I'm getting this weird error in the Trinity Restored quest in version 0.20 of this mod, but not in version 0.1.1. To preface, I'm not sure if this is either A) a version-specific error or B) an interaction between the latest version and my load order. I've yet to exhaustively test my load order for interactions with this mod. That's why I'm reporting it here and not in the bugs section. Anyway--here it goes:
When I used the latest version, the Nightingale Armor Stone wasn't replaced with the Nightingale Armor Chest. Instead, the old vanilla stone spawns and--when I select it--the sound effect of spawning the Nightingale armor plays, but I never receive the armor. I tried a couple of solutions; both to no avail.
First, I tried removing all of my currently equipped armor (just in case there was an armor-specific bug), but I still got the same result. The armor spawning sound effect played, but I didn't receive any armor. Second, I tried switching to the non-USSEP option. (I use USSEP, so I had first tried the USSEP option of version 0.20.) Anyway--switching options didn't work either.
However, when I reverted the mod back to version 0.1.1, everything worked as intended. The armor stone was replaced with the armor chest, and I was able to loot the armor from the chest.
Finally, I know there's always the possibility of mod conflicts, but I couldn't find any conspicuous suspects in my load order. The only other Thieves Guild mods I have are GG's Thieves Guild Headquarters and Thieves Guild Alternate Endings. Of those two, only the latter had a conflict with this mod. Specifically, they conflicted on a file named dunborderwallnocturnaltrapdoorscript.pex. (I let the Alternate Endings mod win this conflict because it's a substantial quest mod.) I'm no modder, but I can't fathom why a conflict for that script would produce the error I described above. Moreover, that conflict was present in both version 0.1.1 and 0.20--which makes me less inclined to believe it's the cause of what appears to be a version specific error.
Anyway--just thought I'd report this here for anyone else running into a similar error during the Trinity Restored quest. TL; DR: try rolling back to version 0.1.1 if you're getting the same error as me.
I tested it out in the Trinity Restored quest, and the new version works. The Nightingale Armor Stone was replaced with the Nightingale Armor Chest, and I can now loot the armor.
Nice work but in my opinion the thieves standing stone should look old. The twilight Sepulcher was set for centuries and you can see the spider webs behind him.
Note. Most nexus modders fail at making stuff looking old with the exception of raiserfx.
Yes, but the high-poly mesh should be a normal map instead so it can look weathered through graphical means. I modeled a weathered stone once and the poly-count was astronomical. You could make a normal map from the high-poly model and replace the model with low-poly.
Either way, I'll be using this mod, just without the standing stone mesh.
We got some mad scientists in this comment section and I fuckin love it. Guys, you mod skyrim, a game where half of the s#*! that happens doesnt make sense. Use the mod or don't but please - spare us from your wannabe "i know how long it takes for stone to be affected by weather" s#*! cuz u don't. Mf thinkin that stone is old (duh) and spider webs are a clear sign. Like, I got spider webs in my appartment and I only started livin there 2 years ago.
while definitely an improvement, your standing stone does not look weathered like the original does. It looks like something that was put up last week, not something that's been exposed to the elements for years.
Well nothing crazy, gonna lose the text change as the descripition says, but the quest mod above doesn't change the container in any shape or form luckily.
49 comments
Edit: NVM, updated to latest version, loaded earlier save, (dismissed followers just in case) and it works now.
When I used the latest version, the Nightingale Armor Stone wasn't replaced with the Nightingale Armor Chest. Instead, the old vanilla stone spawns and--when I select it--the sound effect of spawning the Nightingale armor plays, but I never receive the armor. I tried a couple of solutions; both to no avail.
First, I tried removing all of my currently equipped armor (just in case there was an armor-specific bug), but I still got the same result. The armor spawning sound effect played, but I didn't receive any armor. Second, I tried switching to the non-USSEP option. (I use USSEP, so I had first tried the USSEP option of version 0.20.) Anyway--switching options didn't work either.
However, when I reverted the mod back to version 0.1.1, everything worked as intended. The armor stone was replaced with the armor chest, and I was able to loot the armor from the chest.
Finally, I know there's always the possibility of mod conflicts, but I couldn't find any conspicuous suspects in my load order. The only other Thieves Guild mods I have are GG's Thieves Guild Headquarters and Thieves Guild Alternate Endings. Of those two, only the latter had a conflict with this mod. Specifically, they conflicted on a file named dunborderwallnocturnaltrapdoorscript.pex. (I let the Alternate Endings mod win this conflict because it's a substantial quest mod.) I'm no modder, but I can't fathom why a conflict for that script would produce the error I described above. Moreover, that conflict was present in both version 0.1.1 and 0.20--which makes me less inclined to believe it's the cause of what appears to be a version specific error.
Anyway--just thought I'd report this here for anyone else running into a similar error during the Trinity Restored quest. TL; DR: try rolling back to version 0.1.1 if you're getting the same error as me.
I tested it out in the Trinity Restored quest, and the new version works. The Nightingale Armor Stone was replaced with the Nightingale Armor Chest, and I can now loot the armor.
AFAIK they never fixed it.
The real fix was done by an unanimous modder at nexus.
Can't find link (if its LE or SSE).
TG08AKarliahOpenGatePackage_Fix
there are ten of stories like that in the past.
Here is the mod that fix it. Thanks to a reddit thread for finding the link because I have it integrated in my game for a long time.
Trinity Restored Karliah Gate Fix
Is it intentional?
This line should be required reading before anyone gets their Internet Starter Kit.
Excellent work as always
Note. Most nexus modders fail at making stuff looking old with the exception of raiserfx.
Edit.
This is from another mod
Pyramids Al Giza textures look outdated too.
Either way, I'll be using this mod, just without the standing stone mesh.