Version 1.0.3: - Added missing music file, now you'll be able to hear our fantastic HSI Intro OST when you arrive to the Isles - Replaced Aretino Family Heirlooms in Settlement Stockpile with silver plates ------------------------------------------------------------------------------------------ Version 1.0.2: - Slightly lowered water in Reselret's Rest to make air pockets - Fixed some floating assets - Adjusted WallLeanMarkers - Fixed tent issues (NPC's couldn't go through the tent door when open) - Fixed navmesh around player tent - Replaced vanilla-quest-related spoons with non-quest dwemer spoons - Fixed gold coins clipping through tables - Replaced NorVineFloor01 in Reselret's Rest with no collision vines (NPC's could get stuck in the vines) - Removed unused location data and ITM's in the .esm (Thanks to wSkeever for pointing this out to us) - Fixed a few gaps in Casketweaver's Cairn - Fixed weird LOD for Chilly Camp - Fixed some dialogue lines not correctly displayling spoken content - Quests now fail if the involved NPC's die - The Pie Heist - fixed crumbled papers not appearing - The Pie Heist - fixed the end scenes not playing correctly - Azuk now takes horker meat from the player - Fixed the aggro of the NPCs in Vel's Valuables - Should Fix Vel's Necklace spawning underground - Fixed Huzodir's shop - Fixed missing voice line of Huzodir - Fixed Huzodir's letter to state the time of day you are supposed to meet him - Fixed the locked door in Rselret's Rest - Changed a few Map Marker's alignment - Fixed the quest marker not moving from Azuk after talking to him, during Bon Appetit! ------------------------------------------------------------------------------------------ Version 1.0.1: - Various LD bugfixes - Removed _ from cellEditorID's (Thanks to rotol for pointing this out to us) - Removed unused ccPlaceholder cell references - Forwarded RiverWaterFlow from Update.esm in WindhelmDocksExterior01 ------------------------------------------------------------------------------------------ Version. 1.0.0: - Initial Release
It would be helpful for users of this mod to see changelogs at the top in a sticky. Look at other mods on NEXUS and you'll see a red box around the top entry.
This mod Is really great! Like honestly. I Honestly Think This is one of my favorite new lands mods I've played! It's such a nice lil experience and it makes me happy :3
Well... I played the mod. And I liked but I think it could be better. Some things were quite anoying like, there was no map of the islands just the sea and the icons, there is no smelter, despite the fact that, they have a smith, you can find a forge but no smelter, and there is no stealing, you can take everything from the store or safes, strong boxes and such, the npcs didn't care. But some things were good, like the npcs, they are interesting and well voiced, the map is big and there's some places to explore, even the shipwrecks.
The map is working just fine, so you've done something to make it not work for you.
Do mind that the mod have been created by inexperienced modders, so we kept it simple. That's why there isn't a crimesystem. Most of the implementers working on this had only done the Bendu Olo tutorial, iirc.
A smith without a smelter is quite common in the smaller towns of Skyrim
Our writing and VA students did an amazing job bringing life to our NPC's!
Ok, now I got it. The character I'm playing this time is a blacksmith, so the lack of a smelter was quite annoyng, despite this fact, it was a good map and everything worked fine. I have some mod that change the original map, maybe those mods could have "erased" the map of the island. And don't take me wrong, the map is good and I didn't want to sound so angry. And if so, I'm sorry, it wasn't my intention.
So the quest won’t start/register. Two guys won’t talk to me and the pamphlet at EEC does nothing. I know this was brought up before, but anybody figured out a work-around?
Something gets broken if the guys get in fight with the necromancers close to them. You can still take the boat to get to the Isles and everything works from there.
No, there's no level required. We've had some people saying they won't talk, even on new game or with coc from main manu. But in all my tests of the mod, I never experienced this issue. So unfortunately I can't say what's causing it. But, you should be able to just take the boat from Windhelm docks, and from there everything should work. There's a note next to the door to EEC on the docks, you can try take that and see if the quest to go to the Isles starts
ok, I found the note, but no quest started. At least the boat to the island works, and NPC are speaking there. Quite sad about the quests tho... The little island are very nice to explore anyway, and for the moment i found a couple of well done little dungeons also. The elements of the landscape are intriguing (well you can buy me easy just putting icecaves and icebergs :P)
It's not complex in any way, bc it works every time I try. In all our testing of the mod it worked. So for those where it doesn't work, you have something that somehow interferes.
For me at least, the guys started talking but were interrupted by combat with nearby necromancers. After that they refused to speak. Maybe combat upsets their code?
interesting, doesnt work for me too. 2 dudes dont talk, letter doesnt activate any quests, can travel and talk to npcs but nothing triggered quests. Active and "fresh" characters
Not sure if it's from the Wintersun mod, or vanilla, but the location the guys who start this mod spawn at is right next to the Shrine to Mannimarco, which I know has guaranteed Necromancer spawns. If combat is what disables their starting dialogue, we might need a patch that moves these guys.
Maybe to the unmarked location where the other npcs are bathing in the hotsprings? That seems like a logical move to me.
Is the CTD repeatable ? There's no CTD in Faadgolt in a Vanilla setup, so either you have something interfering (other mod(s)) that's causing CTD, or it's just Skyrim being Skyrim
I'm planning a new character right now and thinking this might be what I want to do first thing in the playthrough. Would the quests make sense for a beginner adventurer to get involved with? Will I get curbstomped at a low level?
[08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060EA6F2", missing file? [08/13/2023 - 03:53:14PM] Error: Script TIF__060EA6F2 cannot be bound to topic info 21021422 on <nullptr quest> because the script does not exist or is not currently loaded [08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060EA6DC", missing file? [08/13/2023 - 03:53:14PM] Error: Script TIF__060EA6DC cannot be bound to topic info 21021423 on <nullptr quest> because the script does not exist or is not currently loaded [08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060A33D4", missing file? [08/13/2023 - 03:53:14PM] Error: Script TIF__060A33D4 cannot be bound to topic info 21021416 on <nullptr quest> because the script does not exist or is not currently loaded
Not really a bug but these 3 missing scripts give an error in the papyrus logs. I am assuming these don't do anything since they don't have the HSI prefix.
I really enjoy this mod. The voice acting is really well done and has very good quality. Excellent level of detail in the dungeons, originality of the design. My only drawback was that items everywhere (shops and residences) are just free to grab. (But I can understand it since there are no guards or prison system applied to the islands)
125 comments
Version 1.0.3:
- Added missing music file, now you'll be able to hear our fantastic HSI Intro OST when you arrive to the Isles
- Replaced Aretino Family Heirlooms in Settlement Stockpile with silver plates
------------------------------------------------------------------------------------------
Version 1.0.2:
- Slightly lowered water in Reselret's Rest to make air pockets
- Fixed some floating assets
- Adjusted WallLeanMarkers
- Fixed tent issues (NPC's couldn't go through the tent door when open)
- Fixed navmesh around player tent
- Replaced vanilla-quest-related spoons with non-quest dwemer spoons
- Fixed gold coins clipping through tables
- Replaced NorVineFloor01 in Reselret's Rest with no collision vines (NPC's could get stuck in the vines)
- Removed unused location data and ITM's in the .esm (Thanks to wSkeever for pointing this out to us)
- Fixed a few gaps in Casketweaver's Cairn
- Fixed weird LOD for Chilly Camp
- Fixed some dialogue lines not correctly displayling spoken content
- Quests now fail if the involved NPC's die
- The Pie Heist - fixed crumbled papers not appearing
- The Pie Heist - fixed the end scenes not playing correctly
- Azuk now takes horker meat from the player
- Fixed the aggro of the NPCs in Vel's Valuables
- Should Fix Vel's Necklace spawning underground
- Fixed Huzodir's shop
- Fixed missing voice line of Huzodir
- Fixed Huzodir's letter to state the time of day you are supposed to meet him
- Fixed the locked door in Rselret's Rest
- Changed a few Map Marker's alignment
- Fixed the quest marker not moving from Azuk after talking to him, during Bon Appetit!
------------------------------------------------------------------------------------------
Version 1.0.1:
- Various LD bugfixes
- Removed _ from cellEditorID's (Thanks to rotol for pointing this out to us)
- Removed unused ccPlaceholder cell references
- Forwarded RiverWaterFlow from Update.esm in WindhelmDocksExterior01
------------------------------------------------------------------------------------------
Version. 1.0.0:
- Initial Release
Do mind that the mod have been created by inexperienced modders, so we kept it simple. That's why there isn't a crimesystem. Most of the implementers working on this had only done the Bendu Olo tutorial, iirc.
A smith without a smelter is quite common in the smaller towns of Skyrim
Our writing and VA students did an amazing job bringing life to our NPC's!
The character I'm playing this time is a blacksmith, so the lack of a smelter was quite annoyng, despite this fact, it was a good map and everything worked fine.
I have some mod that change the original map, maybe those mods could have "erased" the map of the island.
And don't take me wrong, the map is good and I didn't want to sound so angry. And if so, I'm sorry, it wasn't my intention.
ah better on a new save? better to stick that post.
anyway I made a new save, went to the guys, same problem. Is there also a minimum level required?
There's a note next to the door to EEC on the docks, you can try take that and see if the quest to go to the Isles starts
Quite sad about the quests tho...
The little island are very nice to explore anyway, and for the moment i found a couple of well done little dungeons also. The elements of the landscape are intriguing (well you can buy me easy just putting icecaves and icebergs :P)
It does not have to be this complex. A simple "Click on the boat to transport" would have been fine.
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Maybe to the unmarked location where the other npcs are bathing in the hotsprings? That seems like a logical move to me.
No clue if this is relevant.
Unhandled native exception occurred at 0x7FF6C0938E26 (SkyrimSE.exe+C28E26) on thread 15392!
FrameworkName: NetScriptFramework
FrameworkVersion: 15
FrameworkArchitecture: x64
GameLibrary: SkyrimSE
GameLibraryVersion: 18
ApplicationName: SkyrimSE.exe
ApplicationVersion: 1.5.97.0
VersionInfo: Successfully loaded
Time: 19 Oct 2023 23:06:34.304
Possible relevant objects (2)
{
[ 10] NiNode(Name: null)
[ 176] BSFadeNode(Name: `TrapBladeSwinging01DustFX`)
}
Probable callstack
{
[0] 0x7FF6C0938E26 (SkyrimSE.exe+C28E26) unk_C28E20+6
[1] 0x7FF6C096A69E (SkyrimSE.exe+C5A69E) BSStream::unk_C5A610+8E
[2] 0x7FF6C09702C1 (SkyrimSE.exe+C602C1) NiObjectNET::LoadBinary_C602A0+21
[3] 0x7FF6C09667F0 (SkyrimSE.exe+C567F0) NiAVObject::LoadBinary_C567D0+20
[4] 0x7FF6C0967675 (SkyrimSE.exe+C57675) NiNode::LoadBinary_C57660+15
[5] 0x7FF6C096BC2F (SkyrimSE.exe+C5BC2F) NiStream::Func15_C5BA80+1AF
[6] 0x7FF6C0969FBE (SkyrimSE.exe+C59FBE) NiStream::Func1_C59F90+2E
[7] 0x7FF6C0A469D8 (SkyrimSE.exe+D369D8) BSStream::unk_D36950+88
[8] 0x7FF6C0A3E949 (SkyrimSE.exe+D2E949) unk_D2E880+C9
[9] 0x7FF6BFE135B1 (SkyrimSE.exe+1035B1) unk_1033E0+1D1
[10] 0x7FF6BFECA12F (SkyrimSE.exe+1BA12F) unk_1BA000+12F
[11] 0x7FF6C0A40240 (SkyrimSE.exe+D30240) unk_D300F0+150
[12] 0x7FF6C0A40D10 (SkyrimSE.exe+D30D10) BSResource::EntryDB<BSModelDB::DBTraits>::Func3_D30CE0+30
[13] 0x7FF6C0953EBE (SkyrimSE.exe+C43EBE) BSResource__EntryDB_gs_T1_ge_::unk_C43E70+4E
[14] 0x7FF6C0A3D69D (SkyrimSE.exe+D2D69D) IOManager::Func21_D2D630+6D
[15] 0x7FF6C0A3A361 (SkyrimSE.exe+D2A361) BSTaskManagerThread::Func1_D2A220+141
[16] 0x7FF6C091D6BD (SkyrimSE.exe+C0D6BD) StartAddress_0_C0D680+3D
[17] 0x7FF985C17614 (KERNEL32.DLL+17614)
[18] 0x7FF9876C26F1 (ntdll.dll+526F1)
}
There's no CTD in Faadgolt in a Vanilla setup, so either you have something interfering (other mod(s)) that's causing CTD, or it's just Skyrim being Skyrim
[08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060EA6F2", missing file?
[08/13/2023 - 03:53:14PM] Error: Script TIF__060EA6F2 cannot be bound to topic info 21021422 on <nullptr quest> because the script does not exist or is not currently loaded
[08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060EA6DC", missing file?
[08/13/2023 - 03:53:14PM] Error: Script TIF__060EA6DC cannot be bound to topic info 21021423 on <nullptr quest> because the script does not exist or is not currently loaded
[08/13/2023 - 03:53:14PM] Cannot open store for class "TIF__060A33D4", missing file?
[08/13/2023 - 03:53:14PM] Error: Script TIF__060A33D4 cannot be bound to topic info 21021416 on <nullptr quest> because the script does not exist or is not currently loaded
Not really a bug but these 3 missing scripts give an error in the papyrus logs. I am assuming these don't do anything since they don't have the HSI prefix.
The voice acting is really well done and has very good quality.
Excellent level of detail in the dungeons, originality of the design.
My only drawback was that items everywhere (shops and residences) are just free to grab.
(But I can understand it since there are no guards or prison system applied to the islands)