Hi everyone. Having taken stock of everything in my life at the moment, I've decided to go on indefinite hiatus from Skyrim modding. I'm letting you all know so that you will understand that I won't be responding to any comments, bug reports, or messages for the foreseeable future. If you'd like to make a third party patch or translation of one of my mods, you may feel free to do so and release it.
I have appreciated all of the affection many of you have shown towards my work, and hope that many more will in the future.
Found an incompatibility with Cities of the North - Morthal, since it changes the appearance of the burnt house there's a red X on the floor for Helgi's humming marker. Also, the mod deletes the inn's door lol
I am having a weird issue in this otherwise stellar mod, where the Helgi's coffin does not spawn on the grave during the hide and seek for some reason. Comments below suggested that the problem might be a conflict between SMIM and this mod, but even after uninstalling SMIM and everything related to it and starting a new save, the problem still persists. If someone is able to resolve this issue, I would be very grateful. I think I am still going to keep this mod in my load order despite this problem because this mod has few so good QoL changes that I simply like too much lol.
Thanks for confirming! Reading this comment thread seems to show this issue's been a thing since at least 2020. Some have had success with regenerating the SEQ files in xEdit but for others the issue still persists after that.
In addition to the problems listed under Bugs, it appears REQUIEM does not like this mod. It gets stuck on the infinite loading screen and boy was THAT a bugger to figure out.
Honestly i'd like a mod where we can calmly talk to Laelette after beating her in submission. Then question her with her husband finally to be given the option to take her prisoner and take her to the court wizard for advice after a bit of persuasion. Talk to Falion for a cure to help her and then have her stand witness before the Jarl to accuse Alva. Accompany guardsmen to search her house and let them kill her in the resulting scuffle. Later proceed as normal with the quest to kill Movarth.
Okay, I figured out the issue with Helgi not appearing. There is a global value (xx20288E) that determines your level of investigation of the burnt house. It has to equal 2 in order for Helgi to appear. It increments by one when you "investigate the fireplace" and it increments again when you investigate the floor by the window, which in my game is covered up by snow. I never would have thought to look for something else to investigate if I hadn't looked at the quest in SSEEdit and seen that global value.
For all those who are having "buggy mess" problems like me, go take a look at your vanilla Skyrim/Data directory.
I followed a Papyrus tutorial yonks ago which told me to extract my Scripts.zip file so Creation Kit could do things.
The revised scripts for this mod are bundled into a .bsa file.
Loose files always take priority. Derrrrrrrp.
Also this mod has a script overwrite conflict with the mod 'At Your Own Pace'. They both make alterations to a file containing script fragments associated with quest stages. Obvs, this mod should win.
If you have extracted vanilla scripts, use BAE to extract this quest's scripts and put them in MO2's overwrite directory. Restore to a save before you advanced beyond stage 10 of Laid to Rest. (getstage ms14 in the console) The mod should work as expected.
If a particular quest stage is not activating or advancing properly, you may have to
Go into the CK.
Load this mod up.
Search for "ms14" in the object window.
Open up the QUST object "ms14".
Go to the "Quest Stages" tab.
Find the quest stage in question. For me it was stages 30 and 40.
Hit the "compile" button next to the script fragments window.
Save the plugin.
Exit.
I also experienced an issue where Laylette got her ass blown away by a dragon before I could get to her and physics'd off into the swamp, but that was not this mod's fault...
The Scripts.zip that's bundled with the Creation Kit only contains script source files (*.psc), not the actual compiled script files (*.pex). Having them extracted would cause issues if you were trying to recompile the scripts or anything that depends on the scripts within the Creation Kit, but cannot cause any problems in the game itself. While running, the game doesn't even look at script sources, just the compiled scripts. The compiled scripts are in the base game *.bsa files, so unless you extracted those (which you shouldn't do and absolutely do not need to do for any Creation Kit-related purposes), this mod's script changes will always take priority over them.
You may have had another mod that was editing the same scripts, though. That can cause issues, depending on the changes and the load order priority.
Nicely done, you can sence the love behind the creaton of this mod. None of the bugs discribed in the bug section appeared in my playthrough. To the author my best wishes for the future, but please, do not waste your modding talents too much....
I am using "The Great Cities of JK's North" - which is a patch for JK's Skyrim, The Great Cities Minor Cities and Towns AND CotN Morthal all combined - so even more complicated. Don't quite know why things like Thonnir's Door etc need to be edited anyway. Think I'll just make my own patch.
I'm using the Great Cities of JK's North myself... Almost a year later and Tetrol88 didn't post the patch he said he was making himself...
All the doors in Morthal that I assume are relevant to the quest at all, are all out of place... I eventually came to assume this mod was responsible after seeing the visible X marker in the burnt down house then searching my loadout for a quest related to it I thought I had installed before...
But Great Cities of JK's North isn't supported... I'm worried about uninstalling this mod for fear of breaking the save, but it seems I can't patch it...
I think I installed the JK Skyrim Patch initially... Trying again with the Great Cities patch instead, see if that does anything...
... It did nothing but give me a missing pluging warning. Guess I'm just uninstalling this then.
(Fuuuuuuuuuuuchte, uninstalling fixed all the doors except the door to the in for some reason, ffs. The Inn's door is still on the wrong side of the building leaving a gaping black void where it should be, but the four or five other doors that were broken before are fixed... *sigh* all I can do now is see if it persists on a clean new save, for some reason being the only door to be effected by changing things up mid playthrough. ... The answer is no. The door is just broken even without this mod on a clean save for no discernable reason. )
Alright, so I had the same issue, and the solution is to get the COTN Finding Helgi Patch and not the one inside this mod. You can find that patch on the COTN Morthal Patch Collection. It fixes the doors, and the red x. I didn't go through the quest so not sure if it fixes everything.
Well Lelette cant be a ghost. she died a vampire. Vampires souls are claimed by oblivion when they turn. When perma death strikes them its insta oblivion
Call me the necromancer because I'm about to drop some nerd facts on this two-year old comment lol
"Mortals who made deals with Molag Bal can also be found living in Coldharbour. The souls of vampires are sent to Coldharbour when they die." - UESP on Coldharbour
156 comments
I have appreciated all of the affection many of you have shown towards my work, and hope that many more will in the future.
- Obs.
Also, the mod deletes the inn's door lol
https://www.reddit.com/r/skyrimrequiem/comments/tq9yx9/requiem_for_the_indifferent_causing_infinite_load/
Then question her with her husband finally to be given the option to take her prisoner and take her to the court wizard for advice after a bit of persuasion.
Talk to Falion for a cure to help her and then have her stand witness before the Jarl to accuse Alva.
Accompany guardsmen to search her house and let them kill her in the resulting scuffle.
Later proceed as normal with the quest to kill Movarth.
I followed a Papyrus tutorial yonks ago which told me to extract my Scripts.zip file so Creation Kit could do things.
The revised scripts for this mod are bundled into a .bsa file.
Loose files always take priority. Derrrrrrrp.
Also this mod has a script overwrite conflict with the mod 'At Your Own Pace'. They both make alterations to a file containing script fragments associated with quest stages. Obvs, this mod should win.
If you have extracted vanilla scripts, use BAE to extract this quest's scripts and put them in MO2's overwrite directory. Restore to a save before you advanced beyond stage 10 of Laid to Rest. (getstage ms14 in the console) The mod should work as expected.
If a particular quest stage is not activating or advancing properly, you may have to
I also experienced an issue where Laylette got her ass blown away by a dragon before I could get to her and physics'd off into the swamp, but that was not this mod's fault...
You may have had another mod that was editing the same scripts, though. That can cause issues, depending on the changes and the load order priority.
Did you solve this?
All the doors in Morthal that I assume are relevant to the quest at all, are all out of place... I eventually came to assume this mod was responsible after seeing the visible X marker in the burnt down house then searching my loadout for a quest related to it I thought I had installed before...
But Great Cities of JK's North isn't supported...
I'm worried about uninstalling this mod for fear of breaking the save, but it seems I can't patch it...
I think I installed the JK Skyrim Patch initially... Trying again with the Great Cities patch instead, see if that does anything...
... It did nothing but give me a missing pluging warning. Guess I'm just uninstalling this then.
(Fuuuuuuuuuuuchte, uninstalling fixed all the doors except the door to the in for some reason, ffs. The Inn's door is still on the wrong side of the building leaving a gaping black void where it should be, but the four or five other doors that were broken before are fixed... *sigh* all I can do now is see if it persists on a clean new save, for some reason being the only door to be effected by changing things up mid playthrough. ... The answer is no. The door is just broken even without this mod on a clean save for no discernable reason. )
You can find that patch on the COTN Morthal Patch Collection.
It fixes the doors, and the red x. I didn't go through the quest so not sure if it fixes everything.
"Mortals who made deals with Molag Bal can also be found living in Coldharbour. The souls of vampires are sent to Coldharbour when they die."
- UESP on Coldharbour
This doesn't ruin the mod though IMO