Great news for compatibility! Tel Nalta and RS Children now both have compatibility patches. The RS Children patch was by Walker Gallia, and can be found via the link below and in the description.
COMPATIBILITY WITH OTHER MODS
- Klinalth Lake Mansion-Player Home is not compatible - Talos Island is not compatible - Isle of the Akavir is not compatible - Woodland Sanctuary is not compatible
Mods with compatibility patches:
- Tel Nalta (fixes terrain and NavMesh conflicts) - RS Children by Walker Gallia - http://www.nexusmods.com/skyrim/mods/68258/? (fixes mesh and texture issues with Albert) - Aurora Village (fixes terrain, NavMesh conflicts, and static mesh conflicts) - WATER Plants.esp (removes some grass that was poking through a mesh) - Undeath (removes the signs to Little Vivec) - Requiem (removes a giant slaughterfish that was terrorizing Little Vivec)
Please avoid spoilers in the comments for the sake of new players. Thanks!
Moon and Star is now available for SSE! Tell your friends, tell your pets, tell your pets' friends!
The SSE version does not have custom LODs for Little Vivec or the dungeon for the moment, due to changes in SSE's LOD system. Everything else, however, is ready to go!
I've used this mod since it came out and appreciate all ofthe work you did and still do on it. I picked up Skyrim again after two years due to my rotation of games. I'm wondering if it will work with the forced AEplatform and the new SKSE version necessary for that. Please let me know if I am wrong and this is SE/AE compatible with the latest version of SKSE. I'm using the SE version of Skyrim but with the Current SKSE Anniversary Edition build 2.2.3 (game version 1.6.640) Thanks again for all of your hard work on this.
Question: Is there a way to disable the morag tong assassins spawning? They're a complete joke and I see no reason to have two idiots in leather armor appearing from oblivion portals in my living room. They're nothing but an annoyance at this point in the game, where it takes one hit to kill either of them. I would have considered killing the nerevarine just to avoid this, but apparently you get cursed by Azura if you do that and then you die every time you try to sleep or something. I don't see why both outcomes of a story mod have to have negative repurcussions. You should be able to clear your name with the morag tong somehow.
Annoyance is the perfectly correct term. The encounters with those assassins are neither challenging, nor immersive, but just superfluous. The most difficult part is to dispose of their corpses from your player-home.
What's even more ridiclous is if you kill the guy instead he puts a permanent curse on you that reduces your health by 50 and speech by 25. That's simply unacceptable. The mod maker is an absolute dimwit.
just necroing this thread as I found out that having these assasins turn up in your house will also mess with some alterations to player homes made by mods. I have no idea why its cool to have assasins turn up in your living room where your kids might be living - outside in the road maybe, at the local Inn possibly but not in your home - so I uninstalled it and started a new play through (this was some time back). Really needs a mod which disables that aspect of the mod entirely and if anyone knows of one I'd appreciate a link..
I wish the Nerevarine would join with the player on other adventures. I know, he's too important to be a follower, but it would be a neat feature if you could recruit him as a follower in the end.
I have a little question, when you meet the nerevarine, there has this music, the theme of the dovakhiin but more calme, can someone tell me where to find it ? I shearch but I found nothing.
Immersion patch doesn´t work.... I try load order before and after main file... nothing work....(courier immediately find me after start)...it´s a shame
Thank you! for pointing out this mod. I had no idea anything like this even existed. Just looked at a video about this mod. Very cool! Again, thank you very much. This will prove to be immensely useful.
1353 comments
COMPATIBILITY WITH OTHER MODS
- Klinalth Lake Mansion-Player Home is not compatible
- Talos Island is not compatible
- Isle of the Akavir is not compatible
- Woodland Sanctuary is not compatible
Mods with compatibility patches:
- Tel Nalta (fixes terrain and NavMesh conflicts)
- RS Children by Walker Gallia - http://www.nexusmods.com/skyrim/mods/68258/? (fixes mesh and texture issues with Albert)
- Aurora Village (fixes terrain, NavMesh conflicts, and static mesh conflicts)
- WATER Plants.esp (removes some grass that was poking through a mesh)
- Undeath (removes the signs to Little Vivec)
- Requiem (removes a giant slaughterfish that was terrorizing Little Vivec)
Please avoid spoilers in the comments for the sake of new players. Thanks!
The SSE version does not have custom LODs for Little Vivec or the dungeon for the moment, due to changes in SSE's LOD system. Everything else, however, is ready to go!
I picked up Skyrim again after two years due to my rotation of games.
I'm wondering if it will work with the forced AEplatform and the new SKSE version necessary for that. Please let me know if I am wrong and this is SE/AE compatible with the latest version of SKSE. I'm using the SE version of Skyrim but with the Current SKSE Anniversary Edition build 2.2.3 (game version 1.6.640)
Thanks again for all of your hard work on this.
Annoyance is the perfectly correct term. The encounters with those assassins are neither challenging, nor immersive, but just superfluous. The most difficult part is to dispose of their corpses from your player-home.
use your mouse to click on them type "disable" without quotations.
Viola your done.
You should make more mods
I have a little question, when you meet the nerevarine, there has this music, the theme of the dovakhiin but more calme, can someone tell me where to find it ? I shearch but I found nothing.
pls help!
https://www.nexusmods.com/skyrim/mods/64905