So, question. I can get to the cave, trigger the paralysis, go through the dialogue, and go through everything as normal... But then when I make my choice and the screen goes black, I get a CTD. Has anybody else had this issue, and does anyone potentially know why or how to fix it? I'm running the mod with Sacrosanct and SkyFurry NG and their requirements, could that have something to do with it?
This is the first CTD I’ve heard of with this mod. Sacrosanct should not be a problem - I even used it in the demo video. Are you playing as a custom race, perhaps one added by SkyFurry? If so, the mod may lack vampire versions of its races. (In the base game there is a separate vampire version for each race, e.g., Redguard and RedguardVampire).
At first that's what I thought it may have been too, so I tried doing it again with both an Argonian and a basic Nord, both with the same result. The only other issue I can think of relating to SkyFurry specifically is that is uses Race Distribution Framework as one of it's required mods, but even after starting a new game after disabling it and SkyFurry the CTD issue persisted.
Would it be possible to get a follow up quest where you get to hunt Androssues down and butcher him? You know, for those of us who don't want to be vampires?
Cause, this mod's already a bit iffy with some of my characters, see them having gone through the VIGILANT mod - meaning they've fought and beaten Bal before.
I did have the dialogue issue due to the AA conflict (I forgot to fix it ahead of time), but other than that everything worked perfectly. Thank you for throwing a monkeywrench into an otherwise vanilla playthrough :) . I've not played a vampire before, so this should be interesting.
Might try this out with the new vampire focused Tale of Blood and Snow "dlc",since my current character is sort of lawful/neutral good he wouldn't become a vampire willingly or to gain more power.
I would also love to know if this is compatible with a Tale of Blood and Snow, or if there's some specific order of events to follow to make these mods work together or something
I'm having trouble getting the knockout to trigger inside of Pinemoon Cave. I've completed Laid to Rest and am on Sybille's favor quest. I did make one edit to the mod in the Creation Kit: I changed the location alias pointing to a random point in the wilderness near Dragon Bridge to be the vampire coffin in Morthal instead, as I wanted to see if doing so would cause the player to wake up laying in the coffin. I didn't alter any scripts at all. I don't think this would break the whole thing, but maybe it would.
Here are a few relevant quest stages: MS06Start: 250 MS14: 200 DA10: 0 Favor109: 10
Additionally, the mod is very near to the bottom of my mod order
Sounds odd. Did you test the mod (with your edit) with a minimal load order too? This would provide us with some idea of whether the issue is just my mod or some conflict with another mod.
Interesting. Assuming you tried it on an entirely new save, it sounds like the quest fails to initialise at all due to the edit. If I am correctly recalling how I set up the mod, it has to fill out all of its aliases upon loading a new game. If you want to fix this, then In your edited version, could you go look at the quest's aliases in the CK and see whether it finds the marker?
I have played through this mod several times, and I have to say, on it's own or even better with your other mod, this is fantastic. Love these kind of mods that add actual RP options into a game that desperately needs them.
hey, after 70 levels of story i finally went to falion, but the cure didnt work, even without the "seeking the cure" mod :( so im just stuck a vampire? is there any way to fix this? I like it from a story perspective, and I tried becoming a werewolf to see if it would overwrite it, but it didnt, so now im just a vampire werewolf xd
I would really like to help you, but I’m not quite sure I’ve understood what has happened in your game. Could you perhaps explain it in more detail?
Probably the source of my confusion is what you said about the cure not working even without my mod. If you could elaborate on that - when did you install my mod, and did anything happen before you did so?
Great mod for roleplaying. The only thing I wish was different is player's capture - AFAIU, if I had no plans of becoming a vampire and just wanted to clear the cave, I would need to turn the mod off and start a new game. IMO if player wasn't just struck with unavoidable spell but was given some object to interact with and activate the trap themselves (Molag's altar from Markarth house would be a perfect choice for that), it would be more satisfying from both technical (player can avoid becoming a vampire and keep the mod active) and RP (being "punished" for interacting with something feels more "fair" than just going somewhere IMO) perspectives.
Hi. sorry for my bad English. not a native speaker. Great work. I really loved this mod. works great for people who want to hero playthrough. I was wondering if you could also make a mod a bit similar? during the Dawnguard questline, when we are about to enter the soul carine, we are offered the option to become a vampire in order to be able to go inside. But after that, this choice seems to have no consequence on the rest of the questline, which usaully bothered me. after this, we only needed to go cure ourselves from vampirism by Falion in order to be able to talk to Isran. So, do you think you can also create a small mod where after this choice, we are also given the option to switch sides to Volkihar clan?
First of all, that sounds like a great idea for a mod. However, I think it would be somewhat complex to make. Having tinkered a little bit with the DG quest line before, I can say that creating a mod that allows you to switch sides would involve multiple quest script edits and quite a bit of bug testing. As I am currently inactive as a mod developer, I won’t be making such a mod in the foreseeable future.
However, if I ever get the time to return to mod development, that would be interesting to try my hand at.
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Are you familiar with xEdit? You could see whether there are any obvious conflicts using that.
How long is your load order? You’re welcome to DM me a pastebin of it (say if you don’t know how)
Cause, this mod's already a bit iffy with some of my characters, see them having gone through the VIGILANT mod - meaning they've fought and beaten Bal before.
Aside that, it plays well.
Got sent to Pinemoon as a radiant quest from Dawnguard - Tweaks and Enhancements, which jogged my memory.
I had used Alternate Start to start as a Vigilant, so this was particularly traumatic for the PC.
After being given a clue by Urag the character is on his way to see Falion... where he's going to get another unpleasant surprise thanks to Seeking The Cure - A Rising At Dawn Quest Overhaul - Incurable Vampirism.
I did have the dialogue issue due to the AA conflict (I forgot to fix it ahead of time), but other than that everything worked perfectly. Thank you for throwing a monkeywrench into an otherwise vanilla playthrough :) . I've not played a vampire before, so this should be interesting.
ps: love your skyrim sewers mod btw
Here are a few relevant quest stages:
MS06Start: 250
MS14: 200
DA10: 0
Favor109: 10
Additionally, the mod is very near to the bottom of my mod order
Sounds odd. Did you test the mod (with your edit) with a minimal load order too? This would provide us with some idea of whether the issue is just my mod or some conflict with another mod.
so im just stuck a vampire? is there any way to fix this? I like it from a story perspective, and I tried becoming a werewolf to see if it would overwrite it, but it didnt, so now im just a vampire werewolf xd
Probably the source of my confusion is what you said about the cure not working even without my mod. If you could elaborate on that - when did you install my mod, and did anything happen before you did so?
Great work. I really loved this mod. works great for people who want to hero playthrough.
I was wondering if you could also make a mod a bit similar? during the Dawnguard questline, when we are about to enter the soul carine, we are offered the option to become a vampire in order to be able to go inside. But after that, this choice seems to have no consequence on the rest of the questline, which usaully bothered me. after this, we only needed to go cure ourselves from vampirism by Falion in order to be able to talk to Isran. So, do you think you can also create a small mod where after this choice, we are also given the option to switch sides to Volkihar clan?
First of all, that sounds like a great idea for a mod. However, I think it would be somewhat complex to make. Having tinkered a little bit with the DG quest line before, I can say that creating a mod that allows you to switch sides would involve multiple quest script edits and quite a bit of bug testing. As I am currently inactive as a mod developer, I won’t be making such a mod in the foreseeable future.
However, if I ever get the time to return to mod development, that would be interesting to try my hand at.