Played in the afternoon. Exept the closed door in Ralbathar,(i used the console to open it), no bug to report. At the end Isobel is "followerable" :-)))
Just you to know, I'm running several "new land" mods and Azuk sent me to a cave in "Vominhein Land"! Liked to play your mod !
I had multiple problems and dislikes with this particular mod.
First off, it gives me quest locations that are literally not able to be completed. As an example, I was over at Felgrow Keep as part of "A Cave Within" section and I literally could not find anything at where the icon was indicating.
Second, it seems to delete some of the usual Barrow item drops. Not sure why this was the case.
Third off, Isobel had delay in speaking, and is unable to be customized? In this day and age of followers, that is unacceptable - seems that Isobel herself was only half or partially finished.
After playing this for 2 plus hours, I got fed up and deleted the mod. Sorry, this is probably the worst mod that I had ever used, period.
ArctosGames Last active on 29 Jun 2022 Joined on 14 Oct 202
Several places in the comments this has been stated concerning Form 43 to Form 44: you just open the esp in CK make it active and save it, easier done than said - CK meaning the Creation Kit The question comes up about this "being ported" correctly from Skyrim, (original), to Skyrim SE/AV
I do not know how to do this using xEdit/SSSEdit. If someone would be kind enough to share, I would appreciate it.
I will look into how to set the door to unlock when the quest starts. if it is a simple "set flag: kind of thing I will get the change posted.
Not sure if this helps or if this is what you are asking, apologies if not. Essentially, you have to have the CK installed which you can download on Steam (maybe GOG too?). Once you have that installed you can open/launch the CK, select your game and then select this mod when CK finishes loading your Load Order. Just save the mod from inside the CK once and that will update it from Form 43 to 44. You can then exit the CK.
There are quick and easy tutorials on Youtube as well since I may be skimming over stuff that is good to know.
As for the question about this being "ported" correctly, that is odd because it was made in 2021 which was way after SE was rolled out. Guessing they just built the mod on an older version of the Creation Kit which caused it to get Form 43
I am going with the idea of it not being ported correctly as it is missing this function for the door: [DoorRef01.Unlock} DoorRef01 being the actual door itself: 0D00EA29 - the actual door reference number in the mod. I have the mod installed and everything appears to be there except this one function. What I probably need to do is find the older mod in the original Skyrim collection and inspect it to see if the function is called there. The date you are referring to is the date the Original Poster uploaded the mod from the Original version of Skyrim. Actually, if you look here: https://www.nexusmods.com/skyrim/mods/106889 You will see it was ported from this version of Skyrim.
EDIT! The reference number I posted - 0D00EA29 - The First 2 characters WILL BE different according to your load order.
Hello What is the issue with the door? I just tested it straight from the site on a fresh profile and it unlocked for me at the right time in the quest. You can see in the quest xx01A33C it immediately calls fragment_0 of script qf_thgf04_0201a33c In that fragment there is BossDoor.Lock(false) BossDoor refers to door xx00EA29 because the quest includes the propertyName BossDoor for the object that is specifically the Raldbthar door (you can hold Ctrl and click the line to go to xx00EA29). I don't see what is going wrong and can't reproduce it, but if there is a problem I want to know more detail so I can fix it for my game too. I have a mod page with some changes I made to this fun mod. Changes:
Spoiler:
Show
Start the quest by entering the guild hall instead of being active from the beginning. Map marker is not immediately visible on map, you must discover it first. Fixed spelling. Fixed bug that caused all LvLDwarvenCenturion in the game to be invincible. Forwarded Dawnguard cell name. Small error fixes at xx01C947 xx022009 USSEP version.
Original plugin cleaned (4 UDR and 78 ITM, test cell edit). Resaved in new CK to be form 44. Forwarded Update.esm river flow. ESM version.
It is unpublished because I am awaiting permission from ArctosGames.
Oh no - the door should unlock automatically when you get the quest. I'd say for now just use a little console trickery to get to the next part of that quest.
We'll do some testing on our end and see if we can get that to happen
OMG, I've been running around for the past hour looking for the Key. it was Locked for me too. used unlock command(IDK about this) to get it to open for me. Thank.
Неплохой мод. ЛОРный, не хватает контента, в него можно было бы добавить кучу всего. Есть озвучка всех персонажей, правда сам компаньон без реплик (поэтому в итоге не оставил). Квест банальный - сходи в тот данж или в этот, но всё равно понравилось. 4+. Жаль что автор не добавлет квестов\реплик хотя бы диалогов с компаньоном\другими приключенцами (реплики у всех есть и даже разные).
Nice mod. However, should of had an option not to take the follower. Not really a fan of followers. Ultimate Follower Overhaul does not work on the follower in this mod so she trips everything breaks my stealth. Just gets in the way really. With Ultimate Follower Overhaul you can at least have the follower level up, work on their skills, give them better equipment , have them wait, etc. She does not last long in any combat situation. But like I said that mod does not work with the follower in this mod.
i was considering downloading seems like a fun mod tough it seem to not be worked anymore i hope the creator is ok, from the comments i saw it sees it could have more and would need a patch made by someone or the moder itself, i will test the mod as the follower seem nice.
new: i have now played trough the mod and it was fun, the only drawback to me is that after the quest Isobel is mostly non reactive to her surroundings, she will talk when trading and a bit when fighting but beyond that, she is really silent, even upon her own quests it felt she didn't say much about the places, wich is sad because she is really fun and would love to hear her opinion on us being the dragonborn or just the overworld of skyrim, i actually think the quest progression is nice and ends well, its a nice short quest, and i like the design of the guild, but it would be nice to see it being used to its full potential, with more development it could have some implementation of bounty hunting mods or just have its own fun quests, it is good for use on guild creation mods. i don't know why its not worked anymore, but if the author decides to return to this mod i hope it can grow to a even more awesome mod.
141 comments
Exept the closed door in Ralbathar,(i used the console to open it), no bug to report.
At the end Isobel is "followerable" :-)))
Just you to know, I'm running several "new land" mods and Azuk sent me to a cave in "Vominhein Land"!
Liked to play your mod !
First off, it gives me quest locations that are literally not able to be completed. As an example, I was over at Felgrow Keep as part of "A Cave Within" section and I literally could not find anything at where the icon was indicating.
Second, it seems to delete some of the usual Barrow item drops. Not sure why this was the case.
Third off, Isobel had delay in speaking, and is unable to be customized? In this day and age of followers, that is unacceptable - seems that Isobel herself was only half or partially finished.
After playing this for 2 plus hours, I got fed up and deleted the mod. Sorry, this is probably the worst mod that I had ever used, period.
ArctosGames
Last active on 29 Jun 2022
Joined on 14 Oct 202
Several places in the comments this has been stated concerning Form 43 to Form 44:
you just open the esp in CK make it active and save it, easier done than said - CK meaning the Creation Kit
The question comes up about this "being ported" correctly from Skyrim, (original), to Skyrim SE/AV
I do not know how to do this using xEdit/SSSEdit. If someone would be kind enough to share, I would appreciate it.
I will look into how to set the door to unlock when the quest starts. if it is a simple "set flag: kind of thing I will get the change posted.
There are quick and easy tutorials on Youtube as well since I may be skimming over stuff that is good to know.
As for the question about this being "ported" correctly, that is odd because it was made in 2021 which was way after SE was rolled out. Guessing they just built the mod on an older version of the Creation Kit which caused it to get Form 43
DoorRef01 being the actual door itself: 0D00EA29 - the actual door reference number in the mod.
I have the mod installed and everything appears to be there except this one function.
What I probably need to do is find the older mod in the original Skyrim collection and inspect it to see if the function is called there. The date you are referring to is the date the Original Poster uploaded the mod from the Original version of Skyrim.
Actually, if you look here: https://www.nexusmods.com/skyrim/mods/106889 You will see it was ported from this version of Skyrim.
EDIT!
The reference number I posted - 0D00EA29 - The First 2 characters WILL BE different according to your load order.
What is the issue with the door? I just tested it straight from the site on a fresh profile and it unlocked for me at the right time in the quest.
You can see in the quest xx01A33C it immediately calls fragment_0 of script qf_thgf04_0201a33c
In that fragment there is BossDoor.Lock(false)
BossDoor refers to door xx00EA29 because the quest includes the propertyName BossDoor for the object that is specifically the Raldbthar door (you can hold Ctrl and click the line to go to xx00EA29).
I don't see what is going wrong and can't reproduce it, but if there is a problem I want to know more detail so I can fix it for my game too.
I have a mod page with some changes I made to this fun mod. Changes:
Map marker is not immediately visible on map, you must discover it first. Fixed spelling.
Fixed bug that caused all LvLDwarvenCenturion in the game to be invincible.
Forwarded Dawnguard cell name.
Small error fixes at xx01C947 xx022009
USSEP version.
Original plugin cleaned (4 UDR and 78 ITM, test cell edit).
Resaved in new CK to be form 44.
Forwarded Update.esm river flow.
ESM version.
We'll do some testing on our end and see if we can get that to happen
Thanks for checking out the mod!
console command: unlock
used unlock command(IDK about this) to get it to open for me.
Thank.
new: i have now played trough the mod and it was fun, the only drawback to me is that after the quest Isobel is mostly non reactive to her surroundings, she will talk when trading and a bit when fighting but beyond that, she is really silent, even upon her own quests it felt she didn't say much about the places, wich is sad because she is really fun and would love to hear her opinion on us being the dragonborn or just the overworld of skyrim, i actually think the quest progression is nice and ends well, its a nice short quest, and i like the design of the guild, but it would be nice to see it being used to its full potential, with more development it could have some implementation of bounty hunting mods or just have its own fun quests, it is good for use on guild creation mods. i don't know why its not worked anymore, but if the author decides to return to this mod i hope it can grow to a even more awesome mod.