Ciao ! Would you consider making your patch for Azura with the AIO Daedric Shrines as master ? grazie EDIT : sorry, this patch exists already on xtudo's patches hub ! :p
No, I didn't know about it because it never happened in my game. When exactly he doesn't go back? And, just in case, are you sure he's actually supposed to go back in that particular moment?
I was asking because I saw others complain Geldis never went back to his job at the bar. He was not here for me at the end of the quest but I dont know when he is supposed to show up. Side not I had quite a few issues with the mod but your fixes did work it was just many other issues I myself had. Quest not advancing, not showing up in the Quest journal. Reloading to get NPCs to show up. I could not even see an active quest with console SQT. But I went into Xedit looked at the quest setup and advanced stages after nothing else would work. this got bad during the boat scenes for me at least. Fun mod but really needs a good work over in the CK.
Well, looking at the quest's script the 'real' Geldis actually never leaves the inn, he's disabled and all the other Geldises are doppelgängers. A bit weird, but that's what we get :) He should 'reappear' near the end, when you complete the conversation with the ghost outside Broken Oar Grotto and get the "Report back to Teldryn" objective. I don't remember issues with that.
To 'console him back' enter PRID 04018291 and then Enable.
I only know of this one: https://www.nexusmods.com/skyrimspecialedition/mods/5541 It's the mod linked in 'description/requirements' and it's been updated on 05 August 2017, not what I'd call a new version. If there is another one I'm unaware of, please post a link to it.
I was curious... Is the dragon encounter fight scripted at all or just a standard dragon fight? Fought in the out open or an interior environment with restricted movement?
There appears to be one ghost dragon that isn't referenced in the plugin. Qonahriik?... does this make an appearance in the mod? I did try to spawn the adamant dragon with the console but seemed to be invisible with just a wisp of cloud and dragon noises.
This may be helpful as I saw a few of these references in Teldryn Serious. "TrapRune(____)Projectile" should only be applied to objects. while "Rune(___)Projectile are the floor traps. It can lead to invisible rune trap bug if the wrong one is used
Not sure I understand. Or better, I really don't understand. There are no instances of Rune(___)Projectile in TS. Of TrapRune(____)Projectile I only see fiveTrapRuneFireProjectile which are indeed placed on the floor (and they work quite well, as my character unhappily knows), but they're placed exactly the same as the ones in Skyrim.esm. Do you mean that all of them, including the ones in Skyrim.esm, should be RuneFireProjectile instead?
IMO that post is a little bit confused and confusing, even if the facts about the issue were true and confirmed (I don't know.)
Anyway, RuneLightningProjectile and similar are used in magic effects. Nevertheless, there are three instances of RuneFrostProjectile placed directly as references in dungeons.
TrapRuneLightningProjectile and her two fire/frost sisters are always placed as reference in the world (ground or whatever) and eventually use RuneXXXProjectile itself through a chain of magic effect-enchantment-explosion.
In short, TrapRuneXXXProjectile is the trap you place, and RuneXXXProjectile is what delivers the placed trap's damage. I think that in Teldryn Serious they're used correctly.
I am using xEdit to merge your changes into the original .esp (I play skyrimVR so those nice ESLifyed files still count to my load order), everything seems to make sense to me except for the changes to tsrfrosseltriggerbox.
Your change there seems to remove all of the script properties that reference an NPC. Is that the intention? Were these unnecessary and causing papyrus errors? I'm just trying to understand the under-the-hood parts :)
Those properties had been surely added using an earlier version of the script, then the script has been modified but those now-missing properties never removed from the form.
Hello i keep getting stuck after freeing Teldryn on the Sea tiger. He runs off i go through the door to the upper deck where there is no fire for some reason and the quest will not continue. Can you help or will this patch sort this out?
I played it quite a long time ago but I seem to remember that you need to jump out a window in the captain's room -- well, your character, not you personally :)
65 comments
Would you consider making your patch for Azura with the AIO Daedric Shrines as master ?
grazie
EDIT : sorry, this patch exists already on xtudo's patches hub ! :p
https://www.nexusmods.com/skyrimspecialedition/mods/78809
When exactly he doesn't go back?
And, just in case, are you sure he's actually supposed to go back in that particular moment?
Side not I had quite a few issues with the mod but your fixes did work it was just many other issues I myself had. Quest not advancing, not showing up in the Quest journal. Reloading to get NPCs to show up. I could not even see an active quest with console SQT. But I went into Xedit looked at the quest setup and advanced stages after nothing else would work. this got bad during the boat scenes for me at least.
Fun mod but really needs a good work over in the CK.
A bit weird, but that's what we get :)
He should 'reappear' near the end, when you complete the conversation with the ghost outside Broken Oar Grotto and get the "Report back to Teldryn" objective.
I don't remember issues with that.
To 'console him back' enter PRID 04018291 and then Enable.
Teldryn Serious - A Teldryn Sero Backstory Quest SSE
It's the mod linked in 'description/requirements' and it's been updated on 05 August 2017, not what I'd call a new version.
If there is another one I'm unaware of, please post a link to it.
You posted on the wrong page, I reckon.
Yeah, it's a good idea, I'll do it.
There appears to be one ghost dragon that isn't referenced in the plugin. Qonahriik?... does this make an appearance in the mod? I did try to spawn the adamant dragon with the console but seemed to be invisible with just a wisp of cloud and dragon noises.
--Edit--
I see now that there is indeed an Adamant Dragon NPC, but it's unused.
This may be helpful as I saw a few of these references in Teldryn Serious. "TrapRune(____)Projectile" should only be applied to objects. while "Rune(___)Projectile are the floor traps. It can lead to invisible rune trap bug if the wrong one is used
Or better, I really don't understand.
There are no instances of Rune(___)Projectile in TS.
Of TrapRune(____)Projectile I only see five TrapRuneFireProjectile which are indeed placed on the floor (and they work quite well, as my character unhappily knows), but they're placed exactly the same as the ones in Skyrim.esm.
Do you mean that all of them, including the ones in Skyrim.esm, should be RuneFireProjectile instead?
https://forums.nexusmods.com/index.php?/topic/6454671-invisible-lightning-runes/
It seems to have ramifications beyond the cell where they get placed. Because Skyrim.
Anyway, RuneLightningProjectile and similar are used in magic effects.
Nevertheless, there are three instances of RuneFrostProjectile placed directly as references in dungeons.
TrapRuneLightningProjectile and her two fire/frost sisters are always placed as reference in the world (ground or whatever) and eventually use RuneXXXProjectile itself through a chain of magic effect-enchantment-explosion.
In short, TrapRuneXXXProjectile is the trap you place, and RuneXXXProjectile is what delivers the placed trap's damage.
I think that in Teldryn Serious they're used correctly.
Any chance for a LE port? Those Papyrus bloat logs are driving me nuts
You might ask on the LE TS page.
I am using xEdit to merge your changes into the original .esp (I play skyrimVR so those nice ESLifyed files still count to my load order), everything seems to make sense to me except for the changes to tsrfrosseltriggerbox.
Your change there seems to remove all of the script properties that reference an NPC. Is that the intention? Were these unnecessary and causing papyrus errors? I'm just trying to understand the under-the-hood parts :)
Thanks!
scriptName TSR_triggerfrossel extends ObjectReference
Quest Property TSRQuest Auto
ObjectReference Property TSRXMarkerFrosselMercs1 Auto
Event OnTriggerEnter(ObjectReference akTriggerRef)
if akTriggerRef == game.GetPlayer()
TSRXMarkerFrosselMercs1.Enable(false)
TSRQuest.SetStage(200)
endIf
endEvent
Those properties had been surely added using an earlier version of the script, then the script has been modified but those now-missing properties never removed from the form.