Please feel free to post any suggestions, ideas, fixes and tweaks you may have for Invasion of Skyrim.
List of common answers.
1. There is silent dialogue for some of the quest sensitive lines in this mod. 2. This mod is very hard and intended to be so. There's an extreme learning curve. 3. I need very detailed reports if there's an actual bug happening.
Hey there im in love with this mod but i have an issue i cant seem to fix. Whenever i try to going down into the headquarters i get stuck in an infinite loading screen. can anyone help me out?
Hi there!! You might not have all of the requirements for the mod. However, this version is no longer supported anymore, so I can't assist you as bugs like these have been ironed out in the SE version.
Hello I think your mod is awesome! I have an idea for a mod you can connect it to: Aethernautics by Trainwiz The reasoning for this one is a because the Aethership would be a very powerful asset for both sides would want.
PS I'm endorsing this mod because it is a masterpiece and you are a fantastic mod maker!
No problem and here is the URL for Aethernautics- A Space Travel Mod. URL: http://www.nexusmods.com/skyrim/mods/41754/? Note: I don't know how to make it a link so just copy and past onto a web browser. Evittalex, I was thinking of you creating an add on that connect the two mods. So yes I guess. Also Is it compatible with Palaces and Castles Enhanced? URL: http://www.nexusmods.com/skyrim/mods/79746/? if not can you make a patch please?
It might not be a bad idea to have a contingency in case the player sequence breaks somewhere. I stumbled on a trapdoor in the middle of nowhere, and I suddenly get a quest that says that I was sent there by someone to rescue someone else, even though I never made it to the Resistance or even interacted with anyone from the mod.
I know where you're talking about. I suppose I was just waiting for someone else to dump the logic on me!
The problem with adding contingencies is they usually require a new playthrough, if for example they are objects blocking a path until the quest reaches X stage. I'll see if I can't figure out a harmless way to do it, though.
Well, some quests in Skyrim acknowledge if you've actually done them before you were given the quest. Like how if you cleared out Bleak Falls Barrow before you went to Whiterun, Farengar will be surprised by the fact that you've already gotten the Dragonstone before he even asked for it.
You could so something similar to that. Like, "Well, I was going to send you to Dungeon X so that you could save Person Y, but you''ve seemed to have done that already"
And if that's not something that you can do without making people start a new playthrough, then you can always shelve that idea until you can bundle it up with a bunch of other stuff that people would need to restart for.
Since its more an immersion-breaking thing as opposed to a game breaking thing, it can take a back seat to more important issues.
Hey, Just got the Mod and loving it so far... but quick question...
Is this a quest mod (With a main story questline)? or just an immersion/random encounters/radiant quest mod?
Because I just finished the quest "Morkis dark thoughts" and the quest stream ends there. I cant find anyone else to continue on the main quest. I tried some of the outposts but those NPCs will only sell me stuff or wont talk to me.
Is there someone I should speak to in order to continue the main story? if so...who is it and were do I find him/her?
Has anyone tried to "esmify" the coremod and can tell if it will work?
The idea behind it is to have a personal.esp with add-ons for this mod without changing to much if an update will come (for example creating some summoning spells, changing some armor or other stuff)...
and I would love to hear from all what kind of add-ons should be good so evittalex can concentrate of his mod not trying to resolve all possibilities for everyone
Esmify is how I created all of my own addons, so go right ahead. You can leave it esmified as well, if your load order demands it. Just make sure you know how to use the CK, I'm not responsible for any damage you cause!
Almost everything in this currently uploaded version on the Nexus is sorted with EDID's containing either "CQ / Chiss / Chiss_ / Thrawn" to keep things simple.
As you know, I really enjoy your mod but something make me mad :
Sometimes, it take me a while to find some important NPCs in Resistance's HQ (or in other area but this suggestion is for resistance's HQ).
I think it will be a real improvement if we could ask to a guard where is someone ? (like you can found in WoW with cities' guards) Just to indicate you where they could be or to add a quest marker until you found them ?
It seems logical in a military HQ that soldiers know where are their leaders, isn't it ?
this is a great idea... playing without showing questmarks and then go through this mod is a challenge, too but much more natural feeling... (only having a vague idea of the location if you will look at the map)...
maybe some followers should have a summon-spell, too... (just to shorten the time to "report" and going back to the last location.. imagine sending a bird with a message so the queststage is done)... or you might install a "message board" at several inns to put in a postmail and receive further quests (like in game Witcher)...
but to give in a personal joke, being in military for a long time... knowing where the leader is is not the important task of a soldier.. mostly avoiding them since they are a pest for the normal one *laughing (knowing both sides since I "ranked up" myself)
Have fun in playing this wonderful mod - discovering it and "taming" it for my needs (playing vampire/succubus) at the limit what skyrim is able to do is my personal project now ... maybe there will be a special topic which mods are best to play with...
to start this I will make some suggestions
playing with Immersive wenches is highy recommened.. (only skip "judgement wenches" since this mod will kill your followers) Revenge of the enemies 2016 will do fine, too Rigmor of Bruma is ok (some places are used too, but not crashing the questlines)
if you are looking for NPC-Followers outside the normal "goodlooking ones" but with character and fun to play with look at the followers of nachtdaemmerung77 - the bruxa-follower is very impressing with unusual gaining powers during the game and fun to object during fights
Great mod! I can tell you put a lot of time into this and you did it justice my friend! My only problem is that, i've done almost every quest in the mod, but for some reason the only one that isn't starting at all is the quest with Tir. I got the instuctions to go talk to him but i go and talk to him and he just has the same dialogue, please help me in anyway possible. Thank you!
Ideas/Fixes/Tweaks General Thread. (25 comments)
List of common answers.
1. There is silent dialogue for some of the quest sensitive lines in this mod.
2. This mod is very hard and intended to be so. There's an extreme learning curve.
3. I need very detailed reports if there's an actual bug happening.
PS I'm endorsing this mod because it is a masterpiece and you are a fantastic mod maker!
Are you thinking of this as an addon for Aethurnautics? I know nothing about Trainwiz or his mods, my apologies.
URL: http://www.nexusmods.com/skyrim/mods/41754/?
Note: I don't know how to make it a link so just copy and past onto a web browser.
Evittalex, I was thinking of you creating an add on that connect the two mods. So yes I guess.
Also Is it compatible with Palaces and Castles Enhanced? URL: http://www.nexusmods.com/skyrim/mods/79746/?
if not can you make a patch please?
So I was kind of lost on what was going on there.
The problem with adding contingencies is they usually require a new playthrough, if for example they are objects blocking a path until the quest reaches X stage. I'll see if I can't figure out a harmless way to do it, though.
You could so something similar to that. Like, "Well, I was going to send you to Dungeon X so that you could save Person Y, but you''ve seemed to have done that already"
And if that's not something that you can do without making people start a new playthrough, then you can always shelve that idea until you can bundle it up with a bunch of other stuff that people would need to restart for.
Since its more an immersion-breaking thing as opposed to a game breaking thing, it can take a back seat to more important issues.
Inigo and Vilja works very well with this mod too.
You can customize their damage input/output.
Advanced Adversary Encounter & High level enemies work well ( I prefers this one instead of RotE, it is more balanced ).
Have fun
PS: Oups, I have answered to an old post, but information are still truz ^^
I have other ideas, but i must take time to think about them.
You can delete it, i want to answer you, not to create a new post.
Esit: i found draqh in Mog's Mine this time ^^
Is this a quest mod (With a main story questline)? or just an immersion/random encounters/radiant quest mod?
Because I just finished the quest "Morkis dark thoughts" and the quest stream ends there. I cant find anyone else to continue on the main quest. I tried some of the outposts but those NPCs will only sell me stuff or wont talk to me.
Is there someone I should speak to in order to continue the main story? if so...who is it and were do I find him/her?
Thanks!
The idea behind it is to have a personal.esp with add-ons for this mod without changing to much if an update will come (for example creating some summoning spells, changing some armor or other stuff)...
and I would love to hear from all what kind of add-ons should be good so evittalex can concentrate of his mod not trying to resolve all possibilities for everyone
Have fun in playing and modding
WhiteNinja
Almost everything in this currently uploaded version on the Nexus is sorted with EDID's containing either "CQ / Chiss / Chiss_ / Thrawn" to keep things simple.
Sometimes, it take me a while to find some important NPCs in Resistance's HQ (or in other area but this suggestion is for resistance's HQ).
I think it will be a real improvement if we could ask to a guard where is someone ? (like you can found in WoW with cities' guards) Just to indicate you where they could be or to add a quest marker until you found them ?
It seems logical in a military HQ that soldiers know where are their leaders, isn't it ?
maybe some followers should have a summon-spell, too... (just to shorten the time to "report" and going back to the last location.. imagine sending a bird with a message so the queststage is done)... or you might install a "message board" at several inns to put in a postmail and receive further quests (like in game Witcher)...
but to give in a personal joke, being in military for a long time... knowing where the leader is is not the important task of a soldier.. mostly avoiding them since they are a pest for the normal one *laughing (knowing both sides since I "ranked up" myself)
Have fun in playing this wonderful mod - discovering it and "taming" it for my needs (playing vampire/succubus) at the limit what skyrim is able to do is my personal project now ... maybe there will be a special topic which mods are best to play with...
to start this I will make some suggestions
playing with Immersive wenches is highy recommened.. (only skip "judgement wenches" since this mod will kill your followers)
Revenge of the enemies 2016 will do fine, too
Rigmor of Bruma is ok (some places are used too, but not crashing the questlines)
if you are looking for NPC-Followers outside the normal "goodlooking ones" but with character and fun to play with look at the followers of nachtdaemmerung77 - the bruxa-follower is very impressing with unusual gaining powers during the game and fun to object during fights
Have fun in playing and modding the game