872 comments

  1. EmeraldDemond
    EmeraldDemond
    • supporter
    • 64 kudos
    Locked
    Sticky
    And just like that, v0.6 is live, it took a year longer to release than I'd hoped, but with every setback, and the sheer amount of work I vastly underestimated, it unfortunately took much, much more time than I calculated; a great deal of additional content had to be delayed, but the entire mod has been overhauled and polished, to the point it'd be futile to try and write a change log for it, just consider everything changed in one way or another...

    I did my best to scrub through every detail, and test as much as I could, so all I can hope for is that it works as best for everyone else as it did for me; however, there are two issues I will make known, to avoid people reporting it back to me:

    - The Nobility Residential District has a framerate problem, I've done my best to optimize it, but in the end it is a very large, open room, with a great number of objects to render all at once, so being at the edge and looking into the center will cause the frames to drop...

    - The exterior cell of Maar Gan triggers a visual bug with the grass plane, this is apparently a bug in the original Skyrim, that this one cell triggers for an unknown reason, that has no reasonable solution, other than to save, quit and reload AFTER leaving the area...

    I hope you enjoy, I hope it goes well, and I hope it was worth the wait; now, if you'll excuse me, I'm going on vacation...
  2. hnedj1
    hnedj1
    • member
    • 0 kudos
    LOVE the mod, and I get a lot of "holy crap that's a lot of detail" from my wife when she's watching over my shoulder....
    question though, I'm heading to the palace undercroft via the railway, and can't get any further than the crane area. Am I missing something extremely obvious?
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      After getting the key from one of the workers to open the crane controls and "gently persuading" the train to allow you passage, after a long hallway should be a closed railway gate blocking your path; look straight up, there will be a gate control switch glowing blue above you, hitting that with any ranged attack will switch the gates...
    2. hnedj1
      hnedj1
      • member
      • 0 kudos
      Thanks for the swift reply. Didn't look high enough apparently. So I guess the answer was "Yes, I was missing something extremely obvious"
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Not a problem, happens to the very best of us, here's hoping the remainder of the mod goes smoothly...
  3. Solonova
    Solonova
    • member
    • 0 kudos
    Hello! I have created a port of your mod to SE for myself and wondering if I can upload it to the Nexus for others to use. Of course, I will link back to this page and give you credit as the original mod maker. I simply wish to seek permission before I upload it.
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      I would very much rather you do not do that; if and when I decide to port it to the Special Edition, I will do so myself to my own personal standards...
    2. Solonova
      Solonova
      • member
      • 0 kudos
      Alright. I Just wanted to make sure. I did it for myself because I couldn't get Alternate Lives to work on regular Skyrim anymore with the Timelost Dwemer mod. But I will keep it to myself.  I'll be excited when you do make it official, I love the story so far. 
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      I'm so very glad you enjoy it, and I assure you, I look forward to that day also...
  4. saxicola
    saxicola
    • member
    • 1 kudos
    Thoroughly enjoyable mod, obviously a huge amount of time and expertise has gone into it, thank you for sharing! Am at the end of the infinity orb section, Cinder has appeared and told the golden haired youth to be quiet and nothing happens. Both the player and the youth display idles Cinder has the aura and action controls are inactive. Is there supposed to be a cut scene? Any suggestions on how to move ahead? I do play on a low-end machine. Once again thank you for your hard work.
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Oh yes, that's quite a long scene, and that's only the beginning; for a scene to stall like that, one or multiple actors in that scene are not doing what they're required to do...

      At the point you say it stops, both the elf and Cinder have packages that end, and I'm assuming one of those packages is telling the game it hasn't ended yet, and is preventing the scene from continuing; if that's the case, there should be a quick and easy solution...

      First, open the console, and click on either Cinder or the elf, DO NOT CLICK THEM AGAIN, OR ANYTHING ELSE, until told, or it'll be quite hard to bring them back after the next step; then, type "Disable", and then hit enter, which should make them disappear, and without clicking, exit the console...

      If the scene continues, open the console as quickly as possible, type "Enable", press enter, and Cinder or the elf should reappear and everything should be okay; if the scene remains stuck, repeat what you just did, but with the other character...

      Chances are, one of them is stalling, and disabling them removes them from the equation, and allows the scene to move on to the next stage; ultimately, you may miss one or two lines of dialogue, but should otherwise progress normally...

      Still, I'm genuinely glad you're enjoying your experience so far, I assure you, as long as you have no other troubles, it most definitely only gets better the further you go...
    2. saxicola
      saxicola
      • member
      • 1 kudos
      Thanks for the instant response! Will follow your advice. I am anticipating a long and most satisfying relationship with this mod! I had to disable the 'aura' around Cinder before being able to disable Cinder. The scene then progressed perfectly am now back with Darrium, Thanks
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Ah yes, I feared that may happen, but I'm glad you found a way around it; good job, and more importantly, good luck...
    4. ExoCalibre
      ExoCalibre
      • premium
      • 0 kudos
      saxicola -- just to note, you can use the scroll wheel (scroll down) to go past the fog or effect to get to Cinder without having to disable the effect first.
  5. unknownnexus21
    unknownnexus21
    • supporter
    • 0 kudos
    is there anyone brave enough to port this to SE {if possable} cause this looks dope as f*#@ ill give you 20 internet cookies
  6. pharsea
    pharsea
    • supporter
    • 1 kudos
    I am in the Grand Palace.

    Lord Kagrenac and King Dumac have just finished their conversation with the two generals.
    Kagrenac will not speak with me.
    I have tried disable and enable on both Kagrenac and Dumac: no good.

    SQS aaaMOTDQuest10NtherymendCityDialogue shows stage 10 set and no more stages.

    How can I progress?
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      So, the speech has ended, the General's have walked off, and after three seconds, the quest is updated to 10 and then they are disabled (faded out), and teleported to their respective quarters; you've walked up to Kagrenac and Dumac, and they refuse to speak to you...

      Are they saying ANYTHING at all? Or is the game in the top corner telling you that the NPC is "busy"? If it is saying they're busy, the scene, for whatever reason, is refusing to end, which makes no sense, because I call for that to happen in the same script that makes the generals disappear...

      It's entirely possible they were teleported into their quarters, which are behind locked (easily opened with console) lift doors within the palace, and may still be struggling to complete their walk package to the end of the walkways they were on, which they're not supposed to be doing, and that may be causing the scene to stall...

      There are four NPCs in that scene, if the scene is stalling, and disabling Kagrenac and Dumac made no difference, it's our general friends causing the problem, which seems highly unlikely, but ultimately the only remaining solution...

      Or, is Kagrenac talking, but nothing is progressing? If he is talking, what is he saying? Is he mentioning the Geomancer? Because Kagrenac has two greeting lines, one when the Geomancer is close enough, which progresses the quest, and one for when he's too far away, and simply dismisses you, in which case, you need to get that golden haired elf into that throne room and closer to Kagrenac...
    2. pharsea
      pharsea
      • supporter
      • 1 kudos
      Thanks for such a detailed reply. I will found the two general and magician. I disabled and then enabled them. Still no good.

      Perhaps it is the position of the Geomancer. I will try that.

      Kagrenac is no longer "busy" - merely uncommunicative. He and the king are now both silent.

      What is the ID of the scene that may be stalled?
      What is the ID of the next scene?
      Can I not trigger the next scene with a console command?
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      So, the "stalled" scene in question is "aaaMOTDQuest10GeneralsBriefingScene", though if the generals were settled and weren't trying to leave their quarters, the scene hasn't stalled, it did in fact complete, and what appears to be the problem is that the next segment just hasn't started...

      Which actually makes even LESS sense, because it already HAS, because it's not a scene, it's an entire quest, and it began the moment the quest that has the scene you just watched started, as they both start in the same piece of code on the same quest update; the fact Kagrenac DOESN'T have unique dialogue for you, means that the quest "aaaMOTDQuest11" just didn't fire, how, I don't know, but the solution may be as simple as typing into the console:

      SetStage aaaMOTDQuest11 5

      That is the starting stage for the next quest, and allows the dialogue that leads to further quest updates and continuing the story to appear...
    4. pharsea
      pharsea
      • supporter
      • 1 kudos
      "aaaMOTDQuest10GeneralsBriefingScene" does not seem to exist.

      If I type "IsSceneRunning aaaMOTDQuest10GeneralsBriefingScene" I get an error message to the effect that this scene is unknown.

      If I type "startquest aaaMOTDQuest11" or "setstage aaaMOTDQuest11 5" nothing happens.
      sqv aaaMOTDQuest11 shows it to be not enabled and some/all of its aliases to be undefined.

      I have encountered very similar problems with another unrelated MOD.
      Something is stopping aaaMOTDQuest11 from initialising.

      I have another - very silly - idea, which I will test out now.
      If it works (which I doubt) I will let you know.
      It didn't work.
    5. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      So, the quest is just...missing?

      That would certainly account for the problems you're having...
    6. pharsea
      pharsea
      • supporter
      • 1 kudos
      Are you sure of the spelling of the "missing" scene?

      Kagrenac talks to the Generals - as does Dumac (telling them that "failure is not an option") then the Generals are dismissed and walk off.
      Then.... nothing.

      I understood from what you said that the conversation that I do witness is the scene "aaaMOTDQuest10GeneralsBriefingScene".
      Am I mistaken?

      Kagrenac neither mentions the Geomancer, nor dismisses me. I will check what the last thing he says is, and report back shortly.
    7. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      That is indeed the scene, and I triple checked the name before posting, but truly, if the game isn't even REGISTERING the quest "aaaMOTDQuest11", THAT is your problem, as the next pieces of dialogue, including the greeting, are in that quest; if that quest doesn't start, none of this works...
    8. pharsea
      pharsea
      • supporter
      • 1 kudos
      We have a misunderstanding,

      The quest "aaaMOTDQuest11" is known, but is not enabled or active and I cannot start it with a console command.

      What is unknown is the scene "aaaMOTDQuest10GeneralsBriefingScene". It was the spelling of THIS that I was querying,

      I will next post a transcript of the dialogue I am witnessing, which leads up to the stall.
    9. pharsea
      pharsea
      • supporter
      • 1 kudos
      Kagrenac:
      Alright, that should have gotten you both up to speed, you have your orders, now see that they're carried out...
      Also, do try to show some courtesy to our two guests, their presence in this city is vital to our opperations...
      Ah, I believe that is them arriving now, alright, off with both of you...

      Magunda: Yes, your Lordship.
      Kuzia: Yes, your Lordship.

      Dumac: The eyes of House Dwemer are upon you, my generals! Do not make the mistake of believing failure is an option!

      Magunda: Yes, my King!
      Kuzia: Yes, my King!

      Dumac: Very well! Dismissed!

      STALL
    10. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      So, that scene is the one in question, and the one I gave the name of, but I don't believe it's causing the issue, as from what you've told me, that scene seems like it is completing, but what happens NEXT has NOTHING to do with that scene; how it works is, when you finish speaking with Cinder in Kagrenac's Workshop, a BUNCH of different stuff happens, including several quests beginning, including the one that happens next...

      That scene is in an invisible utility quest that handles the overarching dialogue of the entire city, BUT, the dialogue you're meant to get NEXT is from the quest "The Second Keening", known as "aaaMOTDQuest11"; the greetings and dialogue trees belong to that, and if that quest didn't start, THAT'S what's causing the stall...

      If you can somehow get that quest to start/enable/activate (why it didn't start is beyond me as everything else worked) you can continue playing the mod...
    11. pharsea
      pharsea
      • supporter
      • 1 kudos
      I will try to go back to where I talk to Cinder.
    12. pharsea
      pharsea
      • supporter
      • 1 kudos
      It occurred to me that the problem might be connected with the fact that I had not fulfilled most of the side quests.
      I went back to the encounter with Cinder and then tried to talk with Cassandra and Svenya.

      Cassandra worked fine and I completed "aaaMOTDSideQuest04".

      Svenya had lots of dialogue, but after she had told me of all the ingredients she wanted me to collect no quest triggered.
      "aaaMOTDSideQuest05" did not activate - it seems to have the same problem as my original issue with Kagrenac and Dumac.

      I am now at a total loss.
    13. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      As am I; the side quests are just that, side content, and should in no way impact the progress of the main storyline...

      For a quest to simply not initiate, and then continue to refuse to initiate even when forced with a console command, is well beyond my realm of knowledge or understanding, and in turn, my ability to comprehend a solution for it; I applaud you for sticking with it as long as you have, and indeed your clear experience with dealing with such problems, it's just unfortunate we couldn't seem to find an answer...
  7. pharsea
    pharsea
    • supporter
    • 1 kudos
    I am in Bcherym Starlight Chamber and need a "replacement cog". Is this some particular cog, or will any cog sufice? I have many cogs in my inventory, but this doesn't seem to serve the purpose. I have tried loading a save game and refraining from taking a cog from the body of a spider and then going back to loot the spider after I am told that I need a replacement cog - but that doesn't work either!

    SOLVED  ** I found the LARGE cog. **
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      I'm glad you found it without much fuss...
  8. JJFXVR
    JJFXVR
    • premium
    • 20 kudos
    I'm going to test this on se for my personal playthrough, it looks really good. ok, i got it working no problem and OMG This is THE BEST dwemer mod I've played. your storytelling and world building is on another level. wow. 
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Thank you so very much, I'm genuinely happy you're enjoying it as much as you are...
    2. JJFXVR
      JJFXVR
      • premium
      • 20 kudos
      Of course. I'm going to make it a part of my youtube series. This is really incredible. I know how tedious CK is, and how outdated it is, and the time and love you poured into this mod truly shows. Awesome job. 
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Thank you, I hope to eventually have more content made for it in the future...
  9. Dion240
    Dion240
    • member
    • 0 kudos
    Sounds like a awesome unfornatley i play the special edition so can't play this mod so really hope you'll one port it to special edition 
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Perhaps one day...
    2. unknownnexus21
      unknownnexus21
      • supporter
      • 0 kudos
      hopefully you can get some help but atleast porting the mod should be less time consuming than MAKEING the enitre mod
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Of that, I GENUINELY hope you are right; the bug fixing might be a nightmare, but I've already sunk 12 years of my life into this, it can't be THAT bad...
  10. orbantimea
    orbantimea
    • member
    • 1 kudos
    Hello,

    I've cleared all the falmer in the "Some Unwanted Guests" quest, but it's not updating. I searched every inch of it. What should i do? Thank you.
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Hmmm, maybe a couple of them died too close together timewise, and the counter didn't increase like it should, I've had troubles with that in the past and never found a solution, very annoying; well, the fix should be simple, just open the Console and type the command that would have been entered had the counter reached the amount it was meant to:

      SetStage aaaMOTDQuest05 15

      That should update the quest to the correct stage, and direct you to head back to Darrium and inform him the ruins are cleared...
    2. orbantimea
      orbantimea
      • member
      • 1 kudos
      Thank you very much for your assistance, it helped advance the quest. Is there a list with all the quest stages or a way to get them in case I get stuck again? I hope it won't be the case though.
      Great mod, thank you for the work you put into it. I endorsed it :)
    3. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Thank you very much, I'm genuinely glad you're enjoying yourself; unfortunately, there's no list of quest stages, there's simply too many of them, however, I do like to keep things rather neat and tidy, so for the greater majority of them, they're multiples of five...

      It's an OCD thing, really...
    4. orbantimea
      orbantimea
      • member
      • 1 kudos
      Thank you for your kindness, I appreciate it.
      At aaaMOTDQuest09 - "The Infinity Orb" I'm having CTDs outside and inside the Dwemer ruins of Bcherym, I don't know why is it occurring and how to stop it. Reloading from an earlier save doesn't help. Do you have any idea how can I fix this? Thank you very much!
    5. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      Odd...perhaps in an earlier version, I could imagine why it'd happen, it's a mess in that area due to DLC dependencies and some horrendously bad navmeshing, but I did my due diligence and made it spotless in the newest release; outside AND inside, you say? Well that doesn't make any sense...

      Where does it crash inside? How close can you get before it crashes outside? What quest stage are you up to?
    6. orbantimea
      orbantimea
      • member
      • 1 kudos
      So I had some CTDs before as well, but I'd relaunch and play. Now it has really become a problem, because it keeps crashing.
      Outside - when I had to count my steps to the indicated directions to find the key. I kept trying to do different things, run around, open a book, etc; then at a certain moment it stopped crashing and I got inside the ruin. Then CTD's in the multiple dwemer spiders area. At a certain point I went farther inside Bcherym, but CTD's started again.
      The quest stage I'm in is to explore Bcherym, there's a quest marker and I'm trying to get there.
      Do you have any solutions how can I stop the CTD's?
      I can't play it anymore, the game crashes before even loading a save.
    7. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      So you're saying crashes happened before now as well? There doesn't seem to be any rhyme or reason as to why any of this is happening; I must readily admit, when it comes to the technical aspects of Skyrim, such as crashes, errors and mod incompatibilities, I'm afraid I know next to nothing of their cause, or indeed their remedy...

      I simply don't know what is happening, it generally boils down to a mixture of other mods creating invisible clashes, and I don't know how to resolve them; you're trying to reach the Starlight Hall at the depths of the ruins, but from what you've told me, even if I were to give you the cell name and COC command to teleport you into the room (coc aaaMOTD09DwemerRuinOrbChamber), it's seems the crashes will simply continue to persist...

      By all means, attempt to teleport in and bypass what you can, but I fear the problems you face will daunt you the remainder of your journey, if you can even make it that far...
    8. orbantimea
      orbantimea
      • member
      • 1 kudos
      I meant crashes since playing this great mod. I had crashes with certain other quest mods too, but mostly due to their large sizes.
      You're right that it can't continue like this. It's a pity, because it was interesting, I enjoyed it and I was looking forward to see how it will end.
      Great work though, it's a creative and ambitious mod!! :)
    9. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      You're far too kind, thank you, I only wish it had come to a more satisfying conclusion...
  11. Rlordumx
    Rlordumx
    • premium
    • 21 kudos
    Hi! This mod looks great (even more so cause i like Dwemer dungeons so much), but can't try because an SE user. I have some limited experience in modding, thus a question - may i try and make a special edition + Xbox ports of the March of the Dwemer?
    1. EmeraldDemond
      EmeraldDemond
      • supporter
      • 64 kudos
      I would much rather you didn't, but thank you for the offer; the time will come when I will approach the problem my own way...
    2. Rlordumx
      Rlordumx
      • premium
      • 21 kudos
      OK, i won't. Thanks for the reply.