Awesome mod, worked like a charm, with no conflicts or major bugs. A must try!
Spoiler below
Some feedback:
1. Too much clutter and objects on paths, getting you stuck as you run around - Remove unnessesary clutter on main paths. 2. The pirates, as a quest giver, were not introduced organically - You dont have a good reason to go to meet them as the people you meet first brand them as "attack-on-sight" enemies. That way I only met them after I´ve accepted the "peaceful" option from the deadra, making the throbbing heart quest impossible to finish (could not give it to the captain). Instead you should make some kind of reason for peacefully meeting with the pirates sooner. 3. The peaceful option did not have any closure and it felt generally underwelming - I got my reward and then the deadra just reverted to his original dialouge, as if it was the first time we spoke - Just add a dialouge to the deadra after you accepted your reward, something like "You have my thanks mortal, now leave this realm" etc. 4. Some areas were super-well-hidden in giant cells, but all you found there was nothing, urns with worthless loot or dead ends... 5. After accepting the peaceful option, you should still have the option to side with the alchemist or the pirates, not just remove the option the instant you accept. 6. The path (were you could and should walk) was at times confusing to understand. My high level character saw, what looked like a path, only to jump straight into random cliff-walls or dead ends. 7. The cool looking red-crystal weapons have lower quality textures, a bit sad because the design was awesome. 8. Some apparel crashed the game when you equip it (captains robes, etc.). 9. The paladin that got you there in the first place pretty much got forgotten in the castle tower - involve him again. 10. If you get to the top of the castle tower before starting the fight with the deadra and the blood atronach mask in your inventory, the blood atronach just spawns prematurely (because the mask "knew" there was a fight supposed to happen but the deadra was not there yet). 11. The details of the alchemist´s project was lost on me. What exactly did the do, and why specificly in this deadra realm was so important for them in order to aquire true resurrection/imortality, flesh this out more. 12. The size of the fake deadra and the real deadra were a bit too small, scale them up 1.1 in order to make them more imposing. 13. The giant skeleton corpse did not have anything to do with anything. Chekhov's gun says this is not optimal. 14. The location/nature of the "project". The Altmer keept his mouth shut, and you could ask no one else about it. When I was tasked of finding it I ran around randomly and did not know what I was looking for. Then I finally decided to go to the pirates (whom was presented as attack-on-sight enemies) as a desperate atempt. When I could not complete the Throbbing heart quest I had to look at this forum, where the posts revealed that the project was just sitting on a random bookshelf among other random clutter. To be forced to guess that you have to look for a needle in 10 haystacks is not optimal quest design. Instead, make it a topic for all NPC´s and some could give hints what and where it was located by slipping up or high persuasion/speechcraft.
5. The peaceful option kind of goes against both. It wouldn't make any sense to still do their quests gearing up for a conflict when your plan is to end it.
9. This is actually not true - if you go to him after killing the underlord and the winged twilight guarding (?) him, he'll show up in the alchemy lab after the ending.
11. The alchemy is based on the essence of the realm. The realm is one of Rebirth - as seen by the way life flourishes even while the landscape is completely destroyed and there isn't even a sun. The alchemists intended to use this unique magic to brew a potion which could return the dead to life, but didn't understand that "rebirth" doesn't just mean your body, but also your soul.
13. It foreshadows the fact that the daedra in the tower is not the true realm lord. The "sun" is the eyes of the mountain, while the "trees" is Therris. They killed it for trespassing in their realm - the daedra in the tower doesn't even bother expelling people clearly plotting to kill him.
Hello! I'm having a bit of a problem with progression in the mod. (Spoiler from the final quest): So, I was on the pacific route, and I handed the alchemists' project to the pirates. Soon after the daedra Therris appeared and took them away. Now, when I return to where the daedra is, he repeats that I have to deliver the mixture, and the pirates are there, but in a catatonic state. Did the quest stop there? Is this the peaceful route? Or is there something I missed? I apologize if this is a stupid question, and thank you in advance for your attention...
No one has checked the compatibility with Rebirth yet. Our mod makes minimal changes to Vvardenfell, it just adds a cave with no landscape edits to West Gash Region, -10, 14 The cave is called Brinear, so you can type in console coc Brinear exit the cave and see if there're any landscape conflicts with rebirth installed
Thank you so much for the quick response and the troubleshooting help. Im going to be trying this mod out for sure on a rebirth setup and non-rebirth setup
I think we need to ween off rebirth and have someone brave go in and make modern -birth compatible with tamriel rebuilt and bcom. Like, a fresh start. Rebirth landscape wasnt that good to begin with (opinion).
Aesthetics and vibes 10/10, but a lot of the times I felt lost in what to do/where to go and with the large distances to cross it made the end a bit of a struggle for me (especially as I was unprepared for the light platforming in the true end path and hadn't saved since the big battle). I'd recommend some more instructions/guidance/hints either in dialogue or in the journal so you know you're on the right track (and for future mods shorter dungeon paths)
I finally managed to finish this mod quest fully. One of the best quest mods out there: the writing and story telling was very good, characters and creatures straight phenomenal and the entire space very moody. At time though, I wished spaces were smaller and I also hoped I was 10 levels higher :). Really an awesome job!
I just finished my playthrough of this mod, and it was a great challenge. I spent waaaaaay too much time wandering around lost, but with the scenery, that wasn't the worst? We weren't prepared the first time we aren't the Luminous Vale (I'm running Ashfall), so we had to leave, provision ourselves, and then come back... and we still walked out with half our armor broken.
Thanks, I did the writing but I wasn't able to fully finish everything unfortunately so its a bit butchered in some places, hopefully i can get around to updating it at some point.
95 comments
Spoiler below
Some feedback:
1. Too much clutter and objects on paths, getting you stuck as you run around - Remove unnessesary clutter on main paths.
2. The pirates, as a quest giver, were not introduced organically - You dont have a good reason to go to meet them as the people you meet first brand them as "attack-on-sight" enemies. That way I only met them after I´ve accepted the "peaceful" option from the deadra, making the throbbing heart quest impossible to finish (could not give it to the captain). Instead you should make some kind of reason for peacefully meeting with the pirates sooner.
3. The peaceful option did not have any closure and it felt generally underwelming - I got my reward and then the deadra just reverted to his original dialouge, as if it was the first time we spoke - Just add a dialouge to the deadra after you accepted your reward, something like "You have my thanks mortal, now leave this realm" etc.
4. Some areas were super-well-hidden in giant cells, but all you found there was nothing, urns with worthless loot or dead ends...
5. After accepting the peaceful option, you should still have the option to side with the alchemist or the pirates, not just remove the option the instant you accept.
6. The path (were you could and should walk) was at times confusing to understand. My high level character saw, what looked like a path, only to jump straight into random cliff-walls or dead ends.
7. The cool looking red-crystal weapons have lower quality textures, a bit sad because the design was awesome.
8. Some apparel crashed the game when you equip it (captains robes, etc.).
9. The paladin that got you there in the first place pretty much got forgotten in the castle tower - involve him again.
10. If you get to the top of the castle tower before starting the fight with the deadra and the blood atronach mask in your inventory, the blood atronach just spawns prematurely (because the mask "knew" there was a fight supposed to happen but the deadra was not there yet).
11. The details of the alchemist´s project was lost on me. What exactly did the do, and why specificly in this deadra realm was so important for them in order to aquire true resurrection/imortality, flesh this out more.
12. The size of the fake deadra and the real deadra were a bit too small, scale them up 1.1 in order to make them more imposing.
13. The giant skeleton corpse did not have anything to do with anything. Chekhov's gun says this is not optimal.
14. The location/nature of the "project". The Altmer keept his mouth shut, and you could ask no one else about it. When I was tasked of finding it I ran around randomly and did not know what I was looking for. Then I finally decided to go to the pirates (whom was presented as attack-on-sight enemies) as a desperate atempt. When I could not complete the Throbbing heart quest I had to look at this forum, where the posts revealed that the project was just sitting on a random bookshelf among other random clutter. To be forced to guess that you have to look for a needle in 10 haystacks is not optimal quest design. Instead, make it a topic for all NPC´s and some could give hints what and where it was located by slipping up or high persuasion/speechcraft.
5. The peaceful option kind of goes against both. It wouldn't make any sense to still do their quests gearing up for a conflict when your plan is to end it.
9. This is actually not true - if you go to him after killing the underlord and the winged twilight guarding (?) him, he'll show up in the alchemy lab after the ending.
11. The alchemy is based on the essence of the realm. The realm is one of Rebirth - as seen by the way life flourishes even while the landscape is completely destroyed and there isn't even a sun. The alchemists intended to use this unique magic to brew a potion which could return the dead to life, but didn't understand that "rebirth" doesn't just mean your body, but also your soul.
13. It foreshadows the fact that the daedra in the tower is not the true realm lord. The "sun" is the eyes of the mountain, while the "trees" is Therris. They killed it for trespassing in their realm - the daedra in the tower doesn't even bother expelling people clearly plotting to kill him.
Hello! I'm having a bit of a problem with progression in the mod.(Spoiler from the final quest):
So, I was on the pacific route, and I handed the alchemists' project to the pirates. Soon after the daedra Therris appeared and took them away. Now, when I return to where the daedra is, he repeats that I have to deliver the mixture, and the pirates are there, but in a catatonic state. Did the quest stop there? Is this the peaceful route? Or is there something I missed? I apologize if this is a stupid question, and thank you in advance for your attention...
The cave is called Brinear, so you can type in console
coc Brinear
exit the cave and see if there're any landscape conflicts with rebirth installed
Thank you very much indeed for this!