Skyrim Special Edition

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Corrafinium Inc

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FlyOfIts

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27 comments

  1. LexGo
    LexGo
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    Worst quest mod I've ever seen.
    I thought about trying something new for myself, but I quickly got tired of tasks without markers. I wanted to remove the mod, but without it my save wouldn't start. I had to try to complete those quests that were active, so that later I could simply leave the village and forget about it forever. Go to the chiller, boy, there's an auction. Cool, will there be a hint about where this chiller is? No. It was very unpleasant. I tried to complete the quests using the console using the "help" command, but not all active quests could be completed this way. I spent an hour and a half on the mod after I stopped wanting to play it.
  2. mattski123
    mattski123
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    Can we see a video showing the gameplay/voice acting?
  3. unidrache
    unidrache
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    Hello, 

    currently playing this mod and I immensely like it. It gives me major Morrowing vibes and I really like it, that there are no quest markers, so that I have to explore everything there. I think it is very noticable that you put a lot of work into that, with the layered areas and the extensive underground. 

    The only I could not yet find is that Tom weed dude, but I am not done exploring, yet. 

    I am looking forward to the result I am going to get in the end in the village. It is a refresher, that things are not straightforward, and you cannot see, where exactly your multiple decisions will lead. 

    Good job!
  4. Decaroidea
    Decaroidea
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    I don't know if you are taking feedback but... After playing for a while  I felt like the mod could be polished more, these are just my personal opinion of course.

    First I think the quest descriptions on your journal can be improved to bring them at the same standard as vanilla quest descriptions. Most of the time they are either totally absent or are just a few lines. 

    editorID names shouldn't have underscores in their names in special edition since it messes up saves if you save inside of them.

    The quest to go to the village should start after reading the note.

    Dialogue options can disappear completely if the conversation is interrupted or exited in the middle of it. For instance you can't start the quest "the hunt is on" if something interrupts the dialogue before it finishes. The npc won't have the option again.

    Alot of names don't feel tamrielic. Names like tony feel really out of place in the elder scrolls.

    I've been enjoying my time on the wacky village keep up the good work!
    1. FlyOfIts
      FlyOfIts
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      Hey thanks for the feedback! Yeah the mod is in beta so there's still some jank around it hopefully I'll get some time to sit down and sort it out! But I am aware of the quest journals lacking info need to iron that section out. 
  5. HudEx26
    HudEx26
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    Interesting mod, would this conflict with The Great Forest of Whiterun Hold?
    1. FlyOfIts
      FlyOfIts
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      Heya in theory it shouldn't conflict with it. The village is pretty remote but I haven't used great forest mod in ages so can't confirm!
  6. Avrovski
    Avrovski
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    just tried it, and there is no quest markers for every quest. So, probably a no from me.
    1. FlyOfIts
      FlyOfIts
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      Hey thanks for the message. Yeah there's no markers in this quest mod sorry!
  7. drafigo12
    drafigo12
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    is it Lore friendly?
    1. FlyOfIts
      FlyOfIts
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      .
    2. FlyOfIts
      FlyOfIts
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      Yeah every quest except one is lore friendly! Only quest which wouldn't be considered lore friendly would be the talking mudcrabs they are a bit out of the way but they are given some lore so it's grounded to established TES lore. 
    3. drafigo12
      drafigo12
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      Alrighty then! I shall give it a try
  8. Anselmp
    Anselmp
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    Where is it? We would need to know if it conflicts with other mods.
    1. a1racer
      a1racer
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      looks like west of whiterun potentially close to the be a farmer cc farm by rorikstead. but i maybe wrong and its a little north of there. had to tell b y the pics   
    2. FlyOfIts
      FlyOfIts
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      I've added in a screenshot for it's location. It's pretty remote so highly unlikely to conflict with other mods!
    3. TBGRicky
      TBGRicky
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      That's great! Thank you, hopefully it won't conflict with anything, whether it's a mod made in the past or one that is yet to come.   ;)
      I'm excited to try this out. Wow, that's a lot of quests for one area.  O_o  I'm impressed.  
    4. FlyOfIts
      FlyOfIts
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      Sounds good hope you enjoy it!
    5. a1racer
      a1racer
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      nice that's a good spot with limited other stuff around.  
  9. SomebodysKid
    SomebodysKid
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    Just FYI, this plugin is showing as form 43 instead of form 44.
    In your next update, could you be sure to open it and save it in the Skyrim SE Creation Kit to solve this?
    Can't wait to explore the village!
    1. FlyOfIts
      FlyOfIts
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      Hey thanks for letting us know! Will add it into the 1.2 update which should be out in 1-2 weeks time 
  10. jappa1234
    jappa1234
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    Hi! looking forward to play this mod! Any chance for sharing source script files? I like to tweak mods for my liking and to learn something in CK and for adding voices. Thanks!
    1. FlyOfIts
      FlyOfIts
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      Hey thanks for checking out the mod! Yeah I don't mind sharing the source files you could load it into the creation kit to have a quick look since most of it is contained in the dialogue trees/quest stages. Once the project is fully wrapped up (hopefully in a month or so) I'll add a separate folder just containing the source code for this project.