what i need to do in fort greymoor? i was thinking that i need to find a woman's deadbody, but the prison doesn't have any, just a random dead stormcloak body
Thanks for mod, man, I'm sooo glad for killing all this evil scum. But. But! Some rooms at Dawnstar Sanctuary are still blocked, and there are ghosts stuck inside (you know, those phantom swordsmen and archers). Also, that unique troll, Uderfrykte is nowhere to be found, Finally, Creation Kit shows that there is one more note from Cicero, about one bad day. Another "Killing Joke" reference, hehehe... But I didn't found it anywhere. Cicero himself is long dead at the moment, with his brains are splattered on a wall at Falkreat Sanctuary. Did you intend that we should fight him AGAIN and find this last note? Well, it would be very Joker-esque, to reappear after certain death, but I want to be sure that all is over. Maybe there is console command to summon him again, fully prepared and as dangerous as a Wrath of Sithis... Or not? Just kill him at first sanctuary, and that's all?
Like many I can't find Cicero in the sanctuary. Would someone just tell EXACTLY which room and spot he's supposed to be at? Detect Life isn't finding him at all and reloading from a prior save to redo the whole sanctuary didn't fix it.
Followers can't reliably go through most of the new doors. The one with all the spiders is bugged as my follower ended up in the boss room instead of following me, and I could not find a switch to raise that gate so I had to use the console. The witch is INSIDE that room. The notes also needed proofreading, have too many run-on sentences and for those of us who never joined the DB in Oblivion, the long section in one diary about the CoC being in it... well, "severed head" didn't fully canonize that but oods are if you're trying to destroy the DB here you probably didn't join them in Oblivion, either. It was also a long section when a shorter, sufficient info note would have been just fine. like the rest of them were.
The high level requirement is also a putoff that delays the entire thing for quite some time into the playthrough.
Cicero eventually attacked me in the woods surrounding Falkreath. I don't know if he randomly spawn in despite the quest steps or if he spawns in later and follows the player.
Some dialog in the journals also needs proofreading and I can't figure out where the one about "past tense" comes from but I swear it's taken almost verbatim from another game because it looks very familiar.
Hello. I have reach Dawnstar Sanctuary, kill all the enemies, but where is Cicero? I already kill that gigantic Night Mother and her childrens, those small skeletons. But Cicero is nowhere to be found. What the heck is going on with this mod anyway. Please tell me how to fix this problem. Tq
Hi ...seems I got locked out of my account since I haven't logged in for a long time,anyway I havent been able to replicate the bug since this Cicero is a duplicate copy of the game Cicero with no Ai packages...there may be a conflict if there are mods that add Ai packages to bandit factions. The best way to solve it is to get out of the sanctuary(be outside),save,then disable my mod,load the game,save again,re enable my mod, then load and Cicero should be there(unfortunately you will have to kill the enemies again).Also No I didn't add quest markers.Sorry for my late response.
Nazir should have been killed when you start the destroy the dark brotherhood questline...maybe you have a mod that sets him to be essential since he is also a trainer in light armor...my mod doesn't touch Nazir http://elderscrolls.wikia.com/wiki/Nazir
Has anyone used this in conjunction with "Destroy Dark Brotherhood Adventure RolePlay RPQuestAssist" (which makes the finding of the DB Sanctuary into a proper quest as opposed to random town guards knowing where the super-secret assassin hideout is...) for an even longer overall Destroy the DB storyline? I would imagine these would be fine, as that mod only affects events BEFORE you enter the Falkreath Sanctuary, and this mod only affects events AFTERwards and only adds a chest to the sanctuary.
My mod doesn't change the original game scripts Destroy Dark Brotherhood Adventure RolePlay RPQuestAssist does so there shoouldn't be a conflict.
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Followers can't reliably go through most of the new doors. The one with all the spiders is bugged as my follower ended up in the boss room instead of following me, and I could not find a switch to raise that gate so I had to use the console. The witch is INSIDE that room. The notes also needed proofreading, have too many run-on sentences and for those of us who never joined the DB in Oblivion, the long section in one diary about the CoC being in it... well, "severed head" didn't fully canonize that but oods are if you're trying to destroy the DB here you probably didn't join them in Oblivion, either. It was also a long section when a shorter, sufficient info note would have been just fine. like the rest of them were.
The high level requirement is also a putoff that delays the entire thing for quite some time into the playthrough.
Some dialog in the journals also needs proofreading and I can't figure out where the one about "past tense" comes from but I swear it's taken almost verbatim from another game because it looks very familiar.
The best way to solve it is to get out of the sanctuary(be outside),save,then disable my mod,load the game,save again,re enable my mod, then load and Cicero should be there(unfortunately you will have to kill the enemies again).Also No I didn't add quest markers.Sorry for my late response.
http://elderscrolls.wikia.com/wiki/Nazir
Thanks for the confirmation!