Skyrim Special Edition
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SomethingObscure

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  1. SomethingObscure
    SomethingObscure
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    Hi everyone. Having taken stock of everything in my life at the moment, I've decided to go on indefinite hiatus from Skyrim modding. I'm letting you all know so that you will understand that I won't be responding to any comments, bug reports, or messages for the foreseeable future. If you'd like to make a third party patch or translation of one of my mods, you may feel free to do so and release it.

    I have appreciated all of the affection many of you have shown towards my work, and hope that many more will in the future.

    - Obs.
  2. PapyJr13
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    (deleted)
  3. jackfrost9512
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    So this mod doesn't seem to address the vanilla problem with the sites of the four missing apprentice's deaths resetting after awhile when you've "visited" (Read: Gone anywhere remotely nearby for another quest such as the Companion quests involving going to Ysgramor's Tomb, or the Thieves Guild quests where you go to Snowveil Sanctum with Mercer, or to Yngvild to get some books for Delvin.) them for the first time.

    Thus when you go to where the corpses of the missing students are specifically at, the students won't be there. The rings you need for the demon hand won't be there. If there are notes nearby that this mod adds, they won't be there.

    Edit: Went to the college on a newish playthrough and got the quest to find the apprentices from Phinis, found their bodies, got their rings, their stuff, and their notes. Turned in their stuff to Phinis and completed the quests. Went to the Midden, got a fused ring from the atronach forge after using console commands to get a sigil stone and duplicated the rings, used the rings to summon Velehk, killed him, used a console command to get a Staff of Daedric Command, used the forge to fuse Velehk's heart with the stuff to get the Staff of Velehk Sain, summoned him with it,, and then deleted that playthrough.

    In conclusion it really is the fact that for the apprentices that aren't at a location like Journeyman's Nook that they will despawn and the area they in will reset taking away the rings, notes, and their stuff if you happen to be anywhere nearby prior to starting this quest that will screw you over.

    This is something the authors for this mod, MAQF, and CRF should have considered when making their respective mods. (Or at the least now that I'm pointing it out, should take into consideration if you intend to update your mods in the future so no one else faces this issue.)

    I am sorry if that sounds a bit asinine, but brute forcing my way to get the most out of these mods from console commands after much metaphorical head banging against a wall is something I really wish I hadn't spent my time doing.
    1. CatOfEvilGenius
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      That explains why one time I found bodies and another time they were mysteriously absent. I do hope the mod gets updated. Very nice mod, but could use this fix.
    2. Hazardist
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      Same issue happened to me on my last playthrough with this mod a couple of years ago, but I had no idea that was the cause. Until it gets updated or fixed (unlikely), this comment should get stickied
    3. SaryDrake
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      Same thing. No corpses, and rings were missing. 
      I re-did the quest to get IDs of missing things and noticed that bodies and rings spawned only after activation of the quest, the Talos shrine was empty before that at least. On my original save the quest wasn't active as well. The bodies were still missing, but at least strange rings spawned at last, thought that I won't see them anymore.
      When Athmoor was given the question about this issue not being fixed, he said that it's the "engine issue", so I guess even if the author of this mod was active rn, the only fix they probably would provide is not to walk near the corpses before taking the quest.
    4. AliHNGL
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      Didn't know all the discussion in this page but I fixed all issues you mentioned here for my personal use.

      Here is what I wrotte yesterday in  my update 1.0.15 to 1.0.20 of this mod:

      - The 4 mage apprentices respawn so you never miss one of them if you forget to complete the quest.
      - The 4 mage apprentices are disabled from the world once you summon Velehk Sain.
      - The quest markers now direct you properly to the Midden when you speak with Phinis Gestor.
      - The quest markers now direct you to the missing apprentices when you read the clues book in the Midden.


      The update obviously you won't find it anywhere because simply I hate getting involved in  "permission" issues.

      Let me see the permissions of this author and the permissions of Arthmoor...

      Update.
      Here is what is written in "Cutting Room Floor" mod page:
      Modification permission:
      You are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances

      and that's what I have done I fixed bug or author non good choice in CRF...

      Supplemental note:
      I used xVASynth (*) to add the following line to Phinis Gestor:
      You can start looking for clues at the midden

      (*) Works great, why do you even seek to pay bucks to some third party site to do the job?
    5. lenova
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      Hi AliHNGL,
      any way you can share your updated version of this mod with the community ? or at least with me :D ? also, this mod is from SomethingObscure, not from Arthmoor...
    6. FFantasykid69
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      *BUMP*
    7. Lerikamuel
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      AliHNGL I'd also really appreciate you sharing the file :)
  4. HailOVERLORD
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    Does anyone know if this mod is compatible with/overrides the cutting room floor? It also restores the cut quest for the four missing apprentices.
  5. fearmore
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  6. Prim919
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    Compatible with CoW - Quest Expansion?
  7. Cinnaspice
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    Hello, I'm working on updating my modlist after having recently returned to Skyrim for Legacy of the Dragonborn v5 and updated this mod to the most current version 10.14.. In SSEEdit, there are two un-resolvable errors in the Missing Apprentices Quest Fix esp (I do have the related masters installed.)

    Checking for Errors in [FE 00E] Finding_VelehkSain_MAQF.esp
    [00:00] [REFR:FE00E800] (places [FE009900] < Error: Could not be resolved > in GRUP Cell Temporary Children of WinterholdCollegeArcanaeum "The Arcanaeum" [CELL:00013810])
    [00:00] REFR \ NAME - Base -> [FE009900] < Error: Could not be resolved >
    [00:00] [REFR:FE00E801] (places [FE009900] < Error: Could not be resolved > in GRUP Cell Temporary Children of WinterholdCollegeArcanaeum "The Arcanaeum" [CELL:00013810])
    [00:00] REFR \ NAME - Base -> [FE009900] < Error: Could not be resolved >
    [00:00] Done: Checking for Errors, Processed Records: 5, Errors found: 2, Elapsed Time: 00:00

    Is this something I could easily fix myself? I tried, but couldn't find the item the mod was trying to place here and a form id search didn't reveal anything with that number.

    Thank you for your time and efforts.
    1. SomethingObscure
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      I think I remember someone asking about this before. Did you by any chance compact the form IDs for Missing Apprentices to convert it to ESP-FE?
    2. Cinnaspice
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      Indeed - that was the problem. I reinstalled the mod without the ESPFE designation and discovered the missing references were two copies of the book, "The History of Winterhold College" and then re activated the ESPFE version of the MAQF mod, found the new form ids and updated them in the Finding_VelehkSain_MAQF.esp. Viola, no more errors. Hopefully, I did everything correctly. Thank you very much for your help and mods.
    3. bientje
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      I also did this, thanks for writing this here :) 

      This can be circumvented if Finding_VelehkSain_MAQF and Missing Apprentices CRF Quest Fix.esp are loaded together in xedit (because then xedit would've automatically converted the form id's)
  8. CatOfEvilGenius
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    Is this mod compatible with Kill Velehk Sain And Get His Treasure?

    https://www.afkmods.com/index.php?/files/file/2267-kill-velehk-sain-and-get-his-treasure/
    1. Kedavix
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      Not without a compatibility patch. The two mods both edit the NPC record of Velek.

      Edit: I discovered an earlier post submitted by Obs that suggests the two mods should be compatible. I figured they should work as long as Kill Velehk Sain and Get His Treasure loads after Finding Velehk Sain. However, there are conflicts if you do this. When Velehk dies his corpse will not contain "Velehk Sain's Heart" which is necessary to craft the "Staff of Velehk Sain" at the atronach forge. Additional conflicts include missing changes to Velek's level, attack race, unique weapon, class and combat style that all get added by this mod. Consequentially, if you load Finding Velehk Sain before the other one, then the treasure map will not be found on Velehk's corpse upon death. If you know your way around SSEEdit, you can create a minimal conflict resolution patch to resolve all of these issues. That is what I did. The best part about it is you can uninstall Kill Velehk Sain and Get His Treasure because it becomes redundant afterward. By the way, I use the ?standalone version which contains only Obs' changes and additions
      Spoiler:  
      Show


  9. DAVIDINTEL
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    Love this mod, I never play without it! Endorsed!!
  10. Tetrol88
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    From Description
    "

    • Load this mod after MAQF and CRF. (LOOT will do this automatically based on master dependence.) 

    This esp does not have any master dependency of MAQF and LOOT sorts it before MAQF - easy to edit, but be aware when installing.
    1. dizo1983
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      Yeaaaa...!!!
      Be Aware! USE LOOT to manage load order for this mod... if not CDT when you start the game. 
    2. Tetrol88
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      No - I'm saying that LOOT will stuff it up , loading it before MAQF - if you want LOOT to do it you need to either use SSEEdit or Wrye Bash to add MAQF as a master to it, or put a sort metadata tag in LOOT to make it load later
    3. Dispensation
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      The Finding_VelehkSain_MAQF.esp patch resolves all conflicts, so this isn't necessary.
    4. ftwranger
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      as mentioned above loot automatically puts Finding_VelehkSain_MAQF.esp after missing apprentices so all should be good
  11. Juicebox93
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    Is this mod compatible with The Midden Expanded?
    1. ftwranger
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      must be !all the content was there in vanilla , only no quest objectives