I'm an Xbox player who would like to bring this mod to the attention of the community to find a modder who can port it to bethesda.net.do I have your permission?
Are the quest stages the same as the unmodded version? I have spoken to every tavern owner and used up all of their rumor dialogue and never got anything about the quest. I’m just going to use console commands to start it but don't want to do it wrong.
How do you trigger the marriage muiri option? The quest is complete and I didn't kill nilsine but my speechcraft is like 85 and she doesn't comment on seeing the amulet of Mara? Please help :)
You need to have enough speechcraft skill when you report to her and conclude the quest. That gives you access to a dialogue option to "convince" Muiri that Nilsine didn't actually deserve to die, thus increasing your relationship rank (which is what gets checked by the vanilla marriage quest) as if you had killed the girl. If you rise the speechcraft later, it does nothing. You might cheat with the console if you missed the opportunity.
Spoiler:
Show
Target her in the console and enter setrelationshiprank player 1
I have a question: does the mod do anything with Alain Dufont reference? I'm asking because mods like Quest Conflict Fixes disables his ref (I would suspect that disabling his ref would makes it impossible to continue the quest from this mod here).
Reading the description makes me think that the mods can't work together without a compatibility patch. As you say, if that mod has him enabled by the vanilla quest, you'd find it disabled when this quest needs him. My mod of course doesn't enable him -- he's already there in vanilla.
Thanks for checking! A recent mod made me start thinking about it in the first place: ?Quest conflict fixes - Aegisbane It turns out that mod from the link enables Alain ref when player enters the ruins in which he is normally found. Now that I think of it should work with your mod. I think I'll just learn it the hard way by getting to that point in quests one day, fingers crossed :)
Correction (a bit late): I had forgotten that, for some reason, I had flagged the Dufont alias as "allow disabled". Can't really remember why, maybe someone already told me about Quest Conflict Fixes xD So it should be compatible.
You need to have the usual small talk with innkeepers about rumors -- some have heard of it, some haven't. Orgnar Jonna Thoring Hadring Iddra Mralky Eydis Faida Dagur and some replacements in case they're dead.
Damn...I wanted to use this mod along with Somebody Else's Problem - Ignore the Forsworn Conspiracy. Just in case anyone else was thinking the same, well you can't. They each modify the vanilla scripts, "TIF__01000D6E.pex". It also looks like the other mod overwrites scripts that causes file conflicts with USSEP and The Choice is Yours. So, I decided to go with the simpler and least conflicting option; this mod.
Well, actually TIF__01000D6E isn't a vanilla script -- it's a custom one. This doesn't edit or override anything from the main game. Unfortunately, looks like that the two mods managed to have one script with the same name.
That happens because they're named by the CK after the form IDs of the mod's records, with the first two digits reflecting the load order of the plugin in the CK -- if a mod only has Skyrim.esm as master, the Topic Info Fragment's name always begins with TIF__01 A modder should always set the CK to automatically add a unique prefix to the new script fragments, but I didn't know that trick when I made this.
57 comments
Glad you like this.
Anyway: SetStage DB03MM 10
It doesn't break anything if you have started the aforementioned quest -- it might do something bad to the DB questline if you have not.
That gives you access to a dialogue option to "convince" Muiri that Nilsine didn't actually deserve to die, thus increasing your relationship rank (which is what gets checked by the vanilla marriage quest) as if you had killed the girl.
If you rise the speechcraft later, it does nothing.
You might cheat with the console if you missed the opportunity.
Reading the description makes me think that the mods can't work together without a compatibility patch.As you say, if that mod has him enabled by the vanilla quest, you'd find it disabled when this quest needs him.
My mod of course doesn't enable him -- he's already there in vanilla.
It turns out that mod from the link enables Alain ref when player enters the ruins in which he is normally found. Now that I think of it should work with your mod. I think I'll just learn it the hard way by getting to that point in quests one day, fingers crossed :)
Can't really remember why, maybe someone already told me about Quest Conflict Fixes xD
So it should be compatible.
a must have mod 10/10
Orgnar
Jonna
Thoring
Hadring
Iddra
Mralky
Eydis
Faida
Dagur
and some replacements in case they're dead.
This doesn't edit or override anything from the main game.
Unfortunately, looks like that the two mods managed to have one script with the same name.
I saw what you did...because I'm tracking....
Thank you for that. ;) Perhaps, I get to experience the best of both worlds after all.A modder should always set the CK to automatically add a unique prefix to the new script fragments, but I didn't know that trick when I made this.