lmao i got the same thing with the john cena crit. it was a tense moment, sneaking through nordic ruins, low on potions, stab a slee- AND HIS NAME IS JOHN CENAAAAA
Cleaned and USSEP patched version here (can be used without USSEP). Removed wild edits, forwarded position and waterflow, corrected spelling and interpunction. The activators that throw the Dyndolod error were removed because they were unused - my best guess is that the ghosts were supposed to give you some gold or something. The 4 conditions in the AI Packages with errors have been removed. Looking at some of the other packages there do appear to be some conditions here and there that cater specifically to the different quests (each race has its own quest). Worst case scenario you will miss 4 of the 12 ghosts, but I don't think this will happen.
However, the voice acting for this mod is custom made and it needs some polish. Some voice clips miss the 'ghost' effect, and the audio level and quality is all over the place. It would be better to use spliced audio from the vanilla game, imo. After diving into the mod by cleaning it, I have decided I won't be using the mod because of the above issues, but I hope the cleaned version makes someone happy. And in general, I feel the whole mod needs some polish with the way the quests and dialogue are triggered.
Love this mod! I have had it happen once in game where a ghost showed up and it was awesome
I do get errors when I run Dyndolod though:
Error: File not found scripts\randomnumbergenerator.pex GhostsOfTheDeathbells.esp 001RandomNumberGenerator "Random Number Generator" [ACTI:53000D82] Error: File not found scripts\randomnumbergenerator2.pex GhostsOfTheDeathbells.esp 001RandomNumberGenerator2 "Random Number Generator 2" [ACTI:53000D84]
It forwards water flow records. A lot of times USSEP patches for mods have nothing to do with "fixing" them; it's just carrying forward edits that USSEP made to the game that mods unwittingly overwrite when they're built without a dependency on the patch. Usually (such as in this case) it's not going to be anything game breaking, and you can easily pop the mod into SSEEdit and forward the records yourself if you'd rather; having a patch is a convenience so players don't have to do it by hand, that's all.
I think we should remove the condition that has the null reference. Some of the other npc packages do not have conditions so we should not require conditions. They were most likely to align with the current status of the civil war.
I don't know enough about the nitty-gritty innards of the game to offer a definitive answer, but I've had this mod installed in every set-up and playthrough I've run for the last three years and I've never had it cause me any problems for whatever that's worth. You're probably safe.
Very cool mod idea! It's small little mods like this that can make a big impact! .. Hopefully they only spawn a night.. it would be way less spooking in the day to me!
I don't do alchemy. I have about 95% chance of never seeing this in 500 hours of play. It takes an esp slot and runs a script. I respect the value of this being a rarity but for some this pinch of immersion may take a slot that could provide hours of immersion. Also with such a low percent we all have to watch the "spoiler" video to see if we like it.
If you offered 5% and 15% you could remove the video or label it as "spoiler". I would excitedly pick some death-bell and experience it in game. I just watched the video in a small window with other windows open. Not so immersive.
The beauty of this mod is the immersion of rarity for sure but it's too rare if you don't really pick death-bell and only do it to to see a ghost. Thats a 99% disappointment rate. I would love a 5% version and would download an entire series of these small events.
Because this is so unique I am going to keep installed because I merge mods anyway. Thanks for the mod. Wish me luck finding a ghost.
I see your point and I will keep it in mind IF I ever get around to re-doing this mod. (SMALL chance I would do it a month prior to the next Halloween)
5% would be absolute maximum to me personally since the entire idea is to have a rare-novelty occurrence, while also being something you intentionally forget about having installed. (10% version would already require a warning IMO)
I'm kind of out of the loop but if I remember correctly this mod, especially it's script shouldn't be too performance demanding since I made it relatively low-weight (as far as my inexperience allowed) as well as not being always running/on event and loading on first installed startup via the quests.
Then again, there is a lot that could be changed about my first mod, I'm aware of this.
I've made a small ESL-flagged patch carrying over water flow records and a couple bits of positional data from USSEP rather than this mod's base-game records. If you'd like a copy (or if those overwrites were intentional) then just let me know! :)
I don't think those were intentional...it was my first mod after all You can upload that patch separately if you want, but I'll be PROBABLY redoing this mod from scratch this Halloween anyway (for SE and LE this time and a less cluttered script, which was just a string of IF's)
Great to hear about the possible update! This mod is a nice touch to the game . I'll send you a pre-packaged copy of the update so you can add it as an optional file (if that works for you): probably easier for the end-user. I'm happy to update the patch if you don't include the changes in the potential update, as well. :)
41 comments
Download link: https://www.mediafire.com/file/jankck4c2poxdm0/GhostsOfTheDeathbells.esp/file
However, the voice acting for this mod is custom made and it needs some polish. Some voice clips miss the 'ghost' effect, and the audio level and quality is all over the place. It would be better to use spliced audio from the vanilla game, imo. After diving into the mod by cleaning it, I have decided I won't be using the mod because of the above issues, but I hope the cleaned version makes someone happy. And in general, I feel the whole mod needs some polish with the way the quests and dialogue are triggered.
I do get errors when I run Dyndolod though:
Error: File not found scripts\randomnumbergenerator.pex GhostsOfTheDeathbells.esp 001RandomNumberGenerator "Random Number Generator" [ACTI:53000D82]
Error: File not found scripts\randomnumbergenerator2.pex GhostsOfTheDeathbells.esp 001RandomNumberGenerator2 "Random Number Generator 2" [ACTI:53000D84]
[00:00] 001ForceGreetPackageStormcloakMale [PACK:0501BA07]
[00:00] PACK \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00:00] 001ForceGreetPackageThalmorMale [PACK:0501998A]
[00:00] PACK \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00:00] 001ForceGreetPackageImperialSoldierMale [PACK:05019EF4]
[00:00] PACK \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
[00:00] 001ForceGreetPackageImperialCitizenMale [PACK:0501B49A]
[00:00] PACK \ Conditions \ Condition \ CTDA - CTDA \ Parameter #1 -> Found a NULL reference, expected: QUST
Are these safe to ignore?
I don't do alchemy. I have about 95% chance of never seeing this in 500 hours of play. It takes an esp slot and runs a script. I respect the value of this being a rarity but for some this pinch of immersion may take a slot that could provide hours of immersion. Also with such a low percent we all have to watch the "spoiler" video to see if we like it.
If you offered 5% and 15% you could remove the video or label it as "spoiler". I would excitedly pick some death-bell and experience it in game. I just watched the video in a small window with other windows open. Not so immersive.
The beauty of this mod is the immersion of rarity for sure but it's too rare if you don't really pick death-bell and only do it to to see a ghost. Thats a 99% disappointment rate. I would love a 5% version and would download an entire series of these small events.
Because this is so unique I am going to keep installed because I merge mods anyway. Thanks for the mod. Wish me luck finding a ghost.
5% would be absolute maximum to me personally since the entire idea is to have a rare-novelty occurrence, while also being something you intentionally forget about having installed. (10% version would already require a warning IMO)
I'm kind of out of the loop but if I remember correctly this mod, especially it's script shouldn't be too performance demanding since I made it relatively low-weight (as far as my inexperience allowed) as well as not being always running/on event and loading on first installed startup via the quests.
Then again, there is a lot that could be changed about my first mod, I'm aware of this.
Good luck ghost hunting! ^^
You can upload that patch separately if you want, but I'll be PROBABLY redoing this mod from scratch this Halloween anyway
(for SE and LE this time and a less cluttered script, which was just a string of IF's)
I'll send you a pre-packaged copy of the update so you can add it as an optional file (if that works for you): probably easier for the end-user. I'm happy to update the patch if you don't include the changes in the potential update, as well. :)