This mod is no longer supported. It still works, and should function normally, but it won't receive any updates in the future. The permissions are open for anyone if they wish to improve it. Please do not message me about this anymore.
I've added a Bells of Skyrim - JK's Skyrim - Dawn of Skyrim Patch on the JKS + DoS Patch page. You only need to use this single ESL flagged patch instead of the previous 3 patches required. The Solitude bell has been moved into an existing JKS tower and minor clipping in the other towns is removed. Big thanks to Vermunds for his work on this mod and the other patches which I based my patch off. Cheers.
[00:00] Start: Applying script "__ESPFEFollower" [00:00] Exception in unit line -1: Error in unit '__ESPFEFollower' on line 241 : Type mismatch [00:00] Error during Applying script "__ESPFEFollower": Error in unit '__ESPFEFollower' on line 241 : Type mismatch [00:00] Start: Applying script "__ESPFEFollowerCELLFree" [00:00] Exception in unit line -1: Error in unit '__ESPFEFollower' on line 244 : Type mismatch [00:00] Error during Applying script "__ESPFEFollowerCELLFree": Error in unit '__ESPFEFollower' on line 244 : Type mismatch
Just a correction: You are linking to the version of Run For You Lives for old Skyrim and not Skyrim Special Edition in the description. Probably not a big deal but could be good to correct when you have time :)
Edit: Just realized the mod is not maintained anymore.
i haven't noticed falling out of the world space in windhelm (neither with vanilla or dawn of skyrim and this mod installed plus all relevant patches) i'd check for other mods or verify your game files or check you are using the latest version of this mod
I noticed sometimes NPCs dont flee when the bell is rung (lets say i start killing people like a maniac) they just stand there like nothing is happening. Another thing is i have to run next to or near to the bell for the guard to start ringing it (maybe this is intended?) Would love to have it that when there is something going on anywhere in the city that the bell gets rung. I had a look in xedit and saw that the guards that ring the bell are new npcs and i was wondering if i could add maybe the ai packages to a few select individual guards from vanilla so that they run from A (crime scene) to B (the bell)? Thank you.
There is a conflict between Immersive College of Winterhold and Bells of Skyrim in Markarth. I resolved it for players using Sky City - Markarth Rising by moving the teleporter to the expansion area. The patch is available here: Sky City patch collection (Open Cities included).
Hi =) I have one question. Can this mod work with Interesting NPCs? I mean Bells can make them run away and hide if the dragon attacks town. As I understand INPCs are binded to specific spots, so if that mod will make them run and hide(in some buildings maybe) - will they be able to return to their original position? Would be a shame if they stuck inside or get lost. Or maybe this mod doesnt touch added npc and affects only vanilla guys? PS- I know about Run for you lives, but see to many people speaking of "stuck" problem with vanilla NPC. No hating r.f.y.l., it is a greate idea mod)))
282 comments
The permissions are open for anyone if they wish to improve it.
Please do not message me about this anymore.
Unofficial update by MakeThomas.
Fixed the issue (renamed esp.) with Dawn of Skyrim v1.5
https://www.dropbox.com/sh/l3bjfpg29rxzns7/AABNIlD7apHrBDbp4wVXholja?dl=0
[00:00] Start: Applying script "__ESPFEFollower"
[00:00] Exception in unit line -1: Error in unit '__ESPFEFollower' on line 241 : Type mismatch
[00:00] Error during Applying script "__ESPFEFollower": Error in unit '__ESPFEFollower' on line 241 : Type mismatch
[00:00] Start: Applying script "__ESPFEFollowerCELLFree"
[00:00] Exception in unit line -1: Error in unit '__ESPFEFollower' on line 244 : Type mismatch
[00:00] Error during Applying script "__ESPFEFollowerCELLFree": Error in unit '__ESPFEFollower' on line 244 : Type mismatch
any ideas? :/
Also remember to unpack the bsa files.
Edit: Just realized the mod is not maintained anymore.
Rising by moving the teleporter to the expansion area. The patch is
available here: Sky City patch collection (Open Cities included).
I have one question.
Can this mod work with Interesting NPCs? I mean Bells can make them run away and hide if the dragon attacks town. As I understand INPCs are binded to specific spots, so if that mod will make them run and hide(in some buildings maybe) - will they be able to return to their original position? Would be a shame if they stuck inside or get lost.
Or maybe this mod doesnt touch added npc and affects only vanilla guys?
PS- I know about Run for you lives, but see to many people speaking of "stuck" problem with vanilla NPC. No hating r.f.y.l., it is a greate idea mod)))