- There should be no more texture issues - Erebik is voiced - Removed a spelling errorZ
Please use either version 2.4 or 1.3.
Version 2.1 misses some fundamental scripts to get the quest going. Version 2.2 lacked some audio files causing a dialogue choice to lead to a CTD. Version 2.3 had some minor texture problems
Thank you for all the feedback so far and keep it coming!
I'm a stickler for voice quality. And for that reason, I cannot use this mod. I cannot abide unvoiced NPCs, poor quality mics below a certain threshold, or severe compression. AI voices are honestly worse than all the others combined. Nothign rips me out of a game like being reminded unavoidably that teh characters I'm interacting with aren't real.
Which is really a shame, cause the premise of this mod sounds incredibly intriguing, and you're obviously a talented modder, so I'd bet you did it justice. But I just cannot get through an AI voiced mod.
As a philosophy lover myself, I obviously love this mod deeply! Giving pills of philosophy during the gameplay is so good idea, and it's very rewarding and satisfying, educative: I wish there would be more mods and games like this. I still have to finish, I finally entered the university and made a part of it. Great idea! It will very probably end being part of not only this playthrough, but permanent in my load order of Skyrim.
When we will have games teaching culture instead of school?... I was betting that by 2023 we would have... still waiting. Hopefully AI will make it easier to make it possible... I'm just not sure govs will like the idea, I bet they prefer people getting use to go in boring places so they are ready to go to work afterwards... of course also work could be entertaining like a game, but that would require a just reward for the job done, and justice and that is sadly still very utopic.
Thanks for the kind words! I've recently jumped to Starfield, leaving Skyrim behind. But I intend to give this mod one final quality of life update. It's not much, but it will make it more viable.
I will eventually try starfield myself one day. Honestly I think I will wait when it will have plenty of mods like skyrim, since I'm playing more the mods than the vanilla game, I think mods are a new form of art/communication, people can express themselves and it's very interesting to check what they want to give to the community, much more than what a company usually wants to give... still of course I am very thankful to the company that made it possible in primis. And starfield seems quite a very good place where to put philosophy too, maybe star trek philosophy style? Asimov style? the possibilities are endless! :P Again about your mod, exactly about viability, I enjoyed the phylosophy part, but the hardest puzzles were too much for me, thanks god there is video on YouTube explaining them, I would hate to crack my head into solving them, I cracked it enough at university honestly, now I prefer to relax.... Also, some interior lighting seem to need fixing, some interiors are too bright, some too dark, maybe it's my ENB preset, maybe it's lux (using it at the moment) but I think it's in the mod esp that you tune the lights right? (I'm not even sure, I have still a lot to learn about the game). So. well a Lux and/or ELFX patch would be great. There were some cool enemies in the university, I liked the story, I didn't do the quests in Sameria yet, I think I need a break and play some more relaxed dungeons to rest a bit from puzzles/philosophy/reading and quite labyrinthic dungeon maps... :P but eventually I will try to complete all the quests, this mod is gonna stay in the load order for sure ! So I will do slow-paced (usually what i do is making save1, install the new mod, finish the mod, uninstall it, reload save1, just to keep the save cleaned enough and not need to forge my character from a new save too many times)
Hi, first of all thanks for this mod, I'm stuck in it for a day an a half and I did hovered above Sameria, and find the note breaking the fifth wall. I had to let a comment.
Also, as I mentionned, I'm completely stuck. (Sorry i don't know how to hide texte behind a "spoiler" button) I'm in sameria, getting a strong vibe of "forgotten city", I have talked to every living soul (and some dead ones) in the city and the velothi camp in the forest and the ermit witch at the peak. I'm now chambellan of a useless chief (who lost his daughter because of me) and i've got a necklace supposed to be a key, of what so far i don't know.
The quests I have left are behind closed door in akavirian temples but i can't open any of them. I've met the little gost girl who want a flute from another closed akavirian temple. I've met the priest gost who want me to retrieve a book from another closed akavirian temple. The witch want me to go find a dwemer key inside another closed akavirian temple. And i need to find a book of my master Hermamora for the priestess, inside the last and most important akavirian temple, also closed.
I'm starting to wonder if maybe something went wrong with mod compatibility or something like that. Can i ask what i'm suppose to do and what is supposed to happen ?
Hallo Aurelius, Thank you for this truly exceptional story by Skyrim standards. I find the idea of introducing philosophical thought into the world of the Nords, Dwemer, etc. to be extremely appealing. Unfortunately, however, the mod seems to me to be very undervalued. One might think that e.g. true Nords, or the players embodying them, have something against the reading of too many books or deeper thoughts in general.
The story and especially the tasks/puzzles are varied and altogether to my liking, sometimes difficult, sometimes not, often challenging. At the moment I have a problem: There are the 4 graves around Sameria, and only at the one(Ur-Nammu) the grave guardian does not react when I address her. So I can't get any further(if I dont want to use console to open the last locked door), because I'm missing one of the 3 keys to get into Sargon's tomb. Did I something wrong? greetings from germany
Danke für die schöne Wörter! Das tut mir sehr gut.
I do not know what causes the grave guardian not to respond. She should. In my game, she does respond, so I am afraid I cannot help you. Do you use the English version or the translation by Dreifels?
I cannot imagine how this could be due to a mod conflict, so the only thing I can think off is a some inconsistency between the translations or something wrong with the SEQ file which is solved by saving and loading.
Danke für die schnelle Antwort! Ich verwende die Übersetzung von Dreifels. (ich hoffe es ist ok, wenn ich deutsch schreibe. Falls nicht, reiche ich die Übersetzung morgen nach!) Ich bin weiter gekommen, indem ich die Türe mit der Konsole entsperrt habe, Seltsam ist ja, daß es in den anderen beiden Gräbern problemlos war, die Wächterin anzusprechen. Danach fand ich die folgende Story und die damit verbundenen Aufgaben und Rätsel, vor allem in der Draugology, absolut genial! Sehr tricky allerdings das Uhrenrätsel (kurz nachdem man Pilus 3. Tagebuch findet). Aber vielleicht habe ich Denkfehler gemacht und es war meine Logik, die falsch war. Jedenfalls habe ich da sehr lange rumprobiert und bin schließlich nur mit Hilfe eines Spoilers aus einem älteren Kommentar weitergekommen. Aber es hat geklappt und ich bin gespannt, wie es weiter geht! Liebe Grüße
(again in english) Thanks for the quick reply! I use the translation of Dreifels. I got further by unlocking the door with the console, strange is that in the other two tombs it was without problems to address the guard. After that I found the following story and the associated tasks and puzzles, especially in the Draugology, absolutely brilliant! Very tricky though the clock puzzle (shortly after you find Pilu's 3rd diary). But maybe I made thinking errors and it was my logic that was wrong. In any case, I tried for a long time and finally only got further with the help of a spoiler from an older comment. But it worked and I'm excited to see what happens next! Best regards
NOW I AM STUCK. I have no idea what the solution to the "Riddle of Kagrenfahlz" could be (to get to the star room via the board with the 22 levers). Pilu's last diary, which I found at least, doesn't help me either. Could it be that it is also a problem of the German translation? Can you please give me a hint?
No problem! After looking at the playthrough, I wondered why I didn't come up with the solution myself. It's a tricky puzzle, but it's very well constructed to my taste.
Now that I'm through, I'd like to say that it's definitely one of the best quest/adventure mods I've ever played through in Skyrim - and there are quite a few by now. Not to mention the very well done philosophical framework: the story is interesting and well told. Towards the end of the questline, by the way, I felt reminded of the philosopher Hannah Arendt, or rather her thoughts on the "banality of evil", which I don't think you quoted. The puzzles are partly (for me) perhaps even a bit very tricky, in any case, thereby also very time-consuming and that certainly does not like everyone. Maybe a few more hints would have helped. But thanks to the also very good playthrough of EnragedBard everything was solvable.
Surely many things could have been done even better, or more to my taste I should say. An example of something for me it is a little pity: When towards the end of the questline the "underdogs" had taken over the tunnel, there was for example this orc Gubruk, with whom I would have liked a few more conversation options. The at this point unfortunately only possible total moral rejection of his offer and thus his way of life seemed to me very much a contradiction to the other spirit of the mod. But this and other things are trifles and do not change my overall picture. I would like to tell you that I found it quite nice to make Michael of Bruma a companion. This worked quite well with the mod EFF, and he even turned out to be quite a decent battle mage. Was that intentional?
In any case, I had a good time and wish you would write more such good stories. Or at least, there would be more mods like this. Greetings Uli
I came across the same problem with Ur-Nammus Kepper not responding, so i started to poke around with xEdit. Seems that a Dialogue Condition went slightly wrong.
In Dialogue Topic xx81F51E / xx81F51F for the Keeper of Ur-Nammu, the check references a Quest Stage for the Keeper of Hammurabi.
So as far as i understand, when you do Ur-Nammu before Hammurabi, all will work seemingly fine. But when you complete Hammurabi before Ur-Nammu, the Keeper will not respond.
Hi, first, thanks for the great mod. Although not perfect, I'm enjoying it a lot, it's a nice departure from the usual formula.
With that said, I have what I would describe as a major issue: I found the lamentia mephala by chance before going through the academy. It was a bit annoying to have a 20 pounds quest item stuck in my inventory, but whatever, the issue is that it triggered the "echoes from the past" quest, and I was like: "Who the f*#@ is Xanthippe?", but after digging with the console and SSEEdit, I gathered that it was a later quest from your mod.
The actual issue, is that, I just arrived in Sameria, and when talking to xanthippe for the first time, she only triggers the dialogue (and vision) about echoes from the past, and obviously I understand nothing, since I never heard about the places, people and things that she's talking about. She doesn't seem to want to talk about anything else, including my current quest "caught in the mountains"...
Would you have a suggestion about how I should proceed to "fix" the issue? Maybe by using the console to reset the quest or something? It looks like I missed a LOT of lore and quests, which is sad because I was liking it a lot...
Heya, so sorry about that. It is one of the issues I want to solve with the next version.
Let me send you a message with some possible solutions. I need to check the mod so I can send you the names. For the problem lies in the fact that you need an additional area which is not opened yet.
The first step would be for you to be able to continue with the quest Caught in the Mountains. You need to talk to Xanthippe, but she is now occupied with another quest. I dont know the stages by heart, but you can check sseedit to see how you can proceed with Caught in the Mountains or wait for my message, which might take a bit of time (on holiday now).
I converted your mod to esm myself with ESMifyer Addon and everything was fine, I've already done 9 quests...
Spoiler:
Show
1. Securing the future, 2. An authentic Experience, 3. The Secret od Ludz the Philosopher, 4. The four keys, 5. Back to Schoolm 6. Steward of house Trizain, 7. Cought in the mountains 8. Follow your Dreams, 9. Daedric Philosophy
...but I got stuck in a certain place, I did everything correctly and a certain door wouldn't open.
I am currently doing the quest "Philosophical Investigations: -Find the Starrom in Kagrenfahlz Library" I'm in Kagrenfahlz Drauglology and I made a puzzle with 7 levers, from what I saw in the video, the door to Kagrenfahlz Research Center should open for me, but unfortunately it's still locked and it shows me that I don't have a key.
I wonder if the reason for this may be that I convert the mod to esm, or the reason is something else - any idea?
I will need to check. In my attempt to esmify it was the first thing I checked and it worked on my end.
In your case, I would unlock the door via console. If the clock puzzle and the alfabet puzzle do not work as well, then there is something wrong with the script (as they share the same script). Let me know!
But! Kudos that you esmified it yourself. Stuff like that can be daunting at first, but before you know, you will start to think like an engineer and see the obstacles in your journey as a fun thing to find a solution for rather than as things that annoy you. Keep me in the loop.
Strange, because the clock puzzle works fine... After opening the door using the console I managed to finish the quest "Philosophical Investigations" and I'm in the process of doing the quest "Echoes from the past - give the book to Xao..."
So far everything works fine...
Hmm... So what is the reason the first puzzle didn't work for me?
You know, there is good and there is not good, this is not good. It says "lore-friendliness", but "The Cave by Platonosocratic", "Zarathustra" - really? not very original. Also Dumner main "inspiration" is certainly not Vivec, especially after the fall of the Tribunal. They are following the steps of the prophet Veloth, a way to a secret tower. Dunmer are individualistic, much unlike the Dwemer(and Altmer, but it appears that these don't actually have a plan) who wanted to reverse substraction by merging in Numidium. It feels to me that you just copypasted real life philosophy into Skyrim without much consideration.
Thanks for the feedback. I am sorry the mod is not too your liking. The whole original idea was to make real world philosophy accessible in Skyrim without breaking the immersion. I don't think anything in this mod downright contradicts the lore.
This version went totally out of control and focusses much more on quests, new locations, characters, etc. However, if you feel like, you can send me a pm with all the points you think are downright contradicting the lore. But only if you feel like it.
Either way, I wish you a fantastic day and good luck with whatever you are doing.
Thanks for this Mod, i was reluctant at first, but in the end i made the right choice and played it Despite some up and downs i think that it really does a wonderful job in what, i think, it wants to express. It made me think a lot and that's what's good, now my journal as a Deep Elf engineer and philosopher is full of notions. Oh and the last encounter with Incipit was awesome, it actually made me stop for a while and reflect. As a linguistic enthusiast i really appreciated the last text :) It would be awesome to have some unique retexture of the books, i think. Overall an enjoyable experience
Thanks for the feedback! Custom textures for the books is a lovely idea. Once I get my new computer, I am going to make a final update to the mod to make it a little less cumbersome. Then I am going to play skyrim myself again.
You have to understand that first of all, it's best if the author did it, because if not, then every other mod that is created for this mod will not be compatible, and 2 - I don't know that every mod can be flagged as esm, so I am asking the author for it (he probably knows).
The mod can be esmified using the esmification script. https://www.nexusmods.com/skyrimspecialedition/mods/28046 I have done so and it works. I might upload an esmified version in time (on holiday now).
Very busy with a thing called life. I have a final update planned which will include an esmified version. In the mean time, check out enraged bards suggestion, it works. There is also this lovely script I am checking out: https://www.nexusmods.com/skyrimspecialedition/mods/76750. I am using that to take down the refs of some mods in my modlist and once I am sure it works on my mod, I will proceed with the update. Then again, life can be very unpredictable and I mighy just disappear, leaving this mod in the hands of the Nexus Gods. It would therefore be very helpful if you learn these things yourself. Why not try it out on my mod and check if it works? If you mess up, simply make sure you have a backup of the plugin, so you can restore it.
Anyway, I am on it, but I cannot and will not make any promises.
It seems you'll have to wait for now, I've run into the infamous launch error and none of the standard solutions is working. As long as this persists, I won't be able to do anything.
I'm lost. Draugology, down area. "To open gate, use the lever at the fountain nearby" MESG - 000MSJCStoicBooksMessageLudz16[05D70DE0] cannot find a fountains. There are 2 levers that do nothing recognizable. All doors need a key, no idea where other than the one near the levers behind closed grille door.
"Emergency lever installed on the first ramp of the central column." don't understnad well. what is "first ramp" and "central Column" ???
Edit: OK, found it with help of TCL and explore from above, but VERY bad descriotion. "First ramp" is mislieading and "central columm" also.
Edit 2: The Dwemer Key does not open a Door, all still closed. No idea what to do. Edit 3: A ghost aske me to find the Starroom, but as I find no way out at Draugology, all doors closed, I have no idea how to fnd the Kagrenfahlz library. (The more, the questmarkers are misleading, causing a loop). Here a spoiler is necessary.
Edit 4: funny, after exit game and restart some times later I have tried again all the doors and now the door to the soul prison opened, which it did not before. I rejoice too soon. The elevator takes me down to a door also named Draugololy, but again I need a key, which I don't have, so it's the same as before. (This makes no more fun, it's too much of these. 3 hrs I try to leave there w/o success)
(note: I liked the mod up to here, but this now is too extreme. If I played the mod normally and didn't translate it, this would be the point where I uninstall the mod and curse the modder for not providing spoilers for something like this.)
This is by far the trickiest part of the dungeon and I will improve it once I get time to work on it. Give me some time, I will send you some directions. For now: there is a ramp that brings you all the way back up to the top level. Halfway you can walk up a on a middle segment of a large column (on which the middle house stands). There should be a lever there which opens a gate on the bottom level. To escape the Draugrology, you need to check all study rooms and copy the nordic animals. They will make sense if you look at the circular platform at the top level (the one with all the levers).
There are several problems with the keys, doors and with the elevators, and with the always total wrong questmarker and patchfnding (that area only, upper areas are fine) I found the ramp, but it opened one mystrious door only. In between I finished (with help of TCL). What is striking is, that until the point where you speak with the first ghost in Draugology, especially all the locations before, are technically excellent made. Totally bug-free, not even small glitches. Perfect pathfinding, clairvoyance (I was running with 7 companions, the maximum that AFT can keep active), quest markers in the compass, log entries, etc. etc., everything 100% perfekt. And then ... Draugology. As if this was made by another modder, or worked under time pressure and not tested, or flagged as WIP. A difference like day and night. Needs urgent and complete revision in any case. Also there are other real massive bugs, with quests and outside Sameria. And the mod needs spoiler, some is hard to understand and some puzzle not made for any user. (i.e. not for me) I'll make a complete bug report and description of problems with screenshots tomorrow.
I'd appreciate that. If you could message me that directly, that would be great. Time is an issue, though, I cannot make any promises on delivery. Nevertheless, my gratitude towards your bug searching and feedack is enormous: danke sehr!
268 comments
Version 2.3 got updated to version 2.4
- There should be no more texture issues
- Erebik is voiced
- Removed a spelling errorZ
Please use either version 2.4 or 1.3.
Version 2.1 misses some fundamental scripts to get the quest going.
Version 2.2 lacked some audio files causing a dialogue choice to lead to a CTD.
Version 2.3 had some minor texture problems
Thank you for all the feedback so far and keep it coming!
Which is really a shame, cause the premise of this mod sounds incredibly intriguing, and you're obviously a talented modder, so I'd bet you did it justice. But I just cannot get through an AI voiced mod.
I still have to finish, I finally entered the university and made a part of it. Great idea! It will very probably end being part of not only this playthrough, but permanent in my load order of Skyrim.
When we will have games teaching culture instead of school?... I was betting that by 2023 we would have... still waiting. Hopefully AI will make it easier to make it possible... I'm just not sure govs will like the idea, I bet they prefer people getting use to go in boring places so they are ready to go to work afterwards... of course also work could be entertaining like a game, but that would require a just reward for the job done, and justice and that is sadly still very utopic.
I've recently jumped to Starfield, leaving Skyrim behind. But I intend to give this mod one final quality of life update. It's not much, but it will make it more viable.
Enjoy your playthrough!
And starfield seems quite a very good place where to put philosophy too, maybe star trek philosophy style? Asimov style? the possibilities are endless! :P
Again about your mod, exactly about viability, I enjoyed the phylosophy part, but the hardest puzzles were too much for me, thanks god there is video on YouTube explaining them, I would hate to crack my head into solving them, I cracked it enough at university honestly, now I prefer to relax....
Also, some interior lighting seem to need fixing, some interiors are too bright, some too dark, maybe it's my ENB preset, maybe it's lux (using it at the moment) but I think it's in the mod esp that you tune the lights right? (I'm not even sure, I have still a lot to learn about the game). So. well a Lux and/or ELFX patch would be great.
There were some cool enemies in the university, I liked the story, I didn't do the quests in Sameria yet, I think I need a break and play some more relaxed dungeons to rest a bit from puzzles/philosophy/reading and quite labyrinthic dungeon maps... :P but eventually I will try to complete all the quests, this mod is gonna stay in the load order for sure ! So I will do slow-paced (usually what i do is making save1, install the new mod, finish the mod, uninstall it, reload save1, just to keep the save cleaned enough and not need to forge my character from a new save too many times)
Also, as I mentionned, I'm completely stuck.
(Sorry i don't know how to hide texte behind a "spoiler" button)
I'm in sameria, getting a strong vibe of "forgotten city", I have talked to every living soul (and some dead ones) in the city and the velothi camp in the forest and the ermit witch at the peak.
I'm now chambellan of a useless chief (who lost his daughter because of me) and i've got a necklace supposed to be a key, of what so far i don't know.
The quests I have left are behind closed door in akavirian temples but i can't open any of them.
I've met the little gost girl who want a flute from another closed akavirian temple.
I've met the priest gost who want me to retrieve a book from another closed akavirian temple.
The witch want me to go find a dwemer key inside another closed akavirian temple.
And i need to find a book of my master Hermamora for the priestess, inside the last and most important akavirian temple, also closed.
I'm starting to wonder if maybe something went wrong with mod compatibility or something like that.
Can i ask what i'm suppose to do and what is supposed to happen ?
some guide will be helpfull the door in the temple not open at all.
without the blanks
Thank you for this truly exceptional story by Skyrim standards. I find the idea of introducing philosophical thought into the world of the Nords, Dwemer, etc. to be extremely appealing.
Unfortunately, however, the mod seems to me to be very undervalued. One might think that e.g. true Nords, or the players embodying them, have something against the reading of too many books or deeper thoughts in general.
The story and especially the tasks/puzzles are varied and altogether to my liking, sometimes difficult, sometimes not, often challenging.
At the moment I have a problem:
There are the 4 graves around Sameria, and only at the one(Ur-Nammu) the grave guardian does not react when I address her. So I can't get any further(if I dont want to use console to open the last locked door), because I'm missing one of the 3 keys to get into Sargon's tomb. Did I something wrong?
greetings from germany
Danke für die schöne Wörter!
Das tut mir sehr gut.
I do not know what causes the grave guardian not to respond. She should. In my game, she does respond, so I am afraid I cannot help you. Do you use the English version or the translation by Dreifels?
I cannot imagine how this could be due to a mod conflict, so the only thing I can think off is a some inconsistency between the translations or something wrong with the SEQ file which is solved by saving and loading.
Let me know if and how you were able to continue.
Auf jeden Fall, alles Gute!
Schöne Grüße aus Berlin
(ich hoffe es ist ok, wenn ich deutsch schreibe. Falls nicht, reiche ich die Ãœbersetzung morgen nach!)
Ich bin weiter gekommen, indem ich die Türe mit der Konsole entsperrt habe, Seltsam ist ja, daß es in den anderen beiden Gräbern problemlos war, die Wächterin anzusprechen.
Danach fand ich die folgende Story und die damit verbundenen Aufgaben und Rätsel, vor allem in der Draugology, absolut genial! Sehr tricky allerdings das Uhrenrätsel (kurz nachdem man Pilus 3. Tagebuch findet). Aber vielleicht habe ich Denkfehler gemacht und es war meine Logik, die falsch war. Jedenfalls habe ich da sehr lange rumprobiert und bin schließlich nur mit Hilfe eines Spoilers aus einem älteren Kommentar weitergekommen. Aber es hat geklappt und ich bin gespannt, wie es weiter geht!
Liebe Grüße
Thanks for the quick reply! I use the translation of Dreifels.
I got further by unlocking the door with the console, strange is that in the other two tombs it was without problems to address the guard.
After that I found the following story and the associated tasks and puzzles, especially in the Draugology, absolutely brilliant! Very tricky though the clock puzzle (shortly after you find Pilu's 3rd diary). But maybe I made thinking errors and it was my logic that was wrong. In any case, I tried for a long time and finally only got further with the help of a spoiler from an older comment. But it worked and I'm excited to see what happens next!
Best regards
Auf jeden Fall, viel Spaß!
Could it be that it is also a problem of the German translation?
Can you please give me a hint?
Edit 12hours later: ok, got it
The puzzles are partly (for me) perhaps even a bit very tricky, in any case, thereby also very time-consuming and that certainly does not like everyone. Maybe a few more hints would have helped. But thanks to the also very good playthrough of EnragedBard everything was solvable.
Surely many things could have been done even better, or more to my taste I should say. An example of something for me it is a little pity: When towards the end of the questline the "underdogs" had taken over the tunnel, there was for example this orc Gubruk, with whom I would have liked a few more conversation options. The at this point unfortunately only possible total moral rejection of his offer and thus his way of life seemed to me very much a contradiction to the other spirit of the mod.
But this and other things are trifles and do not change my overall picture.
I would like to tell you that I found it quite nice to make Michael of Bruma a companion. This worked quite well with the mod EFF, and he even turned out to be quite a decent battle mage. Was that intentional?
In any case, I had a good time and wish you would write more such good stories. Or at least, there would be more mods like this.
Greetings
Uli
In Dialogue Topic xx81F51E / xx81F51F for the Keeper of Ur-Nammu, the check references a Quest Stage for the Keeper of Hammurabi.
So as far as i understand, when you do Ur-Nammu before Hammurabi, all will work seemingly fine. But when you complete Hammurabi before Ur-Nammu, the Keeper will not respond.
With that said, I have what I would describe as a major issue: I found the lamentia mephala by chance before going through the academy. It was a bit annoying to have a 20 pounds quest item stuck in my inventory, but whatever, the issue is that it triggered the "echoes from the past" quest, and I was like: "Who the f*#@ is Xanthippe?", but after digging with the console and SSEEdit, I gathered that it was a later quest from your mod.
The actual issue, is that, I just arrived in Sameria, and when talking to xanthippe for the first time, she only triggers the dialogue (and vision) about echoes from the past, and obviously I understand nothing, since I never heard about the places, people and things that she's talking about. She doesn't seem to want to talk about anything else, including my current quest "caught in the mountains"...
Would you have a suggestion about how I should proceed to "fix" the issue? Maybe by using the console to reset the quest or something? It looks like I missed a LOT of lore and quests, which is sad because I was liking it a lot...
Let me send you a message with some possible solutions. I need to check the mod so I can send you the names. For the problem lies in the fact that you need an additional area which is not opened yet.
The first step would be for you to be able to continue with the quest Caught in the Mountains. You need to talk to Xanthippe, but she is now occupied with another quest. I dont know the stages by heart, but you can check sseedit to see how you can proceed with Caught in the Mountains or wait for my message, which might take a bit of time (on holiday now).
I converted your mod to esm myself with ESMifyer Addon and everything was fine, I've already done 9 quests...
...but I got stuck in a certain place, I did everything correctly and a certain door wouldn't open.
I am currently doing the quest "Philosophical Investigations: -Find the Starrom in Kagrenfahlz Library"
I'm in Kagrenfahlz Drauglology and I made a puzzle with 7 levers, from what I saw in the video, the door to Kagrenfahlz Research Center should open for me, but unfortunately it's still locked and it shows me that I don't have a key.
I wonder if the reason for this may be that I convert the mod to esm, or the reason is something else - any idea?
In your case, I would unlock the door via console. If the clock puzzle and the alfabet puzzle do not work as well, then there is something wrong with the script (as they share the same script). Let me know!
But! Kudos that you esmified it yourself. Stuff like that can be daunting at first, but before you know, you will start to think like an engineer and see the obstacles in your journey as a fun thing to find a solution for rather than as things that annoy you. Keep me in the loop.
After opening the door using the console I managed to finish the quest "Philosophical Investigations" and I'm in the process of doing the quest "Echoes from the past - give the book to Xao..."
So far everything works fine...
Hmm... So what is the reason the first puzzle didn't work for me?
It says "lore-friendliness", but "The Cave by Platonosocratic", "Zarathustra" - really?
not very original.
Also Dumner main "inspiration" is certainly not Vivec, especially after the fall of the Tribunal. They are following the steps of the prophet Veloth, a way to a secret tower. Dunmer are individualistic, much unlike the Dwemer(and Altmer, but it appears that these don't actually have a plan) who wanted to reverse substraction by merging in Numidium.
It feels to me that you just copypasted real life philosophy into Skyrim without much consideration.
I am sorry the mod is not too your liking.
The whole original idea was to make real world philosophy accessible in Skyrim without breaking the immersion.
I don't think anything in this mod downright contradicts the lore.
This version went totally out of control and focusses much more on quests, new locations, characters, etc.
However, if you feel like, you can send me a pm with all the points you think are downright contradicting the lore. But only if you feel like it.
Either way, I wish you a fantastic day and good luck with whatever you are doing.
Despite some up and downs i think that it really does a wonderful job in what, i think, it wants to express. It made me think a lot and that's what's good, now my journal as a Deep Elf engineer and philosopher is full of notions. Oh and the last encounter with Incipit was awesome, it actually made me stop for a while and reflect.
As a linguistic enthusiast i really appreciated the last text :)
It would be awesome to have some unique retexture of the books, i think. Overall an enjoyable experience
Custom textures for the books is a lovely idea. Once I get my new computer, I am going to make a final update to the mod to make it a little less cumbersome. Then I am going to play skyrim myself again.
Thanks!
Your awesome mod takes 28k references, the esm version would reduce the number of references.
Could you do the ESM version?
https://www.nexusmods.com/skyrimspecialedition/mods/28046
I have done so and it works.
I might upload an esmified version in time (on holiday now).
https://www.nexusmods.com/skyrimspecialedition/mods/28046
Will you be able to convert the mod to ESM?
P.S. This can be easily done using this script https://www.nexusmods.com/skyrimspecialedition/mods/40260
ESMifying
https://youtu.be/ulzjOszqZOM
That is the best way to go!
Give me time for the esmified version. Very busy playing Skyrim myself again.
I'm starting a new game soon, any chance you could make an esm version?
I have a final update planned which will include an esmified version.
In the mean time, check out enraged bards suggestion, it works. There is also this lovely script I am checking out: https://www.nexusmods.com/skyrimspecialedition/mods/76750. I am using that to take down the refs of some mods in my modlist and once I am sure it works on my mod, I will proceed with the update.
Then again, life can be very unpredictable and I mighy just disappear, leaving this mod in the hands of the Nexus Gods. It would therefore be very helpful if you learn these things yourself. Why not try it out on my mod and check if it works?
If you mess up, simply make sure you have a backup of the plugin, so you can restore it.
Anyway, I am on it, but I cannot and will not make any promises.
I'm waiting, maybe someday you'll take a break in your life.
Draugology, down area. "To open gate, use the lever at the fountain nearby"
MESG - 000MSJCStoicBooksMessageLudz16[05D70DE0]
cannot find a fountains. There are 2 levers that do nothing recognizable. All doors need a key, no idea where other than the one near the levers behind closed grille door.
"Emergency lever installed on the first ramp of the central column."
don't understnad well. what is "first ramp" and "central Column" ???
Edit: OK, found it with help of TCL and explore from above, but VERY bad descriotion. "First ramp" is mislieading and "central columm" also.
Edit 2: The Dwemer Key does not open a Door, all still closed. No idea what to do.
Edit 3: A ghost aske me to find the Starroom, but as I find no way out at Draugology, all doors closed, I have no idea how to fnd the Kagrenfahlz library. (The more, the questmarkers are misleading, causing a loop). Here a spoiler is necessary.
Edit 4: funny, after exit game and restart some times later I have tried again all the doors and now the door to the soul prison opened, which it did not before.
I rejoice too soon. The elevator takes me down to a door also named Draugololy, but again I need a key, which I don't have, so it's the same as before. (This makes no more fun, it's too much of these. 3 hrs I try to leave there w/o success)
(note: I liked the mod up to here, but this now is too extreme. If I played the mod normally and didn't translate it, this would be the point where I uninstall the mod and curse the modder for not providing spoilers for something like this.)
Give me some time, I will send you some directions. For now: there is a ramp that brings you all the way back up to the top level. Halfway you can walk up a on a middle segment of a large column (on which the middle house stands). There should be a lever there which opens a gate on the bottom level.
To escape the Draugrology, you need to check all study rooms and copy the nordic animals. They will make sense if you look at the circular platform at the top level (the one with all the levers).
What is striking is, that until the point where you speak with the first ghost in Draugology, especially all the locations before, are technically excellent made. Totally bug-free, not even small glitches. Perfect pathfinding, clairvoyance (I was running with 7 companions, the maximum that AFT can keep active), quest markers in the compass, log entries, etc. etc., everything 100% perfekt.
And then ... Draugology. As if this was made by another modder, or worked under time pressure and not tested, or flagged as WIP. A difference like day and night. Needs urgent and complete revision in any case.
Also there are other real massive bugs, with quests and outside Sameria.
And the mod needs spoiler, some is hard to understand and some puzzle not made for any user. (i.e. not for me)
I'll make a complete bug report and description of problems with screenshots tomorrow.
Time is an issue, though, I cannot make any promises on delivery.
Nevertheless, my gratitude towards your bug searching and feedack is enormous: danke sehr!