199 comments

  1. Betalille
    Betalille
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    Version 1.2.0
    (11/05/2024)

    

    The Chain has new visitors! The Night Sister Eira is hiding in the Cevil Lighthouse, waiting for you to help her on a small quest called "The End of the Crows". Her quest might give you new information about the purple plague that transformed the island.
    Avita Favorius, daughter of Duvia Favorius, is looking for information about her mother who disappeared in the Chain twenty years ago. Once you've finished the main quest, head towards the Gremlin Ship and talk to her. You might gather some interesting information about her mother, but also about Nicolas...

    

    • The pirate camp, the Thalmor manor and the ancient tower locations are now clearable.
    • Some scripts, navmeshes, dialogues and flying plants were fixed.
    • Orrun at-Tamina now has more dialogues to react to the end of the main quest, but also to some other side quests.
    • Nicolas Gavinius can now be recruited as a follower at the end of Avita's new questline, if he did not die during the previous quests.
    • Purple gremlins now roam around Cevil, although they are not hostile anymore.
    • The unique armors that the Cevil citizens wear can now be found in wardrobes or hidden chests.

    Thanks to everyone who played the mod, and who wrote reviews.
  2. Ysylgr
    Ysylgr
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    Not sure if this is a bug, so will not report it as one. Some textures seem to be overly glossy--almost reflective as if there's a sheet of water on it making it shine.
    Specifically the coastline rocks "BWORMountainRock01" to 04 (possibly more).
    The textures point to "Manny_gf_rockplayes.dds" among others.
    Online searches point to something about the alpha being set to 100? I'm not a modder so I'm not sure.
  3. Alphonze17
    Alphonze17
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    I've had this installed since release, although recently updated to the latest version. But trying to re run Dyndolod, but encountered an error pointing to this mod. I closed it before I thought to screencap the code. Has anyone else had this issue
    1. linkinkampf19
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      Apologies for the necro, but I think I came across this same issue. My error was pointing to the alchemy reference in the player home.

      Error in TheChainofTime.esp [REFR:EA0F5312] (Places [01003165] <Error:
      Could not be resolved 1> NAME - Base in BWORPlayerHomeAlchemy
      [CELL:EA0F0134] (in BWORTheChain "The Chain" [WRLD:EA005900] at 11,6))

      I wonder if it's the same issue.
  4. 1AdmiralJC
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    stuck on how to mark the box in the east empire island other than that great mod
  5. BlueSchnoe
    BlueSchnoe
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    Totes enjoyed playing this! Refreshing content and quests and loved the monsters/creatures! Kudos on a really cool mod!
    1. Betalille
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      Thanks a lot :D
  6. Dreifels
    Dreifels
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    Started as a test (before translation ready, to see possible conflicts. Pathfinding problem at start when she should lead the player to her shack/ship. Partly swims aimlessly in the sea and tries to fight every Horker, but there are many Horkers, and they also interfere with finding the right path when dead (if I have killed them with a bow). This needs to be reworked. It would be ideal if after the conversation in the tavern the way to the shack/shiff is done by teleport. It took me 1 hour and I also had a CTD on the way (Netscriptframework has no entry, so it was a sound problem)
    1. Betalille
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      It is done by teleporting. If you go to the shack (which is what is shown by the quest marker), Rilia is teleported into the shack.

      I am also aware of this sound problem, it is one of the fixes that I am going to fix in the next update.
    2. Dreifels
      Dreifels
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      and maybe you can make a version with silent voice for non-English users. Here there are no longer voice actors.
  7. Dreifels
    Dreifels
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    .bat and exe in the BSA ????
    in the BSA there are two .bat and an .EXE in subfolder /[anton] mods/
    Is that right?
    1. Betalille
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      These were taken directly from Mihail's animals mods. I still have to update the mod, so I will delete them when creating the new BSA.
    2. Dreifels
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      means I can delete that folder and make new BSA?
      and: is any of Mihal's required, or playable w/o? (In requirements you say nothing related)
    3. Betalille
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      Don't delete the folder, just the EXE and BAT files. The mod still needs the HKX files to work, otherwise the animals in the Chain will be broken.

      None of Mihail's mods are "required" because every Mihail animal that was used was merged into the ESP and BSA of the Chain. Keep the Mihail files in the BSA, otherwise all animals will be broken.
    4. Dreifels
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      ok, I kill the .bat + .exe only and make new BSA
  8. The Good:
    Spoiler:  
    Show

    • Not a single bug or hang-up encountered during my entire playthrough, which is impressive for any Skyrim endeavor.
    • Well-structured and designed thoughtfully. Every inch of the worldspace and its interiors is well designed.
    • A wide array of custom assets, which is impressive for a quest mod like this.
    • An array of cool unique weapons and armor.
    • Fully voiced. No silent dialogue lines for any of the characters, little to no re-usage or rehashing of existing vanilla dialogue lines.
    • Custom music! So very uncommon in most mods for some reason.

    The Meh:
    Spoiler:  
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    • Some of the voice acting leaves something to be desired, although that is to be expected when literally every character in a mod full of different unique NPCs is fully voiced.
    • The playable area is very, very small. I feel that there was room to make the locations larger with more empty space between locations.
    • I wish the Night Sister acknowledged if your character was an Agent of Nocturnal (from completing the Thieves' Guild questline).
    • Overall plot of the main and side quests feels a tad vapid and empty because it escalates and then ends too quickly.
    • The custom music is a tad generic but I'm picky about that kind of thing because I'm a composer :P

    The Ugly:
    Spoiler:  
    Show

    • Quests are generally very short and not phenomenally interesting. Many of the quests don't even involve any kind of combat or challenge, they are just "Talk to Person A -> Talk to Person B -> Return to Person A", sometimes through multiple load doors.
    • Some of the NPCs look... really bad. The nonhuman characters in particular (no spoilers) are just... they're not good. Nightmare-inducing, even.
    • Some of the other custom assets are very low quality, particularly some of the custom terrain elements.
    • The few dungeons contained within the mod are not very interesting gameplay-wise, although they are certainly interesting to look at.

    Overall, this mod is extremely impressive in terms of scope, but it unfortunately lacks a lot in depth. It's probably one of the most cohesive and complete New Lands mods I've encountered that wasn't a bug-ridden mess. It felt almost like one of the larger Creation Club DLCs like The Cause, not bad in terms of what you're given considering the amount of free labor put into it, but not quite up to the level of the base Skyrim experience. I certainly recommend giving it a try as it doesn't take too long to complete in its entirety and its a fun little experience to bring something new and refreshing into your latest playthrough.
  9. Kulharin
    Kulharin
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    I am experience a a random crash related to XAudio2_7.dll regarding the wraith of crows, but it doesn't happen every time... strange.. may be corrupt audio files related to the voice over?  If I install mihail's mod over top with it's assets overwriting those in this mod then the issue seems to resolve.
  10. ufoman2
    ufoman2
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    any patch for tkaa?
  11. mikiep1031
    mikiep1031
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    Since you made the Chain, I was wondering if perhaps you might make Stro’s m’kai or herne or cespar even.