1 year on from the release of this mod, I'm very proud of how it's done, never expected the shear amount of downloads and positive reception. By complete fluke I've just released the Xbox version of the mod, well happy anniversary I guess!
We have something new in the works, something much bigger, work is in full swing but will be a while until it's playable. "Call for Vigilance" will be the next mod I release for Skyrim, a new world space, 4 part main quest line, some side quests and plenty to explore.
Hi, modding newbie here, I downloaded this mod as it is included in the gate to sovngarde collection but I cannot install or even open the file for some reason. I didn't have this kind of problem with the other mods from the collection. I can give more details once I get home. Thank you in advance
Edit : The problem resolved itself after restarting my pc 🤷♂ wish I knew how to delete a comment on this website
Hi lootist, i was wondering if you can help me figure out this load screen save crash. I'm early game but heart of the reach gets called out in the crash log. I was wondering if you could provide incite. thanks https://pastebin.com/CAy8LCE8
Just finished it.. it was a cool... small and interesting quest. ZERO bugs... really really nice landscape in the bog...rather unique. I do alchemist stuff, and the new ingredients are cool. I will keep this in my mod list and do it much earlier next playthrough. Although it is just as challenging for late game as long as you install mods to strengthen enemies.
The reward ring is also dope.
Well done... ENDORSED... and RECOMMENDED
* I had a tiny pathing problem on the entry ramp, as soon as the cave opens up, first stone bridge. My follower could not move. I moved her a different way and all was well. I tried it 3 times, she got stuck on the same spot. Nowhere else though. I really liked the map.
2nd playthrough with the mod... I love it.... It is an early game xp/ingredient run. The reward is also awesome (please don't take it the wrong way, but I dis-enchant that baby right up, and applied the enchantment to my armor).
I am reporting that I had a different follower, and she too would not go past that first bridge. She stopped as if they could not find a way, and just looks at me from above.
I know NOTHING about "pathing" and navmeshes... not claiming that is the problem... but I can report that 3 different followers stopped at the same spot instead of following along.
The last one was the venerable Serana, just FYI.
Note: I was experimenting with an auto-harvester (Smart Harvest SE)... and I collected 1200 "Bog Asco Beacon"... great for "Resist Magic" potions. I collected many other ingredients too... but none more than the Asco Beacon.
I liked this a bit more than Legends of Aetherium. I'd say the biggest selling point is the visuals; I'm rather surprised that I've never seen any swamp-like areas in a mod before. It looks and feels quite unique, has a good atmosphere, and is densely decorated (sometimes to the point of causing some frame drops), so even though the interiors are all very samey, the setting alone is enough of a standout that it doesn't outstay its welcome. Still, some occasional bits of more grandiose spectacle in the visuals would go a long way here. I also liked the sort of collection-based objective since it encouraged exploration and makes things just a touch more interesting than "go here, kill x." What's more, it's a little thing, but I appreciated that the waymarkers would point you to the cells that had what you were looking for, but then would disappear, leaving you to find them on your own. There were also some nice little loot caches tucked away, which is a shame since Skyrim's loot is so bland, and I'm at the point where I just ignore it. The addition of a choice to be made is also welcome, though I suspect it doesn't actually change anything substantial. However, merely having the option adds replayability and immersion, which is always good.
Unfortunately, I played this with a level 62 character and it's clear from the description and the enemy strength that this is ideally played at very low levels. I had to increase the difficulty to legendary just to keep from killing everything in 1-2 hits, even though I haven't improved any of my equipment with smithing. I would still say this dungeon suffers from unremarkable encounter design, but it's entirely possible I would have had a more engaging experience if I was still early in the game. One other thing I found a little strange is that the other NPC who asks you to poison the heart explicitly tells you to question Gwilym about being a forsworn, but there are no additional options with him. I'm playing as a character that allies with the forsworn as much as the game allows, so it was a bit disappointing there wasn't more to engage with there.
Aside from the AI pathing issue at the beginning, which I responded to another comment on, I experienced a couple other issues.
In the Ever-Bog Glen area, there's a ramp near the entrance on the west side of the room that has a sliver of underwater geometry that engulfs the entire area for a split second.
After you've collected all the ingredients and made the potion, the quest log updates to show that you now have 0 of all of them. This didn't affect the stage of the quest or cause any interference, but could be confusing.
Thanks for the feedback, I totally get the criticisms and have tried to remedy these in mods going forward already. I will have to investigate this pathing issue soon.
The texture issues are only negatively impacting the Stairway up the mountain to Silverstead. The area with the Ever-Bog cave and the waterfall right next to it seem to be what is impacting the Silverstead mod and causing a lack of texture at a certain point up the mountain. As in there is a literal square of empty texture in the ground/mountain and I fall as if I clipped through the map. There are actually no issues with this mod itself as far as I could tell, just that it negatively impacts the Silverstead Mod. (I can send images if necessary)
Hey, it's in the final stages of development. I am waiting on final pieces of voice acting before it can be finished. I do have another project that will hopefully be out in the next 2 weeks. Another quest mod similar to this, a single quest in a small world space.
Really like the mod! Short little dungeon that felt like a vanilla quest. One little note is the unique weapons felt a tad weak. I really like the models, but the bows are worse than the forsworn bows that can be found throughout. Thanks for the mod, it was a fun area!
214 comments
Xbox Version: Bethesda.net | Heart of the Reach - New Quest - Dungeon - Weapons - 3 Creature Variants - Ring Mod
We have something new in the works, something much bigger, work is in full swing but will be a while until it's playable. "Call for Vigilance" will be the next mod I release for Skyrim, a new world space, 4 part main quest line, some side quests and plenty to explore.
A teaser for you all
Looks like this is a Vigilant playthrough
When will the Call of Vigilance be released or it has been scrapped?
Edit : The problem resolved itself after restarting my pc 🤷♂ wish I knew how to delete a comment on this website
https://pastebin.com/CAy8LCE8
I do alchemist stuff, and the new ingredients are cool. I will keep this in my mod list and do it much earlier next playthrough. Although it is just as challenging for late game as long as you install mods to strengthen enemies.
The reward ring is also dope.
Well done... ENDORSED... and RECOMMENDED
* I had a tiny pathing problem on the entry ramp, as soon as the cave opens up, first stone bridge. My follower could not move. I moved her a different way and all was well. I tried it 3 times, she got stuck on the same spot. Nowhere else though. I really liked the map.
I've not heard of any pathing issues, I will keep it in mind though thanks!
I am reporting that I had a different follower, and she too would not go past that first bridge. She stopped as if they could not find a way, and just looks at me from above.
I know NOTHING about "pathing" and navmeshes... not claiming that is the problem... but I can report that 3 different followers stopped at the same spot instead of following along.
The last one was the venerable Serana, just FYI.
Note: I was experimenting with an auto-harvester (Smart Harvest SE)... and I collected 1200 "Bog Asco Beacon"... great for "Resist Magic" potions. I collected many other ingredients too... but none more than the Asco Beacon.
Thank you AGAIN for this AWESOME mod.
Unfortunately, I played this with a level 62 character and it's clear from the description and the enemy strength that this is ideally played at very low levels. I had to increase the difficulty to legendary just to keep from killing everything in 1-2 hits, even though I haven't improved any of my equipment with smithing. I would still say this dungeon suffers from unremarkable encounter design, but it's entirely possible I would have had a more engaging experience if I was still early in the game. One other thing I found a little strange is that the other NPC who asks you to poison the heart explicitly tells you to question Gwilym about being a forsworn, but there are no additional options with him. I'm playing as a character that allies with the forsworn as much as the game allows, so it was a bit disappointing there wasn't more to engage with there.
Aside from the AI pathing issue at the beginning, which I responded to another comment on, I experienced a couple other issues.
In the Ever-Bog Glen area, there's a ramp near the entrance on the west side of the room that has a sliver of underwater geometry that engulfs the entire area for a split second.
After you've collected all the ingredients and made the potion, the quest log updates to show that you now have 0 of all of them. This didn't affect the stage of the quest or cause any interference, but could be confusing.
How's the update for the "Call of Vigilance"
There are a few texture conflicts between this mod and Silverstead player home. Would it be possible to create a patch?
Thank you so much!
There are actually no issues with this mod itself as far as I could tell, just that it negatively impacts the Silverstead Mod. (I can send images if necessary)
Thank you for your swift reply!
No stress buddy! :D