Interestingly enough: there is evidence within Skyrim's scripting that indicates this particular quest 'was' originally intended to be a lot darker than it is in vanilla now. It seems that Nelkir was supposed to kill his father at the end of it for some unknown reason (possibly 'with' the ebony blade), but it looks like it got scrapped, and they had to redesign it into the more simplistic quest it is now.
I noticed no quest marker for Nelkir after the Whispering door was opened and told the Jarl what happened. There was no quest update either. I had a feeling where Nelkir might be found. But to be sure, I used the Are You There? mod to move my character to his location as a test.
Without a quest marker, it would be quite a while before a player stumbles upon Nelkir again in the playthrough. When I found the Ebony Blade and decided what to do with it, that is when the questline updated. Confusing the way some of the quest stages are described, grammar-wise.
From the video showcase of the quest expansion that JaySerpa made, I believe that the searching part is intentional, as he wrote the player character into a pseudo-investigator.
When I tested this mod, I didn't get anything that I considered a bug, but that's just my viewpoint.
However, quests not updating when they should can also just be Skyrim being Skyrim. It just works (tm).
I have almost 10,000 hours of Skyrim play. Rarely do I see a quest stage not updating.
ADDED: I watched the movie. I see it had blood stains in it. I didn't have them in my game. I came into the next quest area from the barracks trap door. But I see in the movie, the cell door is open. And the drain door is opened. Mine were locked and the guards don't like me opening cell doors even if I am Dragonborn. So something didn't trigger for me. Not the end of the world though.
The bug happens when you enter the Ebony Blade room a second time (the body will be missing) instead of following the trail of blood.
MORE ADDED: Heimskr was in the cell. So maybe that fouled things up. I did see blood the second time though so that's good.
Hello everyone,very great that there is such a mod, and you can play a "good" one. I also think the excitement with dialogues is great. Many thanks for that. My question: when I've played through the quest with this mod, can I deactivate it again later, after finishing the quest to have space for esp's again without losing items etc. or breaking the game? I ask the (stupid??) question some weeeeks ago on the original SSE-side, but I got no answer, so I try it here, and hope for some Info. Thanks for answer
Any mod that isn't just a texture or mesh replacer is safe to remove. This mod is not such a mod. It is not safe to remove after a playthrough. Deal with it.
This is considered common knowledge among the modding community, so nobody will answer that question for you, but today I am in a better mood.
Hi Barry, thanks for your info.I almost thought so, but wasn't sure, I've loaded one or the other esp mod, companion or armour, PlayerHomes or something like that, played it briefly and removed it again, that works too.But with this mod, where the game is intervened, I wasn't sure if it would be so easy to remove it again.So, thank you for your answer, I was lucky that you were in a good mood.Kudo given.
Thank you so much for all these awesome mod ports to LE, If i could be so bold as to make a request i'd absolutely love it if you could port the mod "Necrom" from SE to LE. https://www.nexusmods.com/skyrimspecialedition/mods/86292
I can't backport everything due to permissions in general. Best way to get backports is to learn to do it for oneself. Backporting Necrom yourself would be a great learning experience.
Long version:
Give a man a backport and he will be happy with only one mod. Teach a man to backport and he will learn to backport mods whose permissions forbids publishing backports. Xelzaz, a custom-voiced Argonian follower is one of my most favourite mods for which backporting is not allowed under permissions for game conversion. Thus, I personally backported it, but cannot publish it, with Xelzaz being only one of many that I cannot ever share. Necrom appears to allow backporting permission, but you would probably have other SE backporting desires, but their permissions forbid other backporters from doing the work for you. Thus, it would be the best for you to learn yourself, for nobody can stop personal backports. From examining the files, Necrom seems easy enough to backport as a first step for your learning.
I have attached the link for the guide that taught me everything.
Thank you for the link to the very helpful guide, i've been attempting to backport Necrom but i've hit a bit of a wall, i've successfully managed to convert the meshes and textures, as well as the ESP.
i've packed everything in a folder and imported it to Vortex and installed it, however when i start Skyrim the skyrim symbol comes up on the main screen but gets stuck loading there, i never get the options to continue, new game etc...
i assume this might be due to needing to mess with the scripts in the mod or needing to do something with the sound files?
Yes, I have encountered this problem before. I used a furry mod to turn Inconsequential NPCs into furries, with a pre-made patch.esp, but an oversight caused one NPC to use a human headpart on a wolf head, resulting in a unspeakable nightmare. I fixed the issue in Creation Kit, but it resulted in the same issue that you had. Other mod authors say that this issue is caused by random file corruptions, which in my case, the corrected patch.esp was the culprit. I just redid the correction of the patch.esp in xEdit and the issue was gone. Neither CK nor xEdit are more likely than the other to cause random corruptions.
Assuming that you followed the instructions well, then the root cause of this issue is that one of your files randomly corrupted. You just have to redo the backport process again. Sound and script files almost never need to change for backports, so it is very unlikely that is their fault. Also, if your folder layout in the backported mod is like other mod's folder layouts, then wrong folder layout is also unlikely to be the culprit.
16 comments
I noticed no quest marker for Nelkir after the Whispering door was opened and told the Jarl what happened. There was no quest update either. I had a feeling where Nelkir might be found. But to be sure, I used the Are You There? mod to move my character to his location as a test.
Without a quest marker, it would be quite a while before a player stumbles upon Nelkir again in the playthrough. When I found the Ebony Blade and decided what to do with it, that is when the questline updated. Confusing the way some of the quest stages are described, grammar-wise.
When I tested this mod, I didn't get anything that I considered a bug, but that's just my viewpoint.
However, quests not updating when they should can also just be Skyrim being Skyrim. It just works (tm).
ADDED:
I watched the movie. I see it had blood stains in it. I didn't have them in my game. I came into the next quest area from the barracks trap door. But I see in the movie, the cell door is open. And the drain door is opened. Mine were locked and the guards don't like me opening cell doors even if I am Dragonborn. So something didn't trigger for me. Not the end of the world though.
The bug happens when you enter the Ebony Blade room a second time (the body will be missing) instead of following the trail of blood.
MORE ADDED: Heimskr was in the cell. So maybe that fouled things up. I did see blood the second time though so that's good.
I also think the excitement with dialogues is great.
Many thanks for that.
My question: when I've played through the quest with this mod, can I deactivate it again later, after finishing the quest to have space for esp's again without losing items etc. or breaking the game?
I ask the (stupid??) question some weeeeks ago on the original SSE-side, but I got no answer, so I try it here, and hope for some Info.
Thanks for answer
This is considered common knowledge among the modding community, so nobody will answer that question for you, but today I am in a better mood.
I can't backport everything due to permissions in general. Best way to get backports is to learn to do it for oneself. Backporting
Necrom yourself would be a great learning experience.
Long version:
Give a man a backport and he will be happy with only one mod. Teach a man to backport and he will learn to backport mods whose permissions forbids publishing backports. Xelzaz, a custom-voiced Argonian follower is one of my most favourite mods for which backporting is not allowed under permissions for game conversion. Thus, I personally backported it, but cannot publish it, with Xelzaz being only one of many that I cannot ever share. Necrom appears to allow backporting permission, but you would probably have other SE backporting desires, but their permissions forbid other backporters from doing the work for you. Thus, it would be the best for you to learn yourself, for nobody can stop personal backports. From examining the files, Necrom seems easy enough to backport as a first step for your learning.
I have attached the link for the guide that taught me everything.
https://dawns-beauty.tumblr.com/post/652629529895043072/a-dirty-guide-to-backporting-some-mods-so-as
Besides, the only reason I even started backporting is because I asked for JaySerpa's permission.
i've packed everything in a folder and imported it to Vortex and installed it, however when i start Skyrim the skyrim symbol comes up on the main screen but gets stuck loading there, i never get the options to continue, new game etc...
i assume this might be due to needing to mess with the scripts in the mod or needing to do something with the sound files?
Have you encountered this problem?
Assuming that you followed the instructions well, then the root cause of this issue is that one of your files randomly corrupted. You just have to redo the backport process again. Sound and script files almost never need to change for backports, so it is very unlikely that is their fault. Also, if your folder layout in the backported mod is like other mod's folder layouts, then wrong folder layout is also unlikely to be the culprit.
Thank you.