Skyrim Special Edition

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Doubtsuspended

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DoubtSuspended

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78 comments

  1. BobOfTheA
    BobOfTheA
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    Does anyone know if this is compatible with JK's Markarth (city overhaul?)
  2. siempre
    siempre
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    I really enjoyed this quest! Thank you for sharing it with us.

    A couple things I noticed:
    - Didn't seem like I could save in the basement, I think that's either because of spaces or _s or something in the cell name iirc
    - Was Fortune supposed to take the cube off of me? Because he didn't and it's marked as a quest item so I can't drop it
  3. gghumus
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    Gotta be one of the best quest mods I've played. Voice acting was phenominal, quest rewards were bomb, and it felt like it fit perfectly into the game.

    Cheers!
  4. foreverphoenix
    foreverphoenix
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    This mod is such a gem. The voice acting in particular was extremely impressive and I really enjoyed playing through the quests! Made me laugh a bunch too which was a pleasant surprise. <3
  5. calfurius
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    If I could have one suggestion, it would be to add the music to the tradehouse. When I entered in something felt off, and that's when I realized there wasn't any of Skyrim's soundtrack playing. I checked the mod and it looks like nothing has been added to the music type for the cell.

    It's a pretty easy fix to make in SSEDIT, but if you were going to update the mod I'd recommend doing that. I can also just upload/send you a patch as well (I also made a quick navmesh patch for JK's Skyrim as well if you want it).

    For those curious about compatibility with JK's Skyrim. This mod is mostly compatible with that mod. You'll have to load it AFTER JK's skyrim though (and you may see a little bit of wonkiness from NPCs in a certain part of the city). I made it fully compatible in my own game but you'll likely not notice it that much unless you're a stickler for details.
    1. lenova
      lenova
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      Hi Calfurius,
      can you explain how to do that with SSEEdit or share the patch ?
  6. Link21002
    Link21002
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    Hi there! I was wondering if you would be willing to port this mod and your other mod to Xbox please?

    Or if not, would you grant permission for someone else to do so?
    It would require you to put a note on your profile stating that your mods have open permissions, naturally you'd be credited :)
  7. hadaev
    hadaev
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    Do anyone know how to fix navmeshes near dibella temple door 00016e3e.
    Npcs cant go inside temple or out of a small place around door.
    Usually guard where, so he cant go anywhere, only able to attack you with bow, and cant go outside of place near door.
    Also fallowers cant go to door and inside temple.
    I sseedit i can see removed navmesh but i dont know what do do with it.
    1. bertoost
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      I found out about this too recently. I made a bug report of it with an image where you can see the missing parts. You will have to use the creation kit to fix this. Here's how I would do it:

      • Create an empty plugin with SSEedit. This will contain your fixed navmesh later.
      • If you aren't familiar with navmesh editing in the creation kit, watch this tutorial. (If you've never used the creation kit before, you'll have to install some fixes for it first. I don't remember exactly what they are, so you'll have to look it up. There are also some tutorials about how to use the creation kit. But all you need to know for this fix is (besides how to edit navmeshes): how to load plugins, how to go to a certain cell, and how to navigate the render window.)
      • Open the creation kit and load only Fortune's Trade House.esp and the plugin that you created in step 1. Set this new plugin as active.
      • Fix the navmesh manually. (This image shows what the area looks like in vanilla). Finalize the navmesh when you're finished.
      • Save your plugin (and preferably clean it with SSEeditQuickAutoClean).
      • Load your new plugin after Fortune's Tradehouse.
      Something to keep in mind: I'm pretty sure this will work, but I don't have much experience working with exterior navmeshes.

      Edit: I tried to fix this following those steps to see if it would work, but I ended up with a lot of deleted navmeshes which needed to be fixed manually. That's quite a bit of work, and the end result would still have been kind of messy. So I tried another, more aggressive way, that preserves more of the vanilla navmesh and ended up working for me. I will warn you though, this involves deleting certain navmesh edits from the original mod with SSEedit and I have no idea if that could break something later on. Here's what I did:

      • Open Fortune's Trade House.esp (create a backup just in case) in SSEedit and remove all navigation mesh records in Markarth cells under worldspace. Be sure not to delete anything from a mod-added cell. (I wanted to start with the vanilla navmesh and fix the tradehouse's door from there because it's simpler). If anyone who knows more about this than I do thinks this is stupid; please tell me why.
      • Go to the Navigation Mesh Info Map record and remove every NVMI - Navigation Map info that now contains a broken reference (Error: could not be resolved). Some doors will also have a missing XNDP - Navigation Door Link, remove those fields.
      • When you're done, run the plugin through SSEeditQuickAutoClean to see if you've missed any. It will tell you.
      • Create an empty plugin and navmesh around the tradehouse's door. (I believe this is the only navmesh edit to Markarth's exterior that's required for the mod to work). Don't forget to finalize.
      • Clean your plugin with SSEeditQuickAutoClean. I got 1 deleted navmesh error. Watch this tutorial to learn how to fix these.
      • Load the plugin after Fortune's Tradehouse.

    2. DrAlpaca
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      Do you mind sharing the Nav Mesh patch? Thanks.
    3. Kulharin
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      What is the reason for the original navmesh edits in this mod?  It seems to edit a lot of the navmeshes throughout Markarth... Are all the other ones intentional with an unitended consequence breaking this one?

      Does this look fixed? IMG ... if so I can release this.  All I did was forward the deleted door link and the original navmesh from skyrim.esm/update.esm into a patch with Fortune Trade house.esp as a master.   Loaded the patch in the CK, went to this navmesh, checked, finalized saved, then quick autocleaned.  Changes to the other navmeshes should still be preserved while this one is reverted and the edges updated to reflect that. 
    4. bertoost
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      (@DrAlpaca) I would if it was just a patch, but I can't. Right now I use a Fortune's Trade House.esp that has no vanilla navmesh edits. I can't share it because the mod's permissions don't allow it. But even if I did, the fixed navmesh I use (which is a separate plugin) contains navmesh edits from a bunch of other mods (I combined them so I could use multiple mods that edit the same area), so it wouldn't work in other people's games.
    5. bertoost
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      (@Kulharin) I responded to your first question in the bugs section. I can't view the image because my browser doesn't load the site, but you can test if it works by getting a follower in game and seeing if they can follow you 1. into the tradehouse, 2. into the temple of Dibella and across the walkway, and maybe just in case 3. up from the tradehouse door past Nepos's house and to Vlindrel hall (to test if the border between cells can still be crossed).
    6. Kulharin
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      I am pretty sure I can make a patch this eve.  I'll need to have a closer look in xEdit and the CK.  The trade house is a new structure one level above the treasury house right?  There is nothing there in vanilla? The mod doesn't add anything else to the city?

      If so the door link and navmesh specific for accessing the trade house should be all that is needed while everything else could be reverted, so long as the trade house navmesh links to the neighbouring vanilla navmesh(es) 

      The creation kit loves to overkill navmesh editing when finalizing even if they edit was super minor.   
    7. Kulharin
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      There was a bit more to it then I thought and there were a few other issues.  Robert addressed all of these but it was done but it's done through a fixed plugin replacer.  I know releasing a separate patch that requires the original plugin as a master is fine... but do plugin replacers require permission if you still need to download the original mod for it to function? Fortune Tradehouse has a BSA with asset needed for the mod to work so a plugin replacer would still require downloading and installing the original mod.  

    8. bertoost
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      Yes, you would still require permission in this case.
    9. Kulharin
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      Well I heard back from DS and sent him the updated plugin. Sound's like he'll upload it here to the official page.

      You can thank robertgk2017 as he went through the plugin and addressed these items.

      -Navmeshes redone which included fixing a navmesh that wouldn't allow NPCs to leave or enter Dibella's Temple
      -An unused wilderness cell that was added to the Markarth worldspace was removed 
      -Linked the Tradehouse location reference to the appropriate hierarchy 
      -Fixed the NAM9 Object Bounds record
      -Included some misc USSEP fixes
      -Removed the extra padded spaces from the end of the dialogue lines; apparently the engine doesn't like this.   

      robertgk2017 is also looking at the Doubt Suspended Quest Pack
  8. DrAlpaca
    DrAlpaca
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    Such an underrated mod, does anyone know how to fix the Nav meshes? I cri evertiem.
  9. turbofart420
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    I have an issue where Elle was dead when i got to her. i recycled her and she wont talk to me so I can't advance the quest.
    1. StigmataCrucible
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      I'm having the same issue, did you end upfinding a fix?
  10. Tanguran
    Tanguran
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    Very well written quest mod, witty and logical and a blast to play through thanks