I enjoyed this short quest and was impressed both by the quality of the voice acting, and it's integration within the characters already present in Skyrim.
I would recommend making a save BEFORE starting any sequences though, as they have been known to freeze up or fail to advance both before re-uniting with a certain colleague of your scholar friend, and after battling the boss.
First of all thanks to Markus179 to have ported to LE this nice mod, very well voiced and that I hope could be expanded. In the plot I encountered some little problems, some of which also reported by the SE posts:
- the body can be found (in my gameplay, where Whiterun was never modified) just touring the walls of the temple of Kynareth, in a bare terrain area, without grass or ferns like those viewed in the spoiler-pic posted on SE;
- when visiting Calcelmo, for some reason Maelis do not start to speak to Calcelmo. This may be due, in my game, to the presence of Anna's NPCs mod, that add a dwarven robotic "pet" to Calcelmo. I tried various solutions, but the only working one was consoleing: setstage M6_SOTG 65
- last, when using the dwarven spell to evoke Koji's ghost, Maelis could not perform it. Here again, console: setstage M6_SOTG 77 setstage M6_SOTG 78 unblocked the situation. This problem is referenced also in SE posts, and apparently the Dragonborn must stay close to Koji's corpse, while I was very far, because Maelis adviced me to keep at distance, the spell being dangerous. Maybe this advice should be rephrased, if the player is supposed to do the exact contrary.
Thanks again for the mod and the port, adding something fresh to the rather dim atmosphere of LE !
No problem bro. Thank you for testing and your informative feedback. Like you stated, most of what you reported is on the SE page. The mod is brand new so there will definitely be a couple of bugs to iron out. Most of which have already been planned to be fix in the next update. So all we can do really is wait.
For the Assassin near the temple of Kynareth that's exactly how he showed up in my game. I have JKlite and Dawn of Skyrim so that ledge he is hanging off of isn't in my game either. I don't think that's an issue with the actual mod itself. More so, depending on what type of Whiterun overhaul you have will affect how well his body will be hidden and positioned. Some Whiterun overhauls add alot of grass and objects to the terrain, some don't.
I really appreciate your feedback, the more information we have the better the next update will be! :)
From looking around in the code if you have anything editing Calcelmo you need to patch it as the code from this mod would get overwriten.
All it takes is copying the code from this to the mod editing him or copy the code from the mod that edits him to a new esp then add the new stuff from this on top of that.
Edit: It is very easy and is basic Xedit so anyone can learn how to do it
8 comments
I would recommend making a save BEFORE starting any sequences though, as they have been known to freeze up or fail to advance both before re-uniting with a certain colleague of your scholar friend, and after battling the boss.
In the plot I encountered some little problems, some of which also reported by the SE posts:
- the body can be found (in my gameplay, where Whiterun was never modified) just touring the walls of the temple of Kynareth, in a bare terrain area, without grass or ferns like those viewed in the spoiler-pic posted on SE;
- when visiting Calcelmo, for some reason Maelis do not start to speak to Calcelmo. This may be due, in my game, to the presence of Anna's NPCs mod, that add a dwarven robotic "pet" to Calcelmo. I tried various solutions, but the only working one was consoleing:
setstage M6_SOTG 65
- last, when using the dwarven spell to evoke Koji's ghost, Maelis could not perform it. Here again, console:
setstage M6_SOTG 77
setstage M6_SOTG 78
unblocked the situation.
This problem is referenced also in SE posts, and apparently the Dragonborn must stay close to Koji's corpse, while I was very far, because Maelis adviced me to keep at distance, the spell being dangerous. Maybe this advice should be rephrased, if the player is supposed to do the exact contrary.
Thanks again for the mod and the port, adding something fresh to the rather dim atmosphere of LE !
For the Assassin near the temple of Kynareth that's exactly how he showed up in my game. I have JKlite and Dawn of Skyrim so that ledge he is hanging off of isn't in my game either. I don't think that's an issue with the actual mod itself. More so, depending on what type of Whiterun overhaul you have will affect how well his body will be hidden and positioned. Some Whiterun overhauls add alot of grass and objects to the terrain, some don't.
I really appreciate your feedback, the more information we have the better the next update will be! :)
All it takes is copying the code from this to the mod editing him or copy the code from the mod that edits him to a new esp then add the new stuff from this on top of that.
Edit: It is very easy and is basic Xedit so anyone can learn how to do it