Trolls in the Night. I can't find any trolls around the fort ruins. ...I have Better Cities Full installed. It is putting a River Shack right on this mod's troll spawning point.
...Got into the CS and moved the trolls and their marker over towards the ruins. That did the trick, trolls are now free to roam.
Hello there every one i know i am like 13 years late but the first quest witchcrafts yeh you are not suppose to kill the witch you just have to have really good sneak skill and take the dummy {toy bobbet} behind the alcamy taple she got and run to the guild
I got out of the maze but I lost my gear and am skimming the comments to see if its possible to get all my equipment back -_- super fun quest but like, f*#@ that sucks.
edit: for anyone else who may be looking it's in one of the chests in the cave - my graphics are just super dark and I completely missed it lol
After wasting hours of my life to these stupidly implemented quests that cause more issues than rewards. I decided it is best to just uninstall. I HIGHLY recommend ANYONE to NOT download this broken ass mod. Dev didn't even try imo. Just added s#*! without testing and called it a day.
i just started the mod quests and honestly IS THIS WITCHCRAFT QUEST SUPOSE TO BE FUN? no seryouly, how do you think about something like that, i mean i get it, get ou of a dark maze, figuring it out,but......<.<'' If annybody tought its fun please comment it here, because trying to escape to that place with just a few torches ando no hint about what to do, man....am i missing something? if i am, i dont think its my fault. That quest sucks for real, like , for real, cant i skip it?
I seriously don't understand how this quest stayed in here in this state. Who playtested it and thought "Yeah, this felt coherent and rewarding to play through!"?
Zero information, bugs out if you have anything in your inventory that bugs out the teleportation, and bugs out if you have a follower that the teleportation hits - BUT YOU ALSO GET A FOLLOWER IN THE QUEST. WHAT?
I got through the maze in a breeze (it was immediately obvious to me that you have to mix up staying left and staying right because there were multiple closed loops) but the respawning skeletons that my follower constantly chased after at her lightning speed were an absolute chore with my low-level archer build and no equipment.
But then I get out of the Maze, the witch is still there, and just casts the teleportation again? What? What's the point of any of this? Do I run? Kill her before she hits the teleportation spell? Then why give me a follower that she'll hit and CTD me with?
I'm all for having to figure s*** out myself, but then you either have to put the quality control in to make the experience possible to suffer through, or hide any clues, anywhere.
I could´t get out without the map of the maze included, and still was hard buuut I admire the design is a greeat greeeat Maze. Yes, (cheating but) it was fun
hello. im startting to download this file but,jugjing from comment this mods had mechanic trouble. i will wait for awhile.sad to see. planning to add additional quest for fighter and mage guild.
After getting to the end of the maze, the witch is still in the cave. She just keeps teleporting me back into the maze every single time. Is there a fix for this? I want to kill her via console commands but that might break the quest.
Being hit with, or having my follower (Vijlia) being hit with the witches spell is an instant ctd for me I completed the quest by immediately console killing the bish after entering the cave, before she has a chance even agro to me or vijlia, grab the weird doll thing on the table, and go back to give it to whatever his name is at the fighters guild. The quest didn't break. (Well... the kill command saved me from breaking my game, actually trying to compete it the way its intended is what breaks the quest and my game for me)
Yes I'm aware its a year old post, but I figure saying something might help other troubled adventurers in future
Also in my opinion, as much as I enjoy the idea behind the mod, execution sucks... its nothing but bugs, crashes, and confusion... its an absolute mess of inconsistency and broken scripting... I'll continue playing with it for now for save game stability as its already, unfortunately, a part of my L/O for this run, but after I'm done or if I'm made to restart for whatever reason, this, and Mages Guild Quests, are both going...
Do developers think it's really funny to make "Pest Control" incompletable on purpose? I searched this damned cave for 2 hours straight to finally open TES Editor and find out there's no possibility to actually complete a quest. I wish a testicular torsion to a moron who came up with such "ingenious" idea.
This mod have waaay too many problems, witch quest, valenwood camp quest and pest control in bravil alone are enough reasons not to use this mod (and there are probably even more bugged or super boring quests, as I only completed about 1/4 of all quests), it just not work! So I'm gonna uninstall it in my next walkthrough. It's a shame that wonderful mod "guild advancement" is dependent on this one, i'll probably make a standalone version in the future. For anyone who still using this mod: if you can't complete some quest, open console and type: ?sqt ; will show current quest id GetStage <questId> ; will show number of the stage of this quest SetStage <questId> <stage> ; try to pass some numbers greater then current stage, until you'll get notification of quest update. 100 stage is usually, but not always is the last stage of the quest. For pest control in bravil this won't work, as this quest is a bit trickier. Go to the orc, open console and type: ?Set AAFGBR01Quest.WayPoint to 99 Then talk to him and take your reward. You can also refuse to do any pest control in the future and I advice you to do so if you are not masochist.
251 comments
...I have Better Cities Full installed. It is putting a River Shack right on this mod's troll spawning point.
...Got into the CS and moved the trolls and their marker over towards the ruins. That did the trick, trolls are now free to roam.
edit: for anyone else who may be looking it's in one of the chests in the cave - my graphics are just super dark and I completely missed it lol
Zero information, bugs out if you have anything in your inventory that bugs out the teleportation, and bugs out if you have a follower that the teleportation hits - BUT YOU ALSO GET A FOLLOWER IN THE QUEST. WHAT?
I got through the maze in a breeze (it was immediately obvious to me that you have to mix up staying left and staying right because there were multiple closed loops) but the respawning skeletons that my follower constantly chased after at her lightning speed were an absolute chore with my low-level archer build and no equipment.
But then I get out of the Maze, the witch is still there, and just casts the teleportation again? What? What's the point of any of this? Do I run? Kill her before she hits the teleportation spell? Then why give me a follower that she'll hit and CTD me with?
I'm all for having to figure s*** out myself, but then you either have to put the quality control in to make the experience possible to suffer through, or hide any clues, anywhere.
I completed the quest by immediately console killing the bish after entering the cave, before she has a chance even agro to me or vijlia, grab the weird doll thing on the table, and go back to give it to whatever his name is at the fighters guild. The quest didn't break. (Well... the kill command saved me from breaking my game, actually trying to compete it the way its intended is what breaks the quest and my game for me)
Yes I'm aware its a year old post, but I figure saying something might help other troubled adventurers in future
Also in my opinion, as much as I enjoy the idea behind the mod, execution sucks... its nothing but bugs, crashes, and confusion... its an absolute mess of inconsistency and broken scripting... I'll continue playing with it for now for save game stability as its already, unfortunately, a part of my L/O for this run, but after I'm done or if I'm made to restart for whatever reason, this, and Mages Guild Quests, are both going...
Any help please?
?sqt ; will show current quest id
For pest control in bravil this won't work, as this quest is a bit trickier. Go to the orc, open console and type:GetStage <questId> ; will show number of the stage of this quest
SetStage <questId> <stage> ; try to pass some numbers greater then current stage, until you'll get notification of quest update. 100 stage is usually, but not always is the last stage of the quest.
?Set AAFGBR01Quest.WayPoint to 99
Then talk to him and take your reward. You can also refuse to do any pest control in the future and I advice you to do so if you are not masochist.