Skyrim Special Edition

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LegoManIAm94

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LegoManIAm94

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136 comments

  1. LegoManIAm94
    LegoManIAm94
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    I cannot guarantee this mod working with other mods or with saves games. It is best to play this mod with a new save and with mods that do not edit the companions questline.
  2. fighter139
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    I wanted to report that I'm using the Do Not Go Gentle (DNGG) 2.7.0 modlist, which includes Improved Companions - Questline Tweaks.  I added this no-werewolf mod to MO2 during the "prove yourself" misc quest where you "Talk to the Companion Leaders for work."  Once I finished 5-10 of those, I was able to enter the underforge and have started the initial quest to join the circle with no problems...will report any issues I find, but it seems to be working.

    I checked in SSEdit and I didn't see any strange conflicts, either, just seems to overwrite quest and dialogue info...I made sure this mod was overwriting in my mod and load order.

    Edit: Everything went without a hitch.  Even trying to put another Glenmoril witch head into the flame does nothing, as you would expect.
  3. Buffo90
    Buffo90
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    Thanks for the update, just one question, the dialogues added by this mod are voiced?
    1. LegoManIAm94
      LegoManIAm94
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      The new dialogue is not voiced
    2. SkyrimChad90
      SkyrimChad90
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      AI voice could work :)
    3. BlyZeraz
      BlyZeraz
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      No it couldn't. Don't suggest something as dumb as AI voices.
    4. DaModdaKilla
      DaModdaKilla
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      You're so late to the party bud. Mods like DBVO and ElevenLabs exists, you know. 
  4. Pennydropt
    Pennydropt
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    I thought I would post this here, even though I have the "Fixed" version installed, as it might help someone.

    This is how it went for me. Firstly, note that my game is still 1.63(?) as I live in fear of broken mods breaking my game mid story. Only activated mod after Skjor entered the underforge, manual save, shut down game then started up and activated the mod in my load order. Exited by the same door I went in, body was where it was supposed to be. Exited via the tunnel, no werewolf corpse. The claw wasn't there. I used command codes to place the claw in the werewolf's inventory. That worked fine. I got the notification when I picked it up and took it to Aela. The rest went smoothly. Remember to go to the werewolf corpse at the far wall because I think that is Skjor's body. Aela will start talking. However! Don't just leave when Aela tells you to go back! I almost did this. Talk to her again, and she gives you the first follow-up quest. Do that and then return to the Companions. Report to her and things continue from there with the "Stealing Plans" quest. Even though this is my first run-through with this mod, I think it is worth having in your load order if you don't want to become a werewolf.
  5. SkpC9
    SkpC9
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    Thank you for this mod, now I can do companion quests as a vampire lord.
    And can I translate this mod into chinese and upload it to nexus as a translation?
    1. LegoManIAm94
      LegoManIAm94
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      Yes you can translate this mod and upload it to nexus.
    2. SkpC9
      SkpC9
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      Thank you
  6. LegoManIAm94
    LegoManIAm94
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    Version 2023-10-26 fixes several bugs including the breaking of the companions questline.

    Still it is highly recommended using this mod with a new saved game that has not started the companions questline and not use mods that conflict with the companions questline.

    This updated version has been tested several times over.
  7. sundog005
    sundog005
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    The Companion Questline is not a good one and by the looks of the comments this mod is pretty buggy also, sad because its a much needed thing in Skyrim.
  8. gena20111312
    gena20111312
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    Hello everyone!!And in Russian there is such a modik!!!
  9. paradoxnrt
    paradoxnrt
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    Okay, ran through this 'No Werewolf' mod.....so many bugs!!!!  Between missing claw quest item, Aela not giving jobs, Skjor not being where he should be (even his dead body is missing), still not getting resting bonuses.....I can't recommend this mod to anyone!

    It WILL break the Companion questline...unless you use the console commands to progress!

    Even then, you'll still need to use the console to give yourself the 'well rested' bonus every time after sleeping.....

    Since using this mod will require many uses of console commands, it would be far easier to just NOT use this mod + use the console command to remove the werewolf spell (no longer a werewolf)!
  10. paradoxnrt
    paradoxnrt
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    You can't get the rested/well-rested bonuses with this mod....even if you don't become a werewolf, the resting bonuses are still disabled.
  11. Kzero91
    Kzero91
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    Normally I do not comment when there are problems with a mod because they can usually be easily fixed, whether by deleting the mod or a small workaroud. But this mod here is of all the thousands of mods that I have used over the years really the worst ever, with the mod you destroy the entire companions quest series... (Both with a new savegame and with an existing one). At least thanks to DiscalcedDefenestrator I could make this bug infested mod halfway undone, even if not completely but better than nothing. 
    Anyway, to all those who are considering installing this mod and read this here please do not do it, so you save yourself a lot of frustration and nerves.