That's right, Wyrmstooth is now 10 years old. To celebrate, we've included a new Morrowind-inspired side-quest in the new 1.20 update. Introducing 'The Naked Nord', a short side quest with multiple outcomes based on your actions. You can start it by reading a new note on the bulletin board in Stonehollow next to the blacksmith's house.
Okay so, third time's a charm. Right? Uploaded Wyrmstooth 1.20.1 for the third time, and hopefully the last time. I had to revert my Skyrim and Creation Kit install to the pre-Creations build and remake the update. The header is 1.70 so it should work with older versions of Skyrim, no need to xEdit it back. Anyway, 1.20.1 is just a small bugfix update so there shouldn't be any problems going from 1.20 to 1.20.1.
Important: Over the past few weeks a bunch of players have been reporting an issue with the quest 'Barrow of the Wyrm' not appearing in the journal. This quest should start once the first quest 'Wyrmstooth' finishes. I suspect this issue is caused by some sort of recent mod release that may not be compatible with Wyrmstooth. 'Improved Follower Dialogue - Lydia' may be responsible. Other players are mentioning that the 'NAT-ENB Wyrmstooth' patch is also breaking this sequence. If you have either of these mods in your load order, try unloading them to see if it fixes the problem and let us know in a comment below.
Also, if you're working on a new lands mod and need a tutorial or if you're just curious about the kind of work that goes into making a new lands mod, I spent the past few months writing up a 1000+ page step-by-step guide to show you what my process was for making Wyrmstooth from start to finish.
Hello there. I really LOVE your mod. It's one of my favourite story and land expansion mods. I wanted to say thanks for making this masterpiece and I also wanted to ask you something: is every storage container safe to use im Fort Valus? I recently bought the Fort and I'm curious if it's safe to store items in the dragon wall room. Thanks in advance!
I have a bit of a situation with Wyrmstooth that I wonder if I could get some lead on how to solve. It's likely a mod conflict on my side, but I can't for the life of me figure out what's going on. I am getting a CTD that doesn't generate a crash log from Crashlogger, which might be a lead in itself, but here goes.
It's when meeting Louis Liore at the Bannered Mare, where you get the mission to meet up with the four mercenaries for the first time. I get a CTD four-five seconds after the conversation has ended with Louis. I welcome any and all ideas are out there to sort this. I have sorted my LO with Loot. Starting to think there is something happening at that quest stage which collides with something else with a 4-5 second delay. It happens when heading for the exit of the Bannered Mare. I just wish I could get a crashlog to work with...
Thanks in advance for any advise on what might be going on at that point in the quest so that I can start looking for culprit mods!
Here's the scripting that runs on Lurius' dialogue "I wish you the best of luck, Dragonborn. I'll be waiting here for your return.": self.getowningquest().setstage(20) Here's the scripting on stage 20 of WTDragonHunt: ; Move mercenaries into position self.SetObjectiveCompleted(10, true) self.SetObjectiveDisplayed(20, true, false)
; Prevent mecenaries from aggroing the player on accidental hits Alias_FollowerAthir.GetActorReference().IgnoreFriendlyHits(true) Alias_FollowerDaenlit.GetActorReference().IgnoreFriendlyHits(true) Alias_FollowerShargam.GetActorReference().IgnoreFriendlyHits(true) Alias_FollowerElmera.GetActorReference().IgnoreFriendlyHits(true)
This runs when Lurius finishes speaking to you. Basically we're setting the next displayed objective (the mercenaries by the roadside near Falkreath), moving the mercenaries into position, and setting it so they ignore friendly hits from the player. There's no reason any of these basic operations would cause a CTD. If the crash was coming from Wyrmstooth, then everyone should be crashing at this point of the quest which is clearly not happening.
Without a crash log, there's not really much I can suggest here. Maybe check whether you're exceeding your VRAM limit? I have no idea.
Thanks man! It gives me something to work with at least in order to find what's happening.
Okay, so the four mercenaries are spawned into the world at this quest stage in Falkreath hold. Based on this, could it be that my Fabled Forest mod have trees right where they spawn, so that one of them spawns inside a tree, or gets yeeted by the collision of said tree, causing some kind of nif or havock crash? Hmmm... Perhaps I should go play lumberjack with a "disable" axe... Strange, I did use Fabled Forest in the last playthrough though without issue. And I am still at the Bannered Mare when I CTD.
Another theory would be that these four mercenaries have some kind of conflict with body or NPC mods I am using, so I will try to switch out my "Modpocalypse NPCs - Wyrmstooth" overhaul with another one to see if that helps. I am using SAM Light, but that has never been an issue with Wyrmstooth in my other playthroughs, nor the aforementioned Modpocalypse mod, unless I unwittingly have installed something that clashes with either of those... Lastly, "ignore friendly hits"... Hmm... I have Nether's Follower Framework installed, which has a function like that. Not likely a culprit in this scenario though. VRAM looks good (using 1k textures even though I have 16 GB RAM), did a memcheck that turned out fine, and my SSD is not fragemented either.
Question, if you have the time, does the dragon spawn too? Might there be a Dragon-related mod of mine clashing at this quest stage as well?
Anyway, thanks again for the reply and the leads. I will continue troubleshooting and I'll post here if I find what's up.
Moreover, thanks for an awesome mod! A terribly belated Endorsement from me.
As promised, I have discovered what I had to do in order to get past the CTD. Not sure about the cause, but it solved it for me.
In SSE Engine Fixes, I had to change "SaveAddedSoundCategories = true" to "SaveAddedSoundCategories = false". Strange thing is, I am running on 16640 and avoided upgrading Skyrim, so that setting shouldn't be affecting me at all, and haven't in earlier playthroughs, so there must be some kind of sound mod that is incompatible with the "true" setting. A bit annoying, since I have to correct sound sliders whenever I start up Skyrim to my preferences, and how this caused an issue with this quest stage is completely beyond me. It must be the sound from quest updates, but then why specifically this quest?
Sorry for the lack of an answer as to what was actually wrong, but at least if someone else out there run into this problem, they know what to do.
Edit: Apparently the SaveAddedSoundCategories bug, when I looked into it, was disabling plugins, so that could explain it pretty well. The Wyrmstooth plugin was simply deactivated by that setting, so the CTD came from the plugin missing. On 16440 though so I just didn't expect to be affected.
Its a known bug since Bethesda's recent updates that broke SkyUI Achievements, Sounds and screenshots have to be turned to false there is a post on the comments of Engine Fixes that gives info as well as update .toml files floating around.
Hello! Lovely mod so far but I am encountering a problem.
Whenever the wizard casts the draugur controll spell on me, I crash immediately.
I've tried it through a few different saves and the same thing happens. Not sure how to fix that but if its a singular instance, if I could get the quest stage where the lever is opened I can sort of 'brute force' through it via console. Haven't encountered any other issues so far.
Without a crash log I can't really suggest much, other than to try installing SSE Engine Fixes and make sure you're not exceeding your VRAM limit. Other players are getting past this without a crash, so there's not really much I can do from my end. Do you have any mods installed that allow you to control other NPCs? If so, they could be interfering with this segment of the quest. Other then that, I have no idea.
You could try 'setstage WTBarrowOfTheWyrm 160' to skip the draugr control segment, but you'll still need to TCL through the gate.
Thank you for the reply. I am using a full curated collection of mods called Constellations, which has around 245 active plugins, so I imagine something there may not be meshing well - but no one in that collection's community seems to be having the same issue. I didn't upload the crash logs because there is likely a ton of interference however.
I did fiddle around and experiment with setatage but now my issue is that if I go to 160 the quest objectives don't update.
I'll see about providing the crash log just in case you feel like looking at it regardless, but otherwise I'll see what I can from my end to bypass this. Other than that, fantastic work, trully.
?? Alberthor should immediately say "You've done it, excellent work". Lurius should then approach you to tell you he's on his way back to the settlement. The current objective should then be set to "Find a way into the dragon's den through the barrow." If none of this is happening, something is seriously wrong with your build.
Holy hell, Wyrmstooth is quite a fu**ing treck. I was beginning to think I won't complete it today, but fortunantelly I got through.
And I don't know if it was just me or combined forces of my team and Wyrmstooth followers, but that final dragon folded the second he landed. I just hit him with a single power attack and he died.
He should be scaled identically to Alduin. Maybe next time try Scale Boss Health option in the MCM settings to scale Vulthurkrah's health to the damage of your weapon.
Hello love this mod played it on xbox and now I'm pc I downloaded this mod and I set it for the quest to start at level seven and for it to let me know when it starts but for some reason the guy in imperial armor to start it doesn't show up am I doing something wrong or was I supposed to keep it at level 10 please help
- Did it start? i.e.: Did you get the 'Wyrmstooth has started' notification? - If not, do you meet quest start requirements? By default you need to finish 'Way of the Voice'. - Are you fast traveling all over the place? Theodyn tracks down the player on foot, so if you're teleporting from location to location it's going to make it harder for him to catch up with you. Try waiting in a city for 24 hours. He starts at the Bannered Mare in Whiterun.
Sorry for the poor communication. So I just finished defeating alduin and I used the mod configuration to have it start at level seven and I waited in whiterun but nothing happend and yes I got the notification so should I just keep waiting in whiterun until he comes. Is it because I have the experience mod or because of the mod configuration.
getqr checks whether the quest is running. If it returns '1' that means it's running and you just need to wait for Theodyn to catch up. '0' means it isn't running.
You have a mod installed that deleted one or more of the following:
- DragonPerchWordWall Ref ID: 0005FC3E (at Ancient's Ascent, maybe a dragon nest overhaul or something, most likely this one). - XMarkerHeading Ref ID: 0008F648 (along the road to Falkreath, used by the random encounter system). - WhiterunBanneredMareCenterMarker Ref ID: 0001F88C (in the Bannered Mare interior cell, maybe an interior replacer). - DefaultDragonEnableMarker Ref ID: 0005EACD (in the aaaMarkers debug cell).
WTDragonHunt fills quest aliases with these references. If any of these aliases cannot be filled, WTDragonHunt can't start up. You need to find and unload whatever is doing that.
That's something you're going to have to investigate on your end. All I know is that if WTDragonHunt cannot fill these aliases it won't be able to start up.
Best bet would be start with any mods that affect the DragonPerchWordWall markers at Ancient's Ascent.
Played it for a second time, this time I did bring the mercenaries to the fight against the undead... they made it quite easy compared to soloing it... good mod
needs to have "Use AI Data" unchecked and instead to be manually set "Very Aggressive" ala vanilla.
This to prevent scene bug for people like me using the mod Faction Fixes Skyrim.
If not (Use AI Data checked") set them in a faction enemy to "Lurius Liore" and his mercenaries clan.
Update. Some faces of the mods need to be non generic. I dealt with this issue by creating new faces for WTHolmarSolitude "Holmar" [NPC_:025DF9E3] WTHolmarWyrmstooth "Holmar" [NPC_:025C7A5A] WTRefectoryAdventurerLeader "Adventurer" [NPC_:02B65E0A] WTRefectoryPressurePuzzleAdventurer "Adventurer" [NPC_:02BBE5A4] Created three different faces for WTAdventurer in the dungeon WTBarrowAdventurer1 WTBarrowAdventurer2 WTBarrowAdventurer3
Update2. The ambush Draugrs need to be more tweaked in the Barrow dungeon. Most of them don't even trigger unless attacked or manually activated. I know my way with that: I can add custom trigger zones so that when the player activate these zone, the ambush draugr become visible and activated. Now to deal with the final boss Suleyk and make it way harder than it is set in the mod.
Update3. The followers are crumbling with packages that can simply put in alias of quests that can be enabled/disabled at some step. Particularly the dialogue option "wait" during the quest "Barrow of the Wyrm" is not working as intended. To take care of that I added 3 packages
WTFollowerAthirBarrowWaitPlayer (Sandbox near self 512) WTFollowerShargamBarrowWaitPlayer (Sandbox near self 512) WTFollowerDaenlitBarrowWaitPlayer (Sandbox near self 512) WTFollowerElmeraBarrowWaitPlayer (Sandbox near self 512)
near the following reference [REFR:xy9B8152] (places WTBarrowDragonKeyholeActivator "Keyhole" [ACTI:xy71A8D3] in GRUP Cell Persistent Children of WyrmstoothBarrowCrypt "Wyrmstooth Barrow Crypt" [CELL:xy1E3B1F])
2132 comments
That's right, Wyrmstooth is now 10 years old. To celebrate, we've included a new Morrowind-inspired side-quest in the new 1.20 update. Introducing 'The Naked Nord', a short side quest with multiple outcomes based on your actions. You can start it by reading a new note on the bulletin board in Stonehollow next to the blacksmith's house.
Okay so, third time's a charm. Right? Uploaded Wyrmstooth 1.20.1 for the third time, and hopefully the last time. I had to revert my Skyrim and Creation Kit install to the pre-Creations build and remake the update. The header is 1.70 so it should work with older versions of Skyrim, no need to xEdit it back. Anyway, 1.20.1 is just a small bugfix update so there shouldn't be any problems going from 1.20 to 1.20.1.
Important: Over the past few weeks a bunch of players have been reporting an issue with the quest 'Barrow of the Wyrm' not appearing in the journal. This quest should start once the first quest 'Wyrmstooth' finishes. I suspect this issue is caused by some sort of recent mod release that may not be compatible with Wyrmstooth. 'Improved Follower Dialogue - Lydia' may be responsible. Other players are mentioning that the 'NAT-ENB Wyrmstooth' patch is also breaking this sequence. If you have either of these mods in your load order, try unloading them to see if it fixes the problem and let us know in a comment below.
Also, if you're working on a new lands mod and need a tutorial or if you're just curious about the kind of work that goes into making a new lands mod, I spent the past few months writing up a 1000+ page step-by-step guide to show you what my process was for making Wyrmstooth from start to finish.
The Elder Scrolls V: Skyrim New Lands Mod Tutorial
It's when meeting Louis Liore at the Bannered Mare, where you get the mission to meet up with the four mercenaries for the first time. I get a CTD four-five seconds after the conversation has ended with Louis. I welcome any and all ideas are out there to sort this. I have sorted my LO with Loot. Starting to think there is something happening at that quest stage which collides with something else with a 4-5 second delay. It happens when heading for the exit of the Bannered Mare. I just wish I could get a crashlog to work with...
Thanks in advance for any advise on what might be going on at that point in the quest so that I can start looking for culprit mods!
self.getowningquest().setstage(20)
Here's the scripting on stage 20 of WTDragonHunt:
; Move mercenaries into position
self.SetObjectiveCompleted(10, true)
self.SetObjectiveDisplayed(20, true, false)
Alias_FollowerAthir.GetActorReference().moveto(Alias_RoadToFalkreath.GetRef(), 0.000000, 0.000000, 0.000000, true)
Alias_FollowerDaenlit.GetActorReference().moveto(Alias_RoadToFalkreath.GetRef(), 0.000000, 0.000000, 0.000000, true)
Alias_FollowerShargam.GetActorReference().moveto(Alias_RoadToFalkreath.GetRef(), 0.000000, 0.000000, 0.000000, true)
Alias_FollowerElmera.GetActorReference().moveto(Alias_RoadToFalkreath.GetRef(), 0.000000, 0.000000, 0.000000, true)
; Prevent mecenaries from aggroing the player on accidental hits
Alias_FollowerAthir.GetActorReference().IgnoreFriendlyHits(true)
Alias_FollowerDaenlit.GetActorReference().IgnoreFriendlyHits(true)
Alias_FollowerShargam.GetActorReference().IgnoreFriendlyHits(true)
Alias_FollowerElmera.GetActorReference().IgnoreFriendlyHits(true)
This runs when Lurius finishes speaking to you. Basically we're setting the next displayed objective (the mercenaries by the roadside near Falkreath), moving the mercenaries into position, and setting it so they ignore friendly hits from the player. There's no reason any of these basic operations would cause a CTD. If the crash was coming from Wyrmstooth, then everyone should be crashing at this point of the quest which is clearly not happening.
Without a crash log, there's not really much I can suggest here. Maybe check whether you're exceeding your VRAM limit? I have no idea.
Okay, so the four mercenaries are spawned into the world at this quest stage in Falkreath hold. Based on this, could it be that my Fabled Forest mod have trees right where they spawn, so that one of them spawns inside a tree, or gets yeeted by the collision of said tree, causing some kind of nif or havock crash? Hmmm... Perhaps I should go play lumberjack with a "disable" axe... Strange, I did use Fabled Forest in the last playthrough though without issue. And I am still at the Bannered Mare when I CTD.
Another theory would be that these four mercenaries have some kind of conflict with body or NPC mods I am using, so I will try to switch out my "Modpocalypse NPCs - Wyrmstooth" overhaul with another one to see if that helps. I am using SAM Light, but that has never been an issue with Wyrmstooth in my other playthroughs, nor the aforementioned Modpocalypse mod, unless I unwittingly have installed something that clashes with either of those... Lastly, "ignore friendly hits"... Hmm... I have Nether's Follower Framework installed, which has a function like that. Not likely a culprit in this scenario though. VRAM looks good (using 1k textures even though I have 16 GB RAM), did a memcheck that turned out fine, and my SSD is not fragemented either.
Question, if you have the time, does the dragon spawn too? Might there be a Dragon-related mod of mine clashing at this quest stage as well?
Anyway, thanks again for the reply and the leads. I will continue troubleshooting and I'll post here if I find what's up.
Moreover, thanks for an awesome mod! A terribly belated Endorsement from me.
In SSE Engine Fixes, I had to change "SaveAddedSoundCategories = true" to "SaveAddedSoundCategories = false". Strange thing is, I am running on 16640 and avoided upgrading Skyrim, so that setting shouldn't be affecting me at all, and haven't in earlier playthroughs, so there must be some kind of sound mod that is incompatible with the "true" setting. A bit annoying, since I have to correct sound sliders whenever I start up Skyrim to my preferences, and how this caused an issue with this quest stage is completely beyond me. It must be the sound from quest updates, but then why specifically this quest?
Sorry for the lack of an answer as to what was actually wrong, but at least if someone else out there run into this problem, they know what to do.
Edit: Apparently the SaveAddedSoundCategories bug, when I looked into it, was disabling plugins, so that could explain it pretty well. The Wyrmstooth plugin was simply deactivated by that setting, so the CTD came from the plugin missing. On 16440 though so I just didn't expect to be affected.
Good to hear you found a workaround for this. Never heard of SSE Engine Fixes doing anything like that before.
Whenever the wizard casts the draugur controll spell on me, I crash immediately.
I've tried it through a few different saves and the same thing happens. Not sure how to fix that but if its a singular instance, if I could get the quest stage where the lever is opened I can sort of 'brute force' through it via console. Haven't encountered any other issues so far.
You could try 'setstage WTBarrowOfTheWyrm 160' to skip the draugr control segment, but you'll still need to TCL through the gate.
I did fiddle around and experiment with setatage but now my issue is that if I go to 160 the quest objectives don't update.
I'll see about providing the crash log just in case you feel like looking at it regardless, but otherwise I'll see what I can from my end to bypass this. Other than that, fantastic work, trully.
PS: I love your mod
And I don't know if it was just me or combined forces of my team and Wyrmstooth followers, but that final dragon folded the second he landed. I just hit him with a single power attack and he died.
- Did it start? i.e.: Did you get the 'Wyrmstooth has started' notification?
- If not, do you meet quest start requirements? By default you need to finish 'Way of the Voice'.
- Are you fast traveling all over the place? Theodyn tracks down the player on foot, so if you're teleporting from location to location it's going to make it harder for him to catch up with you. Try waiting in a city for 24 hours. He starts at the Bannered Mare in Whiterun.
If you run 'getqr wtdragonhunt' it should return '1'.
- DragonPerchWordWall Ref ID: 0005FC3E (at Ancient's Ascent, maybe a dragon nest overhaul or something, most likely this one).
- XMarkerHeading Ref ID: 0008F648 (along the road to Falkreath, used by the random encounter system).
- WhiterunBanneredMareCenterMarker Ref ID: 0001F88C (in the Bannered Mare interior cell, maybe an interior replacer).
- DefaultDragonEnableMarker Ref ID: 0005EACD (in the aaaMarkers debug cell).
WTDragonHunt fills quest aliases with these references. If any of these aliases cannot be filled, WTDragonHunt can't start up. You need to find and unload whatever is doing that.
Best bet would be start with any mods that affect the DragonPerchWordWall markers at Ancient's Ascent.
WTLvlMarauderBoss "Marauder Clanlord" [NPC_:065671BE]
WTLvlMarauderMelee "Marauder Pillager" [NPC_:065671BF]
WTLvlMarauderMissile "Marauder Marksman" [NPC_:065671C0]
WTLvlMarauderWizard "Marauder Shaman" [NPC_:065671C1]
WTLvlMarauderBerserker "Marauder Berserker" [NPC_:065671C2]
needs to have "Use AI Data" unchecked and instead to be manually set "Very Aggressive" ala vanilla.
This to prevent scene bug for people like me using the mod Faction Fixes Skyrim.
If not (Use AI Data checked") set them in a faction enemy to "Lurius Liore" and his mercenaries clan.
Update.
Some faces of the mods need to be non generic.
I dealt with this issue by creating new faces for
WTHolmarSolitude "Holmar" [NPC_:025DF9E3]
WTHolmarWyrmstooth "Holmar" [NPC_:025C7A5A]
WTRefectoryAdventurerLeader "Adventurer" [NPC_:02B65E0A]
WTRefectoryPressurePuzzleAdventurer "Adventurer" [NPC_:02BBE5A4]
Created three different faces for WTAdventurer in the dungeon
WTBarrowAdventurer1
WTBarrowAdventurer2
WTBarrowAdventurer3
My patch
WT Not Generic Faces
(need to facegen the plugin in the creation kit)
Update2.
The ambush Draugrs need to be more tweaked in the Barrow dungeon. Most of them don't even trigger unless attacked or manually activated.
I know my way with that: I can add custom trigger zones so that when the player activate these zone, the ambush draugr become visible and activated.
Now to deal with the final boss Suleyk and make it way harder than it is set in the mod.
Update3.
The followers are crumbling with packages that can simply put in alias of quests that can be enabled/disabled at some step.
Particularly the dialogue option "wait" during the quest "Barrow of the Wyrm" is not working as intended.
To take care of that I added 3 packages
WTFollowerAthirBarrowWaitPlayer (Sandbox near self 512)
WTFollowerShargamBarrowWaitPlayer (Sandbox near self 512)
WTFollowerDaenlitBarrowWaitPlayer (Sandbox near self 512)
WTFollowerElmeraBarrowWaitPlayer (Sandbox near self 512)
Conditions:
WTBarrowNameFollow (Glob) == 0
100 <= Quest Stage (WTBarrowOfTheWyrm) < 260
I'm well well aware that this mod is old and some methodologies used in it go back to the beginning of learning Skyrim Scripting...
near the following reference
[REFR:xy9B8152] (places WTBarrowDragonKeyholeActivator "Keyhole" [ACTI:xy71A8D3] in GRUP Cell Persistent Children of WyrmstoothBarrowCrypt "Wyrmstooth Barrow Crypt" [CELL:xy1E3B1F])
xy = order of Wyrmstooth.esp in the mod manager