I can confirm that you can convert this mod to SE with no hassle. Just load the esp with SE Creation Engine and save. For the esm file, you need first to remove its esm flag with xedit and rename it as .esp file. Be sure you download the loose file version of the mod. When in doubt, google.
This mod doesn't work for me, dangit. The Hall of the Vigilant is nothing but a burning cabin, just like it is in the vanilla game. I don't see a shrine with a set of stairs behind it.
If you have Dawnguard and spoke to them about recruiting (level 10 and up), Hall of the Vigilant will be destroyed. One thing you can do is get ''Timing is Everything'' mod available here on nexus and delay Dawnguard recruitment to any level you want. I usually set it up at level 25+
Thanks for the tip with 'Timing is Everything'! Now I can play this quest, then Agent of the Righteous Mind etc. and vampires only turn up when I am lvl 45 (and the Hall is destroyed).
p.s. except for the vampires you have to hunt down in this quest.
Replying to this 4 and a half years later. For some reason the mod works now, although it's been a struggle. Maybe it's because the team leader is a jerk (haha) but seriously, it's odd that for some people the mod works fine. For me, I have to delve into the Creation Kit just to fix a bunch of stuff.
Edit: I have Dawnguard, do not use Alternate Start: Live Another Life, and although I do use Timing Is Everything, it is not set up to change anything Dawnguard-wise. So, go figure.
alright so at first I couldn't start the quest to join, but Heinrich didnt speak to me (even with the patch to remove restrictions). So apparently the problem was from Live Another Life, if you chose the vigilant option, it makes Heinrich not speak to you. To fix simply deactivate Live another life, go speak to Heinrich to start the quest. Sjould be safe to reactivate LAL after that but to be sure i wouldn't do it until you complete this mod entirely
He also won't speak to us sometimes if our character has any sort of crime bounty, in any of the holds. Or if we have finished any Daedric quests. My character has finished one of them (DA16) and so what I did was went into the Creation Kit, and deleted the one line from Heinrich's opening dialog. Something like GetQuestDone DA16 == 1.00. After this, he not only delivered lines, but also allowed my character to join the VoS.
Problem is, from that moment on, quest instances (stages setting, and so on) are hit or miss.
Try waiting. I realize this post was made 3 and a half years ago, but for anyone else having this prob try waiting, preferably in some different cell. Go back inside the hall until Heinrich appeared. Yes, this happened to me too.
Doubtful, unless you try to do it yourself. The David Brasher team abandoned this long ago. According to his own DESCRIPTION page, he's a lousy coder anyway, as well as a total jerk to work with. Lol.
I find it interesting that a lot of gamers seem to have no problems with this mod, and specifically, getting Heinrich to deliver his lines. My download is completely broken in this regard! In the Creation Kit I can see why. None of its scripts have loaded, meaning SetStages and other quest moments aren't happening predictably....
Here is how I fixed my game. Below are some words from the mod author himself. Wish these words appeared on the front DESCRIPTION page... it would have saved me a lot of time.
"For this mod, be sure to follow the installation instructions closely. NMM is not recommended. If the .bsa version is not working for you, try the loose files version. If the loose files version is not working for you, try the .bsa version. Most people should get the newest version. If you use a really old version there will be bugs that have already been fixed in newer versions. Be sure to follow the disinstallation instructions carefully when switching from a loose files version to a .bsa version."
Ditching the .BSA and installing the loose files archive fixed my game. :) The loose files archive contains all the missing scripts which my computer couldn't access from the .BSA
Also, for those who go into the cellar and don't see Heinrich, David Brasher (main mod author) says
"Once in awhile he goes upstairs. Now and then he leaves the building. If you wait a number of hours or come back later, he should be there." ... and I can confirm this is true.
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Now I can play this quest, then Agent of the Righteous Mind etc. and vampires only turn up when I am lvl 45 (and the Hall is destroyed).
p.s. except for the vampires you have to hunt down in this quest.
Edit: I have Dawnguard, do not use Alternate Start: Live Another Life, and although I do use Timing Is Everything, it is not set up to change anything Dawnguard-wise. So, go figure.
Sjould be safe to reactivate LAL after that but to be sure i wouldn't do it until you complete this mod entirely
Problem is, from that moment on, quest instances (stages setting, and so on) are hit or miss.
Here is how I fixed my game. Below are some words from the mod author himself. Wish these words appeared on the front DESCRIPTION page... it would have saved me a lot of time.
"For this mod, be sure to follow the installation instructions closely. NMM is not recommended. If the .bsa version is not working for you, try the loose files version. If the loose files version is not working for you, try the .bsa version. Most people should get the newest version. If you use a really old version there will be bugs that have already been fixed in newer versions. Be sure to follow the disinstallation instructions carefully when switching from a loose files version to a .bsa version."
Ditching the .BSA and installing the loose files archive fixed my game. :) The loose files archive contains all the missing scripts which my computer couldn't access from the .BSA
Also, for those who go into the cellar and don't see Heinrich, David Brasher (main mod author) says
"Once in awhile he goes upstairs. Now and then he leaves the building. If you wait a number of hours or come back later, he should be there." ... and I can confirm this is true.