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.
NEW FEATURES
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.
I'm stuck in the fight pit. I finished the first fight, claimed my gold, and was told to go see Wiglaf about picking a name. When I click on Wiglaf, I get the prompt "so I'm supposed to ask you about a name" or whatever, but he doesn't speak and no amount of button-mashing selects the prompt/advances the dialogue. Has anyone else run into this?
FIXED - I checked the FAQ and did the recommended save, exit to main menu, reload, and it worked.
Hope you still check posts. I'm stuck at trying to free prisoner from Orphan Tears mine. All bandits dead, per quest, and have the key but cannot interact with door in any way and can't talk to Ingmarke.
Bitter Wounds stage 112 Construction quest stage 340
I haven't seen any updates or news from the OG creator since 2013...
now, it's Feb-March 2025... not sure if this mod is still monitored or maintained, or updated with patches...
for me it's not working at all... installed it with MO2, on PC on SE, last to load order, and it's just crashing the entire launch of the game, it's not even allowing the game to launch... I've enabled it in MO2, the game is not working... I've disabled it in MO2, the game is working again, but not with this mod...
I like the idea and I'd like to try this mod on PC, SE... what can I do to make it work..??..
My hands are still "acting" like they're tied, but when i run they are normal, once i stop they go right back to being behind my back, this happened right after i got released from being kidnapped to the Thalmor prison, any luck to fix?
Ur mod has a bug on the starting cutscene bro, the chopping block is floating and it cant progress, ive sorted it for myself i just felt like i should report
"If you are starting a new character it is imperative that you leave Helgen Reborn UNCHECKED until you exit the cave with Hadvar/Ralof. Make a NEW hard save right there and load my plugin. It's fine if it is installed, just uncheck it in your plugin list until you exit the cave."
Love the mod and been looking forward to playing it again. Problem now though is that every time I load a game, for some reason the whole questline restarts and gives me a helgen reborn book from scratch. It first happened when I accidentally died in Shriekwind training that first guard. I loaded a most recent save and appeared in Riverwood! I loaded an older autosave still in Shriekwind and again, Riverwood. Finally the oldest Shriekwind autosave at the entrance worked, but the whole questline and the guard disappeared, telling me to read the newly re-entered Helgen reborn book to start the quest. Any help would be appreciated.
Edit: Alright.. So I went into vortex and had it check Helgen for updates, then went into datafiles and moved Helgen lower in the load order. Loading the most recent save in Shriekwind had an eternal loading screen. After force closing by signing out I went into data files again and put Helgen into the load order it originally was in and then loaded a prior autosave still in Shriekwind and voila, it worked! Although not without drawbacks. The questline didn't start over, but the guard still wasn't with me even though the quest to clear Shriekwind was finally active. I cleared it alone and went to Korst, and got the quest to bloody the next guard and realized they're now staying near Saarthal, the same place I originally asked them to join Helgen. I don't mind it too much, but if there's some way to fix this I'd appreciate it!
Edit 2: I f'd it up bad. Went to the FAQ and saw that if I had the Civil War Overhaul mod it could weirdly affect Helgen reborn. So I did the console demand probably long after it would be deemed necessary. They were still near Sarthaal except a Stormcloak camp had appeared there again. I went there and spoke to the leader, and the dialogue option to do his whole quest again was available. I did that (no quest markers or completion) and he said they would be in Helgen soon (again). Never happened. So being the clever dumbass I thought I was I tried entering the command on the console but this time with a 91 instead of 90, hoping the questline would somehow progress. Nothing, so I just grabbed a guard from Saarthal and hoped they would eventually get to Helgen due to some attack on Helgen re-positioning them there or something later on. Except once I cleared the dungeon with the third guard, I noticed all the Stormcloak flags were gone and all the main characters (Korst, Val, etc.) were gone but the quest marker was still there, pointing at no one. Loading a save prior to making the console change fixed nothing so I probably didn't know what a hard save file was lol. Damn. Looks like I'll have to reinstall the mod and start from scratch.
Reinstalled the mod and started the quest chain over. I saved right away after receiving the book with the quest, opening it and starting it. Loaded said save, and the quest was starting over. I did the same fuckaround that I thought fixed it and it seemed to. Went into vortex and checked for updates and moved the helgen esp. around in data files. Only to discover that this time there were two eps's. I deleted one of them, but both disappeared from the data files then. So I reinstalled through vortex and loaded, and the save seemed now to work, quest wasn't starting over. Get all the way to training the guards again and boom, quest chain restarted after loading, everything Helgen related disappeared save for the re-added book to start the quest over. I give up. Can't find the reason why the questline starts over for out of the blue and erases the progress from all save files.
Hi, I love this mod, but I'm having the same problem. The mod is - at least for me - apparently almost completely broken starting with the Bitter Wounds Quest. Most of the issues I have encountered have been reported before, though as far as I can see not all of them together, nor have I found a solution for my main problem viz. how to progress after finishing Bitter Wounds. I have only been able to progress through Bitter Wounds via the console (getstage/setstage) and the the story won't update after finishing Bitter Wounds. As the mod seems to work for a lot of people, I assume there's a mod conflict of some kind, I just wonder which one and how to fix it. Let's have a look at the details:
- Trouble starts after the first encounter with the wh*%# at the Tall Mast Tavern, as the questline doesn't update after waiting for 24 hours. - Moving on via setstage works up to the encounter in the Whinking Skeever and clearing the bandits out at the Orphan's Tear. - However I can't release the prisoner from his cell, as the door won't open (all bandits killed according to the quest log and key acquired). Saving and quitting to the main menu, then reloading brings him out of the cell however. - Outside of the cavern Aerendil and some Thalmor are waiting but won't talk. If I progress one step via setstage the screen turns black and stays that way, though I can still Access the menu and the inventory. - Moving ahead via setstage works, though I can't secure the coast for the prisoners there's a quest marker at the beach and this part of the quest remains open. - I can talk to Val in Helgen and he follows to the Thalmor prison. - In the Thalmor prison Aerendil again won't talk, but attacks after updating via setstage. - I can kill all the 7 Thalmor required and the quest updates thus far, but I can't release Marcus from the cell (same bug as in the cavern). So again setstage, though Marcus would'nt leave the cell, so I left and reentered the prison, which brought Marcus out of his cell. He then just left and walked to Helgen. Val is still alive on the ground. Curiously the first time I encountered this bug, Val got up and left the prison ... - Still I can only progress via setstage. I can then talk to Marcus who tells me to wait 24 hours, but again doing so doesn't update the quest, so it's back again to setstage. - However this time the progress is just noted in the quest log, there's no animation of the funeral and when I finish the quest via the console, City on a hill won't start.
Using version 1.04 (updated from 1.0), all official DLC's and unofficial patches and the following major mods: SkyRe, ance of death, Wyrmstooth, Recruit more Blades with Frontier to Cyrodiil etc., Cerwiden. Character is level 55.
Help would be sincerely appreciated :-)
Oh, and could you (or for that matter anybody who undertakes to make a major quest mod) please add a readme with a list of the subquests/queststages? It's just no fun going through hundreds of posts to find a hint how the console commands have to look to make setstage work. I still haven't found a clue how to start City on a hill via the console.
Your issues are 100% entirely from the first version of my mod which was corrupted by the Nexus servers on upload and some properties in the quest script for the Bitter Wounds quest got borked. The scripts are "baked" into your save the instant the mod is checked into your load order. Once this happens, the only way to clear it up is to run ResetQuest on the Bitter Wounds quest and pick back up from before the quest started, or reset the stage to where you were. But even this method may not be 100% effective because of the way the new scripting system saves into your save game.
I could have probably saved you a ton of frustration if you had of just posted here earlier. BTW, all of those old problems were fixed with V100 hotfix which came out a day or so after V100 was released. I'm surprised for this to crop up this far from then, but I suppose it's bound to happen at some point.
I'm not sure if that "fixed" quote right above your post means you got it fixed, or you just replied to an old post. But when I get home from work I'll look up the quest stages and tell you what to do. Meanwhile, look up what stage you are in in both Bitter Wounds and City on a Hill and tell me those stages:
sqv BalokBitterWounds
sqv BalokConstructionQuest
As for releasing a list of quest stages, no, I will not do that. If someone wants them bad enough they can look in the CK for them. The reason is that in several spots in my questline, there are variables and different stages get set based on the variables and player choice. At any time I could have 3 or 4 quests running in the background checking for stuff, and there is no one size fit's all set of quest stages that need to be set. If things are set out of order, you can easily completely break the mod by setting the wrong stage. (It's possible you exacerbated your problem in this way!) Bottom line you need to know how it all works, and I'm the only person who does.
No need to peruse 1000's of posts when you can simply ask the author. The only time I'm not pretty much constantly monitoring what's being posted here is when I'm asleep.
Ok. thanks for the quick response! I actually had been playing with the first version which was running fine throughout the first quests and only updated it to 1.04 after encountering trouble with the Bitter Wounds quest. So it's probably a couple of corrupted saves. I'll try and go back to a save at lv. 52 just after starting Bitter Wounds and see what happens. Great support from your side! Keep up the good work !!!
You need to pick it up BEFORE Bitter Wounds has started. If you don't have a save, you can try it from a save you do have, but we need to reset the quest. Please tell me what saves you have that you can work with, and I'll let you know what to do.
This mod should be removed. It is dangerous and damaging to skyrim. installed into game, first two trys at running skyrim crashed to desktop, third loaded but entry helgen surrounding area and crash to desktop. removed mod but now all I get is crashing when near helgen. game working fine before mod not after.
Learn proper modding skills and your playthroughs will be far more enjoyable. It took years for me to learn everything I know today about modding and it was through a lot of reading, watching video tutorials, trials and errors to get to where I'm at today. This mod has been in my load order for years and it has been very stable provided you read the description, comments, and have a basic understanding of modding; what is acceptable and what is not.
15559 comments
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.
NEW FEATURES
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.
FIXED - I checked the FAQ and did the recommended save, exit to main menu, reload, and it worked.
I'm stuck at trying to free prisoner from Orphan Tears mine. All bandits dead, per quest, and have the key but cannot interact with door in any way and can't talk to Ingmarke.
Bitter Wounds stage 112
Construction quest stage 340
How can I get past this?
now, it's Feb-March 2025... not sure if this mod is still monitored or maintained, or updated with patches...
for me it's not working at all... installed it with MO2, on PC on SE, last to load order, and it's just crashing the entire launch of the game, it's not even allowing the game to launch... I've enabled it in MO2, the game is not working... I've disabled it in MO2, the game is working again, but not with this mod...
I like the idea and I'd like to try this mod on PC, SE... what can I do to make it work..??..
Did you not read the Description page?
"If you are starting a new character it is imperative that you leave Helgen Reborn UNCHECKED until you exit the cave with Hadvar/Ralof. Make a NEW hard save right there and load my plugin. It's fine if it is installed, just uncheck it in your plugin list until you exit the cave."
Edit: Alright.. So I went into vortex and had it check Helgen for updates, then went into datafiles and moved Helgen lower in the load order. Loading the most recent save in Shriekwind had an eternal loading screen. After force closing by signing out I went into data files again and put Helgen into the load order it originally was in and then loaded a prior autosave still in Shriekwind and voila, it worked! Although not without drawbacks. The questline didn't start over, but the guard still wasn't with me even though the quest to clear Shriekwind was finally active. I cleared it alone and went to Korst, and got the quest to bloody the next guard and realized they're now staying near Saarthal, the same place I originally asked them to join Helgen. I don't mind it too much, but if there's some way to fix this I'd appreciate it!
Edit 2: I f'd it up bad. Went to the FAQ and saw that if I had the Civil War Overhaul mod it could weirdly affect Helgen reborn. So I did the console demand probably long after it would be deemed necessary. They were still near Sarthaal except a Stormcloak camp had appeared there again. I went there and spoke to the leader, and the dialogue option to do his whole quest again was available. I did that (no quest markers or completion) and he said they would be in Helgen soon (again). Never happened. So being the clever dumbass I thought I was I tried entering the command on the console but this time with a 91 instead of 90, hoping the questline would somehow progress. Nothing, so I just grabbed a guard from Saarthal and hoped they would eventually get to Helgen due to some attack on Helgen re-positioning them there or something later on. Except once I cleared the dungeon with the third guard, I noticed all the Stormcloak flags were gone and all the main characters (Korst, Val, etc.) were gone but the quest marker was still there, pointing at no one. Loading a save prior to making the console change fixed nothing so I probably didn't know what a hard save file was lol. Damn. Looks like I'll have to reinstall the mod and start from scratch.
Funny you tell a shittonne of people to check the FAQ.. when there is no clearly findable link to such a thing.
Hi, I love this mod, but I'm having the same problem. The mod is - at least for me - apparently almost completely broken starting with the Bitter Wounds Quest. Most of the issues I have encountered have been reported before, though as far as I can see not all of them together, nor have I found a solution for my main problem viz. how to progress after finishing Bitter Wounds. I have only been able to progress through Bitter Wounds via the console (getstage/setstage) and the the story won't update after finishing Bitter Wounds. As the mod seems to work for a lot of people, I assume there's a mod conflict of some kind, I just wonder which one and how to fix it. Let's have a look at the details:
- Trouble starts after the first encounter with the wh*%# at the Tall Mast Tavern, as the questline doesn't update after waiting for 24 hours.
- Moving on via setstage works up to the encounter in the Whinking Skeever and clearing the bandits out at the Orphan's Tear.
- However I can't release the prisoner from his cell, as the door won't open (all bandits killed according to the quest log and key acquired). Saving and quitting to the main menu, then reloading brings him out of the cell however.
- Outside of the cavern Aerendil and some Thalmor are waiting but won't talk. If I progress one step via setstage the screen turns black and stays that way, though I can still Access the menu and the inventory.
- Moving ahead via setstage works, though I can't secure the coast for the prisoners there's a quest marker at the beach and this part of the quest remains open.
- I can talk to Val in Helgen and he follows to the Thalmor prison.
- In the Thalmor prison Aerendil again won't talk, but attacks after updating via setstage.
- I can kill all the 7 Thalmor required and the quest updates thus far, but I can't release Marcus from the cell (same bug as in the cavern). So again setstage, though Marcus would'nt leave the cell, so I left and reentered the prison, which brought Marcus out of his cell. He then just left and walked to Helgen. Val is still alive on the ground. Curiously the first time I encountered this bug, Val got up and left the prison ...
- Still I can only progress via setstage. I can then talk to Marcus who tells me to wait 24 hours, but again doing so doesn't update the quest, so it's back again to setstage.
- However this time the progress is just noted in the quest log, there's no animation of the funeral and when I finish the quest via the console, City on a hill won't start.
Using version 1.04 (updated from 1.0), all official DLC's and unofficial patches and the following major mods: SkyRe, 
Help would be sincerely appreciated :-)
Oh, and could you (or for that matter anybody who undertakes to make a major quest mod) please add a readme with a list of the subquests/queststages? It's just no fun going through hundreds of posts to find a hint how the console commands have to look to make setstage work. I still haven't found a clue how to start City on a hill via the console.
Best regards
I could have probably saved you a ton of frustration if you had of just posted here earlier. BTW, all of those old problems were fixed with V100 hotfix which came out a day or so after V100 was released. I'm surprised for this to crop up this far from then, but I suppose it's bound to happen at some point.
I'm not sure if that "fixed" quote right above your post means you got it fixed, or you just replied to an old post. But when I get home from work I'll look up the quest stages and tell you what to do. Meanwhile, look up what stage you are in in both Bitter Wounds and City on a Hill and tell me those stages:
sqv BalokBitterWounds
sqv BalokConstructionQuest
As for releasing a list of quest stages, no, I will not do that. If someone wants them bad enough they can look in the CK for them. The reason is that in several spots in my questline, there are variables and different stages get set based on the variables and player choice. At any time I could have 3 or 4 quests running in the background checking for stuff, and there is no one size fit's all set of quest stages that need to be set. If things are set out of order, you can easily completely break the mod by setting the wrong stage. (It's possible you exacerbated your problem in this way!) Bottom line you need to know how it all works, and I'm the only person who does.
No need to peruse 1000's of posts when you can simply ask the author. The only time I'm not pretty much constantly monitoring what's being posted here is when I'm asleep.