So, i had to uninstall mid playthrough because of a consistent CTD after beating the Mask boss and getting the holy cross. and the curse is still "in effect technically. how do i remove that?
having an issue where carmilla (the boss of laruba mansion) [CORRECTION: BARTLEY IN BODLEY MANOR] keeps resurrecting and her hagraven refuses to die. i'm hitting them with the golden dagger. is there anything i'm missing? none of the hints mention anything other than that.
edit: okay so i randomly got the prompt to "stab" (open) the orb after killing her a few times. i dunno what happened, like if it was a script issue or what, but if you have the same issue i did (bartley keeps respawning and giggling, drolta is completely invincible, orb is stuck 20 feet in the air and completely unactivatable), try checking around head/chest height above the ground immediately at the head of bartley's coffin.
i was worried i was missing a bloodlines reference for a hot minute there. playing through the games chronologically and i'm at rondo, so i'll get to it soon.
When I saw this mod I got excited and downloaded it right away because it was perfect for one of my characters, after I downloaded, I was left with sadness because it was not compatible with the current SKSE, and even after reinstalling it I keep getting the error message about my current SKSE not being compatible with my SKSE, I'm hoping there is a fix for this someday.
I love this mod, I love it a lot, but it has some harshly glaring flaws in it. I've been playing it in AE, and everything seems to function normally but I think that might be a bad thing, as this has a surprising amount of the unfair jank of the original Simon's Quest. Do you think you can make a new update with some tweaks here and there? I have a few that would by default make this much better, AE or SE. The big one is that in AE I keep getting a script error whenever I load a save, even though absolutely nothing goes wrong. NOTHING I can do fixes this and it's probably linked to this being either a newer build or the mod being made for the GOG version
Yes, there are some pretty bad flaws that I don't know how to fix (this is my first mod ever), and creation kit isn't very user-friendly...especially fiddling with music tracks.
LOL the reason it has unfair jank is exactly because I was trying to be as faithful to the original as I possibly could, even down to the ridiculous "water = death" of the original and recreating the map from the instruction manual. There were only a few quality of life changes that I chose to improve upon and I can't remember all of them, but here's a few:
1. The prompts for day/night cycle don't stop the game 2. Updating the horrid translations from the original that didn't make sense 3. Giving a little bit more of an "epic" final confrontation (I felt the one from the original was a bit underwhelming)
In a way, the fact that you noticed it is something of a complement to me :)
Feel free to make a list of changes you'd like to see and I'll see what I can do!
I feel like you might have to take the map and recreate it all from the ground up, which would be a lot of effort. I'd like to discuss potential changes on Discord if you have it, I'll send you my Discord username
I've played through this several times. I don't think that the map needs to be reacreated from ground up, it was very good, especially being created by a single modder. I think the biggest problem right now is just updating the mod to the new SKSE, but that's just me
just finished the mod and wow i loved it! sweet mechanics. i just wish it could of been longer just to enjoy it even more. i honestly was surprised we didnt run into alucard. only a couple of things i think are glitches, the gate before draculas castle with the purple wall never went away once i gathered everything i needed unless i was trying something wrong. and the music from the mod will not stop playing now that im back in skyrim. but a agree with some of the others in this if you ever have the time to make more of the other games or even games of different series were familiar with please do! im even willing to support. thank you!
Thanks for bringing this issue to my attention! Just out of curiosity, did you ever get past the purple wall? I will try to play-test and address this issue in the coming weeks.
I loved making the mod, so I might do more in the future, but we will see. Again, thanks for the support!
i ended up teleporting past it but i think i know the problem for the wall. i read all the messages on this and saw it was one of the mansions gave me two of some items. but thank you! i do not want to delete this mod ever. i really hope you do end up making more like these even in the upcoming games.
Thank you studmuffin1017, that duplicating of Drac's body parts was indeed the issue with the purple barrier at the bridge to Dracula's castle not dissolving. I had duplicates of four of the body parts, so got rid of the extras (placed them in a random ash pile) and when I went back to the bridge the barrier came down.
How does this work with AE? hade something simelar in before special edition and really liked it, but after that i never played it due to no ports. So now i wonder how it work with AE?
I submitted a bug report on this, and I don't know if the mod author is still active, but I wanted to bring this up for anyone else experiencing the issue:
I had to manually install the mod as Vortex wasn't installing it correctly. After doing so (and overwriting 150+ files evidently) I loaded into skyrim and received this error:
RaceMenu Errors(s): SKSE script version mismatch detected(63) expected (69). Please reinstall your SKSE scripts to match your version. Error Codes:(1)
Is this because you compiled the mod on an older version of SKSE? So far I don't notice anything specifically wrong with the game, it could just be a conflict of RaceMenu specifically but I thought I'd point this out to you.
Fantastic mod btw. Brings back some great memories of dying repeatedly in Castlevania 2 as a kid! That Bloody Tears remix is on point.
Hey, thanks so much for reporting and identifying the issue with this! I'm glad you got it fixed and enjoyed the mod. I check back here every so often to make sure I'm able to catch new comments/bug reports (probably about once or twice per month).
Hi! Love everything about this mod. I'm not getting a "what a horrible night to have a curse" message when night falls though, and the music doesn't change. I'm running it with SKSE and everything, and set the mod to load last. Any ideas what I've done wrong?
Mod needs some serious work. Running around aimlessly . Catle 1 - no idea how to get part. Got garlic and no idea where to use it. Rover castle: This place supposedly has 5 clues, but is completely empty and useless. Nothing is even here. YOu go up some stairs, fight some gargoyles, fall through a floor to pick up some gold. Nothing else. no boss, no nothing. I've looked everywhere for these demon blocks and found some, but none lead anywhere.
Weapon and enemies also keep turning invisible all the time. I'd suggest that someone put up a guide on how to actually play this thing, because it's not fun wandering around aimlessly for this long.
Berkeley Mansion ("castle 1") - You must have the white crystal to activate the stair at the beginning of the level. This can be bought by a merchant in the first town.
As far as enemies turning invisible, this is a known bug, but going in and out of a building will fix it. I've looked for ways around this and it appears there's no way to fix this due to the Skyrim engine.
***SPOILER: Rover Mansion - There is a false wall in the back of the first floor (there's a little alcove with water on the bottom of it, you have to jump through the wall to get through). This is how the original game was as well. Also, I don't think there are 5 clues in Rover. I haven't played in a LONG time but that doesn't sound right.
Here's some advice: if you follow a guide for the original NES version of the game, you will be able to get through about 95% of the content of this mod. I made it as close as I possibly could to the original.
175 comments
having an issue where carmilla (the boss of laruba mansion) [CORRECTION: BARTLEY IN BODLEY MANOR] keeps resurrecting and her hagraven refuses to die. i'm hitting them with the golden dagger. is there anything i'm missing? none of the hints mention anything other than that.
edit: okay so i randomly got the prompt to "stab" (open) the orb after killing her a few times. i dunno what happened, like if it was a script issue or what, but if you have the same issue i did (bartley keeps respawning and giggling, drolta is completely invincible, orb is stuck 20 feet in the air and completely unactivatable), try checking around head/chest height above the ground immediately at the head of bartley's coffin.
i was worried i was missing a bloodlines reference for a hot minute there. playing through the games chronologically and i'm at rondo, so i'll get to it soon.
I love this mod, I love it a lot, but it has some harshly glaring flaws in it. I've been playing it in AE, and everything seems to function normally but I think that might be a bad thing, as this has a surprising amount of the unfair jank of the original Simon's Quest. Do you think you can make a new update with some tweaks here and there? I have a few that would by default make this much better, AE or SE. The big one is that in AE I keep getting a script error whenever I load a save, even though absolutely nothing goes wrong. NOTHING I can do fixes this and it's probably linked to this being either a newer build or the mod being made for the GOG version
Yes, there are some pretty bad flaws that I don't know how to fix (this is my first mod ever), and creation kit isn't very user-friendly...especially fiddling with music tracks.
LOL the reason it has unfair jank is exactly because I was trying to be as faithful to the original as I possibly could, even down to the ridiculous "water = death" of the original and recreating the map from the instruction manual. There were only a few quality of life changes that I chose to improve upon and I can't remember all of them, but here's a few:
1. The prompts for day/night cycle don't stop the game
2. Updating the horrid translations from the original that didn't make sense
3. Giving a little bit more of an "epic" final confrontation (I felt the one from the original was a bit underwhelming)
In a way, the fact that you noticed it is something of a complement to me :)
Feel free to make a list of changes you'd like to see and I'll see what I can do!
I loved making the mod, so I might do more in the future, but we will see. Again, thanks for the support!
I had to manually install the mod as Vortex wasn't installing it correctly. After doing so (and overwriting 150+ files evidently) I loaded into skyrim and received this error:
detected(63) expected (69). Please reinstall your SKSE
scripts to match your version.
Error Codes:(1)
Is this because you compiled the mod on an older version of SKSE? So far I don't notice anything specifically wrong with the game, it could just be a conflict of RaceMenu specifically but I thought I'd point this out to you.
Fantastic mod btw. Brings back some great memories of dying repeatedly in Castlevania 2 as a kid! That Bloody Tears remix is on point.
Rover castle: This place supposedly has 5 clues, but is completely empty and useless. Nothing is even here. YOu go up some stairs, fight some gargoyles, fall through a floor to pick up some gold. Nothing else. no boss, no nothing. I've looked everywhere for these demon blocks and found some, but none lead anywhere.
Weapon and enemies also keep turning invisible all the time.
I'd suggest that someone put up a guide on how to actually play this thing, because it's not fun wandering around aimlessly for this long.
As far as enemies turning invisible, this is a known bug, but going in and out of a building will fix it. I've looked for ways around this and it appears there's no way to fix this due to the Skyrim engine.
***SPOILER:
Rover Mansion - There is a false wall in the back of the first floor (there's a little alcove with water on the bottom of it, you have to jump through the wall to get through). This is how the original game was as well. Also, I don't think there are 5 clues in Rover. I haven't played in a LONG time but that doesn't sound right.
Here's some advice: if you follow a guide for the original NES version of the game, you will be able to get through about 95% of the content of this mod. I made it as close as I possibly could to the original.