Hey by any chance do you have any images of what the Priests and Healer look like? I'm curious because I have the losing my religion mod installed and I'm curious as to how that would affect the characters and whether there would be any incompatibilities.
Possibly, I wasn't concerned with having completed the whole quest since you get to "interrupt" Umaril's plans and foil his desicration of the other chapels while doing the quest. Those chapels remain in operation and are cleaned up almost immediately. Once you've seen the chapel in it's ruined state and talked to the prophet there is really no reason for the chapel to remain in that state. The guard will tell you that it's to remain that way until the investigation is over which leads me to believe they had more in store for it but like a lot of things in the game they never got around to doing whatever it was they had planned so the chapel just sat there. This allows you to go in and see it torn up so as not to break the immersion of the prophet's speech and the guards warning. Then when you've accepted the quest from the prophet it cleans up the chapel and puts it back into use. I could delay it until you visit the shrines of all the gods or something making a bit more time pass but I didn't feel it needed to wait that long. Maybe in a future version if I have time I'll make a few adjustments as to when it's restored and look into having one of the replacement priests or the healer sell spells like they do in the other chapels. But for now it is what it is.
Yeah, this is true. From the wiki: "The chapels in Anvil, Bravil, and Cheydinhal are restored, and replacements (Amragor, Aron Verethi, Beem-Kiurz, Eris Senim, Esbern, Inius Colus, Kinther, and Selene Duronia) for the slain priests (Laralthir, Avrus Adas, Marz, Uravasa Othrelas, Hil the Tall, Gruiand Garrana, Ohtesse, and Trevaia, respectively) appear in the chapels."
may i ask why you even have KOTN installed then, if you never do the questline? I mean you could deactivate that and the Anvil Chapel never gets attacked.
The Anvil Chapel does get restored at the end of the quest line but I never saw the sense in it taking that long to clean the place up. I rarely if ever went back to that chapel after I left Anvil that's why I made the mod.
Just for clarification, I'm guessing that you set this up such that after meeting the specified conditions listed in the description that the old Anvil Chapel cell is replaced by a new Anvil Chapel cell. If so, does that mean any mods that use the old Anvil Chapel cell are incompatible? At the moment I'm only thinking of Netherworld which places a quest giving NPC in the old chapel. I just wanted to find out if I should move the NPC prior to using this mod.
Yes, You would need to move that NPC, it would probably be easiest just to create a patch file to move his refernce marker from the old chapel to the new one I made.
Endorsed. Wolf, I agree with you. I always thought that "in real life" the Anvil people would mop up the mess soon after the event. Thanks for sharing! :^)
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It's not like they had a team of professional game designers and programmers and millions of dollars
"The chapels in Anvil, Bravil, and Cheydinhal are restored, and replacements (Amragor, Aron Verethi, Beem-Kiurz, Eris Senim, Esbern, Inius Colus, Kinther, and Selene Duronia) for the slain priests (Laralthir, Avrus Adas, Marz, Uravasa Othrelas, Hil the Tall, Gruiand Garrana, Ohtesse, and Trevaia, respectively) appear in the chapels."
may i ask why you even have KOTN installed then, if you never do the questline? I mean you could deactivate that and the Anvil Chapel never gets attacked.