1. Mike Hancho
    Mike Hancho
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    PLEASE do NOT private message me to get help if you're having an issue. Post a comment here and you're much more likely to get help quicker.

    Version 105.3 Notes - Released 01-26-14

    This is a minor update that tweaks a few small issues in Staadomaar as seen below. If you've already played the mission to Staadomaar, there's not much reason to update unless you just want to be using the most current version, which is always a good idea.

    - Complete overhaul of the quest objectives during the Staadomaar mission. Fixes the confusing quest pointer that was pointing to the new worldspace, but shows up on the map near Whiterun. (Must update before mission 5 begins to take effect.)
    - Adds pull chains to both sides of several doors in Staadomaar that only had a chain on one side.
    - Removes a Gas Trap that was reported to throw entries to the script log.
    - Puts collision and rubble piles in a few places where the player or NPC's could get stuck.
    - Tweaks the Roombounds and Portals in Staadomaar where there were a couple of trouble spots. (Requires a new save to take effect.)
    - Minor navmesh tweaks.

    Version 105.2 Notes - Released 12-22-13
    NOTE: New users should install V105.2. Current users of any version before V105 should also update to V105.2, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the "Changing of the Guard" quests are completed. Current users of V105 and V105.1 can update at any time with no worries.

    This update is a small but important patch to fix a few issues I found in Version 105 & 105.1 as follows:

    - Fixes Cienna's barter package that was conditioned incorrectly and could stop working.
    - Fixes an incorrect mesh path that rendered the claw display inoperable.
    - Rolund's voice files have been EQ'd again for better quality and level.
    - Fixes a couple of minor script errors.
    - Removes some superfluous scripting.
    - Cleaned with TesVedit record-by-record in every cell for a MUCH cleaner mod.
    - Removed various navmesh, cell and reference edits that were unnecessary.

    Version 105.1 Notes - Released 12-15-13
    NOTE: New users should install V105.1. Current users should also update to V105.1, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the Changing of the Guard quests are completed.

    This update includes everything in V105 below, plus the following changes:
    - Splits Staadomaar ruin into 2 cells to help those with issues of hanging up or hitting the memory cap.

    - Complete re-voice for Froki Whetted-Blade by River Kanoff including all the voice for Kyne's Sacred Trials & Haming Gets a Home.

    - Added all new guards in the Thalmor prison to help those whose games refused to respawn the cell when called to Reset.

    - Tweaks to follower packages.

    - Adds several new weapon plaques to the display room and tweaks the lighting.

    - Adds a new slot in the claw display for the Black Glass Claw found in Staadomaar.

    - Other minor tweaks you probably wouldn't notice.

    Version 105 released 10-27-13

    PLEASE do NOT private message me to get help if you're having an issue. Post a comment here and you're much more likely to get help quicker.


    No more radiant quests! - All formerly "radiant story" generated quests for Helgen's guards are now all overhauled and have custom dungeons. (see below) This means NO MORE unfilled aliases for the bosses! The new locations include:

    Staadomaar Ruin & Temple - MASSIVE Nord ruin and new worldspace by Wereta. It is in my opinion one of the most unique feeling ruins in the game, and you don't want to miss it! Yes, it's THAT good!

    Upper Embershard "Haunted" Mine - Medium sized mine with scripted "ghostly" encounters and really powerful boss. I'm really happy with how this level turned out and it was truly a team effort between myself with the basic level design and simple scripting, Yogo with his complex scripting and Wereta putting the finishing touches of clutter. Also, Piper did an incredible job with the voice for Hanna.

    Pinewatch Mine - New mine by Wereta inhabited by bandits near Pinewatch who are making weapons and gathering their forces to attack Helgen.

    Brittleshin Cavern - New custom level by Ionis the Bear added to Brittleshin Pass filled with Necromancers and Warlocks. The entire vanilla Brittleshin Pass level has been repopulated and is a lot more fun and challenging.

    Shriekwind Sanctum - Small and interesting vampire lair by Ionis the Bear added to the vanilla Shriekwind Bastion level. Like Brittleshin Pass, Shriekwind Bastion has been repopulated and plays like a different level than before.

    Skybound Crypt - Small nord ruin by Mike Hancho filled with bandits. The entire Skybound Watch exterior and interior has been filled with bandits preparing to attack Helgen. Fight your way through them to their leader and end the threat to Helgen once and for all.

    More dialog - New misc dialog for nearly all of my actors! Now they shouldn't be silent if you try to talk to them. They won't really have conversations with you, but at least they're not mute, lol.

    Cienna marriage option - Added the option to marry Cienna after you meet certain conditions. The main quest City on a Hill most be completed and Cienna must be tending her shop - NOT following you. The dialog to start the courting will NOT be valid unless she is in her shop! Cienna also must have followed you at least one time, and you must be wearing an Amulet of Mara and have talked to a priest about how to get married in Skyrim. Obviously, you cannot be married already. Once those conditions are met, you should have valid dialog to tell her you wanted to talk to her. If you're updating from an earlier version and she already spoke to you about being available to travel with you you'll have to go through that again because out of necessity I had to restart her quest.

    Joto gets a dog! - If you're clearing the new Brittleshin Cavern level with Joto for his evaluation, a stray dog will come from his hiding place and greet Joto and become his new friend. If you already evaluated Joto with one of the former radiant quests, you'll find the dog in the cavern if you go there by yourself.

    Recruit-able guards - All Independent guards are now permanent recruit-able teammates when you want them to travel with you. After you finish all of the evaluation quests, just tell them you want them to come with you and they become teammates until you dismiss them! They also have options to access their inventory items so you can change their weapons and armor.

    Haming gets a home! - Move Froki and Haming into the empty house on the hill if you wish to.

    New voice actors! - New voice actors for Balfring, Joto and Altan. Unfortunately, Mike Quinlan was not available to voice more lines for Joto's dog quest, but I found Joe MacKenzie who did an amazing job on the part! He also did the new lines for Altan, and Daniel Hodge (the awesome voice for Wiglaf) re-voiced Balfring for me.

  2. qweroucherr
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    Thank you, Mike. This is really a good mod, and I love it. I am considering some plots like following. When Val is taken to the tharmor prison, and all the guards followed to rescue him. Then Helgen is taken by the tharmors by surprise. The dragonborn lead the guards in through the backway, which he/she managed to escape Helgen at the beginning of game.
  3. mystery152489
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    First of all thank you mike and co. for a great, fun and well voice acted mod! 
    That being say'd I've encountered a bug I can't seem to take care of myself (fourth playthrough). PS: SPOILERS BELOW, YE BE WARNED
    So in bitter wounds Marcus and the keepers of Hattu (except Cienna but I'll get back to that later) won't go back down to Helgen for the funeral even after the quest log has updated to meet Marcus in Helgen.
    They just keep hanging around in the prison without dialog (Val's body has already dissapeared).
    I will note that when the keepers of Hattu came into the prison after Val died Cienna wasn't there, I have forgotten if she is supposed to come aswell or not. I had dismissed her right before going to the prison with Val (he was already following me at that point). It might also be worth noting that I've used AFT (amazing follower tweaks) to tweak Cienna.
    Any help would be really appreciated, I've looked around on the forum but can't find a sollution.
  4. Dodgeguy55
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    I am just now trying this mod out and i am clearing upper embershard mine (good thing that u put something in that empty spot) and what i am experiencing is creative and creepy as s***! you could easily make a horror mod based on the effects here! seventytwelve out of 10, would reccomend.
  5. Ildun
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    My game always CTD when I am receiving the quest "Changing the guard", before the quest and sound effect show up/ I used LOOT for load order and all my graphic setting at lowest, anything else I can do?
  6. lordblak360
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    I finally got around to starting this and WOW, I am amazed at the quality of your mod here. I'm having so much fun so far and it's literally feels like it's part of the original release. Great work...
  7. aqib87
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    i am hearing thunder sound when at helgen. i already reach the part when val die..i wonder where the sound come from?
    end the slave cave having a bug but i can still enter it..
  8. SirWetpants
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    Hi. I am at that stage where I must gather 5 recruits from different inns around skyrim, I had no problems with them but only with the inn in Whiterun. Whenever I'm trying to enter The Bannered Mare, my game crashes without any error or message or anything, screen goes black and exits to windows. I tried running LOOT several times, disabled recently added mods, tried different saves, tried at different hours, different paths etc. but nothing worked. I can't enter The Bannered Mare to recruit the guy who's in there. I can enter the inn though if I load an older save in which i didn't reach that stage yet (recruiting soldiers).

    Any solutions please?
  9. Orchidtoyo82858
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    i look at several pages of posts to find a solution and didn't find this exact issue.

    I'm stuck on the bitter wounds quest where the pc gets knocked out and teleported to talk to aelrandi but when I wake up the screen just fades to black. The game doesn't freeze because I can access most of the menus and the console commands. I've tried the set stage commend to get around this but then the quest is broken in one way, shape or form. The stage is 140 for reference.
    1. Orchidtoyo82858
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      FIXED: sorta... It seems to be caused by the Fertility Mode Mod I downloaded. Since it views it as sleeping, the FMM triggers and the screen never comes back. Glad I didn't have too much invested in the FM mod.
  10. kirito796
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    i have encountered a slight problem when it comes to this mod. while playing i have just gathered all of the recruits for Helgen but when i try to talk to one of them to test their abilities it will not let me talk to them so i can continue with the rest of the quest. please help me with this issue i would love to continue with this mod. thank you
    1. Radule17
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      Do u have problem with Kendrick?U finished quest when u go thrught tomb and u killed Drugar and a Dragon Priest and then u just complete quest but u cant continue and u cant talk to Kendric?If that is problem i have same :/
  11. Gottchar
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    wanted to thank you for this great mod, really enjoyed the playtime. I took some notes of some minor stuff and post them below. Please do not see it as a demand for an update or anything like this, everything worked perfectly well and I am very happy, so this feedback is my thank you.

    -In Reinhards house I was allowed to take all items right from the start, he seems a bit to friendly in that regard. The upper door of his house was not interactive.
    -The player home is open before it is given to you. I accidentally checked it out prior to getting it.
    -Why not get wood from Riverwood? I mean you are given an explanation of some kind like "if you know what I mean" or whatever, it was a bit odd. It would have been perfectly fine to just not mention riverwood.
    -Reinhard says in the fight club there are only "man, mer, Kahjit and the occasional orc". Not only are orcs mer (orsimer) but I as an argonian felt a bit left out :C
    -The different fighters seem to have fixed fitting armour, however they had random swords, 2 of them steel swords with soulsnare. Maybe give them fixed nice weapons, too. I must have been at least level 45 at that point, so enemies in full glass/ebony/daedric but with steel swords of soul snare was a bit odd. Further I was able to loot a full set of glass armour, but the ebony and daedric was not lootable. I understand you might not want to throw valuable items at the player, but it was inconsistent. Either you can loot all or none. Maybe even add a line or a sign saying loot goes to the fight club, you may not loot the enemy etc.
    - Just south of Reinhards house, above a largish rock formation was some metal piece floating 10m above ground in the same orientation as the house, indicating it might be a part of the house. Can post screenshot if unknown.
    - In the cave in the north, before you get paralized, the dude has the reflect blows perk (heavy armour). Due to how this perk works on high difficulty (I play legendary) it is just cause for random insta death. I think it should generally be avoided to give the perk to NPCs.
    - The 24h cooldown on the hooker was a bit odd. Did like that she reacts to your race choice however. (and I wonder what the neighbours were thinking during the recording session).
    - While you are unable to loot Val’s corpse when he dies, you can loot the corpse during the funeral.
    - When I revisited weeks later, the gates to Helgen were locked again.
    - Last but not least, actually, it is least, too, it is super odd and minor and I just have to ask. What is up with that damn rock? So when you leave helgen through the northern gate and just walk down the hill towards riverwood, there is a large rock on the right side of the road. A long arrows shot from the gate away. I thought it might be some misplaced rubble from Helgen but it is still there when Helgen is fully rebuild. I am super sure it is not vanilla, might be from a different mod. It is no issue as it does not look odd or anything and a first time player may think it is just a large rock. I am just confused.

    Anyways, that and a very few spelling issues in the subtitles was all I could find which I think is less than what I would find in any Bethesda made content. Well done and thank you again for this mod.

    Edit: Totally forgot to highlight a few things I personally liked, too.
    - Thank you for a nice normal player home. I mean it is better than any vanilla home but not that totally over the top stuff you get in other mods.
    - Thank you for not rewarding me with some strange instakill weapon or whatever, the mod is indeed very lore friendly.
    - Thank you for the quests being mostly very local as they should be.

    If you wanted my opinion on something to add, it would be carriage service and adding Helgen as a carriage destination.

    Edit2: Just noticed this is the section for the normal Skyrim mod, I downloaded the SSE version, so I am somewhat wrong here.