Just tried this in 2021. It looks basic but is not bad. The story and unvoiced dialogue is decent, and some of the dungeons are actually quite good. There were some neat features I have rarely seen in the 170+ other quest mods I have played (some good elaborate scripted scenes and artistic camera effects, etc).
But boy is this thing glitchy. The quests don't advance reliably. After figuring out from the comments below I needed to go to "halldirs cairn" (as the first quest would not start), I had to use "setstage" console commands to advance the other quests multiple times, and even then I had to reload often to get things working.
It felt sad, knowing the author has put a lot of work into this, but the broken state of the quests make it fall short of its potential.
The mod is good, and could be pretty good if just a bit more polished - many scripts seem to have problems. Bringing with you a follower, then, will have catastrophic consequences, because continually interfering with the plot development.
Modding oblige, having both version available is always better, then, of course, it is on each modder left to decide.
(Then, given stance, I quite often fail to use the mods using bsa when it is time to see as to integrate them (it is already quite something to set along over 300 world editings mod to fit together correctly, then,
mmmmm, After arriving at Traquility after a very boring long walk....the npc takes me to the Red Blade base, and than just stands there, with the marker on top of it, doing nothin. Nobody has dialog for me o.O. I just Removed this mod. and hoping on a better version.
I can't understand how this mod has so few endorsements. Yet a couple of gilches I found recently, none blocking (and I will be obscure in order not to spoil much) - after sent to Skyrim from the valley the quest marker isn't pointing you back till you enter the canyon, one of the reason I forgot about this mod after restarted playing - in the village outside Skyrim I had constant crashes: always crashes on inventory open and even sometime just moving around, and they were present even with or without SafetyLoad and the new memory patch around - in the same village I couldn't climb the big stair, had to use clp in console - in the same village I couldn't find the key to the outside tower top, but maybe is there but because of the crashes I couldn't find it, had to use open in console to kill the last guard - in the dream in "nowhere" I had to use clp again to get to the white monsters, they were not moving and I couldn't climb down to them - also a personal opinion: failed objectives are not looking good if you really can't do them, as the vanilla game doesn't do this in quests is frustrating for perfectionists Good luck with your newer projects!
maybe for having to finish the main quest before playing this mod , they are already bored from playing it several times , and they wont to hear nothing about doing it again .
can you remove the need to finish the main quest of skyrim ? , i think most old skyrim players are not interested anymore of playing or finishing the main quest after finishing it a couple or more times , with this need you are forcing the player to redo many quests done for several times and get bored by ... i think its bad for this mod to force the various players to do that. normally when a player has finished the main quest he is too strong to enjoy the less challenging the whole game became , with a lot of useless money , he have perhapse everything he needs , and so he is planing for a new walkthrough by then.
If you downloaded the latest version, and the enemies who were supposed to advance the quest are already dead you can simply search their bodies to advance the quest.
I've run into a snag. I'm following Jo'Rakha. In the room with three pedastals, two of which have orbs in them. After killing the mages, Jo'Rakha and other follower do not continue. They just stand there and I can't get him to move. Enjoying the mod so far. Very nice.
51 comments
It looks basic but is not bad. The story and unvoiced dialogue is decent, and some of the dungeons are actually quite good.
There were some neat features I have rarely seen in the 170+ other quest mods I have played (some good elaborate scripted scenes and artistic camera effects, etc).
But boy is this thing glitchy. The quests don't advance reliably. After figuring out from the comments below I needed to go to "halldirs cairn" (as the first quest would not start), I had to use "setstage" console commands to advance the other quests multiple times, and even then I had to reload often to get things working.
It felt sad, knowing the author has put a lot of work into this, but the broken state of the quests make it fall short of its potential.
Bringing with you a follower, then, will have catastrophic consequences, because continually interfering with the plot development.
Possible console code to force-start the quest? Anyone?
I replaced the recently uploaded file by one containing only the ESP and BSA.
(Then, given stance, I quite often fail to use the mods using bsa when it is time to see as to integrate them (it is already quite something to set along over 300 world editings mod to fit together correctly, then,
Given the total number of mods used, it is quite the major origin as to bugs nowadays.
Yet a couple of gilches I found recently, none blocking (and I will be obscure in order not to spoil much)
- after sent to Skyrim from the valley the quest marker isn't pointing you back till you enter the canyon, one of the reason I forgot about this mod after restarted playing
- in the village outside Skyrim I had constant crashes: always crashes on inventory open and even sometime just moving around, and they were present even with or without SafetyLoad and the new memory patch around
- in the same village I couldn't climb the big stair, had to use clp in console
- in the same village I couldn't find the key to the outside tower top, but maybe is there but because of the crashes I couldn't find it, had to use open in console to kill the last guard
- in the dream in "nowhere" I had to use clp again to get to the white monsters, they were not moving and I couldn't climb down to them
- also a personal opinion: failed objectives are not looking good if you really can't do them, as the vanilla game doesn't do this in quests is frustrating for perfectionists
Good luck with your newer projects!
i think its bad for this mod to force the various players to do that.
normally when a player has finished the main quest he is too strong to enjoy the less challenging the whole game became , with a lot of useless money , he have perhapse everything he needs , and so he is planing for a new walkthrough by then.