v4 is now live and includes the first radiant quests, as requested by some. Let me know in case you experience problems in some radiant locations. It's possible to abort a radiant quest if you don't like the location or can't access it. Just talk to the officer again.
Hey man question, how do I give werewolf's the key? I am a werewolf but became one via mod instead of the companions. Could that cause the conflict since they attack me on sight even if I am a werewolf.
I've run into a bug I think, collected all of the superior pelts and the quest marker points to Driftshade Refuge where I got the quest, but the dudes outside aren't responding beyond generic greetings, and since the door is still locked I can't go inside without angering them.
Found out that despite the marker pointing to Driftshade Refuge I had to go to one of their other bases, where I could find a lieutenant or whatever standing outside. There's e.g. Gallows Rock, a ways south of Anga's Mill and northwest of Mixwater Mill.
Will the new blacksmith sell silver weapons? Because the build I'm planning will require it and the only other way to get it otherwise would be ... to kill silver hand and I'd like to avoid that. Will surely test the mod when I have the time! Thanks
Thank you for your mod. Any idea why silver hand officer NPC might be invisible? I can hit him allright, and my quest marker points to him, but I can't talk to him and can't select him in the console.
I would need to dig into this mod, but unfortunately I don't really have much time to spare at the moment. Since the other mod is aiming in the same direction, I'm sure that there will inevitably some incompatibilies sooner or later...
One note is I don't see any conflicts between the two plugins in xEdit, so that's encouraging. I imagine there might be some overlap with the non-hostility/faction changes?
did u ever figure this out? i forgot to install this mod in my playthrough. only the other one "improvements additions". would be great if someone took over this mod and updated it etc
It's interesting, but it should be tweaked so we can reject the Companions once we saw they are Werewolves and do an errand to make peace with the Silver hands.
After Farkas became a werewolf and killed the silver hand, the pop-up window reminded me that the silver hand knew that I had joined the comrades in arms. Is mod set like this? If so, it doesn't make sense, because the silver hands who saw me and Farkas are dead.
I encoutered some members of the silver hand fighting a werewolf. After killing it they attacked my horse for no reason. This also happened to me before when seeing silver hand members patrolling the roads. Does this mod even create these encounters, or should I blame this on mods like Immersive Patrols or Immersive Creatures?
94 comments
v4 is now live and includes the first radiant quests, as requested by some. Let me know in case you experience problems in some radiant locations. It's possible to abort a radiant quest if you don't like the location or can't access it. Just talk to the officer again.
Will surely test the mod when I have the time!
Thanks
Silver Hand Improvements and Additions
Seem to be a couple overlapping features.?
would be great if someone took over this mod and updated it etc