Skyrim Special Edition

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Acherones

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Acherones

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41 comments

  1. RadiantWings
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    Ran into a bug with Swindler's den, which may be related to the clearing logic you mentioned in an earlier comment.

    During a regular playthrough, you can be handed a number of radiant quests that direct you to kill the bandit leader at Swindler Den.

    If you start "In My Time of Need" without doing those radiant quests, the bandit leader won't spawn until you complete that quest. Now, normally this isn't an issue - if you kill/help Kematu, you just need to wait a few days for the regular bandits to spawn and you can complete those radiant quests.

    However, with this mod, it seems that Swindler's Den can be taken over after completing "In My Time of Need" without doing a second clearing. This means that the regular bandit leader would never actually spawn, and any radiant quests that point you to Swinder's Den is now impossible to complete (without console command).
    1. Acherones
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      That's an interesting one, never thought about that. Thanks!
      I'll see what I can do..
    2. mikeboydus
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      I'm having the same issue in the All in One version, but had two radiant bandit quests on top of one another. I triggered the first before completing the Alikr quest. Then triggered the second bandit bounty after completing the Alikr quest, but before the location reset. I was able to clear the second with console, but could not fix the first. The location did reset to guards after using the console to complete the second bounty. The first bounty marker is still active though, but no spawn. 

      There may also be a possible mod conflict with More to Say, Missives and/or Undaunted, which all mess with radiant quests. 
    3. Acherones
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      My guess is the mods are conflicting. I'm currently working on patches for those types of mods to fix this!
    4. Existemplary
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      Came here to say I ran into a similar problem several years later, though with the all in one mod. I made the mistake of taking the bandit quest after I had In My Time of Need active, then went to Swindler's Den and cleared out Kematu. The bandit leader never spawned in and I have the quest stuck in my journal forevermore. Using setstage commands to force it to finish didn't work. So lesson learned: do not take two quests at once for the same area
  2. bIackjack95
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    Hi, do your mods work with enhanced landscapes?
    1. Acherones
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      I'm not quite sure. The scope of that mod seems quite large, so there might be clipping. You would have to check it out for yourself to be sure..
  3. heyiforgot
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    If its supposed to be like the guads take over the cave and put up a wall, then something like a wood palisade or something would make more sense that having the same sort of ancient crumbling walls around whiterun, unless they are there before the cave is cleared also
    1. Acherones
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      I honestly don't feel like these walls look crumbled. It also fits the style of Whiterun for more permanent locations, which is why I chose to use it. Thanks for the feedback though!
  4. d1ebels
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    compatible?

    https://www.nexusmods.com/skyrimspecialedition/mods/1514?tab=description
    1. Acherones
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      My guess is no, but you may like the effect.

      This mods adds new spawns, which will not be disabled by my mod. So after clearing a location these bandits keep spawning. Someone else liked the effect, as it seems like bandits are trying to retake these locations.
    2. ctune
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      Actually, I like the idea of new Bandits and what respawning at/near (or attacking) the Forts. It Fits the Lore of Agnis, the Old Lady Caretaker in Fort Greymoor and her speech about how the Fort keeps changing hands. If its a strategic location, why wouldn't somebody try to retake it? Even if soldiers occupy a Fort as they do in the ESL Takeover series (a great MOD;) if you only leave a handful of soldiers and not a garrison, of course someone might take it back. And another Lore point, guards/soldiers are always whining about not having see a "good" bandit raid in a while.
  5. Vulcanitu
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    So I'm getting it somewhat populated, three guards appeared but that doesn't stop a bouncer bandit from respawning. Also no new structures are being built
    1. Acherones
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      Any mods conflicting?
  6. Floweramon
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    Sorry it took so long to comment, I started getting absorbed into the general Skyrim content as I was playing XD But the new mine looks great! I love the changes made and how, like with the other SRC mods, you get a feel of Skyrim recovering from the lawlessness that's been running rampant since the war and you feel like you're doing more to help keep the people safe. I assume the closed off area is for the future quest part, which I'm looking forward to seeing as well ^_^ If you need any voice actors for that, I'm part of a voice acting team and if you need any extra voices I'm sure some of the team would be interested (I know I always am XD)

    Also quick question, I did notice in my game that there are no visible ore veins added to the mine, is that something for a future update or were they intentionally left out?
    1. Acherones
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      I’ll send you a DM about voice acting.
      The ore veins are visible, but I haven’t placed a activator, might do that actually..
  7. Lukto
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    Swindler's Den is kinda tricky since it won't be marked as cleared after the Alik'r quest (because when visited during that quest the "original" bandits, including the boss, are replaced by other bandits, thus preventing the player to clear the location. The only way to clear it (without console command) is to come back after the end of the quest, the cell will be reset and the original bandits will be there again.

    I'm currently with the all-in-one pack and on a save with Swindler's Den cleared so I can't test it myself, but given what I've jus written in mind, how does you mod work ? If you make the changes appear after Alik'r quest (so probably with the location uncleared unless the player came in the den before the quest) I'm pretty sure the original bandits will spawn alongside the npc's you've added, thus causing a rampage !

    I guess the best way to prevent any problem is to have the location as cleared and the quest finished as the two conditions to make your mod proceed. If that's already the case then I'm sorry for this long text ;)
    1. Acherones
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      You should be sorry! Just kidding, but I’ll elaborate.

      FTF can set a location as cleared when all chosen actors are dead. So FTF will label the location as cleared.
      Due to the fact that these bandits have a parent marker involved in the quest (which FTF usually uses and can only be used once), I decided to disable them through a script once the quest is finished. I placed the script on a Xmarker linking to the bandits instead of making it their parent, which does not interfere with the Alik’r quest.

      This means that clearing the location only during the Alik’r quest works as well!

    2. Lukto
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      In that case I also thank you in addition to congratulate you, because that kind of annoyance such as being forced to go back to this location in order to clear the place was kinda immersion-breaking, and your mod is getting rid of it ! I hope you'll add it in the all-in-one pack soon enough ;)

      Have you made that same script for the white river watch location ? We already talked about it in the post section of this mod so I do believe it's the same "issue" that is resolvable by disabling some npcs
    3. Acherones
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      No I actually did not. Swindler’s Den has 2 states. The first is for when the quest is not active and the second is for when the quest is active (quest active bandits are tougher). Since both states are linked to the quest I had to use a script.

      The “quest” in White River Watch only activates once, so bandits used during the quest get deactivated by itself after your first time, which means I actually didn’t have to do anything. The first time I actually did do something which had the opposite effect lol.
    4. Lukto
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      Oh I see, but then are you sure the bandits you unintentionaly activated in WRW won't now spawn alongside the content you add ? I presume they were meant to spawn after the death of hajvaar
      (sorry if you already answered this question, since english isn't my main language I might have missed the information in your answer ;))
    5. Acherones
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      No they don’t, these bandits only spawn when the blind guy shouts for help. The rest of the bandits, Hajvarr and the blind guy get disabled by this mod.
    6. Lukto
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      Oooh I see ! That's the fact I didn't know since I've never said to the blind guy I wasn't his fellow :p Thank you for the answer !
    7. Acherones
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      The three guys you saw at the entrance normally don’t get spawned at all, so at least you met them!
  8. Herowynne
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    Sorry for the naive question, but how does this mod relate to Skyrim Realistic Conquering - All In One?

    EDIT: After re-reading the description of Skyrim Realistic Conquering - All In One, I think that it is saying that this mod (Swindler's Den) will be included in a future update of Skyrim Realistic Conquering - All In One. Is that correct? Thanks!
    1. Lukto
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      You found the answer :)
  9. ALinWI
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    After installing this mod I needed to run DynDOLOD. While running TEXTGEN64 I get these messages. Since I am not a modder, not sure if this affects much. Just wanted you to know.

    [00:00:13.715][00:11] Background Loader: <Error: [REFR:FE037E33] (places SitCrossLeggedMarker [FURN:000C4EFD] in GRUP Cell Temporary Children of SwindlersDen01 "Swindler's Den" [CELL:00041777]) has invalid ObjectID 014E33 in SRC - Swindler's Den.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>

    [00:00:13.716][00:11] Background Loader: <Error: [REFR:FE037F35] (places CleanWeaponIdleMarker [IDLM:000F9663] in GRUP Cell Temporary Children of SwindlersDenExterior [CELL:000099AE] (in Tamriel "Skyrim" [WRLD:0000003C] at -12,0)) has invalid ObjectID 019F35 in SRC - Swindler's Den.esp for a light module. These errors cause CTD and other serious issues and need to be fixed.>
    1. Acherones
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      Check the Bugs section, I posted a fix until I update!
    2. ALinWI
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      Thanks for looking into it. Never had this issue with any of your mods. I didn't think about putting it in the bugs section, if it was maybe just a DynDOLOD issue.
    3. Acherones
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      It’s the first time I chose to only post the ESL version and welp I forgot to do something because of that lol.
      The bugs section usually is an easier way for authors to keep track of any issues. The comment section can become quite confusing!
    4. ALinWI
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      Thank you for fixing the DynDOLOD issue! Your mods are excellent!
  10. SefaAlaz
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    Every mod you make becomes more detailed and more skillful.
    I can't help thinking about the things you can do in the future.
    You are one of the rare modders I follow in Nexus

    Good work, man, we all watch.
    1. Acherones
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      Thanks buddy, that's a nice compliment!
    2. Zahnrad
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      I also feel the same way. I try to follow your progress and It makes my day when I find another one of these has been made.
    3. Acherones
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      I’ve seen both of you pop up multiple times in the past! Thanks for the great support, I appreciate it.