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59 comments

  1. yungsofa117
    yungsofa117
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    you think about using elevenlabs?
  2. Giboss
    Giboss
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    Hello...

    Interesting mod with a short quest... everything was great, but it's a shame it's not esl (probably can't be) :/

    I have to give up on it then.
    1. BobOfTheA
      BobOfTheA
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      Are you at your esp limit? This mod is too big to be made an esl, and more importantly is the prologue for a much larger New Lands DLC-sized mod. There's no way it could be made into an esl.
  3. zamio1
    zamio1
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    Hi, I'm still getting crashes from opening my map in interiors due to this mod.
    1. Zediious
      Zediious
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      Heya! What version of the mod are you using?

      Further, are you experiencing the crash only after you loaded a save in an interior, or even after you have entered a worldspace and re-entered an interior?
    2. zamio1
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      I'm using the latest version of the mod.
      The problem is actually reversed seemingly for me. If I load a save from an exterior then enter an interior and open the map (I believe the local map opens first?) I'll get the crash. I narrowed it down to this mod because the ship statics show up in the crash log every time.
    3. kadogfy
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      Same deal with me. Different statics but crash log pinpoints thrassian scare's esp. Typically when I load a save in the worldspace exterior and enter an interior and open the local map I get the CTD
    4. Zediious
      Zediious
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      Thank you folks! Taking a look at this.
    5. stuff444
      stuff444
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      Just wanted to add I can confirm the same crash. I saw Biggie Boss streaming on his Lorerim stream, and he got the same crash log, too.
  4. Zediious
    Zediious
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    Heya folks! Update today fixes a crash that can occur after loading a save in an interior, and opening the map before going into a worldspace. This only occurred if the interior you were in is in the Skyrim or Thras worldspace.

    Unsure if anyone came across this, but you will want to update to the latest version to fix it. The changes should be save safe!

    Please let me know of any issues you come across, and also how you guys like the quest!
    1. kadogfy
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      I'm on the latest version and this is still happening for me. Happened in that bandit fort between Riften and Shor's Stone.
    2. kadogfy
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      btw this is how I tracked it to your mod

      Unhandled native exception occurred at 0x7FF6354296A9 (SkyrimSE.exe+8E96A9) on thread 31620!
      FrameworkName: NetScriptFramework
      FrameworkVersion: 15
      FrameworkArchitecture: x64
      GameLibrary: SkyrimSE
      GameLibraryVersion: 18
      ApplicationName: SkyrimSE.exe
      ApplicationVersion: 1.5.97.0
      VersionInfo: Successfully loaded
      Time: 22 Nov 2024 10:32:34.884
      Possible relevant objects (6)
      {
        [0] TESObjectREFR(FormId: FB161477, File: `DynDOLOD.esp`, BaseForm: TESObjectSTAT(FormId: 2B01FCE3, File: `DynDOLOD.esm`))
        [0] TESObjectSTAT(FormId: 2B01FCE3, File: `DynDOLOD.esm`)
        [0] TESObjectREFR(FormId: DC089BC0, File: `TheThrassianScare.esp`, BaseForm: TESObjectSTAT(FormId: DC1CF316, File: `TheThrassianScare.esp`))
        [0] TESObjectSTAT(FormId: DC1CF316, File: `TheThrassianScare.esp`)
        [1] NiNode(Name: null)
        [  11] TESObjectCELL(Name: Wilderness, FormId: FF00120D)
      }
      Probable callstack
      {
        [0]0x7FF6354296A9  (SkyrimSE.exe+8E96A9) unk_8E9630+79
        [1]0x7FF6354290D5  (SkyrimSE.exe+8E90D5) unk_8E8E10+2C5
        [2]0x7FF6354245B7  (SkyrimSE.exe+8E45B7) MapMenu::unk_8E44A0+117
        [3]0x7FFDDBE0475B  (SkyrimSoulsRE.dll+4475B)
        [4]0x7FF637A657B0  (SkyrimSE.exe+2F257B0)
        [5]0x1B0E0E2F000 
        [6]0x61783401 
        [7]0x7FF637A65908  (SkyrimSE.exe+2F25908)
        [8]0x1C2F06
        [9]0x7FF637A65908  (SkyrimSE.exe+2F25908)
      }
  5. ModEnjoyer52
    ModEnjoyer52
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    Very fun, I look forward to more!
  6. stuff444
    stuff444
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    FYI, I left a post on the bug report about the exploding vertex on the NPC.
    1. Zediious
      Zediious
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      I get notifications for posts on bugs :) Thank you!
  7. eLucifer
    eLucifer
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    [Spoilers]Because of the shipshead, I was half expecting Solitude to be invaded already and was ready to receive Undeath flashbacks, lol. Anyway, bad things are coming...
  8. kikoson
    kikoson
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    I did the quest today. Great work! I like it when mod authors wink their eye to other games. Keep on going. I'm sure the sequel will be great! 
    Maybe in the future you can add some more things from the game Redguard? Just some Easter eggs or a small portion of an island? 

    Anyway keep it up!
    1. Zediious
      Zediious
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      Very happy you enjoyed it, thank you for the kind words! A big fan of Redguard :)

      You can bet there will be plenty more nods made!
  9. fymb3
    fymb3
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    I'm getting a bug where I'm not being teleported to Thras when first leaving Solitude. Any ideas to the cause?
    1. Zediious
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      Heya! I can confirm that either three options is teleporting me to the island. Can you confirm the below;

      If you can run the following command in game, and post the screenshot here of the full info that shows: `sqv zedthrassianscare`

      Which scenario are you interacting with Talhik?
      1) While he's already on his ship
      2) When he's waiting at the spot at the shore, after starting quest elsewhere
      3) When he's waiting at the spot at the shore, but you told him you're not ready yet, and are now ready to sail

      Also, did Talhik and his crew teleport away, but only you did not?

      Further, had you updated the mod on an existing save, or is this the first time you're installing the mod on your save? Also, any other extra info about what was going on when it happened may be useful.

      Thanks a ton! Want to get as much info as possible as I can't reproduce it currently.
    2. fymb3
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      Scenario 2. I say I'm ready to set sail, and he teleports to Thras, but I don't. (I first spoke to him while he was at The Winking Skeever).

      I first updated the mod mid-save, but I hadn't started the quest until the most recent update.

      I teleported myself to him, but I experienced another bug where the third Sload would never emerge from the water.

      So far great mod, have you thought about a patch with GKB Waves Reborn? :)

      (Sorry about the massive screenshots)

    3. Zediious
      Zediious
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      Ah yes, looking there I can see the new aliases added were not filled, which 100% adds up. One of those is you the player, so it's trying to teleport nothing effectively. There are a few other unfilled aliases as well including the 3rd Sload.

      The quest is definitely not going to work as expected on an existing save where an older version was installed, which is an oversight on my part as I believe it can be worked around. 2.0 is a save-unsafe update though from the changelog.

      For some clarity, this quest "starts" in the background when you first start your save/install the mod. As such, new aliases I add to the quest will not be filled/will be NONE if the mod is updated after installing the mod already.

      I'm looking to see if I can force fill those aliases via script on an existing save, though you should find that the quest will play properly on a new save or any save that never had this mod installed.
    4. Zediious
      Zediious
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      Hi! Just updated the mod, I've added a bootstrap quest that will fill the required aliases on start. If you install the newest version and load a save before you speak to Talhik to leave, the quest will work as intended minus a few small inconsistencies that won't affect much (teleport location on ship when arriving, the two new unique crew NPCs will not be used, etc).

      I've tested it out with a save made on 1.0, and it's worked great. Give it a go!
    5. fymb3
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      It worked flawlessly, thanks!
    6. Zediious
      Zediious
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      \o/ good stuff!
    7. fymb3
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      The quest is flawless, but I have two thoughts/suggestions.

      Moonpath to Elsweyr has some higher fidelity Sload models that are free to use. The second is that a patch with GKB Waves Reborn could make the waves much more realistic, but I'm not too sure how that process works besides placing wave nodes. Maybe the author themselves, kuroishitam, could help.

      Hope this helps you in any way, as you've helped me.
    8. Zediious
      Zediious
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      Thank you for the feedback! I forgot to mention in your first post, but I did reach out then to the original author of GKB Waves regarding the use of their assets :)

      I'm pretty on the fence about the Moonpath Sloads and their fidelity. I had actually used them originally, but decided to switch to m150's Sloads during the dev cycle. There is more variety available in textures and models there.

      Definitely noted though. I'm certainly on the lookout for improvements to the Sloads :)
  10. Perricasa
    Perricasa
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    Hey! I'm probably just a bit brain dead but is it safe to update from 2.1.1 to 2.1.2? I see that 2 of the crew members probably won't be unique but I was confused by the wording of the first bullet point. Thanks!
    1. Zediious
      Zediious
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      Heya! You can update safely from 2.1.1 to 2.1.2, only thing missing will be the crew members :)

      Changed the wording on the changelog a bit, it was kinda obtuse :p
    2. Perricasa
      Perricasa
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      Super! Thanks for the speedy response :>