3.2 has a problem with a hallway/room not rendering due to something I did, probably when I used Tes5edit to automatically clean the mod. I slipped passed my detection somehow and I don't know how. I went back to 3.1 and the problem is not present. I am going to try to clean 3.1 and get the mod version updated to 3.3 for everyone soon.
Should I take it that porting it to SSE is a bit more complicated than opening and saving in the CK? (And changing the name of the ESP and the asset folders to make it work with the Rs Children patch?)
Actually, I'm porting it even as we speak. Will attempt to make it work with the existing Rs Children patch for SSE (basically just by renaming the files).
EDIT: Apparently it IS more involved than I thought. Tried it, but I'm getting brownface and no dialogue from Stelleos, and a crash shortly after the first fight in the escape tunnel. :-(
Treva's Watch Reclaimed is compatible with OBIS, though it can make some of the interior fighting rather harsh, if rather exciting. Makes for quite a fight.
I still love the mod and it compliments Blackthorn very well, being across the river from one another. Note, if Stalleo's bodyguards survive the retaking of Treva's Watch, they still move across the river to help guard Blackthorn, which is pretty awesome really. Kind of reinforces the notion you have become allies with Stalleo. They interact very well with the exterior cells of Blackthorn, walking up and down the streets, sitting on benches and even fighting hostiles which descend upon the village.
Oh, please do, this is such a great mod idea and way too unrecognized.
I've started a new game after a two year break or so, and I had forgotten about many things - but as I did the Treva's Watch quest recently, I knew it had left me puzzled and unsatisfied a lot of times before.
Good day dear author, by any chance, are these pics the missing hallway that was fixed? https://www.nexusmods.com/skyrim/images/698131 https://www.nexusmods.com/skyrim/images/698132
I've just downloaded the latest version. I have yet to check if it's on my end though. Brb.
Edit: OK. I've checked tesv edit and I see no losing conflicts with my load order.
Still, a really nice mod and thanks for creating it.
Im a bit late to this mod, but thanks for making it. seemed silly after reclaiming the castle he just stayed at the camp, so i looked for any mod that would make some use of it and found this! Hopefully this mod is still active so that room gets fixed in next update
Hi. Silly question. What happens if you install the mod after you've cleared the fort (having only just remembered that it exists when you were opening the gate)?
That's a good question and on that I should have answered. I will check, but the only issue I can conceive of is depending on the time of day Stalleo might walk into a shut gate and stop until it opens by you or the Ork. I will check though.
Thank you. I have another problem now. I daringly inserted this into my SSE game, having ascertained as far as possible that it didn't need SKSE or SkyUI and having started a new game with Treva's Watch virgin and untouched. I waltzed through the keep, dispatching bandits left right and centre, and eventually got to the lever to open the gate and pulled it. It opened the gate, but the quest stage remained uncompleted. I went and found Stalleo and his chums, but they're giving me the silent treatment. Is there anything I can do about this, do you think, or should I roll back to a previous save, remove the files and resign myself to waiting?
Yeah. I looked into how to convert it properly then I got into http://www.nexusmods.com/skyrim/mods/80269/? and have not had time for this. I will convert it when I get the chance. It will be after the 10th of December though.
Thanks Tea! That means a lot just hearing your interest! Guys like you are the glue here. 3.4 does everything and much more than I set out to do. The lip syncing however for about 6 lines is off. I am going to fix it for 3.5. I will continue to update the mod. I have had several requests to make the guards change over depending on the result of the war. I plan to do that and I may add a new quest with another voiced NPC. There are a few other tweaks to come as well.
Aw shucks kcaz, thanks for your nice comment. I know a very easy technique to switch the guards over with the civil war if you need any help. Good on you for continuing to develop the mod. I look forward to the updates. Cheers.
145 comments
Please note that version 3.2 has a problem an invisible room.
Thanks!
EDIT: Apparently it IS more involved than I thought. Tried it, but I'm getting brownface and no dialogue from Stelleos, and a crash shortly after the first fight in the escape tunnel. :-(
I still love the mod and it compliments Blackthorn very well, being across the river from one another. Note, if Stalleo's bodyguards survive the retaking of Treva's Watch, they still move across the river to help guard Blackthorn, which is pretty awesome really. Kind of reinforces the notion you have become allies with Stalleo. They interact very well with the exterior cells of Blackthorn, walking up and down the streets, sitting on benches and even fighting hostiles which descend upon the village.
Thank you again for your mod.
I've started a new game after a two year break or so, and I had forgotten about many things - but as I did the Treva's Watch quest recently, I knew it had left me puzzled and unsatisfied a lot of times before.
https://www.nexusmods.com/skyrim/images/698131
https://www.nexusmods.com/skyrim/images/698132
I've just downloaded the latest version. I have yet to check if it's on my end though. Brb.
Edit:
OK. I've checked tesv edit and I see no losing conflicts with my load order.
Still, a really nice mod and thanks for creating it.
Hopefully this mod is still active so that room gets fixed in next update
Lethiel
Lethiel
Lethiel
3.5 will be updated with this and will have better lip syncing.
Everyone can look do n the 6th or so.
The next task will be to upgrade this to the SSE!
Thanks!