Long time no see, I abandoned this mod and my Nexus presence in general a while back due to the poor user interactions I had with many players of this mod and the general behaviour of many players towards mod authors. There is simply no reason to keep up with that shit... Scrolling through the last pages of this comment section and reading the discussions about mod packs made me realize how right I was. I'm not removing this mod from the nexus as there are still many decent people out there, but I have no further interest in modding on the Nexus.
Here is an update on the permissions of this mod: You are free to port this mod over to SE. You are free to modify/patch/translate this mod.
You are not allowed to reupload this mod elsewhere. You are not allowed to use this mod commercially in any form. You are not allowed to include this mod in a modpack.
This mod is amazing, it's one of the best I've seen, the story is very good, the enemies are extremely well balanced and the dungeons are amazing, quite well done.
I'm no puzzler, so I had to refer to youtube a few times, but this is a fine, well made mod. For me it was quite a challenge but very enjoyable. Many thanks!
I think that can be solved setting the wall flag to initially disabled. I just did it but still didnt test it. Open the file on tes5edit and on worldspace look for 000099A3, there you wil find the rock wall placed, just have to edit flags and set it initialy disabled.
1.) Cleaned with Tes5Edit; 2.) Under 00009A3 removed the whole Temporary tree. After that, the issue has gone, but I do not know wheter do I right, or not. In this tree I found StoneWall, not Rock.
Approx. that's all I know about how Tes5Edit working.
"just have to edit flags and set it initialy disabled. "
When you select it, you just look for Flags, right click it choose edit, then check the box initialy disabled. Better to disable than to delete. I need to check if DynDOLOD still shows the wall. I'm merging some mods right now.
I checked it out in game, the wall is there because I didnt run dyndolod after disabling it, but when you get close to it its gone so it's fixed! just need to generate dyndolod.esp again.
Most atmospheric dungeons I've ever seen in a mod 10/10 - ruined by arbitrary combat encounters. The shipwreck would've been much better had it only been the wraith sightings and not the swarms of skeletons. Also not allowing the use of a torch while good in theory, only serves to handicap non-mage characters.
As others have also said, the constant blackouts and "draagonborn" do little to add to the experience outside of a minor annoyance.
The clues to the waterfall puzzle did not provide enough information; specifically the one about the "full and empty moon" being the same—which had no bearing on the final solution (which I had to look up on youtube)
That being said, the atmosphere of this mod was easily the best I've ever seen and easily better than anything in the vanilla game. The jarl's manor section was sublime. (but again, did not need the arbitrary skeleton encounters)
xEdit reports some errors in this, which means (at the least) that it won't merge properly (if at all) with zMerge:
?[00:00] Checking for Errors in [05] Hebrock_Der Schatten von Meresis - EV.esp [00:00] AHebSecretCandle "Loose Candle" [ACTI:0505B03D] [00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0505B040] < Error: Could not be resolved > [00:01] [INFO:05014BF1] ('Hmmm, fine, I have two more. Here, take them.' in GRUP Topic Children of AHebQuest01_Dialog04_Topic02BTopic "I'll take one, here's 100 gold." [DIAL:05014BF0]) [00:01] INFO \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501515C] < Error: Could not be resolved > [00:01] Done: Checking for Errors, Processed Records: 25094, Errors found: 2, Elapsed Time: 00:01
I downloaded this mod earlier this year but had an oopsie when I didn't install it correctly, so I decided to give it another try. 2 days later, here I am after completing the entire quest mod last night. I have to say, I enjoyed the different elements this mod brought into the game. I love anything dealing with horror and this definitely touched on that genre without being cliche or predictable.
The only problems (small ones) that I had were;
The repetitive "dizzy and then passing out" moments
Hearing "Dragonborn" every 15-20 minutes. At one point that dialogue overlapped another dialogue at the same time. I found myself saying out loud, "You must really like that word, because you keep saying it every 5 minutes."
Herlus (sp?). Definitely didn't like the character and the voice acting could've been better in some spots.
I'm not a puzzle person so of course when it came to the water pillars, I had to get some help with that through a Youtube video but I wasn't that far off, so it didn't ruin the immersion.
I had a couple of CTD moments as well but because of the crashing being such a random and not consistent thing, it didn't bother me as much.
A random chuckle moment happened when I completed the quest and was teleported back to the top of the lighthouse. Some random dragur fell out of the sky and landed with a "thud". Aside from the minimal problems, this mod was quite enjoyable. Glad I gave it a second chance (after installing it properly this time.)
Excellent mod! Scary at times (no screamers or monsters, just scary atmosphere in some places), but very interesting to play through. There are times when you need to use your brains and think twice and look every corner to understand what is your next move. I had no troubles or bugs while playing.
Sorry you had such a bad experience with players. I know we can get somewhat demanding if we encounter a problem with the mod, but it's a backhanded compliment because it means we care about your mod and want to play it through. It was quite an amazing mod, very atmospheric. I know that I'm way behind everyone else in only recently discovering your mod (probably wasn't modding yet when it was first released), and I thank you for creating this unique quest and adding to my enjoyment of Skyrim. Had one little glitch, the body never showed up, so I added the black amulet with an additem mod, and carried on from there. I found the opponents reasonably difficult to kill, playing on master level, so I thank you for that, as it added to my enjoyment. Man, that Jarl destiny manor was something else though; any chance of making that a player home? ;-)
633 comments
I abandoned this mod and my Nexus presence in general a while back due to the poor user interactions I had with many players of this mod and the general behaviour of many players towards mod authors. There is simply no reason to keep up with that shit...
Scrolling through the last pages of this comment section and reading the discussions about mod packs made me realize how right I was.
I'm not removing this mod from the nexus as there are still many decent people out there, but I have no further interest in modding on the Nexus.
Here is an update on the permissions of this mod:
You are free to port this mod over to SE.
You are free to modify/patch/translate this mod.
You are not allowed to reupload this mod elsewhere.
You are not allowed to use this mod commercially in any form.
You are not allowed to include this mod in a modpack.
Best
Hebrock
Flying rock above gaincamp, near Whiterun.
Enable mod got the issue. Disabled the mod, isse has gone away.
Rock wall paced? Where is it? :/
The only I could do:
1.) Cleaned with Tes5Edit;
2.) Under 00009A3 removed the whole Temporary tree. After that, the issue has gone, but I do not know wheter do I right, or not. In this tree I found StoneWall, not Rock.
Approx. that's all I know about how Tes5Edit working.
"just have to edit flags and set it initialy disabled. "
That is I don't know what does it mean?
Temporary > Placed object > StonewallEndL01Snow
When you select it, you just look for Flags, right click it choose edit, then check the box initialy disabled. Better to disable than to delete.
I need to check if DynDOLOD still shows the wall. I'm merging some mods right now.
"When you select it, you just look for Flags, right click it choose edit, then check the box initialy disabled"
I found that temporary, but does not understand what Flags is and how can I disable it, them.
Don't know what should I disable here. :/
I guess it wood be more convenient.
PS:
Maybe I found it. When I just disabled, I use DynDOLOD and didn't show it. I'll check it after set to initially disabled.
Thoroughly enjoyed this excellent mod but the issue above was causing some problems. Easy fix, though.
As others have also said, the constant blackouts and "draagonborn" do little to add to the experience outside of a minor annoyance.
The clues to the waterfall puzzle did not provide enough information; specifically the one about the "full and empty moon" being the same—which had no bearing on the final solution (which I had to look up on youtube)
That being said, the atmosphere of this mod was easily the best I've ever seen and easily better than anything in the vanilla game. The jarl's manor section was sublime. (but again, did not need the arbitrary skeleton encounters)
?[00:00] Checking for Errors in [05] Hebrock_Der Schatten von Meresis - EV.esp
[00:00] AHebSecretCandle "Loose Candle" [ACTI:0505B03D]
[00:00] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0505B040] < Error: Could not be resolved >
[00:01] [INFO:05014BF1] ('Hmmm, fine, I have two more. Here, take them.' in GRUP Topic Children of AHebQuest01_Dialog04_Topic02BTopic "I'll take one, here's 100 gold." [DIAL:05014BF0])
[00:01] INFO \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0501515C] < Error: Could not be resolved >
[00:01] Done: Checking for Errors, Processed Records: 25094, Errors found: 2, Elapsed Time: 00:01
The only problems (small ones) that I had were;
A random chuckle moment happened when I completed the quest and was teleported back to the top of the lighthouse. Some random dragur fell out of the sky and landed with a "thud". Aside from the minimal problems, this mod was quite enjoyable. Glad I gave it a second chance (after installing it properly this time.)
I had no troubles or bugs while playing.
Anybody else walk through the front of the Ship ?