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Welcome to Weissadler�s Hamlet
On the lakeside of Lake Henrich lies a small settlement called Weissadler�s Hamlet. As you become acquainted with its inhabitants you start to realize that a great misfortune has happened to these people. Will you set out to help them and shed light on the mystery of Weissadler�s Hamlet?
Weissadler�s Hamlet is a quest mod that takes you to several new, handcrafted interior and exterior locations in Skyrim. Starting with a number of short introductory quests, the story develops into a major quest line that will take you around four to five hours to complete. On your journey you will have to conquer dungeons, solve puzzles, converse with NPCs and explore unseen locations and corners of Skyrim. At the end you will be rewarded richly and welcomed as a new inhabitant of Weissadler�s Hamlet.
Since this mod�s enemies do not level with the player, it is recommended for characters from level 10 (�hardcore�) to level 25 (�piece
of cake�).
Weissadler�s Hamlet is the product of me modding for the last two years or so. It started with some tinkering with the Creation Kit and evolved into an extensive quest mod. Although countless hours went into it that led to a fully fletched and exciting experience, it is still my first attempt.
Please consult the important notes in the �important notes and caveats� section, especially the ones concerning voice-acting (which is non existent, so turn on the all dialogue subtitles). In order to be able to follow the story in all its details, read the journals and notes since they provide key plot information.
I�d appreciate it a lot if you took the time and embark on the adventure surrounding Weissadler�s Hamlet.
How to start
Speak with a traveler outside the road to Riften, between Fort Greenwall and the watchtower�s. He is searching for someone to help him. Check out the map in the picture section if you should run into problems finding him.
Recommended mods
- For certain, non-essential functions SKSE is needed. (SPOILER: This only concerns auto-sorting containers)
- The lighting was optimized) for Enhanced Lights and FX (http://www.nexusmods.com/skyrim/mods/27043/?). I recommend using this mod (or a similar one) for the best ambience.
- I recommend using No Random Dragons (http://www.nexusmods.com/skyrim/mods/14519/?) since Dragons might interfere with the quests.
Incompabilities
- This mod changes some exterior cells. Any mod that alters one of these cells may conflict. This is true for Hunting in Skyrim f.e..
Important notes and caveats
- IMPORTANT: This mod is NOT voice-acted. Thereforebe sure to have ALL subtitles turned on (dialogue and general). NPC�s may come up to you and start talking. So be attentive (I used this only rarely). I included voice files for all dialogue lines. This is the safest way to ensure that all dialogue and cutscenes play out properly.
- IMPORTANT: Enemies do NOT level with the player. Weaker enemies are around level 15, stronger ones, including bosses, around level 20. I recommend playing this mod with a character around level 15 for a challenging but pleasent experience. If you shouldn�t be content with the difficulty, there is still the difficulty setting in the Vanilla options.
- Thewhole mod is properly navmeshed, but certain areas are hard to come by for followers, followers may come in your way or they will not get teleported properly. Keep this in mind if you want to use a follower for the playthough.
- I didn�t account for all eventualities. Some actions may hinder you from quest
progression. Don�t walk around and kill NPC�s as you like. Having said this, you have to push the limits to do something game breaking. Save often with
multiple saves to be on the good side.
- This mod is script intensive. I used a lot of scripting, including global variables. I am no expert at this, but it might lead to save game bloating. I guess this is true for all mods that use scripts and I do not know the severity of the issue, but I thought I should mention it. I personally never experienced an
impact. Backup your saves before playing the mod.
- I encountered navmesh problems for exterior cells (due to mod conflict I suppose) if this mod is not put at the end of the load order (or as low as possible). If you should experience such a problem (NPCs bumping into objects like they drank too much mead), move the mod to the bottom of the load order and it should be fine.
- A lot of the names, references, the use of kits (architecture) and symbols are not strictly lore friendly. As I have a hard time to come up with good names, I use names from games, novels or movies I like. While some of you might find this refreshing, I ask the others to ignore it as far as possible. I think the story fits in with the lore enough though. Trivia: Weissadler, by the way, was one of my character�s from a former playthrough. Weiss (white) signifies his white hair. Adler (eagle) denotes his skills as archer, hunter and explorer.
- This mod has been playtested by me and friends and it should run smoothly. I would say that this mod is in the late beta stage at the moment. But of course, you might encounter problems. I am very happy to help out providing you with hints or console commands to skip certain quest stages. Furthermore, I am thankful for comments concerning bugs or improvements in general.
Troubleshooting:
Q: I try to talk to people but there is nothing. They just keep staring at me.
A: As noted in the �Important notes and caveats� section, this mod is NOT voice-acted. Therefore be sure to turn on the subtitles for all the dialogue (also general).
Q: I can�t progress with a quest.
A: Not all quests do have quest markers and not all quests take you by the hand. This might be difficult sometimes (but mostly not). If you should need advice, feel free to contact me. If something should be broken and you do not have a former save, you can contact me and I can provide you with the console commands for quest stages.