I added a new Fort Windpoint SE Anniversary Edition Creation Club Patch which patch both The Cause and Umbra at the same time. The edit was base on FrostyDudess17's patch. But the nav mesh left by that patch is very dirty. So I need to fix that too.
Since Legacy of the Dragonborn - Creation Club Patch for Anniversary Edition haven't finish yet. I recommend player who use LOTD to not start a new playthrough. My Patch still works, but you will have to start a new game when Creation Club Patch for Anniversary Edition came out anyway.
Came here to ask this too, for whatever reason the quest to find it no longer flags the spawn trigger for it when you enter with the quest active. I had to just go in xEdit and remove the flag that sets it to “initially disabled” until it gets updated.
The altered LotD v5 QUST is xx17211B <DBM_MuseumIntro>. This has structurally changed in LotD v6, making this mod's edit to this QUST is invalid. It's possible you could fix this locally by forwarding the LotD v6 version of the QUST to a new patch ESPFE and altering one alias to point to this mod's LCTN record. It is Alias #4, which is an ALFL in SSEEdit, and in my session it looks like [FE 000] DBM_zNechi_1SixthHouse.esp (658BCF5C) \ Location \ FE000800 <zzFortWindpointLocation> Then load the new QUST-only patch ESPFE after this one. I am making this change in my load order but won't have time to test it any time soon.
Such a great patch for extra immersion! Though, the voiceline you added for quest version is not working for me. Everything else is working propery but the dialogue is still original version mentioning the borken helm hollow. Can you figure out why?
Only suggestion I have is balance out the volume in Auryen's replacement dialog. As it is, it's pretty obvious when the replaced dialog comes in. Granted, I haven't had a chance to play in a while (waiting for the Legacy CC patch updates for AE) so I dunno if you've already done this.
I've tried. But with only Audacity + my ability, I can't do much on making it more seamless since the tone also different. And also the volume is the result of voice compression which make it hard to balance. If I use low quality compression, the voice come out really bad compare to the original, when high quality compression give a lounder voice.
And since it's the line he speak only once, plus he will change his tone later on anyway (I know this since I have to dig in all Aureal voice lines trying to make a splice dialog voice until LOTD team decide to ask Mr. Will Handford for recording a new one), I decided to keep it like that.
If someone ask me for a porting Permission for AE Patch, yes (no for LOTD patch but I don't think LOTD exist for console anyway). If I have to port it myselft, nope. I don't have access to Xbox so I can't test it.
So there's a conflict between this and "The Cause" creation included in AE. The cave that leads into Fort Windpoint is essentially "on top" of the entrance to the cave added in The Cause, meaning the landscape is blocking the entrance. Not sure how to rectify that myself.
I ONLY use LOTD for now - I have Umbra for the creation club but I don't use it since LOTD also includes Umbra in the Unique Uniques (which is a standard part of LOTD now)
Which patch would I use? The second one or the first?
Mod does not work, even with patch. Every time I try to enter the cave, the new cell does not load but the main worldspace becomes unresponsive - only way to solve is to close the game and restart from a previous save. Models look great from the screenshots though!
Hi! When installing your mod Vortex detects a missing master file zNechi-Cheat.esp. That is probably an unintentional loose end... Can you please remove that dependency?
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Since Legacy of the Dragonborn - Creation Club Patch for Anniversary Edition haven't finish yet. I recommend player who use LOTD to not start a new playthrough. My Patch still works, but you will have to start a new game when Creation Club Patch for Anniversary Edition came out anyway.
It's possible you could fix this locally by forwarding the LotD v6 version of the QUST to a new patch ESPFE and altering one alias to point to this mod's LCTN record. It is Alias #4, which is an ALFL in SSEEdit, and in my session it looks like
[FE 000] DBM_zNechi_1SixthHouse.esp (658BCF5C) \ Location \ FE000800 <zzFortWindpointLocation>
Then load the new QUST-only patch ESPFE after this one.
I am making this change in my load order but won't have time to test it any time soon.
Though, the voiceline you added for quest version is not working for me. Everything else is working propery but the dialogue is still original version mentioning the borken helm hollow.
Can you figure out why?
- New Game Require
And since it's the line he speak only once, plus he will change his tone later on anyway (I know this since I have to dig in all Aureal voice lines trying to make a splice dialog voice until LOTD team decide to ask Mr. Will Handford for recording a new one), I decided to keep it like that.
If I have to port it myselft, nope. I don't have access to Xbox so I can't test it.
I ONLY use LOTD for now - I have Umbra for the creation club but I don't use it since LOTD also includes Umbra in the Unique Uniques (which is a standard part of LOTD now)
Which patch would I use? The second one or the first?
Thank you and this is endorsed!