Will the mod author correct, or patch the several <Error: Could not be resolved> found in haem projects goblands.esp?
Edit: I fixed it by deleting the Creation Club version of Carved Brink, then dowloaded the Nexus Mods version and the Unofficial Carved Brink Patch. With SSEEdit I deleted the records with errors from haem projects goblands.esp (this eliminated the errors) and then merged Unofficial Carved Brink Patch.esp into it, so that nothing would be missing, and the patch will not need to be loaded separately.
I had tried deleting the error records from the Creation Club version, which got rid of the errors according to SSEEdit, but it would CTD while loading the saved game. Maybe Bethesda.net interfered with it at game start? I don't know. Maybe I simply did it wrong with the CC version.
I was wondering this as well, the only SOS I had known of before reading this post was Schlongs of Skyrim....but it didn't seem like the type of mod that would have any need for a SOS patch....apparently it might be though lol....guess I'll download the patch.
I didn't even really have any questline or dialogue issues with this mod, but screw the instant death fog bs, the fact that you suddenly implement that as an obstacle in the middle of a maze where nobody has room to run, when the performance and maze itself is enough of an obstacle already. Way too much loot to fit into skyrims economy realistically, I mean "who cares its free money" is the go-to response I'm sure, but I made over 70k gold alone from this mod, not a big gripe just killed the immersion in a way. The quests didn't break for me but I can see what they meant, it felt like the mod was held together by duct tape. You had really cool ideas and implemented them well and then took a dump all over the top of it and shipped it out.
Could someone advice when on the quest An Unexpected Acquaintance you after smoke Hookah enter the Castle next step you follow till you will meet a guy who must show you "How its was before" and after this should be some cutscene BUT i have only black screen and broken moment that has no possible to pass. What i need to do some solution
I started this mod last night and I'm afraid to continue it because Imp's voice is SO loud. I mean literally eardrum-shattering LOUD. Considering there are several other comments complaining about this and there is neither any word from the author nor anyone offering a solution, I have no choice but to avoid the mod altogether.
You'd think if you put so much into this mod a priority would be for players to not have to console command their way through it cursing all the while.
It can happen when you first meet the mage, and it can happen during the Ancient Falmer battle. Quest markers in the realm are also mostly useless. Also, when you finish the "main quest", it doesn't even offer an exit. It's absolute torture. I'm sorry, but it is.
The world space is amazing, and I admire the insane amount of work that went into it. The main quest is also quite cool, but the game-breaking bugs in it are extremely frustrating. The lack of useable quest markers compounds this. Not having an easy way to exit, especially after finishing the mod, is... (long sigh) It's not good.
I, and two people I know (on different machines at different times), have played this and we all had to console command our way through it. There are also several comments here supporting my complaints. Again, I absolutely love the environment and the characters. The flaws, however, are brutal.
I wasn't challenging you, I was just interested in your examples.
It's been a while since I played it but I never had to use Console commands to get anywhere or achieve anything. I'm not a fan of quest markers but the descriptions were also lacking. In my review I mentioned maybe 2 or 3 times I was clueless as to what to do or where to go.
I didn't think about how you exit because the char I did this on is a mage that can teleport home. So that's a bias on my part. There's also a staff that teleports you between 3 semi-randomised locations that you can use to leave the modded area, but it isn't mandatory and never hinted at. I just coincidentally found it before progressing to the boss because I wanted to see anything else before going for him.
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Short walkthrough videos for finding certain locations:
https://www.youtube.com/watch?v=hMRFhmOff40&list=PL-2gmVHHrMhpxE5EcycFkXapG5WDMbI7L
Discord: https://discord.gg/XpvnpYS
Edit: I fixed it by deleting the Creation Club version of Carved Brink, then dowloaded the Nexus Mods version and the Unofficial Carved Brink Patch. With SSEEdit I deleted the records with errors from haem projects goblands.esp (this eliminated the errors) and then merged Unofficial Carved Brink Patch.esp into it, so that nothing would be missing, and the patch will not need to be loaded separately.
I had tried deleting the error records from the Creation Club version, which got rid of the errors according to SSEEdit, but it would CTD while loading the saved game. Maybe Bethesda.net interfered with it at game start? I don't know. Maybe I simply did it wrong with the CC version.
The world space is amazing, and I admire the insane amount of work that went into it. The main quest is also quite cool, but the game-breaking bugs in it are extremely frustrating. The lack of useable quest markers compounds this. Not having an easy way to exit, especially after finishing the mod, is... (long sigh) It's not good.
I, and two people I know (on different machines at different times), have played this and we all had to console command our way through it. There are also several comments here supporting my complaints. Again, I absolutely love the environment and the characters. The flaws, however, are brutal.
It's been a while since I played it but I never had to use Console commands to get anywhere or achieve anything.
I'm not a fan of quest markers but the descriptions were also lacking. In my review I mentioned maybe 2 or 3 times I was clueless as to what to do or where to go.
I didn't think about how you exit because the char I did this on is a mage that can teleport home. So that's a bias on my part.
There's also a staff that teleports you between 3 semi-randomised locations that you can use to leave the modded area, but it isn't mandatory and never hinted at. I just coincidentally found it before progressing to the boss because I wanted to see anything else before going for him.