I finished the mod today. I really enjoyed the dungeons and the puzzles. For me, this is one of the best mods out there in this aspect. However, my enjoyment got killed in the end due to how overtuned the enemies are. I was playing on Master and even though I'm doing a no-enchantment run, my character is definitely strong enough for other mods. As soon as I saw how tanky the enemies at the beginning are, I cranked down the difficulty to Adept. I had no trouble surviving, but it takes forever to kill even normal enemies. I have no combat mods except Valhalla with stun feature turned off. The final boss has 15k hp and I couldnt take it down to under 10k, not sure if I missed a hidden interaction but its keeps healing and its health just juggles between 10k-12k. I had to turn the difficulty down to Novice to get this over with. I might try this again in the future with a giga OP ordinator build but for now this gets removed from my LO.
Has he transformed already? Try using the console to kill him and see what happens. Open the console click on him and type 'Kill'. Let me know what happens. I'll check it out ingame as well. Also are you using the Normal Version or Non Quest Version?
Edit: I tested the fight just now and I get no crashes. Must be a conflict somewhere.
The cave entrance is near Yngols Barrow. It's not advisable to coc into the cave. After you've read the book called Aldarils Journal a map marker will appear on your map. I have updated the Cheet Sheet and it includes all the images. Also check the images section for the exact location. One of the users below also had a similar issue. It could be a mod conflict. You can read through the exchanges below.
Ok the coc ID is 0KayerithCave01. Some of the music might not work as it's tied to the quest stages. To avoid issues you can try the setstage command to progress the quest. The quest ID is zzzGameofDeathQuest. Set the stages to 10, 20, 30, 40. When the quest is finished and you return to the cave use the cow command to get out of the cave. Cow Tamriel 0 0. Good luck. Interested to see if this works.
Thanks a lot. I'm glad that you had a great experience. I don't usually recommend using the console for quest based stuff( personally I just uninstall and reinstall when something doesn't work) but its good to know that there were no issues. As for the reflected damage, that unfortunately is down to the perks the enemies have. Thanks too for the images.
Ok the coc ID is 0KayerithCave01. Some of the music might not work as it's tied to the quest stages. To avoid issues you can try the setstage command to progress the quest. The quest ID is zzzGameofDeathQuest. Set the stages to 10, 20, 30, 40. When the quest is finished and you return to the cave use the cow command to get out of the cave. Cow Tamriel 0 0.
The mod has incorrect descriptions of the texts The note sends you to the northeast corner of the Dwemermuseum where a room is supposed to be that doesn't exist there There is only one northwest and in the south and there is no note or anything else
How has everyone else below found a room that doesn't exist? That room is part of the game. Do your due diligence at least before calling the mod unplayable.
i managed to find it how ever my journal says destroy verminaard and the vale and i dont have a clue where it is edit now i am stuck on find kayerith by the glaciers by yngol barrows this mod is pain so tbh
I'm not sure why some find the cave the cave and others don't but here is some codes that worked. The coc ID is 0KayerithCave01. Some of the music might not work as it's tied to the quest stages. To avoid issues you can try the setstage command to progress the quest. The quest ID is zzzGameofDeathQuest. Set the stages to 10, 20, 30, 40. When the quest is finished and you return to the cave use the cow command to get out of the cave. Cow Tamriel 0 0.
Installed your mod today, however after installation any subsequent save becomes corrupted... The crashlog reports this in the 1st line : 0x7FF9467910BB VCRUNTIME140.dll+00110BB rep movsb [rdi],[rsi]
Removing the mod and reverting back to my last save before mod installation removes the problem.
Upd : Researching the error has lead me to an unexpected end. It looks like the problem was far more serious and not related to any specific mod installation.
Followed the instructions (Increase save game file in Enginefixes.toml) and problem went away...
Even the courier showed up with the message.
Sorry for the wrong report, would have probably happened upon any large new quest mod installation (my uncompressed save is exactly 64mb which is the limit).
Is that crash log due to the Vae? I've never experienced that personally in any way. Maybe you've crossed a threshold with your save file size. My save sizes are in the 13mb range. Perhaps try the mod whenever you start a new playthrough.
Looks like you missed the UPD section of my post. Yes, it was related to UNCOMPRESSED save game size (check with Resaver). Problem is now gone. Hopefully for good...
Just finished my playthrough. Overall impressions are very good! Generally stable, well designed and a quite demanding final battle. The only serious glitch I faced was with the lever that opens the door to the book that leads to Morana's. Perhaps it was the interaction with Immersive Interactions mod but every time I pulled the lever I was 'elevated' to the lever height and the door remained closed. Had to disable the door with the console in order to proceed... Might worth a look from the author, since all other levers were good. Perhaps it's already answered but all the weapons in the game begin with "_". Strange.... Anyways, I am glad I installed this mod. It's realy nice! Thx & Kudos!
Glad you enjoyed the mod. I've never had issues with the lever but I have downloaded Immersive Interaction to see if it's causing the issue with mod. Will post feedback once I test it out. Also the prefix "_" is to make sure the weapons appear first on the list in the inventory lol.
Hi there. Immersive Interactions was responsible. The patch is available in the optional files section. I think I might leave Immersive Interactions in my load order for now. Its actually quite good.
I revisited isle of vae, a couple of days back. General behavior & feeling was equally good however there were 2-3 doors that could not be opened in order to proceed. Most notable example was the door beneath the 2 thrones that leads to isle main arena... Please note that this issue has nothing to do with the 'lever' situation, discussed above. Could the author take a look at door behavior in general, upon revisiting? I consider isle of vae, a very interesting area, definitely worth revisiting.
Hi again. I played the mod myself after creating the Immersive Interactions patch. For the patch I made sure to check every door and lever and everything was working fine. I assume the door you are talking about is the one before the circular steps leading up to the bosses. That door has a lever on the wall next to it and was working as well.
Thx a lot for the swift response! Seems like my miss, then. Will confirm upon my next visit.. In the meantime, is it possible from your side to provide the id of the door (in order for me to re-enable)? Unfortunately, I did not keep a relevant save to 'quick check'
A ton of time and effort went into creating this mod. I was under-leveled for the combat at level 90 (maybe I needed to drop my difficulty level, or get better gear).
Once you work into the main area, this turns into a massive puzzle. I enjoyed parts of it, but I was very tempted to hunt down the walk through several times.
Kudos (and endorsement) to the author, this was obviously a labor of love from someone who loves puzzles.
I'm not sure which of those mods is at fault but either Colorful Magic or Artifacts of Skyrim seem to be incompatible with this mod. I've spent two hours searching for the ship only to realise it's supposed to be where Jundmir Barrow(AoS) and Hel(CM) are located.
From what I've checked it's definitely Artifacts of Skyrim. The issues is I can't make a patch because the mod is hidden. Can you post images of the entrance. Maybe I can work off those.
Sorry I'll take another look soon, I was actually searching at the wrong location because I referred to the LE versions image. If any mod I have is still incompatible it can only be Easier Riders Dungeon Pack which has a dungeon called Vallaskr around that area.
I cannot find the Kayerith. It's not anywhere around the Serpent Stone, as is indicated in the cheat sheet. The journal says it's somewhere else, near Yngol Barrow, yet I can't find it there, either. What gives?
The Serpent Stone is the Old Location on the LE Version of the mod. After you read the book there should be a map marker of a cave near the exit of Yngols Barrow. That cave leads to the new area where the Kayerith is. What is the name of the file for the Cheat Sheet that you're using? The correct one is Legend of the Vae SE Sheet?
As a matter of fact, I think I downloaded the wrong cheat sheet. I just downloaded the one from this page, and will have a look at it tomorrow. I didn't actually go into Yngol Barrow as I didn't think that had anything to do with the quest, though I didn't notice either if there was a new map marker for a cave. Thanks for your response. Looks like an interesting mod, and am looking forward to getting into it.
I'm sorry, I am afraid I am still lost. There is no map marker of a cave near Yngol Barrow, there's just the Barrow itself, and no caves nearby. Could the quest be bugged for some reason?
Not sure what's causing that. Try reading the book again and see if the map updated message pops up. Also have you checked the image in the Cheat sheet. It's to the north of Yngols Barrow. There is also the wreckage of a ship near the entrance. If it's still not there then it is possibly clashing with another mod. Another user pointed out Artifacts of Skyrim as a possible clash but I can't check that out because the mod is currently hidden.
You are looking for a cave entrance. The ship wreckage is a landmark near there from the game. Just check the Cheat Sheet. It's the first image and everything is clearly marked. If it's not there then it's a possible mod conflict.
Yea, I can't find it, it's just not there. I don't even know where to start if there is a mod conflict. I do know I don't have the one mod you mentioned that is known to conflict with this mod. According to the cheat sheet, the landmark (that is what that is, right? It doesn't look like a cave, though) is nowhere near that ship wreckage, The Wreck Of The Winter War. If I am looking at the cheat sheet right, the landmark is more toward Windhelm, and just down from the last of the farms, across the road. I'm sorry if this thread is getting long, but I simply cannot find this cave, it's not there, I'm telling you.
Ok I've taken a few screenshots of the cave and the surrounding area. Check the images section. My character is standing in front of the cave. If the cave is not there then it might be another mod. If its not another mod then lets go through the quest progression: Courier dropped off the note, you read it and went to Markarth to get the book. After you get the book and read it the map marker for the cave should appear. The cave will not be there if you don't physically go to Markarth, get the book and read it.
Ok, so that HUGE rock, or glacier formation where your character is standing, is not there for me at all. It's just all land in that area between the wrecked ship, and Yngol Barrow. And yes, I have done the prelims: the courier's note, go to the Dwemer Museum in Markarth to retrieve Aldaril's journal, read it but the map did not update. Should I maybe uninstall the mod, and start from scratch? I actually could just do a reinstall through Vortex, that's the MM I am using. So this cave: it leads to the Kayerith? Or is the cave called Kayerith? I am confused on that issue.
Yeah you can try uninstalling and re-installing. That cave is called Kayerith Cavern and it leads to the Kayerith which is the ship you take to the Isle of the Vae. You'll see once it works. Do me a favour if you're in the Dwemer Museum stand directly in front of the lock box before opening it. Let's see if that works
I've got a problem here. I have tried removing the mod, restarting Skyrim to make sure it's completely gone, checking to see that Aldaril's journal was removed from my inventory, which it was. Upon reinstalling the mod, I check inventory and the journal is right back there, and if I already have the journal, I'll never get the courier. What now? Maybe I didn't wait enough in game time?
The problem is that you need to make a clean save that doesn't have the mod loaded. Disable the mod and run the game again. Load up the save you wish to use and make another save. This new save won't have the mod loaded. If you have Resaver then run it on that save to remove orphan scripts and save again. Next enable the mod, run the game and load the new save you made. When you are ingame, travel to a city, enter a tavern and then exit. The courier should show up then. Alternatively you could load up a previous that didn't have the mod loaded at all.
I've played the game a little while, did some quests, so now the game has made several auto saves, which didn't have the mod loaded. Is that good enough? I don't want to go way back to an earlier save and have to do quests all over again, and besides that, I wouldn't have a clue which save I should use.
Yeah that's fine either way but if your unsure just follow the steps in my previous post. Ignore the last part about using a previous save. As long as the save is new or didn't have the mod loaded you're good.
Ok, so I got the mod to work, the cave appeared where it should, and I went in. I came upon Jorrun Black-Mane, and apparently a conversation ensued, but I couldn't hear what Jorrun was saying; dialogue options appeared for me, but I could hear nothing of what he was saying, and while I was looking at him, his mouth never moved. Is this a bug?
Actually, I was able to adjust settings inside Wordpad to be able to see the full images. Now I can see what are the correct holes to jump down. The annoying thing is those damn vampire slaughterfish. Now, I am using "cheats" that allow for unlimiting underwater breathing, but it's hard moving through those underwater corridors, bumping into those slaughterfish. Wish I could just kill them, but can't use weapons or magic underwater. I edited my other comment after finding out about Wordpad, so it wouldn't take up as much space on the page. Thanks for all of your help.
84 comments
I try to defeat Merikh the Dark Lord but the game always crashes.
Any Ideas why?
Edit: I tested the fight just now and I get no crashes. Must be a conflict somewhere.
i was using the console to kill him and killed him. No crashes!
Yes i am using the Non Quest Version.
Thanks for that! And a very great mod!
It would just be easier
I found the entrance of the cave but it is empty. (there is no entrance)
I know the mod is working because I was able to spawn some of the npc you created.
I cheated my self the book and read it but nothing hapened.
COC is my last option here
I just finished the mod.
It was by far the best dungeon I've done. Very challenging ennemies very diversed too. I really enjoy how the tension builds up at each floor.
The design of the dungeon is very epic i loved it !
I uploaded some of my screen in the dungeons if you like some of them.
The only thing that I did'nt really enjoyed is the reflect damage on some of the ennemies like the elite death knight and the corrupted blade.
this really kills the experience where you get kill just by hitting your ennemies and I played two handed weapon not much spell.
Otherwise it was great thanks a lot for this mod !!
The note sends you to the northeast corner of the Dwemermuseum where a room is supposed to be that doesn't exist there
There is only one northwest and in the south and there is no note or anything else
Therefore unfortunately not playable
Installed your mod today, however after installation any subsequent save becomes corrupted...
The crashlog reports this in the 1st line :
0x7FF9467910BB VCRUNTIME140.dll+00110BB
rep movsb [rdi],[rsi]
Removing the mod and reverting back to my last save before mod installation removes the problem.
Upd : Researching the error has lead me to an unexpected end. It looks like the problem was far more serious and not related to any specific mod installation.
https://www.loverslab.com/topic/179789-what-is-this-error-vcruntime140dll12db/
Followed the instructions (Increase save game file in Enginefixes.toml) and problem went away...
Even the courier showed up with the message.
Sorry for the wrong report, would have probably happened upon any large new quest mod installation (my uncompressed save is exactly 64mb which is the limit).
Thx in advance
Looks like you missed the UPD section of my post.
Yes, it was related to UNCOMPRESSED save game size (check with Resaver).
Problem is now gone. Hopefully for good...
Just finished my playthrough.
Overall impressions are very good! Generally stable, well designed and a quite demanding final battle.
The only serious glitch I faced was with the lever that opens the door to the book that leads to Morana's. Perhaps it was the interaction with Immersive Interactions mod but every time I pulled the lever I was 'elevated' to the lever height and the door remained closed. Had to disable the door with the console in order to proceed... Might worth a look from the author, since all other levers were good.
Perhaps it's already answered but all the weapons in the game begin with "_". Strange....
Anyways, I am glad I installed this mod. It's realy nice!
Thx & Kudos!
I revisited isle of vae, a couple of days back. General behavior & feeling was equally good however there were 2-3 doors that could not be opened in order to proceed.
Most notable example was the door beneath the 2 thrones that leads to isle main arena...
Please note that this issue has nothing to do with the 'lever' situation, discussed above.
Could the author take a look at door behavior in general, upon revisiting?
I consider isle of vae, a very interesting area, definitely worth revisiting.
Thx in advance!
Seems like my miss, then.
Will confirm upon my next visit..
In the meantime, is it possible from your side to provide the id of the door (in order for me to re-enable)? Unfortunately, I did not keep a relevant save to 'quick check'
difficulty level, or get better gear).
Once you work into the main area, this turns into a massive puzzle. I enjoyed parts of it, but I was very tempted to hunt down the walk through several times.
Kudos (and endorsement) to the author, this was obviously a labor of love from someone who loves puzzles.