.  As with most of the quest items in this mod, you turn them in to the Donation Box, a chest just inside the doorway to the Warrens, to your left when you first walk in.  Once you've turned them in, the Warrens will change:

      • The Shrine will appear all the way at the far end of the hallway, surrounded by candles.
      • The clinic will appear also at the far end of the hallway.  It's quite small (as you'd expect for a clinic run by one person in a less privileged community): just a table and chair, and a shelf of potions and bandages.
      You can see both in this screenshot: https://staticdelivery.nexusmods.com/mods/110/images/105026/105026-1602479808-1971282705.jpeg
  10. Dragonsthorn
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    Would be nice to have an option to do the same for Beggar's Row in Riften. It's literally a sewer, those guys are worse off than the Warrens people who at least live in a ruin, not a sewage disposal facility...
  11. Norstaera
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    Hi, I like the idea of helping to make things better somewhere. I play SE, so decided to test out a conversion.I only wanted to see if I could get things started so I can't tell you if it works all the way through the cure, but it is working.
    If somebody else wants to try in SE, here's what I did:

    • Made a new folder with the mod's name in a non-game directory (I usually include SE at the end of the name). Then I extracted this mod's archive files into it.
    • Fired up Cathedral Assets Optimizer and ran it once to extract the BSA contents.
    • Ran CAO again to optimize the meshes and textures for SE, including face parts.
    • Deleted the .bsa from my MHW-SE folder and zipped  MHW-SE into a new archive. ***Note: tried to use CAO to create a new .bsa, but quest didn't start. SSE doesn't like .bsa's, or at least is very particular.
    • I use Vortex so I then moved my new SE archive to the skyrimse folder in Vortex downloads.
    • Install.
    Went to Markarth, started the quest. Spoke to Alith, she looks fine. Did some of the main quest and saw the Warrens change appearance. Everything seems to work though I did notice that the sacks in the spare room sit about 2 feet. off the ground and are in front of your sleeping area. I just jump over them. They're an extra security measure, right? The Warrens is still a desperate place, ;)

    Since I was only testing it out, I don't know if there are issues later with Cairine's cure, but it looks good so far. FWIW, it took longer to write this post than to make the SE conversion.
    1. DaedricSaber1701
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      Thank you so much!  Please feel free to post up your SE version to Nexus Mods (but only if you want to, of course)!  Regardless, I'm sure those instructions will be helpful to others.
    2. Norstaera
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      I'll be glad to post it, but after I do all the quests in case something comes up. So, it might be awhile. Happy 2021!
    3. Ray84
      Ray84
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      Activate the esp in CK and save it for the new 44 form
    4. Norstaera
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      Thanks for the input. It hasn't been necessary so far and I'm a fan of 'if it ain't broke, don't fix it.' Until I get to that point, I won't know if I need to do that or not.
    5. Norstaera
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      Helped the Warrens and found the cure w/o any issues. All is well in SSE. I see that Tvickie uploaded a conversion last month, so all is good on that front.
      Thanks for the mod.