I think your mod has loads of potential. We were just brainstorming some ideas on the STEP REGS forum and a few of us are tracking your mod to see how it develops. I for one think the VoS and their Daedra hatred has so much potential (instead of DG and just vampires). Currently I can walk up to the VoS brimming with Daedric artefacts and they don't even comment (let alone attack me outright). It would be great to hunt down all the Daedric artefacts and return them to the VoS and climb up their ranks to Keeper. Plus killing numerous abominations, cults, etc along the way. The quest lines could be numerous and incredibly varied. It wouldn't even need much voice acting - just tie in the vanilla game elements with some existing dungeons and radiant quests, etc.
I'm not sure you even need multiple outposts as this just creates possible mod conflict when placed close to cities which limits compatibility with ETaC, Immersive Settlements, Better City Entrances, Immersive Stables, Nernies, etc, etc.
Anyway this is your mod and your vision and these are just some suggestions. Happy to discuss further and assist where possible via PM if you would like.
p.s. Having ITM records and navmesh issues will often stop people from downloading a mod as this can have significant impact on peoples games. So if possible it would be great if you could clean your mod and then post that it has cleaned to alleviate any concerns
Hey Teabg86! Thanks for the analysis! I was talking to Gandaganza about that, too!
I do not intend to build more outposts for the Vigil. I will try to improve the archteture, styles, interior cells and exterior cells or I will try to find someone that is skillfull enough to do it. I understand the compatibility issue - I tested Immersive Settlement and I had to move my plugin to the end of the list or some buildings would collide.
There are more than 60 followers and several other npcs - I have been writting storylines (Journals) and dialogue lines for some characters and I had my first quest almost done - but that would be in a different plugin, I don't want to mess with the main file. So, I'm looking forward to create quests and give some characters more substance.
That would be nice to create ranks and different reactions when you acquire a Daedric artifact, yes. I have taken note of that!
I got TES5EDIT and there is a tutorial that I'm going to wtach and follow for clean esp files!
@AfroSamurai2012 I ran this through TES5Edit and it showed a very large number of ITMs plus 5 undeleted Navmeshes that cannot be deleted. I am afraid to mess with it because I am not sure whether any of these should be removed. Would you please check on that?
What is ITMS? I never used TES5Edit, I do not know how it works... About the Navmeshes, is there any message about the location? I will give you a tip where the navmesh is tricky for me:
ITMs are "Identical To Master" records. You can DL TES5Edit right here on the Nexus at: http://www.nexusmods.com/skyrim/mods/25859/? It is a good tool for cleaning errors like that out of mods, preventing CTDs and stuff like that. I am no expert at it myself, but I make it a practice to try to clean new mods when I install them, just to keep my game working well. I am not sure how to get those locations but maybe you can try it yourself and see if you can understand the output better than I.
I have downloaded TES5Edit and I'm learning how to use it. It seems quite useful, indeed! For now, I suggest you not to delete those navmeshes, specially if you can move, get in or get out of the buildings of this mod without major problems. I will try to fix that, ok?
@AfroSamurai2012 I ran this through TES5Edit and it showed a very large number of ITMs plus 5 undeleted Navmeshes that cannot be deleted. I am afraid to mess with it because I am not sure whether any of these should be removed. Would you please check on that?
Yes, the vigilant would gain to have more content. Altrough you should take care as the original location is destroyed at some (Dawnguard) point of the storyline. (May be not expanding directly the "original" but go for a "renewed" version of it taking place after it has been destroyed (with help from the player ?).
As to content, Stendar has quite heavy foes, not to say they are somewhat common. (Also, as to story progress, if it became a major location prior to destruction, it would have required quite (ah, organisation) a feat as to bring them down).
Otherwise, yes, if you can go with separated files it will be fine (a to content management at first).
I am thinking right know, the mod name will change to its previous version: "The New Vigil" or "A New Vigil" There are new characters: some of them have a more open mind and interpret the teachings of Stendarr in a more "progressive" way , while others cling to "old ideas". With regard to the battles , I 've been watching the behavior of vigilants . Yes , some can be really hard . We do not participate in the attack on the headquarters of the original Hall of the Vigilant , but it doesn't seem that vampires destroyed everything so easily ! By the way , I'm taking care not to mess with scripts , so be on Dawnguard or vanilla version , no problems . I just have to pay attention to the storyline of some characters , to what is written in their journals or diaries make sense and do not run over the original story . At least , not entirely ! Within a few hours I 'll upload an updated file . More than 70 followers , some " common " npcs and some AI Package , equipment and furniture changed . The "final " version is almost ready . Quests and custom voices do not enter the final version , being a kind of bonus, and they will be developed later, when I get the proper material . Thank you for your comment! It helped me to rethink some aspects of the project !
Tracking this. Was expecting a Vigilant of Stendarr expansion, but since you turned out to do more than that, I hope you continue it and won't get overwhelmed like some modders!
Yes, I'm getting on vacation now - it was a tough, mind-blowing year and something tells me that 2014 will not be different. A good rest is necessary... But I will have some time to redesing things. For example, I was thinking right now about dividing this mod and following the original concept, an expansion of the Vigilant of Stendarr. There are followers, "common" npcs and even powerful enemies already made, but not included in the file. If you or anyone here has got suggestions, send me a pvt or reply here. I will see what I can do! Thanks for tracking!
Good Evening, PaganWitcher! How do you do? It's the best thing you can do, you know? There are thousands of mods here and professional modders and gamers but I don't think that one should be afraid of anything. Of course, there may be some flaws in some cases but it's worth trying! Thanks for the motivation!
22 comments
Cheers!
You are welcome!
I'm writting more quests now!
I'm not sure you even need multiple outposts as this just creates possible mod conflict when placed close to cities which limits compatibility with ETaC, Immersive Settlements, Better City Entrances, Immersive Stables, Nernies, etc, etc.
Anyway this is your mod and your vision and these are just some suggestions. Happy to discuss further and assist where possible via PM if you would like.
p.s. Having ITM records and navmesh issues will often stop people from downloading a mod as this can have significant impact on peoples games. So if possible it would be great if you could clean your mod and then post that it has cleaned to alleviate any concerns
I was talking to Gandaganza about that, too!
I do not intend to build more outposts for the Vigil. I will try to improve the archteture, styles, interior cells and exterior cells or I will try to find someone that is skillfull enough to do it. I understand the compatibility issue - I tested Immersive Settlement and I had to move my plugin to the end of the list or some buildings would collide.
There are more than 60 followers and several other npcs - I have been writting storylines (Journals) and dialogue lines for some characters and I had my first quest almost done - but that would be in a different plugin, I don't want to mess with the main file. So, I'm looking forward to create quests and give some characters more substance.
That would be nice to create ranks and different reactions when you acquire a Daedric artifact, yes. I have taken note of that!
I got TES5EDIT and there is a tutorial that I'm going to wtach and follow for clean esp files!
I will contact you via p.m., too!
Thank you very much!
I ran this through TES5Edit and it showed a very large number of ITMs plus 5 undeleted Navmeshes that cannot be deleted. I am afraid to mess with it because I am not sure whether any of these should be removed. Would you please check on that?
What is ITMS?
I never used TES5Edit, I do not know how it works...
About the Navmeshes, is there any message about the location? I will give you a tip where the navmesh is tricky for me:
- Winterhold's Vigil: exterior
- Brelyn's Shack: exterior
Give me a feedback so that I can try to solve the problem, ok?
Thanks!
P.s. I suggest you to keep the .esp file at the bottom of the load order!
It is a good tool for cleaning errors like that out of mods, preventing CTDs and stuff like that. I am no expert at it myself, but I make it a practice to try to clean new mods when I install them, just to keep my game working well. I am not sure how to get those locations but maybe you can try it yourself and see if you can understand the output better than I.
For now, I suggest you not to delete those navmeshes, specially if you can move, get in or get out of the buildings of this mod without major problems. I will try to fix that, ok?
Thanks for downloading and playing!
AfroSamurai 2012
I ran this through TES5Edit and it showed a very large number of ITMs plus 5 undeleted Navmeshes that cannot be deleted. I am afraid to mess with it because I am not sure whether any of these should be removed. Would you please check on that?
(May be not expanding directly the "original" but go for a "renewed" version of it taking place after it has been destroyed (with help from the player ?).
As to content, Stendar has quite heavy foes, not to say they are somewhat common.
(Also, as to story progress, if it became a major location prior to destruction, it would have required quite (ah, organisation) a feat as to bring them down).
Otherwise, yes, if you can go with separated files it will be fine (a to content management at first).
I am thinking right know, the mod name will change to its previous version: "The New Vigil" or "A New Vigil"
There are new characters: some of them have a more open mind and interpret the teachings of Stendarr in a more "progressive" way , while others cling to "old ideas". With regard to the battles , I 've been watching the behavior of vigilants . Yes , some can be really hard . We do not participate in the attack on the headquarters of the original Hall of the Vigilant , but it doesn't seem that vampires destroyed everything so easily ! By the way , I'm taking care not to mess with scripts , so be on Dawnguard or vanilla version , no problems . I just have to pay attention to the storyline of some characters , to what is written in their journals or diaries make sense and do not run over the original story . At least , not entirely ! Within a few hours I 'll upload an updated file . More than 70 followers , some " common " npcs and some AI Package , equipment and furniture changed . The "final " version is almost ready . Quests and custom voices do not enter the final version , being a kind of bonus, and they will be developed later, when I get the proper material . Thank you for your comment! It helped me to rethink some aspects of the project !
Have a good day to, winter is set for good here, tough.
Adaptation.
(& Serendipity ?)
Keep it up!
It's the best thing you can do, you know?
There are thousands of mods here and professional modders and gamers but I don't think that one should be afraid of anything. Of course, there may be some flaws in some cases but it's worth trying!
Thanks for the motivation!