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sattyre

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  1. sattyre
    sattyre
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    This mod is now unsupported.  You should use:
    Paarthurnax - Quest Expansioninstead
    It does the same stuff using newer techniques and is fully voiced

    I will leave this mod up for those who want to continue using it
  2. cubbyman1
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    you know what's so funny, this mod actually gives the player far more straight forward choice, i tried the other mod mentioned in the description and i didn't like the results, in that mod you don't have the choice to lecture or lie, instead you just say you killed parth and what i thought was a lie the mod pretty much killed parth without me being involved, what's worse is that mod not only killed parth, but it also broke the graybeards, suddenly they won't talk to me and the main graybeard is stuck t-posing for some dumb reason. 

    that mod completely broke the main quest when it came down to the peace council, i thought i could bypass it by doing the civil war quest, which amounted to a large waste of time as it didn't bypass anything, the stupid whiterun jarl still wouldn't progress the quest unless the peace council thing could happen, and because the graybeards were unwilling to talk with me because of the parth extended mod broke the game, i then realized how much of a waste of time that mod has been in my playthrough, like i don't even want to touch that mod ever again.

    this one i remember being great because it presented more choices in how it could be handled, and it doesn't auto kill parth for some dumb reason like the other mod does, so i'm glad you ported this Amazing mod.
    1. sattyre
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      There is clearly something wrong with the install of the other mod if you had those problems.  I use it and i don't have any of those issues.  I suspect you had another mod conflicting or alternatively, you had an improper install for whatever reason.  You are welcome to continue using this mod, but the other  mod does do all the same things as this one, only better.
    2. cubbyman1
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      well i didn't have any other mods that made changes, other than maybe the interior of the Alduin's wall location in esthetics, outside of this, it shouldn't have conflicted at all. 

      i guess the other one does offer some voice acting at least, that part of it is better, but running into that game breaking glitch was too much for me, it completely ruined my playthrough, and just made me so sad.

      now i'm starting over, i also got a mod to skip the stupid civil war quest nonsense, i never want to do that ever again, so if the graybeards do glitch out again for whatever reason, at least the stupid peace counsel story can be skipped. 
  3. JoeCrackTS
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    How do I unlock the path to kill them? I only see the lie and lecture option. 
    1. sattyre
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      They lose their essential status after your 1st meeting with Paarthurnax.  They are both killable after that point.
  4. RealCakez
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    If i had The Paarthurnax Dilemma installed but i havent reach paarthurnax yet in the storyline (currently at thalmor embassy) would i be able to swap it out with this one?
    1. sattyre
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      it's never a good idea to pull a mod mid playthrough, but yes it should be fine.  Just make sure you clean your save with fallrim tools if you do.
  5. drealxn
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    Just tell Delphine and Esbern to do it themselves. Then watch the hilarity ensue.
  6. AlekseyRaukov
    AlekseyRaukov
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    Thank you for finaly porting this!! This is much  better than Arthmoor version which adds unneeded bloat and is badly designed.
    1. sattyre
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      Enjoy, and your welcome.
  7. Bosoxer
    Bosoxer
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    V8.1 has esp and "esl flagged esp' versions. I'm not a mod author or by any means an expert. I have played well over 1,000 hours of Skyrim between oldrim and SSE. Every one of those hours has been heavily modded. Still, I have no idea which of these versions I should be using. It would be incredibly helpful and very much appreciated if you would add a bit of info to the mods description page or in the files descriptions. I don't need much even just a most of you should pick this option. Thanks.
    1. sattyre
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      There's nothing complicated about it.  If you don't care that it uses up an esp slot, use the esp.  If you don't want it to use an esp slot, then use the eslified esp.  That's the only difference.  I would say most people are going to want the esl flagged one
    2. Zira1251
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      In more detail (in case anyone would like to know who doesn't already) as I understand it:

      Skyrim, and most older Bethesda Games, only have room for a grand total of 255 plugins. A "plugin" in this case, is a master file (.esm) or a regular (.esp) plugin. This limit includes the vanilla plugins the game comes with (Skyrim.esm, Update.esm, Hearthfire.esm, etc). These 5 vanilla plugins, plus the Unofficial Skyrim Special Edition Patch, take up 6 slots for Skyrim SE, so most mod users really only have room for 249 mod plugins. If you install plugins beyond this limit, mods that rely on plugins will basically stop functioning and/or working correctly, and you'll damage your save-games.

      This is obviously very limiting and frustrating for people who like to create huge load orders. Especially when some mods come with multiple .esp plugins and/or include an additional master file. Not to mention compatibility patches and the like.

      But there is also a third type of plugin, the .esl, and Skyrim can load just over 4,000 of these, as opposed to the puny 255 limit for .esp and .esm plugins combined! True-.esl plugins are usually loaded at the top of a load order like master files, however, so not many mods can be used as true-.esl plugins since you can't organize them freely, and they are loaded into the game in a separate manner from regular plugins.

      But there is an alternative for Skyrim SE and Fallout 4: a .esp plugin that is flagged as a .esl (sometimes referred to as an ESPFE). This type of plugin retains its ability to be sorted manually in your load order as a .esp plugin, while also allowing for the plugin to be treated as a .esl in regards to not taking up one of those precious 249 slots, instead counting towards the 4,000+.

      So why aren't all mods in ESPFE format, then? One might ask.
      Suffice it to say there are limits to what this hybrid-plugin can do. It is best used for smaller mods rather than large, complicated overhauls that make changes to cells, due to how its records are loaded. ESPFE plugins can be troublesome to manage when it comes to mods requiring long-term updates or that are depended on by other mods and patches, due to the repeated compacting and changing of FormIDs.
    3. sattyre
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      I can add a little to this great explanation by Zireael1251. 
      esl flagged esps or espfe  use most of the eight digit formids for explaining how they load.  Normally you have an 8 digit number.  12345678. 
      The first two digits tell the game they are FE where as with a normal esp/esm,  the first two digits designate thier load order.  So in this case. the 12 tells the game which mod to look in for direction.  In the case of esl/espfe the first two digits are alway FE, meaning they load in FE space. So they always look like this: FE345678
      In esp/esm, the next 6 digits, in this case, 345678, are used to designate assets, like npcs or rocks or weapons etc.  For the esl/espfe, the 345 are used to tell the game where to look for them.  It knows by the FE designate to look in FE space and the 345 tell it which mod or load order to look in.  Which only leaves 3 more digits.  678.  So with only 3 digits you have 1000 spaces.  add in the alphabet and you get more available space, but not as much as 6 digits and the alphabet.  That is why large mods can't get the esl designation.  There just aren't enough reference numbers.
  8. RavenKnight1
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    This mod sounds great! Is it fully voiced? That was my main issue with the Paarthurnax Dilemma... I play in VR, so using subtitles even for a short time just completely breaks immersion... I'm downloading this anyway without finding out first. Even if it isn't fully voiced, I like having the extra options to lie, tell off, or just put an end to the vengeance driven Blades for good! Thanks for this mod!
  9. charrock10
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    When do you enable and disable this mod?
  10. seus72
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    It's not much , but author , you should go check out the mod's Bugs tab list. There's a bug reported there. Check it out.
  11. seus72
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    Is this vanilla or custom voiced ?
    1. sattyre
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      It uses vanilla voices.  Talk to Delphine