I had to remove this mod. I believe it has a mod conflict with Glenmoril in Falkreath. There's a bandit that warns you to not approach and he stands in front of a doorway that leads to the girl's home. Found that the bandit is tied to Shadowsong and now the Glenmoril girl is likely having navmesh issues as she is supposed to go through the doorway and will not budge.
I have not modified the navmesh around Falkreath, so in theory, there is no navmesh conflict. However, that bandit tends to appear either alive or dead and a bit everywhere in Falkreath, so I'll check what's up with him while working on an update.
ESPFE means that the .esp file was flagged (or created) as an .esl. This was a file type introduced by Bethesda when Creation Club became a thing. .Esl files don't add to your mod count, and so wont cause you to go past the limited number of active mods containing .esp files.
This compatible with COTN and TGC? I think the only thing that would be weird is a floating letter, but i'm asking in case there is a chance of major incompatibility issues :)
I like the idea, but it's got some issues. Taking Delric to get the third piece of the poem has some very finnicky triggers. For some reason, he usually refuses to progress to the next step in the quest, and there's no dialog option to ask him about the location when you get there. Instead, he immediately aggros the enemy, and only sometimes actually progresses to the next stage. But if you've killed the colossus, you're out of luck, since that's the objective of his next stage, and now you can't advance him because it's already dead.
Sometimes, the exit to the basement just won't work either, and requires reloading and trying again, hoping that triggers fire appropriately.
Moving quest triggers or tying them to more reliable conditions would probably cure some headaches for many load orders.
This mod adds a thief NPC near Falkreath who is there from the game start. I think he is probably meant to be initially disabled though, as there is code to enable him during the Dragonhorn quest.
This looks great! I love small, immersive quest mods for underused parts of Skyrim :)
Compatibility-question: will this need patches for Bard's college makeovers, like Bards Reborn or JK's? Or for stuff affecting the other areas (Half Moon Creek, Falkreath overhauls, and Old Hroldan overhauls, off the top of my head)?
It might, I didn't look into it too much, but I am willing to make some patches for some of them (will depend if I have enougth time to do it as well).
I found a conflict with The Great Cities' version of Old Hroldan Inn, where there seems to be a letter I need for the quest that will not spawn, at least within the new layout of the inn. Will let yall know if I find a workaround or patch for it.
I spotted a small conflict with Perseid's Inns (the letter added by this mod inside Old Hroldan Inn isn't accessible with Perseid's layout). The small patch I just made can be found here: https://www.nexusmods.com/skyrimspecialedition/mods/62447 I haven't tested it in game since the item is initially disabled, but it should work.
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There's a bandit that warns you to not approach and he stands in front of a doorway that leads to the girl's home. Found that the bandit is tied to Shadowsong and now the Glenmoril girl is likely having navmesh issues as she is supposed to go through the doorway and will not budge.
Sometimes, the exit to the basement just won't work either, and requires reloading and trying again, hoping that triggers fire appropriately.
Moving quest triggers or tying them to more reliable conditions would probably cure some headaches for many load orders.
Compatibility-question: will this need patches for Bard's college makeovers, like Bards Reborn or JK's? Or for stuff affecting the other areas (Half Moon Creek, Falkreath overhauls, and Old Hroldan overhauls, off the top of my head)?
I haven't tested it in game since the item is initially disabled, but it should work.