I've seen a lot of concern in the comments about a few things and wondering if the mod is dead. So let me update you all on what's going on with the mod and myself.
Q: Is the mod dead? A: No, it's just been slow lately.
Q: Why? A: I'm in College, and have a full time job. I've also not been playing any Bethesda games as of late, and that makes it difficult to want to mod a Bethesda game.
Q: When will you put out the next update? A: I'd like to say between now and the end of the first quarter of next year. I know that's a big time gap, but life is hectic as of late and I don't want to give myself a small gap of time and disappoint anyone.
Q: Did you fix any bugs? Are you aware of them? Are you even reading the comments? A: Yes, Yes, and Yes. I'm aware of the Gray Cowl of Nocturnal conflict and it's an easy fix. All that's needed to be done is to move the building added in from that mods' out of the way. I've also seen some concern on the balances of the creatures, especially the minotaur. I'll be looking into the Minotaur and lessening their numbers. As for adding MCM functions, RS Children Overhaul compatibility, ect. These are not of a big concern to me, this mod is VERY big and covers multiple areas and things. With my limited time I can't address every incompatibility, maybe in due time but as of now it is not a high priority. I know it sucks to hear, but I'm being transparent with you.
Q: What's in the new update? A: We've added in Wraiths and an Akaviri dungeon, as well as touched up some previous dungeons to improve the Navmesh for NPCs as well as loot distribution. As well as some bug fixes that have been asked about below.
Keep an eye out for the next update, again I'm sorry for the silence. Hopefully the next update will make up for the long wait. : )
LOL there is a boss chest in Somber Cave, I found it again! It's in a cavern (cave room) protected by a troll. I knew there was one, found it months (probably almost a year now lol) ago but forgot where exactly it was lol.
Save file corruption in Larendil. The saves that I made while inside that place do not show up in my saved list at all. Didn't happen in the other places this mod adds, like the Path To Exile, or the houses in that new town, but it makes sense that saves get corrupted in Larendil, that place is massive.
They probably aren't corrupted. I believe the problem of saves not showing up under the character list is caused by having underscores in cell editor IDs. The saves should still be accessible via Show all saves. I think there are also options to fix this via a bashed patch or with a Synthesis patcher.
Update: the save files don't show up in some other places that this mod adds, like the goblin cave (Somber Cave) in western Falkreath hold.Nevermind, they do not.
And yes, you are probably very much correct about that, Blackread. UPDATE: Oh yes, most definitely correct, I deleted all of my previous character's saves in game (going to start a new playthrough very soon with a bunch more mods, and updated mods that need a new game start to fully work properly) and all 3 of the saves that I made inside Somber Cave (called "Cracked Tusk Cave" in the files) show up in Mod Organizer 2's Saves section.
If I use SSEEdit, open up only this mod in it (of course), edit the Editor IDs of these locations, delete the underscores and put a dash there instead, would that be okay, would it work..?
Is it just in my game, or was there no living things in the Path of Exile/Labyrinth..? Did not encounter a single creature in the entire place. There should have been some Minotaurs in there, I mean the first part is a maze, and at the end there's another interior cell supposed to be a like a big boss room with a throne and stuff, and "Kyne's Arrows" in the treasure chest. But I guess it would just be too silly to have living enemies (or even undead for that matter) in the maze part, there's a lot of traps in there and they would probably trigger them and it would just get ridiculous.
i know this mod is not active on updates, but i wish there was MCM option to toggle which creatures/enemies you want face or not want to face. but the mod still looks amazing and i wish there were more updates for this mod
I've heard and read that this mod has quite a few issues, could anyone that has used it extensively, share what is wrong with the mod please? I heard about the navmesh issues still plaguing this mod after the last "update".
I really like the look of the creatures too, these are some of the best creature modeling I have seen in a mod for Skyrim. Phenomenal work.
here is the link for the creatures only edition, just over write the original with this one https://drive.google.com/file/d/1-RRAjwzL3HgSCZn82fn7A8Dl0HXEMgzj/view
Oops, new reply to old post, but this information might help other users of this mod. I cheated the key with console commands ("Othan's spare key"), because I couldn't find it, if it exists somewhere in the town I've no idea where, there's not even a hint, and ironically the innkeeper who tells you to go check on Othan doesn't give it to you. There's no reward for the quest after you give Othan's skull to the innkeeper, but there is a spell book for the Hunger creature ("Conjure Starving Hunger" spell) in Othan's basement.
I just opened console with the ~ button, then type exactly this: help "othan "
Then find the code for "Othan's Spare Key". Telling you the code would be pointless, because the first 2 digits of it are going to be different for you unless the mod sits at the exact same place in your load order as it does in mine, and it most likely doesn't.
334 comments
I've seen a lot of concern in the comments about a few things and wondering if the mod is dead. So let me update you all on what's going on with the mod and myself.
Q: Is the mod dead?
A: No, it's just been slow lately.
Q: Why?
A: I'm in College, and have a full time job. I've also not been playing any Bethesda games as of late, and that makes it difficult to want to mod a Bethesda game.
Q: When will you put out the next update?
A: I'd like to say between now and the end of the first quarter of next year. I know that's a big time gap, but life is hectic as of late and I don't want to give myself a small gap of time and disappoint anyone.
Q: Did you fix any bugs? Are you aware of them? Are you even reading the comments?
A: Yes, Yes, and Yes. I'm aware of the Gray Cowl of Nocturnal conflict and it's an easy fix. All that's needed to be done is to move the building added in from that mods' out of the way. I've also seen some concern on the balances of the creatures, especially the minotaur. I'll be looking into the Minotaur and lessening their numbers. As for adding MCM functions, RS Children Overhaul compatibility, ect. These are not of a big concern to me, this mod is VERY big and covers multiple areas and things. With my limited time I can't address every incompatibility, maybe in due time but as of now it is not a high priority. I know it sucks to hear, but I'm being transparent with you.
Q: What's in the new update?
A: We've added in Wraiths and an Akaviri dungeon, as well as touched up some previous dungeons to improve the Navmesh for NPCs as well as loot distribution. As well as some bug fixes that have been asked about below.
Keep an eye out for the next update, again I'm sorry for the silence. Hopefully the next update will make up for the long wait. : )
Update: the save files don't show up in some other places that this mod adds, like the goblin cave (Somber Cave) in western Falkreath hold.Nevermind, they do not.And yes, you are probably very much correct about that, Blackread. UPDATE: Oh yes, most definitely correct, I deleted all of my previous character's saves in game (going to start a new playthrough very soon with a bunch more mods, and updated mods that need a new game start to fully work properly) and all 3 of the saves that I made inside Somber Cave (called "Cracked Tusk Cave" in the files) show up in Mod Organizer 2's Saves section.
There should have been some Minotaurs in there, I mean the first part is a maze, and at the end there's another interior cell supposed to be a like a big boss room with a throne and stuff, and "Kyne's Arrows" in the treasure chest.
But I guess it would just be too silly to have living enemies (or even undead for that matter) in the maze part, there's a lot of traps in there and they would probably trigger them and it would just get ridiculous.
but the mod still looks amazing and i wish there were more updates for this mod
I really like the look of the creatures too, these are some of the best creature modeling I have seen in a mod for Skyrim. Phenomenal work.
https://drive.google.com/file/d/1-RRAjwzL3HgSCZn82fn7A8Dl0HXEMgzj/view
I cheated the key with console commands ("Othan's spare key"), because I couldn't find it, if it exists somewhere in the town I've no idea where, there's not even a hint, and ironically the innkeeper who tells you to go check on Othan doesn't give it to you. There's no reward for the quest after you give Othan's skull to the innkeeper, but there is a spell book for the Hunger creature ("Conjure Starving Hunger" spell) in Othan's basement.
help "othan "
Then find the code for "Othan's Spare Key".
Telling you the code would be pointless, because the first 2 digits of it are going to be different for you unless the mod sits at the exact same place in your load order as it does in mine, and it most likely doesn't.