Great mod, just got Jaree-Ra behind lock and key. :)
I had thought his sister would not be happy with me, but she is still standing on the docks doing nothing. Guess she stays there until the end of the game.
When I was trying to play this quest I found that the captain of the guard was already dead, probably from a dragon attack. If you're not already, could you set Aldis as essential. If you are already doing this, then it might be some other mods I have are setting him to non-essential.
I was able to use console commands to resurrect the good captain
There still seems to be something broken about the "Report to Aldis" branch of this quest. It only works for me in about half my games. I've even tried it with this mod as the only one installed and it still doesn't work.
Edit: Okay. This is weird. The Aldis dialogue activates correctly when I install the mod when I'm in Proudspire Manor but it didn't work when I installed it distant from Solitude.
I'm experiencing a very weird bug: when I enter Solitude for the first time, Captain Aldis, Jaree-Ra, Deeja and all the guards inside are hostile towards me. Only the guards inside Solitude, the ones outside become hostile only if I exit Solitude after entering it once. The weirdest thing is that the same thing doesn't happen a few saves before: I just completed the quests in Morthal (the burned house and Movarth's lair quests) and accepted to deliver Gorm's letter to Aldis, I don't know what could possibly be triggering them to attack me. To be specific, Jaree-Ra and Deeja become aggressive first, then the guards and Aldis (not Ahtar the executioner though).
The UESP page says that "Jaree-Ra may attack you on sight after you have liberated Hjaalmarch for the Stormcloaks, or after clearing Fort Hraggstad for the Imperials", but I've done nothing of the sort.
UPDATE: after some testing I found out that the aggro seems to stop only if I enter Solitude, commit a crime and pay the fine (which is exactly the amount of the crime committed, I don't have a previous fine to pay on top). If I commit a crime before entering Solitude it doesn't work. I still have no idea what mod is causing this. Sorry for bothering.
[SPOILER] I dont know how to hide spoiler... sorry :(. Very satisfying. Thank you. A few things (nothing breaks, just for consideration) : 1. For me, ahtar radiant quest sometimes dont happen at all no matter how often i check back with him, so if i dont read description i may never know to check broken oar grotto as it is further from solitude and i had already cleared it long ago. This time too ahtar never gave me his radiant quest 2. Which bring to second point to consider. If you already cleared broken oar, you will aready have the *evidence*, and if you are like me, i kept *evidence* like trophy, so it was sitting at home. Hence i never found the *evidence* when i went back there. And if i didnt read the spoiler i may never know that i already have it for some time :) (make sense to use this as evidence btw). So i went back home and got the *evidence* and gave it to capt aldis, then all went as scripted. Thanks for making this mod, exactly how this quest should have been in vanilla skyrim
So the mod tells me to "find evidence" of Jaree-Ra activities... what evidence? the only npc related to him is his sister and she doesn't have dialogue at that point, he doesn't have a house, if you remove this npc from the game i think not a single other npc mentions him.
even went to the lighthouse and there's an npc there living with a khajiit that talks about how Jarre-ra is indeed a criminal but he doesn't give you any evidence, so is the quest not working at all or the author simply refused to use the damn journal description to give actionable advise on how to proceed without a quest marker?
EDIT: So just read this in article at the bottom of the description page
There are no immediate clues of where to look for this, but if you go talk to Ahtar the headsman, he has a job for you to track down a bandit leader that he accidentally let escape. This quest should point you to Broken Oar Grotto (note that this uses the radiant quest system so it is possible that another mod will cause this to randomly point to a different location). Broken Oar Grotto is the hideout of the Blackblood Marauders, led by Captain Hargar. Jaree-Ra and Deeja are allied with the Blackbloods, a fact which you will uncover after completing this dungeon.
What about, adding a short line to the captain guard when you speak to him, where he mentions Ahtar and how much he hated Jarre-ra or something along the lines, that way you give the player a clue and you can keep the non-quest marker method, i mean not giving the player any actionable advise is not good quest design, specially if there is no quest marker.
As form of measurement, if the player has to get out of the game to figure out what's going on, then you're doing it wrong.
FINAL EDIT: Quest played well at the end, but seriously need to either give actionable advise on the journal entry or have more informative voiced dialogue or quest marker enabled by default
Has anyone sussed out what all the quest stage entries do in this one? This mod is very broken in my playthrough and I'm trying to brute force the ending to get Jaree-Ra and Deeja as friends. no matter what I do, Deeja betrays me, even if I pass the speech check.
Edit : It seems that dropping the journal and then picking it up after getting the quest but before "accepting" it from Jaree-Ra fixes my issue.
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I had thought his sister would not be happy with me, but she is still standing on the docks doing nothing. Guess she stays there until the end of the game.
I was able to use console commands to resurrect the good captain
Edit: Okay. This is weird. The Aldis dialogue activates correctly when I install the mod when I'm in Proudspire Manor but it didn't work when I installed it distant from Solitude.
The weirdest thing is that the same thing doesn't happen a few saves before: I just completed the quests in Morthal (the burned house and Movarth's lair quests) and accepted to deliver Gorm's letter to Aldis, I don't know what could possibly be triggering them to attack me.
To be specific, Jaree-Ra and Deeja become aggressive first, then the guards and Aldis (not Ahtar the executioner though).
The UESP page says that "Jaree-Ra may attack you on sight after you have liberated Hjaalmarch for the Stormcloaks, or after clearing Fort Hraggstad for the Imperials", but I've done nothing of the sort.
UPDATE: after some testing I found out that the aggro seems to stop only if I enter Solitude, commit a crime and pay the fine (which is exactly the amount of the crime committed, I don't have a previous fine to pay on top). If I commit a crime before entering Solitude it doesn't work.
I still have no idea what mod is causing this. Sorry for bothering.
1. For me, ahtar radiant quest sometimes dont happen at all no matter how often i check back with him, so if i dont read description i may never know to check broken oar grotto as it is further from solitude and i had already cleared it long ago. This time too ahtar never gave me his radiant quest
2. Which bring to second point to consider. If you already cleared broken oar, you will aready have the *evidence*, and if you are like me, i kept *evidence* like trophy, so it was sitting at home. Hence i never found the *evidence* when i went back there. And if i didnt read the spoiler i may never know that i already have it for some time :) (make sense to use this as evidence btw). So i went back home and got the *evidence* and gave it to capt aldis, then all went as scripted.
Thanks for making this mod, exactly how this quest should have been in vanilla skyrim
even went to the lighthouse and there's an npc there living with a khajiit that talks about how Jarre-ra is indeed a criminal but he doesn't give you any evidence, so is the quest not working at all or the author simply refused to use the damn journal description to give actionable advise on how to proceed without a quest marker?
EDIT:
So just read this in article at the bottom of the description page
What about, adding a short line to the captain guard when you speak to him, where he mentions Ahtar and how much he hated Jarre-ra or something along the lines, that way you give the player a clue and you can keep the non-quest marker method, i mean not giving the player any actionable advise is not good quest design, specially if there is no quest marker.
As form of measurement, if the player has to get out of the game to figure out what's going on, then you're doing it wrong.
FINAL EDIT:
Quest played well at the end, but seriously need to either give actionable advise on the journal entry or have more informative voiced dialogue or quest marker enabled by default
This mod is very broken in my playthrough and I'm trying to brute force the ending to get Jaree-Ra and Deeja as friends.
no matter what I do, Deeja betrays me, even if I pass the speech check.
Edit : It seems that dropping the journal and then picking it up after getting the quest but before "accepting" it from Jaree-Ra fixes my issue.