@dopingd and metro1234567 After starting any mod, if the dialogue doesn't start, save and reload. It will generally fix quest start-up dialogues. Also make sure you don't quit dialogue too soon. Sometimes there's a slight delay with mod quest dialogue.
@KeirranM Wasn't bad for a first go but the dungeon was extremely straight forward (could use more turns, less light sources, and some traps.) I would also advise not putting special items from vanilla quests into future work. Adding to what tredmillion said about readme files... just make sure you name your readme something specific to you and your mod, otherwise many of them just want to overwrite each other lol
Anyway, keep on poking around with the CK. There's lots of neat things you can do with it. GL
I finally were able to interact with him, dunno why. I got the quest, went and killed Tez and got the horn which is now in my inventory, althogh the quest doesn't update and I can't give the original dragonborn the horn, I get no dialoge and the quest doesn't update. Is there any console command to force this quest to update? Sincerly DpingD
I installed the mod but when I interact with the original dragonborn he only says "Yes?" "hm" and so on, I can't seem to start a dialoge with him and therefore I cannot start the quest
nice quest!!! but got an issue.. when i try to give back the artifact to the original Dragonborn, he doesn't star a talk diag about the end of the quest..... any help?
Hey, very nice mod, fits very well into the game, though it seems a tad OP for being right next to riverwood. I just had a couple of notes When fighting Tez and the dremoras, i could not hit them with arrows unless they were right next to me. I don't know if thats intentional or not, but made it hard for my my lvl 8 stealth archer to fight them, had to tgm it. When I left the cave i was placed behind the door, and had to use tcl to get out from behind it. I was in third person when i left the dungeon, so that may be why. Thats my only complaints which means you did a very good dungeon, I'd move the entrance or tone down the loot to make it more balanced. -endorsed
21 comments
After starting any mod, if the dialogue doesn't start, save and reload. It will generally fix quest start-up dialogues. Also make sure you don't quit dialogue too soon. Sometimes there's a slight delay with mod quest dialogue.
@KeirranM
Wasn't bad for a first go but the dungeon was extremely straight forward (could use more turns, less light sources, and some traps.) I would also advise not putting special items from vanilla quests into future work. Adding to what tredmillion said about readme files... just make sure you name your readme something specific to you and your mod, otherwise many of them just want to overwrite each other lol
Anyway, keep on poking around with the CK. There's lots of neat things you can do with it. GL
Sincerly DpingD
When fighting Tez and the dremoras, i could not hit them with arrows unless they were right next to me. I don't know if thats intentional or not, but made it hard for my my lvl 8 stealth archer to fight them, had to tgm it.
When I left the cave i was placed behind the door, and had to use tcl to get out from behind it. I was in third person when i left the dungeon, so that may be why.
Thats my only complaints which means you did a very good dungeon, I'd move the entrance or tone down the loot to make it more balanced.
-endorsed
And thanks hope you enjoy it
so make put your stuff together like this;
ModName.7zip > meshes folder (called "meshes")
textures folder (called "textures")
.bsa files
.esp files
.esm files
and any readmes
now you might not have any .bsa or .esm files, but you'll almost certainly have a .esp and meshes and textures
my advice, download a mod that works with nmm and examine how its packaged up, anyway your mod sounds really cool