Update 2.0: — No more annoying message box prompting every 12 hours! Start the mod by visiting Mixwater Mill, an orc should find you there; — Evos Mils fixed during auction scene; — NPC's now have a level cap of 100; — Perk “Light Foot” now works for the traps, number of traps decreased; — Telvanni Hybrid Boots can now be found in the AHO ship; — Shower effect in the AHO ship has been nerfed; — Minor translation fixes; — Added a message box on completion of the main questline.
Optional: — A new version added: ESP file with an ESM flag, for those who need it
Mod no longer functions. I have not changed my mod order at all since i last played this mod forever ago. The Intro completely does NOT work i have the ESM thing, i have the most recent version and the bugfix. But the mod's intro physically does not work. you wake up in the cage, and NOTHING happens. you can hear the auction start prematurely but you dont move, nobody talks to you and it does not end or go away like some people say.
Project AHO forced itself into my game and conflicted with Immersive Jewellery, making it impossible to complete the main quest due to the gold ingot/gold bullion mismatch. The quests are poorly marked in the console, so I couldn’t even fix it with commands. Ten hours wasted, very frustrating experience overall excluding this, poorly marked and confusing quest, slow start. Has turned me off the idea of quest mod altogether.
Played this on console years ago. Did a normal ending. A few weeks ago, installed and played on PC, did the murder-everyone ending as a catalyst for my Stormcloak. Works perfectly. Had 1k mods on my alt setup.
Will be playing again on my 2500-mod main setup. And will do the normal ending again. I love this mod. Carved Brink too which I'll also be replaying.
Some people in the comments are hilarious dumbasses. Thanks for your work HaemProjects and glad to see you in Ob:Re.
The modders who made this obviously have talent but I wonder what kind of player would put themselves in the position of playing this mod.
It has a great start, premise and incredible set design but the execution is seriously lacking in the following areas.
1) I went though quite a bit of preparation to kill the murdering bas%$%# that bought my character ...... the backlash spell was particularly satifying but what happens? He goes into the invincible bleedout mode for a while and pops back at full health ........Sorry that is not a valid game mechanic in my opinion ...... You could take away all my spells with an magic inhibitor, that is fair game ...... you could prevent me from drawing a weapon ... again fair game ...... But making my captor INVINCIBLE and essential and forcing me to do his bidding as the only way of progressing? No thanks .... instant removal of your mod.
2) These NPCs in this mod are playing a very dangerous and arrogant game..... in my play of this mod they caught the Archmage of Winterhold. A satisfying play of this mod would be them getting more than they bargained for and the player burning though them like a fire and burning the entire city to the ground ......I can tell the mod authors are blocking this with fake tricks ..... To make this mod work you have to take away the players ability to cast or use weapons.
3) The mod is a little schizophrenic when it comes to the treatment of the player. Are you slave meat to be burned or not? If not why teach me a slow time spell just for testing a few scrolls? What master gives their slaves the power to slow time?
4) For me the only good aspect of this mod would be burning the city to the ground ..... I don't see that happening....
To get some idea of where I am coming from here is my roleplay experience with your mod. SPOILERS
Played up to the point where I am released into your very impressive city ..... I am very very impressed so far. My character is the Archmage of Winterhold with a expansive spell list. I also have several spells which will teleport me back to Winterhold. I notice that I can still cast them all. I play along with my captors to judge my situation and it looks worse and worse. The body in the acid bath and Tamina's comments are the last straw. It either kill the slaver that bought me or be killed by him. That is the roleplaying solution many will come to. I judge his weakness and strengths and in the end roast him with his own spells using Backlash .... a fitting end, but wait he is not dead ... he is Essential ...... I remember getting the runaround from a few other mods I played ..... trust is broken .... mod is deleted.
There are plenty of ways this could have been avoided.
1)Take away all my spells and make it so I can't equip a weapon. Then introduce a game element where I break these bonds and slowly get may spells back. Then its surprise time.
2) Let the players avatar actually kill the slaver that bought them ..... the others in your city seem very Darwinian and don't like him anyway.
3) If the way you get your freedom back is passive, who would actually find your mod interesting? .... be a good little slave and get your freedom back like a good dog. Perhaps you do have a satisfying way to get your freedom back, but at this point I don't trust the mod enough to bother finding out.
4) Even this simple disclaimer at the start of the mod would help a lot
Dear Player ..... In this mod we treat your character pretty badly at the start and put them in a very passive position .... but trust us you will get to display the full measure of how badly you were treated before the end.
I hope Fallrim tools can completely remove this mod from my savegame.
i am sorry but for the first time in years, i have to reply to this.
First of all, if you didn't rush the dialogues you would have known that you are under a spell influence that makes you incapable of killing the masters and most of the citizens.
2. The dlc is intended to be played at low level 15+....It is clearly mentionned. on front page of the mod.....And as the authors says, the game was designed "in the best tradition of Bethesda studios"....So for the non-vanilla teleporting spells, maybe trie just to avoid using them, if they work....
3 the game would not sound so schyzoprhenic if you actually play the game, listen to the dialogues and investigate the story, read books, notes, etc...
4 You say "For me the only good aspect of this mod would be burning the city to the ground ..... I don't see that happening.... " wich sound so arrogant even for a good modder like you. Plus, if only you could see the ironie of this sentence.....
5. How would you fight the mobs and others creatures if they remove your spells ? By making them "temporarlly" essentials prevent you from killing them, since you are supposed to be a slave whit a spell on you, but still you keep abilitiys to fight, as a usefull slave you are....
6. I think the mistake you made was to play this dlc as if it was just a dunjon. This is far more than a dunjon. This is a Dlc, strongly detailed, whit lots of features. Having played this dlc 3 times, i dont think the autors are "amateurs". I really felt like it was a official release.
Let me tell you this. I am happy i saw this post. I had your mod "College of Winterhold The Missing Apprentices Quest Fix" installed. I uninstalled it and wont use any of your work again. Just because of your arrogant attitude and this unfair comment on a great dlc. You may or may not like a mod and comment on it. But here, i am sorry, it is rude....
1a) Amulet of Suppression. 1b) Base Game NPCs with significant quests are also essential until a certain point. 2) Burning to the ground is an ending. On regaining your freedom, they would have realized they caught the Archmage and said so. 3) Erver Milo is not your master and you are not his slave. Furthermore, you are bound by suppression to prevent harm. 4) Burning to the ground is one ending. Answering once again. 5) Slaver can be killed. Like base game, once a pivotal part of quest has been reached, some essentials become unessential. 6) Puts me at ease knowing you will no longer be able to experience one of the greatest quest mods for Skyrim to date. Might as well uninstall Skyrim itself as well, since you don't like base game mechanics.
Some fair comments I would say ...... I still think that the Supression Amulet is a really bad game mechanic unless it actually does that ..... how can the player not think that perhaps because they are Dragonborn and or a very high level mage the suppressor isn't working. The next obvious choice is to try spells out on your captor ..... the spells work against him if you are smart about it. Then you burn him to a crisp but he doesn't die, he enters bleedout with magically restored health. If he is a God what does he need slaves for other than he likes torturing them? Again, take the players spells away and make it so they take very heavy damage if they pick up a weapon ..... that could work.
In essence it comes down to this ..... it seems the mod authors are enamored with the Telvanni way of life.My current character considers these NPCs are perhaps the vilest beings in Skyrim. I ask myself do I really want to roleplay serving these NPCs just for the chance to get my freedom back. The obvious answer is no unless that journey is really compelling.Sugar coated poison is still poison.
PS .... no the captors didn't know that my character was Archmage of Winterhold ..... the mod specifically says that the NPCs don't know and don't want to know directly and specifically. If they knew they would probably kill the player immediately or find some other vicious use .... Every slaver knows a risky prospect. And yes I know about the amulet ..... it is half done .....
While I agree the bleedout and revive effect does bother me a bit, I think the better way to go around it is to basically put the npcs into godmode or make them static. It would make it to were they literally couldn't take damage, thus making the amulet much more viable. You do have to play through to kill anyone, but after you get your freedom you can go on a rampage. No one is essential after that. I still think this is one of the best quest mods to date (second only to Forgotten City). You have to take your time with this mod and explore everything. If that bothers you then I suggest playing something more combat oriented like Dark Souls.
Another example of where the mod authors failed to leverage their own excellent assets was in the early statge scroll testing quest. (SPOILERS)
One of the mages uses the player to test scrolls obviously as a guinea pig.During testing the dragonborn sees the city in flames after using one of the time scrolls .... this could be the start of a believable relationship with that mage that could affect positive change in the city and get your freedom back. The mage would say "I sense you are a powerful mage (if you are)" and the amulet prevents deception. The mage then cross examines you and eventually comes to conclusion you saw the near term demise of the city. The mage tries the scroll on himself and nothing happens .... it only works on the player.Suddenly the player is valuable as more than slave meat... and a compelling quest is born that makes the player more than a Good Slave Dog
Lastly.... If you really read my comments you would know that i did earnestly roleplay this mod and came to an impasse where my avatar would kill his captor or die trying ... It is really that simple..
You can insult me or my mother all you like but that's the way it is.I post here because I see real talent in this mod.... Bethesda is 5 years past their best before date ... And the only hope for Skyrim is teams like these modders.
Bethesda hides their lazy quest structure behind moral ambiguity....These types of modder teams don't have to....The NPCs in AHO are slavers, murders, cannables and probably rapists.... There is human flesh on the BBQ .... Like they aren't going to rape your avatar.....
If you make a mod about this type of slavery , go big or go home....as this is very very polarized....there really isn't much middle ground. Have you convince the 9 come to down in person and deal with them in a compelling way. Let you join the slavers ......There are so many possibilities ..... Being a good slave dog isn't one I am interested in playing...
How much blah blah blah, lol. Well, I'm and answer for some moments:
>I'm a Archmage of Winterhold, and my balls are bigger than Sovngard. We are happy for you, but it has absolutely no value and if you realy listening and realy undestanding what happens on your screen - you would not say it.
>Slaves, slaves everywhere! 1. Install Elder Scrolls III Morrowind 2. Start the game, you will see many slaves 3. Do not play Elder Scrolls series anymore
>mod is deleted. Well, why you write all this nonsense? Just go home and forget about this mod. Your review has no practical significance for us. Call us when you create something better.
@sirandar: I have to disagree to your style, but see your point of argumentation - and conclude opposite.
The setup, story-play and atmosphere are just brilliant. And i really appreciate stories where there is more than just hack-and-slash. I love this mod but still criticized this mod's story, too - as posted below regards the ending. And by exact opposite reason than you: I did run into the issue that i am about to destroy this wonderful city but instead want to preserve it. (Just check on Facebook 'Skyrim - play through')
HaemProjects, In lore damn near all slavery and the slave trade is wiped out by the time of skyrim. Hell, every mention I can find of slavery Almost always uses past tense to describe it. and further more for each of those mentions there is an accompanying excerpt describing how slavery and its practice is outlawed. I can see how an Isolated colony would probably continue in practice. but the dialogue of the mod states that they sell slaves back to morrowind and imply that its still widespread there. and the simple fact is that at the auction I hear one dunmer say "that lizzard is going to make a good purse" thats nazi s#*! right there.
And the fact that in Skyrim itself they make rugs out of Khajiit doesn't bother you? Maybe you should pay attention to the many new games where tolerance and inclusivity reign? Hm? I can't stop laughing.
Brotherman, if you knew the lore you'd understand why House TELVANNI still traffics in slaves. They have always been the house that keeps closest to the Velothian ways.
Everyone knows that the Dunmer are even bigger r*ci*ts than the Nord, so the creators of the mod are just sticking to the lore.If that's too much for you, go back to Reddit.
This mod is a ticking time bomb. I had 100 smooth hours without any issues on a save and only started getting random crashes playing any content related to Project AHO. I tried my best to enjoy til the final quest and ended up reverting to a save prior to starting, thank goodness someone made a start whenever addon for this. the only thing that stands out is how visually stunning it is. I think morrowind nostalgia skews peoples view on this peasant grade DLC.
just stumbled upon this for this first time in a playthrough an gotta say what a cool mod im really enjoying it great job will recommend to my friends and endorse :)
The mod is amazing in every way. I loved having to roleplay as a humbled and restricted dragonborn. Slavery is a controversial topic even to this day obviously it's also one of the worst situations a person can find themselves in, but in reality I believe murder is worse than slavery and no one bats an eye to murder. On the topic of the legendary dragonborn being knocked out, it's like People forget that he's still JUST A man/mer.
Believe it or not, I even grew attached to the Master that purchases us. He's just a grumpy old elven fella you love to hate, misunderstood and full of himself in the most "powerful evil wizard/scientist" sort of way, I woulda loved to have a sequence where He's in trouble and about to be killed and you have the choice to step in and protect him, like "I wont let you harm my master!" good times though I have not finished the playthrough but this is 10/10
Extremely good. I'm actually mindblown by the amount of quality content. Making you think and read but without forcing you. It's a MUST HAVE. I want to thank the creators and voice actors for this. Very replayable.
(disclaimer) I played it at level 204, but if I make a new character I will replay it like it's part of vanilla skyrim. Much love and thank you again for the quality content you guys are legends.
I found a bug where the dwarven jumper appears every time I fast travel via carriage the jumper is always at the destination waiting for me even though i have never summoned or even learned the spell tome or begun the aho quest
2971 comments
— No more annoying message box prompting every 12 hours!
Start the mod by visiting Mixwater Mill, an orc should find you there;
— Evos Mils fixed during auction scene;
— NPC's now have a level cap of 100;
— Perk “Light Foot” now works for the traps, number of traps decreased;
— Telvanni Hybrid Boots can now be found in the AHO ship;
— Shower effect in the AHO ship has been nerfed;
— Minor translation fixes;
— Added a message box on completion of the main questline.
Optional:
— A new version added: ESP file with an ESM flag, for those who need it
Played this on console years ago. Did a normal ending. A few weeks ago, installed and played on PC, did the murder-everyone ending as a catalyst for my Stormcloak. Works perfectly. Had 1k mods on my alt setup.
Will be playing again on my 2500-mod main setup. And will do the normal ending again. I love this mod. Carved Brink too which I'll also be replaying.
Some people in the comments are hilarious dumbasses. Thanks for your work HaemProjects and glad to see you in Ob:Re.
It has a great start, premise and incredible set design but the execution is seriously lacking in the following areas.
1) I went though quite a bit of preparation to kill the murdering bas%$%# that bought my character ...... the backlash spell was particularly satifying but what happens? He goes into the invincible bleedout mode for a while and pops back at full health ........Sorry that is not a valid game mechanic in my opinion ...... You could take away all my spells with an magic inhibitor, that is fair game ...... you could prevent me from drawing a weapon ... again fair game ...... But making my captor INVINCIBLE and essential and forcing me to do his bidding as the only way of progressing? No thanks .... instant removal of your mod.
2) These NPCs in this mod are playing a very dangerous and arrogant game..... in my play of this mod they caught the Archmage of Winterhold. A satisfying play of this mod would be them getting more than they bargained for and the player burning though them like a fire and burning the entire city to the ground ......I can tell the mod authors are blocking this with fake tricks ..... To make this mod work you have to take away the players ability to cast or use weapons.
3) The mod is a little schizophrenic when it comes to the treatment of the player. Are you slave meat to be burned or not? If not why teach me a slow time spell just for testing a few scrolls? What master gives their slaves the power to slow time?
4) For me the only good aspect of this mod would be burning the city to the ground ..... I don't see that happening....
To get some idea of where I am coming from here is my roleplay experience with your mod. SPOILERS
Played up to the point where I am released into your very impressive city ..... I am very very impressed so far. My character is the Archmage of Winterhold with a expansive spell list. I also have several spells which will teleport me back to Winterhold. I notice that I can still cast them all. I play along with my captors to judge my situation and it looks worse and worse. The body in the acid bath and Tamina's comments are the last straw. It either kill the slaver that bought me or be killed by him. That is the roleplaying solution many will come to. I judge his weakness and strengths and in the end roast him with his own spells using Backlash .... a fitting end, but wait he is not dead ... he is Essential ...... I remember getting the runaround from a few other mods I played ..... trust is broken .... mod is deleted.
There are plenty of ways this could have been avoided.
1)Take away all my spells and make it so I can't equip a weapon. Then introduce a game element where I break these bonds and slowly get may spells back. Then its surprise time.
2) Let the players avatar actually kill the slaver that bought them ..... the others in your city seem very Darwinian and don't like him anyway.
3) If the way you get your freedom back is passive, who would actually find your mod interesting? .... be a good little slave and get your freedom back like a good dog. Perhaps you do have a satisfying way to get your freedom back, but at this point I don't trust the mod enough to bother finding out.
4) Even this simple disclaimer at the start of the mod would help a lot
Dear Player ..... In this mod we treat your character pretty badly at the start and put them in a very passive position .... but trust us you will get to display the full measure of how badly you were treated before the end.
I hope Fallrim tools can completely remove this mod from my savegame.
First of all, if you didn't rush the dialogues you would have known that you are under a spell influence that makes you incapable of killing the masters and most of the citizens.
2. The dlc is intended to be played at low level 15+....It is clearly mentionned. on front page of the mod.....And as the authors says, the game was designed "in the best tradition of Bethesda studios"....So for the non-vanilla teleporting spells, maybe trie just to avoid using them, if they work....
3 the game would not sound so schyzoprhenic if you actually play the game, listen to the dialogues and investigate the story, read books, notes, etc...
4 You say "For me the only good aspect of this mod would be burning the city to the ground ..... I don't see that happening....
" wich sound so arrogant even for a good modder like you. Plus, if only you could see the ironie of this sentence.....
5. How would you fight the mobs and others creatures if they remove your spells ? By making them "temporarlly" essentials prevent you from killing them, since you are supposed to be a slave whit a spell on you, but still you keep abilitiys to fight, as a usefull slave you are....
6. I think the mistake you made was to play this dlc as if it was just a dunjon. This is far more than a dunjon. This is a Dlc, strongly detailed, whit lots of features. Having played this dlc 3 times, i dont think the autors are "amateurs". I really felt like it was a official release.
Let me tell you this. I am happy i saw this post. I had your mod "College of Winterhold The Missing Apprentices Quest Fix" installed. I uninstalled it and wont use any of your work again. Just because of your arrogant attitude and this unfair comment on a great dlc. You may or may not like a mod and comment on it. But here, i am sorry, it is rude....
2) Burning to the ground is an ending. On regaining your freedom, they would have realized they caught the Archmage and said so.
3) Erver Milo is not your master and you are not his slave. Furthermore, you are bound by suppression to prevent harm.
4) Burning to the ground is one ending. Answering once again.
5) Slaver can be killed. Like base game, once a pivotal part of quest has been reached, some essentials become unessential.
6) Puts me at ease knowing you will no longer be able to experience one of the greatest quest mods for Skyrim to date. Might as well uninstall Skyrim itself as well, since you don't like base game mechanics.
In essence it comes down to this ..... it seems the mod authors are enamored with the Telvanni way of life.My current character considers these NPCs are perhaps the vilest beings in Skyrim. I ask myself do I really want to roleplay serving these NPCs just for the chance to get my freedom back. The obvious answer is no unless that journey is really compelling.Sugar coated poison is still poison.
PS .... no the captors didn't know that my character was Archmage of Winterhold ..... the mod specifically says that the NPCs don't know and don't want to know directly and specifically. If they knew they would probably kill the player immediately or find some other vicious use .... Every slaver knows a risky prospect. And yes I know about the amulet ..... it is half done .....
One of the mages uses the player to test scrolls obviously as a guinea pig.During testing the dragonborn sees the city in flames after using one of the time scrolls .... this could be the start of a believable relationship with that mage that could affect positive change in the city and get your freedom back. The mage would say "I sense you are a powerful mage (if you are)" and the amulet prevents deception. The mage then cross examines you and eventually comes to conclusion you saw the near term demise of the city. The mage tries the scroll on himself and nothing happens .... it only works on the player.Suddenly the player is valuable as more than slave meat... and a compelling quest is born that makes the player more than a Good Slave Dog
You can insult me or my mother all you like but that's the way it is.I post here because I see real talent in this mod.... Bethesda is 5 years past their best before date ... And the only hope for Skyrim is teams like these modders.
Bethesda hides their lazy quest structure behind moral ambiguity....These types of modder teams don't have to....The NPCs in AHO are slavers, murders, cannables and probably rapists.... There is human flesh on the BBQ .... Like they aren't going to rape your avatar.....
If you make a mod about this type of slavery , go big or go home....as this is very very polarized....there really isn't much middle ground. Have you convince the 9 come to down in person and deal with them in a compelling way. Let you join the slavers ......There are so many possibilities ..... Being a good slave dog isn't one I am interested in playing...
>I'm a Archmage of Winterhold, and my balls are bigger than Sovngard.
We are happy for you, but it has absolutely no value and if you realy listening and realy undestanding what happens on your screen - you would not say it.
>Slaves, slaves everywhere!
1. Install Elder Scrolls III Morrowind
2. Start the game, you will see many slaves
3. Do not play Elder Scrolls series anymore
>mod is deleted.
Well, why you write all this nonsense? Just go home and forget about this mod. Your review has no practical significance for us. Call us when you create something better.
The setup, story-play and atmosphere are just brilliant. And i really appreciate stories where there is more than just hack-and-slash.
I love this mod but still criticized this mod's story, too - as posted below regards the ending. And by exact opposite reason than you: I did run into the issue that i am about to destroy this wonderful city but instead want to preserve it. (Just check on Facebook 'Skyrim - play through')
>"thats nazi s#*! right there."
Everyone knows that the Dunmer are even bigger r*ci*ts than the Nord, so the creators of the mod are just sticking to the lore.If that's too much for you, go back to Reddit.
Believe it or not, I even grew attached to the Master that purchases us. He's just a grumpy old elven fella you love to hate, misunderstood and full of himself in the most "powerful evil wizard/scientist" sort of way, I woulda loved to have a sequence where He's in trouble and about to be killed and you have the choice to step in and protect him, like "I wont let you harm my master!" good times though I have not finished the playthrough but this is 10/10
(disclaimer) I played it at level 204, but if I make a new character I will replay it like it's part of vanilla skyrim.
Much love and thank you again for the quality content you guys are legends.