File information
Last updated
Original upload
Created by
SKULDROPR aka d3sim8Uploaded by
d3sim8Virus scan
Safe to use
Tags for this mod
Current section
About this mod
A DLC sized quest mod. Is the Dragonborn truly worthy of leading the Blades? Uncover the mysterious pasts of those who took part in Skyrim's civil war. Witness how connections are forged and broken in the white-hot heat of conflict.
- Requirements
-
DLC requirements
DLC name Dawnguard Hearthfire Dragonborn - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Telisha's Sketch - AnisSyazwani
Donation Points system
Please log in to find out whether this mod is receiving Donation Points
- Changelogs
-
-
Version 1.2.5
- Fixed - Followers / commanded actors continue engaging in combat when player is knocked out. They will now stop combat.
- Fixed - Portcullis in snow section of arcOdelia01 opens too fast. It now opens after a 5 second delay.
- Fixed - Flickering light source near snow section of arcOdelia01. Removed
- Changed - Move 'throw into fire' instructions to the beginning of Arminah's letter, so the player can skip reading it.
-
Version 1.2.4
- Compatibility - Telisha's and Eivind's packages in _arcTavernSceneQuestScene01 will now search for any chair, instead of only FarmTableBench01.
- Fixed - Inconsistent behaviour when actors agreeing to brawl. Eivind now exits his study idle. Calder and Telisha now look angrier.
-
Version 1.2.3
- Fixed - Telisha and Halvar not hanging as intended. Navcut underneath is now disabled when actor is moved. Engine bug workaround.
- Fixed - Debris floating to top of wolf shaft in arcOdelia02. Removed.
- Fixed - Added missing frost shader to draugr in snow section of arcOdelia01.
- Fixed - Added emittance to beams and lights in snow section of arcOdelia01.
- Fixed - Custom light (_arcBeamSunLight) added to use for emittance for beams at threshold in arcOdelia01.
- Fixed - Hammer sound in arcOdelia02 propagating too far. Decreased radius from 8000 to 4000 units.
- Fixed - Incorrect lighting in Arcadia's chamber. Emittance set for sunlight sources in area, except for in front of word wall.
- Fixed - Actor's walking away when agreeing to brawl. Using SetDontMove() in relevant dialogue topics.
- Fixed - Cillian moving in unintended way when travelling to chopping block. Set preferred speed to walk and moved imperial guard backwards by 8 units.
- Fixed - Valronis moving in unintended way when following cart in embassy scene. Changed package to follow only and set preferred speed to walk.
- Fixed - Skeletons potentially blocking Guardian / Messenger at Odelia's exit. Removed one and moved the other.
- Fixed - Frostbite spiders are now disabled if they have not already ambushed when _arcGuardianWebSceneQuest runs.
- Added - Extra frostbite spider ambush in arcOdelia02.
-
Version 1.2.2
- Compatibility - Inconsistent lighting in interior cells. Added custom region / weather data. Set emittance to objects / lights to match the weather in custom region.
- Compatibility - Corpses not hanging as intended. Adjusted nodes and positions for hanging rigs. All _arc*hang*ref* scripts now wait 3 seconds for havok to settle.
- Fixed - Telisha and Halvar not hanging as intended. AI system places actor, even if dead when enabled. Assigned _arcSDDSQuestVictimTravelVictimMarker package to Victim alias in _arcSDDeathSceneQuest.
- Fixed - Burning corpse not hanging as intended. AI system places actor, even if dead when enabled. Placed dummy navmesh beneath actor to facilitate AI placement when enabled.
- Fixed - Objects moving around in arcOelia03 near water breathing potion. Set all nearby objects to bypass havok settle.
- Fixed - Gap underneath dirt mound on threshold stairs in arcodelia01. Moved dirt mound downwards to fill in gap.
- Fixed - Lower portcullis potentially not opening in _arcGuardianPinkSceneQuest. Guardian now explicitly travels to his finish marker via an AI package in _arcGuardianPinkSceneQuestScene03.
- Added - Portcullis blocking forge doors until they are opened. This makes it more obvious to the player that they are opened elsewhere.
- Changed - Messenger's challenge is now approximately 30-50% easier, except for speed run mode.
-
Version 1.2.1
- Compatibility - USLEEP - SetDefaultState() in _arcDefault2StateActivator regression. Using custom function that reverts USLEEP changes.
- Compatibility - Dragon Bridge Overhauls - Halvar not sandboxing at Calder's Camp. _arcHalvarWanderDragonBridge package now checks for Calder's current package.
- Compatibility - Dragon Bridge Overhauls - Calder not completing his trespass scene. Final phases now begin based on marker distance, not location.
- Fixed - Chance of lower portcullis not opening. Increased Guardian's distance tolerance. Removed skeleton to prevent further collisions.
- Fixed - Fireplace light flickering in Valronis' Lab. Too many light sources on floor mesh. Removed upstairs light.
- Fixed - Shout and forge explosions displaying incorrectly. Set explosion radius to 2100 and 1800 units respectively.
-
Version 1.2.0
- Added - Packaged as All-In-One FMOD Installer.
- Fixed - Activation of lumber camp window is now filtered from the outside as opposed to showing a message.
- Fixed - Followers / Eivind getting stuck on rock outside of lumber camp. Rock removed.
-
Version 1.1.9
- Compatibility - Enhanced Landscapes - Rock blocking entrance to Odelia. It is now disabled via a dynamic patch attached to a marker in the offending rock's parent cell (Tamriel: 23, -27).
- Compatibility - ELFX - Walls appearing in middle of room in Valronis' Lab. All instances of SLGDWallSol03.nif replaced with vanilla versions. This is a bug with ELFX. It has been reported.
- Compatibility - No Lockpick Activate - Lumber camp door not opening upon unlocking. Lock state will now only be set upon cell attachment.
- Compatibility - Lighting Mods / Skyrim Particle Patch - Set external emittance for light beams at Guardian threshold to a custom fixed value so they always can be seen.
- Compatibility - Lighting Mods / Skyrim Particle Patch - Set external emittance for light beams in snow section of odelia01 to a custom fixed value so they always can be seen.
- Compatibility - Lighting Mods - Odelia too dark, making objectives unclear. Using custom lighting template instead of vanilla.
- Compatibility - SMIM - Map clipping through table in lumber camp due to CommonTableTwoBenches.nif being modified by SMIM. Moved map upwards by 1 unit.
- Compatibility - SSE Display Tweaks / Havok Fix / Other Havok fixes - Hanging corpse in arcodelia04 stuck in cage mesh when hung. Moved _arcBurningCorpseTorturePoleDummyRef downwards 16 units.
- Compatibility - Embers XD / Ember Mods - Embers with smoke emitters always using vanilla meshes. Separated all ember meshes from their respective smoke emitters. Deleted old mesh.
- Compatibility - USSEP / Other Trap Mods - Custom pedestals (Skull and Forge Book) now perform actions via OnTriggerLeave() instead of OnActivate().
- Compatibility - NPC Mods / City Overhauls - Changed all aliases in _arcCalderTrespassQuest to be filled via conditions instead of unique actors.
- Compatibility - CCOR / Flora Fixes - Charred skeever randomly placed at Guardian's editor location. Charred skeever changed from a flora object to a static object as a workaround.
- Compatibility - ISC / SAO / Sound Overhauls - Unrealistic sounds when Redguard is being beaten in _arcFlashbackQuest004. Reverted to vanilla sounds.
- Compatibility - SSE Display Tweaks / Havok Fix / Other Havok fixes - Skeletons causing Master Guardian to summon at unintended locations in arcOdelia01 and arcOelia04. Skeletons removed.
- Compatibility - SSE Display Tweaks / Havok Fix / Other Havok fixes - Lower portcullis in _arcGuardianPinkSceneQuest not opening. Guardian not being placed correctly due to above bug, increased distance tolerance in _arcGuardianPinkSceneQuestScene02.
- Fixed - Telisha's lockbox displays activation before _arcQuest001 allows it. Activation is now blocked until it is unlockable via the _arcDoorFilterLockedPerk.
- Fixed - Actors potentially moving out of position during _arcFlashbackQuest002. Added default package _arcFBQ002StayAtCurrentLocation to affected actors.
- Fixed - Eivind occasionally stands still when player leaves lumber camp after _arcFlashbackQuest001. Eivind's package is now evaluated immediately.
- Fixed - Light flickering in draugr hall in Odelia01. Light removed.
- Fixed - Light flickering in Valronis' Lab near large alchemy table. Light removed.
- Fixed - Lighting in Arcadia's chamber flickering. Removed extra sunlight source. Changed lighting template to compensate. Removed emittance on relevant objects.
- Fixed - Dragon Claw explosion applying force to objects and actors. Radius set to 0.
- Fixed - Shout explosion applying force to objects and actors. Radius set to 0.
- Fixed - Steam jet SFX sound propagating too far from source. Reduced sound descriptor radius from 1400 to 900 units.
- Fixed - Pot at Calder's camp dropping it's contents. Set pot to bypass havok settle.
- Added - Removable torch added for the player in the anterior chamber of Odelia. The player now has the option to use it with dark lighting mods.
-
Version 1.1.8
- Fixed - Messenger's line does not apply in all contexts. 'You were not fast enough.' -> 'You have suffered a defeat.'
- Added - Guardian's Wisdom scene / spell. The player can temporarily get hints and quest markers, at the expense of their vitality.
- Fixed - Passive Guardians potentially going aggro. Set AI data to Unaggressive and Help Nobody as default.
- Fixed - Arcadia potentially going aggro. Set AI data to Unaggressive and Help Nobody as default.
- Fixed - Master Guardian showing aggro on compass in _arcGuardianPinkSceneQuest. Manually setting AI data in his alias.
- Fixed - Guardians occasionally attacking each other. Added _arcGuardianFaction to be an ally of itself.
- Fixed - Possibility of trap shaft being activated twice. Modified _arcTrapShaftTripwireScript.
- Fixed - Messenger's quest was too difficult. It is now 20% easier. Changed default dialogue options to start with easy mode.
- Fixed - _arcSummonFX*Script throwing benign errors to papyrus log. Checking for current package before setting alpha.
- Fixed - Lantern exploding when shouting at Guardian. It is now only possible when inside the threshold.
- Fixed - Messenger's line does not apply in all contexts. 'You were not fast enough.' -> 'You have suffered a defeat.'
-
Version 1.1.7
- Fixed - Messenger's challenge too vague. Now explicitly labelled dialogue options with difficulty level.
-
Version 1.1.6
- Fixed - Dragon priest appearing in _arcGuardianDraugeSceneQuest, potential soft lock. Mislabelled vanilla levelled list. Using a different levelled list.
- Fixed - Player potentially not pulling aggro with Guardians. Removed all Guardians from the Blades faction.
- Fixed - Eivind still not playing first Smuggler's Den scene. Added extra phase, verifying he is loaded and waiting 3 sec.
- Fixed - Physics load causing clipping through shaft walls in odelia02. More debris in shaft removed.
- Added - Bridge rubble added to make the path more obvious in troll scene.
-
Version 1.1.5
- Fixed - Calder / smuggler not leaving in smuggle scene. Added BardAudienceExcludeFaction to aliases.
- Fixed - Lucky the goat standing still in _arcLumberCampFleeQuest. Allowed wandering in his alias package.
- Fixed - Eivind still occasionally not playing his additional Smuggler's Den scenes. Changed alias and fragment conditionals.
- Fixed - Player's horse fleeing from Thalmor in Dragon Bridge. Changed conditionals for citizen aliases in _arcLumberCampFleeQuest.
- Fixed - Player potentially clipping through walls of shaft in odelia02. Removed debris in shaft to reduce physics load.
- Fixed - Grammatical error in quest log of stage 1020 of _arcMessengerOfDeathOdeliaQuest. 'Messenger' is now capitalized.
- Fixed - _arcClintonCampfireQuestScene only running during _arcLumberCampFleeQuest. Corrected conditions in SM event node.
- Fixed - Valronis still clipping through floor in _arcOdeliaEntryScene04. He now sits on a lean marker at the beginning of scene 4.
- Fixed - Rumble and camera shake not proportional to distance when opening owl doors in Odelia. It is now proportional.
- Fixed - Eivind's dialogue (Travel together / Split up) not updating quickly. Moved scripts to starting fragments in all relevant topics.
- Fixed - Floating pot in lumber camp. Moved and bypassed havok settle.
- Fixed - Floating tankards in odelia01. Moved and bypassed havok settle.
- Fixed - Ruins pots in arcodelia04 jumping around. Changed to static versions where needed.
- Optimized - Optimized conditions for filling aliases in _arcLumberCampFleeQuest (Speed).
- Optimized - Optimized conditions for filling aliases in _arcSceneActorManagerQuest (Speed).
- Optimized - Spider aliases in _arcGuardianWebSceneQuest are now filled via conditions (Memory).
- Optimized - Skeever / burning corpse aliases in _arcGuardianPinkSceneQuest are now filled via conditions (Memory).
- Optimized - Removed unnecessary keywords from actor records.
-
Version 1.1.4
- Fixed - Potential crash and/or wrong animations if player is mounted while knocked out. Changed wait method for player dismount on knockout.
- Fixed - Horse attacking if player knocked out while mounted. Changed conditions for cleaning up actors during knockout scenes.
- Fixed - Cleaning up of actors in the above fix now has an exclusion component via keywords in each alias (_arcSAMQuestExcludeKeyword).
- Fixed - Scene actor manager quest now runs at embassy, as well as in cart. This stops horse attacking in above fixes.
- Fixed - Dragon not landing often enough during attack. It will now perch occasionally.
- Fixed - Objective to fight Thalmor incorrect. Changed _arcQuest003ThalmorAliasScript. Objective is now only applied before stage 130.
- Fixed - External emittance not set on light in snow section of arcOdelia01. Set external emittance.
- Fixed - Opponent saying goodbyes after initiating brawl. Changed all lines that initiate brawls into goodbyes.
- Fixed - Smuggler's Den entry scene 1 not playing. Changed Eivind's conditionals. His alias is always be filled, even if he is not loaded.
- Fixed - Smuggler's Den entry scene 1 not playing. _arcSDESQuestScene01 will now wait for him to load in.
- Fixed - Filling aliases for fleeing Thalmor was slow. Using exclusion keyword (_arcLCFQuestExcludeKeyword) instead of faction conditionals.
- Fixed - Lucky the goat not fleeing from Thalmor. Having him sandbox outside of town instead, as he cannot be moved inside.
- Fixed - Clinton not fleeing from Thalmor if campfire quest running. The campfire quest will no longer run while the Thalmor are present.
- Fixed - SFX for Guardian rune not loud enough (Loop and build up). It is now overall louder and loop points have been added.
- Fixed - SFX for touching ring had too much bass. Reduced bass amount.
- Fixed - Spelling error for Messenger. '...witness their moment of their passing.' -> '...witness the moment of their passing'.
- Fixed - Hi marker solution for Valronis offset ineffective in Odelia entry scene. Playing OffsetStop idle instead.
- Fixed - Possibility of Telisha's plaque activation becoming inactive. Blocking activation for amulet and plaque when amulet is moving.
- Fixed - Waiting granularity too high in Telisha's plaque script now activation is blocked (above fix). Reduced script load by 10x.
- Added - Dragon claw smelter and forge had no SFX. SFX added.
- Added - Larger acoustic spaces for epic caves and mines.
- Added - Tyra did not have a key for Smuggler's Den, even though she is the boss. She now has a key.
- Added - Technically, there was no way of bandits opening the secret door in Smuggler's Den from the inside. Lever added.
-
Version 1.1.3
- Fixed - Arcadia saying goodbyes after line, 'That cannot be.'. The line has now been changed to be a goodbye.
- Fixed - Valronis saying aggressive lines at end of embassy scene. This was due to dismounting horse and taking a hit, he will now no longer dismount.
- Fixed - The above change caused Valronis to clip through floor in Odelia entry scene. This was due his sitting offset when mounted. He is now moved to a higher marker.
- Fixed - Tedious to watch Odelia entry scene multiple times. The game now always saves after Odelia entry scene.
- Fixed - Eivind's dialogue not consistent when waking up in Lumber Camp. '...we've met...' -> '...seeing you...'
- Fixed - Some actors not fleeing in Dragon Bridge when Thalmor arrive. Changed conditions for all citizens / guards in _arcLumberCampFleeQuest.
- Fixed - Eivind's dialogue lines available during map scene. They are no longer available.
- Fixed - Valronis force greets more than once in Odelia entry scene. Added extra stage (95) to conditionalize his dialogue.
-
Version 1.1.2
- Fixed - Difficult to activate amulet on Telisha's plaque. Disabled collision on wreath, changed conditionals on _arcTelishaPlaqueActPerk.
- Fixed - Thalmor exiting lumber camp through basement window. They are now manually moved according to sneak / negotiate / fight as needed.
- Fixed - Eivind is now always moved in Odelia external entry scene. Favouring interaction over realism.
- Fixed - Activation not filtered for some locked doors in Odelia. Added delay to OnCellAttach() for _arcDoorFilterLockedScript.
- Fixed - Odelia exit door unlocked too early. It will now wait until the portcullis' have dropped.
- Fixed - Save / wait disabled after internal Odelia entry scene. They are now enabled every time in the final stage of _arcOdeliaEntrySceneQuest.
-
Version 1.1.1
- Fixed - Possibility of killing troll before Guardian banishes. It is now impossible to kill troll until the guardian allows it.
- Fixed - Calder's campfire still enabled, even though he has left. Changed _arcLightActScript, if the campfire is disabled, do nothing on cell load.
- Fixed - Thalmor Agent not following Redguard properly during _arcFlashbackQuest004. He will now follow more closely.
- Fixed - Eivind not always appearing for external Odelia entry scene. He will now be moved into postion under reasonable circumstances.
- Fixed - Odelia external entry scene quest ran if embassy scene played out. Edited stage 70 in _arcOdeliaEntrySceneQuest, the scene will now be stopped.
- Fixed - Draugr activation prompt is 'Search' when they are chained. It is now set to 'Release', and activation is filtered once they are released.
- Fixed - Some doors showing that they need keys in Odelia when they do not. Activation is now filtered for these doors when they are locked, and bars have been put in front where needed.
- Fixed - Possibility of soft lock if player has ring effect when inside of unintended interiors. Changed _arcArcadiaRingPerk so that all internal doors (excluding display cases) can now be activated.
- Fixed - Death scene not triggering in a timely manner in Smuggler's Den. It will now poll the player alias while inside the trigger and while it is in the Active state to begin the scene.
-
Version 1.0.9
- Fixed - Dead actors blocking the player's view during knockout scenes. They are now moved before knockout scenes commence.
- Fixed - Victim selection parameters of _arcSDDeathSceneQuest were overly obscure when triggering certain story paths. They are now relaxed somewhat.
- Fixed - Quest log entry for _arcQuest004 correction. Guardian -> Master Guardian.
- Fixed - Barter dialogue option available for Telisha during scenes. Option is no longer available when she is in a scene.
- Fixed - Removed rogue edit (HonningbrewMeadery02: REFR:00043D4E).
- Fixed - Calder / Halvar scene in Smuggler's Den soft locking. Doubled tolerance for Halvar's distance from Calder to guarantee progression.
- Fixed - Bandits, Eivind and Halvar all attacking in Calder / Halvar scene in Smuggler's Den. Manually handling all factions, assistance and aggression in all respective aliases.
- Fixed - Chance of soft lock if the player is given the ring when not in an interior. It will no longer soft lock, and the effect will end as intended.
- Fixed - Objective marker not appearing for Telisha when she is in Solitude or travelling. It will now appear when needed.
- Fixed - Calder smuggle scene won't always play. Added extra conditions to wait for the player to enter The Winking Skeever before commencing.
- Fixed - Telisha not sandboxing correctly in Solitude. Split sandbox procedures into 2 separate package presets.
- Fixed - Tavern scene not ending. If the player fast travelled upon exiting, Eivind never has a chance to sit. Added extra conditions into phase 5 of _arcTavernSceneQuestScene02.
- Fixed - Calder's campfire not disabled post Odelia. Removed enable marker as enable parent.
- Fixed - Ambiguous log entries when player is attempting to obtain the ring. Changed log entries to better reflect what the player needs to do.
- Fixed - Eivind talking about coin toss when he shouldn't in _arcTavernSceneQuest. Changed conditions in phase 4 and onwards in _arcTavernSceneQuestScene02.
- Fixed - Chance of sound persisting when approaching wall. Changed script on wall to stop any sound instances when re-entering the trigger, and only detect player.
- Fixed - Chance of followers getting stuck on navmesh at wall. Added navcut and decreased navmesh size.
- Fixed - Chance of actors / followers getting stuck under hang ref in Smuggler's Den. Decreased size of navmesh underneath navcut.
- Added - Extra dialogue options for Calder that will result in easier outcomes for the player (perks / items) if they have trouble obtaining the ring.
- Removed - Extraneous first paragraph in Telisha's favoured post Odelia note.
-
Version 1.0.8
- Fixed - Summoned Guardians abruptly disappearing when defeating Master Guardian. They will now be banished.
- Fixed - Objective marker to travel to Odelia still active once the player enters Odelia. It will now be inactive.
- Fixed - Filtered activation of actors / doors during _arcOdeliaEntrySceneQuest not functioning as intended. Now filtering as intended to guarantee scene will play out.
- Fixed - Potential that Odelia entry door destination was visible on activation. Now filtering activation when it loads in.
- Fixed - Possibility of soft lock if puzzle door is opened without Guardian force greeting in _arcQuest004. The Guardian will now always force greet and activation of the door is now filtered until he has done so.
- Fixed - When some Guardians were banished, their weapons were left behind. They are now removed upon dying.
- Fixed - Chance of Thalmor exiting Lumber Camp through window. They will now explicitly activate the front foor and be moved outside via script.
- Fixed - Objective markers not reflecting objectives clearly during Lumber Camp scenes. They will now point to the Thalmor when needed.
- Fixed - Sentries attacking Calder and Halvar. Custom sentry ally factions are now set when they load in, as they are leveled characters.
- Fixed - Bandits attacking Calder and Halvar. Using custom faction (_arcBanditAllyFaction) instead of using dunPrisonerFaction.
- Fixed - Potential for incorrect objectives shown in Messenger of Death quest. This was due to the CurrentVictim alias not being cleared when each objective is passed. It is now cleared when needed.
-
Version 1.0.7
- Fixed - Potential of soft lock after Valronis line (Correct.) in _arcFlashbackQuest004. Doubled invisible continue into a walk away topic to guarantee progression.
- Fixed - Chance of Halvar popping out of cage in _arcSDDeathSceneQuest. He now sits at a furniture marker instead of travelling.
- Fixed - Invisible actors in Smugglers Den. Cell resetting when it has never been loaded. It will now only reset if it has been loaded before. Using _arcCheckForLoadRefScript.
- Fixed - Dragon attack marker inside tavern in _arcDragonAttackSceneQuest would not start when re-entering tavern. Changed fragments in stage 30.
- Fixed - Potential crash due to incorrect duration for summon in / out fx. Reduced length of sounds to match effect duration.
- Fixed - Have you seen Telisha? -> When did you last see Telisha?. This dialogue is appropriate regardless of the outcome of previous quests.
- Fixed - Eivind getting in the way in map scene. He is now moved out of the way.
- Fixed - Messenger's target times will now always quantize to the closest 15 minutes.
-
Version 1.0.6
- Fixed - Other failsafes put in place to make eastern portcullis open after killing draugr.
- Fixed - Calder attacks everyone in Dragon Bridge. This is a USSEP incompatibility with vanilla bandit factions. Tweaked factions accordingly.
- Fixed - Calder / Halvar attacked by people they shouldn't be. This is a USSEP incompatibility with vanilla bandit factions. Explicitly set relationship data with sentries as an alternative to factions.
- Fixed - Lumber camp door won't unlock properly. USSEP incompatibility due to new animations. Changed lumber camp door scripts to compensate for new animation timings (delay of 1 second).
- Fixed - Rotating door at Odelia entrance toggling upon entry / exiting of cell. This was due to the pedestal activating upon entry of cell every time, despite properties set to activate once. Now will activate linked ref once instead.
-
Version 1.0.5
- Fixed - Dragon not continuosly attacking in Dragon Bridge. Dragon will now start combat with a random actor every 30 seconds.
- Fixed - If the player brawls Telisha or she becomes hostile while _arcTavernSceneQuest is running, Eivind has friendly dialogue. He will no longer say these lines if the player brawls Telisha.
- Fixed - Shrine left even though nothing to put on it. If there is nothing to be put on it, it will remain disabled.
- Fixed - Eivind not telling the player to go at the end of map scene. He will now tell the player to go.
-
Version 1.0.4
- Fixed - Multiple copies of forge book on player when they activate it. Changed _arcBronzeBookScript so that it executes on activation and waits until the player is out of menus.
- Fixed - Player making odd movements when entering odelia. This was due to followers. Now moving patrol start marker to player before starting patrol.
- Fixed - Rubble sometimes missing when opening rotating door from pedestal in arcODelia01. This was due to the rubble being simmed early and falling through the world. Added scripts to enable havok on activate and made the activation parent the pedestal.
- Fixed - Light shafts at rotating door in odelia not appearing on first entry. This was due to the new version of _arcNorRotatingDoorScript. Adjusted timings and activation delays to compensate for animation timing.
- Fixed - Eivind would always say his line when entering odelia, regardless of if the player could hear it. He will now wait until the player is close. Added conditional to the end of phase 1 of _arcOdeliaEntrySceneQuestScene01.
- Fixed - The Redguard in _arcFlashbackQuest004 is renamed after you read the letter.
- Fixed - Hot spring sound not looping correctly due to missing loop points. Added loop points.
- Fixed - Combat music playing over _arcThalmorEmbassySceneQuestScene03. Added silent track during this scene.
- Fixed - Combat continued when the player was shot in _arcThalmorEmbassySceneQuest and _arcOdeliaEntrySceneQuest. All combat is now stopped when the player is shot.
- Fixed - Guardian was not force greeting after _arcFlashbackQuest003. This is some sort of unknown vanilla bug. Loading him in late by banishing / summoning him accordingly whenever his parent cell detaches / attaches.
-
Version 1.0.3
- Fixed - Dragon not holding postion over Dragon Bridge when attacking. Added combat override package.
- Fixed - Player making odd movements upon entering Odelia. Changed travel marker to Eivind's. Added package to player alias to stay at current location.
- Fixed - Spelling error in quest log in stage 150 of _arcQueest003. Birdge -> Bridge.
- Fixed - Table activation made it difficult to activate map marker in _arcEivindNavigateQuestScene02. Added filter activation perk to prevent activation during scene.
- Fixed - Sabrecat falling down hill when exiting Odelia's front door. Changed rock and tweaked navmesh.
- Fixed - Player reading book at forge, but not taking it. Edited _arcBronzeBookScript so that the player will always take the book upon reading it.
- Fixed - Victim in _arcSDDeathSceneQuest would not always have thier hood. Explicitly equipping hood where applicable before hanging actor.
- Fixed - _arcRuneDebrisScript would try and cast spells, even though references were not loaded. Now unregistering for updates when reference's parent cells are not attached.
- Fixed - Guaridan's effect shader carrying over into flashback cell in _arcFlahbackQuest003 (Vanilla bug). He will now banish himself before the flashback cell loads.
- Added - Improved signposting in hot spring room. It is now more obvious where the player needs to go.
-
Version 1.0.2
- Fixed - Followers not being knocked out. They need to be loaded in first. Changed order of moving player in _arcOdeliaEntryQuest.
- Fixed - Some rotating doors opened on load when they should be closed. Moved in editor. This was due to inverting animation logic in _arcNorRotatingDoorScript.
- Fixed - Light beams in arcOdelia01 enabling when door closed. This was due to inverted logic in the above fix. Inverted logic in _arcPedestalDoorBeamActRefScript.
- Fixed - Fade game in finishing too early. Increased for 2 sec to 3 sec, this gives 1 sec for everything to execute.
- Fixed - Wrong objects begin disabled in _arcEivindNavigateQuestScene02. Now using a trigger to disable all non static objects.
-
Version 1.0.1
- Fixed - Changed all scripts for hanging actors, as well as _arcSDDeathSceneQuest fragments to (hopefully) hang actors every time.
-
Version 1.0.0
- Fixed - Removed most instances of *NoWait() functions, making operations more deterministic. This should fix most progression issues.
- Fixed - Calder and Halvar not in Dragon Bridge upon mod initialization. Changed packages when they are initialized.
- Fixed - Possibility of hostile commanded actors being caught in aliases by _arcFollowerManagerQuest. Added conditional to make sure that they are not hostile.
- Fixed - Telisha's lantern is lit, even though she is not at home post-quest. Moved her outside of her home.
- Fixed - Stockade barricades in _arcFlashbackQuest003 were destructable. Replaced with indestructable version.
- Fixed - Water plane in _arcFlashbackQuest003 not pushing actors away. Now pushes actors away.
- Fixed - Could see movement of actors when exiting lumber camp in lumber camp scenes. Added 2 second fade from black (stage 80 _arcquest002).
- Fixed - Could see movement of actors when exiting smugglers den after death scene. Added 2 second fade from black (stage 120 _arcquest003).
- Fixed - Lever at bottom of Smuggler's Den blends with wooden beam. Rotated 180 degrees.
- Fixed - Draugr will not always emerge from their sarcophagi in _arcGuardianDraugrSceneQuest. Manually changed timing in _arcChainGlowActScript instead of using parent activation delay.
- Fixed - Experimental: Intermittent crash when knocked out for first time in Odelia. Changed order of actor movement in stage 70 of _arcOdeliaEntrySceneQuest. The player is now moved last in all cases.
- Fixed - Random bones falling down stairs when exiting Odelia. Disabled skeleton (000ce640) in Tamriel 32 -30 (Vanilla havok bug).
- Fixed - Dialogue would get stuck for about one minute if Eivind was bleeding out when delivering dialogue from the _arcQuest003EivindLeaveLumberCampStart topic. Added a conditional, so that you cannot talk to him if he is bleeding out.
- Fixed - Incorrect target time displayed for Messenger Of Death quest. Now updating current instance global for target time whenever a checkpoint is reached.
- Fixed - Frostbite spider in arcOdelia02 not set to ambush on trigger. Now set to ambush on trigger.
- Fixed - Guardian would fail to force greet _arcFlashbackQuest003Scene01 due to having too much dialogue (Vanilla bug). Moved the rest of his dialogue lines into an invisible continue.
- Fixed - Messenger of death stuck in dialogue after force greet. Using new function ShutdownWithDelay() instead of waiting in topic info script.
- Fixed - Rotating door at entrance in arcOdelia01 would alternate open / closed when re-entering cell. Changed OnLoad() to OnCellAttach() in _arcNorRotatingDoorScript. Reversed animations for OnCellLoad().
- Fixed - Multiple instances of opening sound for Odelia entry door sound can play when entering. Replaced script with (_arcOdeliaEntryDoorMarkerRefScript). Only one instance will play now.
- Fixed - Chained draugr exhibiting odd motion. Chains are now released to havok after one second of connection to draugr. PushActorAway() now used on draugr instead of ApplyHavokImpulse().
- Fixed - Force greet location after _arcSDDeathSceneQuest was inconsistent. The removed sentries maintained their actor offset values, even though they DNE. Disabled them, then removed them once the tavern is entered later in _arcQuest002.
- Fixed - Position of released draugr glitching out on game load in _arcGuardianDraugrSceneQuest (Vanilla havok bug). Now banishing released draugr on game load.
- Fixed - Removed unused properties on various scripts as declared by the papyrus log.
- Fixed - Eivind's dialogue options for following / splitting / navigating to Odelia were glitched. Adjusted topic info conditionals and priorities.
- Fixed - Hanging actors not appearing in _arcSDDeathSceneQuest. Forced enabling them after setting them to the Hanging state on stage 0.
- Fixed - Doors in forge have activation prompts, which is confusing. They no longer have any activation prompts.
- Fixed - Eivind wont force greet in lumber camp. Increased raduis of his force greet location and changed letter alias script to set stage on container changed or when read.
- Fixed - No objective marker when fighting the Thalmor at lumber camp. There are now journal entries and objective markers.
- Fixed - Thalmor had no behaviour post detection in lumber camp. They will now guard their location until the player fights them as per the new journal entries and objectives above.
- Fixed - Tyra starting combat with Calder when Calder is victim. Changed her AI to help friends and allies. Made _arcCalderFaction an ally of the bandit faction.
- Fixed - Halvar attacking the player when released from cage. All of his factions are managed in his alias script, then restored in stage 30 of _arcSDDeathSceneQuest.
- Fixed - Added Calder and Halvar to _arcTavernTrespassFaction until they gain the favour of Telisha.
- Fixed - Actors took too long to exit in _arcFlashbackQuest004. Added an extra phase to _arcFlashbackQuest004Scene02, where they all activate the door at once, instead of following.
- Fixed - Possibility of the Thalmor exiting through basement window when negotiating in lumber camp, temporarily added them to DragonBridgeHorgeirHouse (cell owner) faction via their aliases.
- Fixed - Decreased time from 10s to 5s to begin _arcQuest004 when finishing _arcOdeliaEntrySceneQuest.
- Added - Lumber camp fight scene could potentially last forever. Added 2 minute timeout.
- Added - Walking animation for the player when entering odelia.
- Added - Save game when _arcQuest004 starts if the thalmor embassy scene played out.
- Added - Chance of encountering snow wolf in arcOdelia02.
- Added - Eivind now offers to mark the location of Odelia on your map when travelling, and will play a scene when he does.
- Changed - Messenger of Death's challenge was too easy. It is now 20% more difficult.
- Optimized - Removed unused voice files.
-
Version 0.9.981
- Fixed - Reverted GetDisabled() conditional for Eivind at the end of phase 6 of _arcOdeliaEntryScene04.
-
Version 0.9.99
- Fixed - Actors would loose their inventory during _arcThalmorEmbassySceneQuestScene03. Reset actors beforehand and move Thalmor Agents / Valronis into position last.
- Fixed - Telisha loosing her inventory when save / loading. This was due to the forced OnLoad() event in stage 0 of _arcSDDeathSceneQuest. This has been removed. Refer to the below fix.
- Fixed - Victim not appearing in _arcSDDeathSceneQuest. Changed DisableNoWait() to Disable() for all victims in stage 20 of _arcQuest002 before _arcSDDeathSceneQuest is started.
- Fixed - Hits happening too soon after eating food in _arcFlashbackQuest004. Added 2 second delay in _arcFBQ004HitSoundMarkerScript.
- Fixed - Glitchy door teleport when exiting arcODelia06 due to player being AI controlled. Removed AI control before exiting, now manually activating door via script.
- Added - Controller rumble throughout _arcFlashbackQuest003.
-
Version 0.9.98
- Fixed - Chance of Eivind not entering Odelia in _arcOdeliaEntrySceneQuestScene04 as his 3D was not enabled by the time phase 7 was reached due to EnableNoWait() in stage 110 of _arcOdeliaEntrySceneQuest. Changed to Enable() and added a conditional in phase 6.
- Fixed - DummyBow on table in Smuggler's den falling through table. Moved upwards and disabled havok settle.
- Fixed - Thalmor clipping through front gate in _arcThalmorEmbassySceneQuest. Manually set front gate to open in stage 20.
- Fixed - Objective still pointing inside lumber camp when player is outside lumber camp in _arcLumberCampSceneQuest when negotiating with the thalmor. Set objective to only point at marker when the player is still inside the lumber camp (GetStage _arcQuest003 < 120).
-
Version 0.9.97
- Fixed - The lumber camp door would not always play it's locking sound. It will now always attempt to play sounds on both sides, depending on which has its 3D loaded.
- Fixed - Not all citizens would flee in _arcLumberCampFleeQuest. Changed conditions on Citizen and Guard aliases to cast a wider net.
- Fixed - Not all citizens would flee in _arcLumberCampFleeQuest. Combat is now stopped for all actors and their packages are explicitly evaluated so they will always execute their packages.
- Fixed - The Thalmor had a chance of only detecting player, instead of entering combat during _arcLumberCampSceneQuestNegotiate02Scene. Flagged all Thalmor packages with No Combat Alert, they will now enter combat immediately if they detect the player.
- Fixed - Lumber camp basement window played sound after changing cells. Added dummy animations so open / close sounds have time to play when using window.
- Fixed - All _arc*flames* activators did not have editor markers, making them very difficult to align. Added custom editor markers.
- Fixed - FQMNPCFollowerRef not filling in _arcThalmorEmbassySceneQuest if follower(s) bleeding out. Changed alias flags to allow dead, now using the GetDead() conditional to check instead. This is an engine bug.
-
Version 0.9.96
- Fixed - Chance of Halvar / Telisha not loading in during _arcSDDeathSceneQuest. An OnLoad() event has been forced in each of their respective _arcHangRefScript child scripts in stage 0 of _arcSDDeathSceneQuest.
-
Version 0.9.95
- Fixed - Eivind's hands are bound in _arcOdeliaEntrySceneQuestScene01 when they shouldn't be. Changed conditions on package (_arcOESQuestEivindDoNothing) so that it only runs while Eivind is inside Odelia.
- Fixed - Arminah not reliably hit in _arcFlashbackQuest004. Replaced and faked with a sound marker instead.
- Fixed - Wait time between Guardian disappearing and troll roaring in _arcGuardianTrollSceneQuestScene was too long. It has been decreased from 5 seconds to 2.
- Fixed - Ice wraith in arcOdelia01 not ambushing correclty, AmbushOnTrigger has now been set.
- Fixed - Guardian fails to force greet after _arcFlashbackQuest003Scene01. He now has his package evaluated after _arcQuest004.SetStage(10) has fully returned.
-
Version 0.9.94
- Fixed - Increased duration of _arcchainglow.wav to match extra duration introduced by parent activation delay from _arcChainTrigRef.
- Fixed - Chance of Guardian not automatically forcegreeting after _arcFlashbackQuest003Scene01. The scene now waits until the Guardian loads in before finishing.
- Fixed - Replaced pull bar at bottom of shaft in arcOdelia03 with a lever to make it more obvious.
-
Version 0.9.93
- Fixed - Added activation delay to draugr in _arcGuardianDraugrSceneQuest from _arcChainTrigRef while they are in the "Sarcophagus" state. This guarantees they will have enough time to be moved into thier respective sarcophagi.
- Fixed - Aggro showing on compass in _arcFlashbackQuest003. Stopped combat alarm for the player in stage 10 of flashback004.
- Fixed - A full save is now requested by _arcOESQuestTrigRef, instead of an auto save, this way, it will not be automatically overwritten.
- Fixed - Could not fast travel upon exiting Odelia. _arcGuardianFlamesSpell was stuck on the player. Fundamentally changed how it works. Too many changes to list.
- Fixed - NPC's would get caught in a loop trying to loot Telisha in Smuggler's Den. Added small navcut around her, so they access her.
-
Version 0.9.92
- Fixed - Tweaked summoning effects to look better.
- Fixed - Draugr not being released in _arcGuardianDraugrSceneQuest, due to the Banish() function taking too long to return. Now switching state to "Sarcophagus" beforehand in _arcChainDraugrRefScript.
-
Version 0.9.91
- Fixed - Eivind incorrectly detecting if Telisha played coin toss. Added fragment to the beginning of _arcCoinTossQuest so _arcCoinTossQuestScript knows that the Innkeeper is Telisha
- Fixed - ThalmorAgent01 travelling to external look far marker, not internal during _arcLumberCampSceneQuestNegotiate02Scene. Package now points to internal look far marker.
- Fixed - Adjusted navmesh around new lever in Smuggler's Den.
- Fixed - Waiting for one second after calling RemoveAllItems() in _arcBurningCorpseHangRefPotionScript, as the function is latent and returns befroe it is finished.
-
Version 0.9.9
- Fixed - Conditions for starting quest via Calder's dialogue topic (_arcDialogueQuestCalderDragonBridgeBranchDetailsOffer) did not actually check if shout was unlocked, only if it was obtained. Changed to GlobalVariable AllowPlayerShout = 1.
- Fixed - Calder's dialogue in _arcSDDeathSceneQuestCalderVictimScene. ...operation, I cleary was misinformed... -> ...operation. But clearly, I was misinformed...
- Fixed - Eivind would not continue past phase 1 of _arcSDESQuestScene02 unless the player was close to the lantern. He will now continue it if he is close to the lantern too.
- Fixed - _arcSDESQuestScene03 would not play out due to incorrect conditions in Eivind's alias. The alias will now fill if _arcQuest002 equals 70.
- Fixed - _arcSDESQuestScene03 will now end early if the player leaves Smugglers Den.
- Fixed - _arcBurningCorpseDeadRef could have items other than ResistFire100 with new script (_arcBurningCorpseHangRefPotionScript). It now removes all items prior to making sure it has exactly one potion every time it loads in, until the player takes the potion.
- Fixed - _arcSteamJetActSpell now does double its previous damage (Magnitude: 50). This makes the underwater section in _arcOdelia02 more challenging.
- Fixed - _arcCalderFleeQuest could potentially end too early, leaving Actors stuck in their current position. Modified _arcCFQuestActorAliasScript, actors will now be disabled and moved to thier editor location, and the quest will now terminate only once both actors are disabled.
- Fixed - Tweaked particle shader in _arcSummonFXScript to make the summoning / banishing of actors look better.
- Fixed - Messenger would show banishing effect if player changed cells while interacting with him. He will now immediately disable if the player changes cells. This is done via _arcMODQuestTriggerAliasScript.
- Fixed - Messenger's summoning trigger has now been brought out to 1024 untis from 768 units to compensate for quest startup lag on Xbox.
- Fixed - Messenger's summoning trigger would not fire upon the player entering it via a load door. It will now disable and then enable itself upon it's parent cells attachment, but only if it was already enabled
- Fixed - _arcOdeliaEntrySceneQuestScene02 will now complete when it's timer completes, instead of when the player has finished partolling, this acts as a failsafe, in case the patrol is impossible to finish.
- Fixed - Put some wine in Calder's inventory. You can pickpocket him, but he is smart, and you won't be able to get everything he has, as the wine he sells you is scripted anyway.
- Fixed - Changed the value of _arcCalderWineFood wine to 125 gold. This reflects a more realistic price, and it shows that Calder is selling it to you at a profit.
- Fixed - _arcCalderSmuggleSceneQuest will now only happen in the morning on a Tirdas, as that reflects his AI behaviour and what is wirtten in his schedule.
- Fixed - _arcCalderSmuggleSceneQuest will now only happen if we have not confronted Calder yet. This is done via the conditional GetStage <= 60 for _arcQuest001 on its SM event node.
- Fixed - _arcCalderSmuggleSceneQuest now moves Calder and the Smuggler into position as new stage fragment which is set by a new phase added to the start of _arcCalderSmuggleSceneQuestScene01, as doing it in the startup stage was not reliable.
- Fixed - Reverted Parent variable to a cast in _arcShaftPortcullisEastRefScript, as the Parent variable throws and error, as it cannot consistently be looked up by the scripting engine.
- Fixed - Some actors would hum or talk to themselves during _arcFlashbackQuest002, dispite having the No Idle Chatter Flag set. All actors except for Valronis now use _arcBlankVoice for this quest.
- Fixed - It is confusing that you could not talk to Telisha the first time you meet her. She now has lines telling you to come back later. These are implimented as Hellos in _arcTavernSceneQuest.
- Fixed - Modified Telisha's Hello conditionals in _arcDialogueQuest so they do not overlap with the new hellos implemented in the fix above while the beginning of _arcTavernSceneQuestScene01 plays out.
- Fixed - Eivind affected the player's stealth meter while he was allied with the player. Modified SetAlly() in _arcQuestActorFollowerAliasScript so any allied actors will not do this anymore.
- Fixed - Pullchain in Smuggler's Den was not obvious enough, and was frustrating players. Changed to lever and moved into line of sight.
- Fixed - ThalmorAgent01's AI would get stuck in _arcFlashbackQuest004Scene01 when hitting Arminah. Added failsafe timers to phase 8 and phase 11.
- Fixed - ThalmorAgent01's AI would get stuck in _arcFlashbackQuest004Scene01 when hitting Arminah. Changed AI package (_arcFBQ004ThalmorAgent01UseWeaponArminah) to explicitly define more reliable behaviour.
- Fixed - Player's getting confused how to progress in _arcFlashbackQuest004. Changed Valronis dialouge in _arcFlashbackQuest004ValronisFGStage125BranchTopic. You will likely be spending the rest of your time here until I see fit. -> Perhaps start with the torture cell over there...Oh, and remember, you will likely be spending the rest of your time here until I see fit.
- Optimized - Changed all blank voice assets to lowest possible bitrate (20kbps). Decreased mod size by around 20MB.
- Optimized - Nested conditionals for all Change Location SM event nodes, this means less conditionals will be evaluated overall.
-
Version 0.9.8
- Fixed - Explicitly set hidden flag on all editor markers. This is so they do not show up on Xbox.
- Fixed - Guardian would not say lines in _arcGuardianEntrySceneQuestScene01 due to undetermined execution order between Xbox and PC. Added extra phase to the start of _arcGuardianEntrySceneQuestScene01 and _arcGuardianExitSceneQuestScene01 so said scenes will now wait for the guardian to load in before resuming.
- Fixed - The opponent's friend kept fighting after defeat in _arcBrawlQuest. They will now ignore combat, unarm themselves, and quietly flee to your opponent after you defeat either them, or the opponent.
- Fixed - Increased Halvar's base health to be more in line with Calder's, otherwise he is too easy to kill.
- Fixed - Halvar getting stuck on Calder at camp. He will now keep his distance from Calder when he is at camp.
- Fixed - Calder will only sandbox around his camp if it's parent enable marker is enabled.
- Fixed - Calder's AI packages now only apply if _arcCalderFleeQuest is not completed. After which, he will sandbox in his editor location (_arcCalderEditorLocationSandbox)
- Fixed - Calder will now light his campfire / sandbox at camp based on the enable state of it's flames (_arcCalderCampfireFlamesRef) instead of it's crouch marker (_arcCalderCampFireCrouchMarkerRef).
- Fixed - _arcCalderCampFireCrouchMarkerRef was linked to itself. Calder would get caught in a loop trying to light his fire. It is now linked to _arcCalderCampfireActRef. Calder will now change package upon lighting the fire.
- Fixed - Increased magnitude of flame cloak on burning corpses from 2.5 to 5.0. They will now do more damage at melee range.
- Fixed - Draugr would not physically release from chains in _arcGuardianDraugrSceneQuest if the player saved and loaded a game in the cell. They will now reconnect on game load if they are in the 'Chained' state.
- Fixed - Cleared some vanilla bushes from around Calder's camp, as they were in the way, and Calder would have cleared them.
- Fixed - Deleted ThalmorAgent02 instead of removing, as quest alias created leveled actors can be deleted, as long as they are not placed in the editor, or by using PlaceAtMe().
- Fixed - Killed all 3 bandits in _arcOdeliaEntrySceneQuest after removing them. This prevents them from showing up as invisible aggro in the compass. This only seemed to happen if _arcThalmorEmbassySceneQuest played out.
- Fixed - Replaced all instances of FXFogFacing01 with FXFog01, as it does not clip like the former when the player walks through it.
- Fixed - Added new script to _arcBurningCorpseDeadRef (_arcBurningCorpseHangRefPotionScript) that works fundamentally differently. This new script ensures there is always exaclty one potion in it's inventory, until the player takes it.
- Fixed - Added No AI aquire and Ignored by sandbox flags to _arcBurningCorpseDeadRef. This way, NPC's will always ignore it.
- Fixed - Added extra phase into _arcLumberCampSceneQuestSneak02Scene. Splitting up and waiting for ThalmorAgent02's dialogue lines. This slows the pacing of the scene, making it seem like ThalmorAgent02 is actually looking for the player.
- Fixed - Eivind would lose his teammate status due to an incorrect conditional in stage 10 of _arcSDEivindSceneQuest. Removed conditional, and adjusted teammate status individually in each fragment as needed.
-
Version 0.9.7
- Fixed - Added conditional so that _arcTESQuestPerk perk only applies when _arcThalmorEmbassySceneQuest is running. This acts as a failsafe in case the quest terminates early.
- Fixed - Modified _arcOESQuestPerk so that it filters activation for all objects except Valronis, and filters activation for all objects when the player is sneaking, this prevents pickpocketing and unwanted activation of other actors, causing the scene to potentially freeze.
- Fixed - _arctrapstart.wav was exported as a mono file, when it is supposed to be played back in stereo. It has now been exported in stereo.
- Fixed - Missing collision on mesh (_arcminewoodbeamshort01slice.nif). Collision added.
- Fixed - Set animation flag for _arcpuzzledooranim.nif, as the object is animated, albeit as a translation in an attached script.
- Fixed - Missing collision and BSXFlags node on mesh (_arcwoodcap.nif). Collision added.
- Fixed - Removed additional editor marker node in _arcBeamFX.nif.
- Fixed - Removed additional editor marker nodes from _arcSplashPlane.nif.
- Fixed - Removed EditorMarker flag from _arcteleportactoff.nif as it does not contain an editor marker.
- Fixed - Dirt clods from dragon mound explosion mesh (_arcdragonmoundexplosiondirt.nif) now fade after 6 seconds, so they do potentially block the player from seeing other actors.
- Optimized - Resized burning corpse body texture (_arcburningcorpsebody.dds) from 2k to 1k.
- Optimized - Resized pink falling leaves texture (_arcpinkleaves.dds) from 2k to 1k.
- Optimized - Changed channel count of _arcsnowicewraithscream.wav from 2 to 1, as it was played back in mono regardless.
- Optimized - Changed channel count of _arcsteamjet_lp.wav from 2 to 1, as it was played back in mono regardless.
- Optimized - Changed channel count of _arctrollroar.wav from 2 to 1, as it was played back in mono regardless.
- Optimized - Removed bogus nodes and optimized collision for _arcdispelrunebarrier.nif
- Optimized - Removed bogus nodes and optimized collision for _arcbarrier.nif
- Optimized - Removed bogus node from _arcdispelruneexplosion.nif.
- Optimized - Removed bogus node from _arcdispelrunetargetfx.nif.
- Added - Wind sound marker in water shaft in odelia02
- Added - Wind sound marker in shaft in arcsmugglersden
- Added - Controller now vibrates during _arcDragonAttackSceneQuest whenever the dragon flies overhead while the player is inside the tavern.
- Added - Controller now virbates during _arcFlashbackQuest001 when the dragon mound explodes, when it roars, and when it leaves.
-
Version 0.9.6
- Fixed - Added a failsafe timer for when the master guardian grants the player the summoning power. Apparently the conditional (HasMagicEffect) cannot reliably detect whether the player is being affected by the spell.
- Fixed - Using the Cast() function to force the casting of _arcSummonGuardianGiveSpell. This will guarantee it will be cast on the player regardless of combat or AI conditions (such as DoCombatSpellApply() or implementing the UseMagic procedure).
- Fixed - Changed mesh (_arcnortempleexteriorribfree07slice.nif) to vanilla version (nortempleexteriorribfree07.nif), so it will function correctly with dynamic LOD and possibly prevent crashes when approaching Odelia.
- Fixed - Tweaked dialogue that had incorrect grammar in _arcArcadiaMeetQuestArcadiaWhyBranchFlashbackTopic. ...pay the price -> ...pay a price
- Fixed - Added extra checks to ensure problematic _arcShaftPortcullisEastRef will always open after releasing draugr. _arcGuardianDraugrSceneQuest will now always terminate when the player leaves arcOdelia03.
- Fixed - Removed an ITM record not automatically caught by xEdit (ThalmorEmbassyFrontGate)
- Fixed - Added a navcut outside of the Thalmor Embassy to stop Eivind getting stuck on a vanilla navmesh when fleeing. This only happens when the player fast travels to the Thalmor Embassy.
- Fixed - Stop combat alert for the player and Eivind when _arcThalmorEmbassySceneQuestScene01 starts. This stops the actors going aggro, ruining the flow of the scene.
- Fixed - Spelling error in _arcFlashbackQuest004 -> That draft from the old... -> That draught from the old...
- Fixed - Potion still unreliably put into _arcBurningCorpseDeadRef's inventory. Implimented a new state 'Init', that will guarantee event order and that potion will be put into inventory upon the first time it's parent cell is attached.
-
Version 0.9.5
- Fixed - Added extra conditions to the guardian flame spell effect item. It will now only be active when the player is inside arcodelia01 or arcodelia06. It will now no longer be active if the player is favoured by the guardians, even if they do not use unrelenting force at the entrance.
- Fixed - The guardian flame spell is now dispelled once the magic effect has ended. This effectively removes the spell when the conditions in the above fix are met.
- Fixed - The guardian did not register hits by unrelenting force unless the portcullis was fully opened and the traps firing. This caused him to aggro, even though it appeared he was hit. This was because the portcullis' collision layer was blocking any hits being registered. He will now register hits via a hit parent trigger surrounding the portcullis as long as it is shut and the player has not entered the threshold.
- Fixed - Hanging burned corpse in forge did not consistently have potion appear in its inventory. Experimental fix implemented, guaranteeing the order of OnCellAttach() and OnLoad() events when it is first encountered. This forces the OnLoad() event to fire first, which adds the potion.
- Optimization - Optimized post-install updating script using a native Parent variable instead of a cast for problematic eastern portcullis that has a chance of not opening after releasing draugr.
-
Version 0.9.4
- Fixed - Player not pulling aggro on summoned blades in claw scene. Added extra checks to ensure lower portcullis will not open until the scene is complete.
-
Version 0.9.3
- Fixed - Thalmor embassy scene actors not reacting to the player when they are seen.
- Fixed - Small holes in roof of second dungeon.
- Fixed - Uploaded optimized assets, with one invalid mesh marker node deleted in _arcBladeSoldierGhostAct.nif
- Fixed - Changed .esp plugin with downgraded form version to 43.
-
A DLC sized quest mod.
Is the Dragonborn truly worthy of leading the Blades?
When it comes to war, whether it's in gold, blood, or power...we all pay a price.
Obtain your first shout (Unrelenting Force), then talk to Calder (he is a new character, not the housecarl) in Dragon Bridge to begin your journey.
Please note:
Is the Dragonborn truly worthy of leading the Blades?
- Battle your way through 2 huge new dungeons.
- Uncover the mystery surrounding an enchanted ring left behind for over 22 years.
- Take down a bandit smuggling ring who is in service of the Thalmor.
- Discover the secrets of a long-lost temple, and the terrifying power that lies within.
- Unravel the past of a broken woman through a series of visions that you share with her.
- Evade capture by a ruthless villain and his agents, before he starts to kill the people of Dragon Bridge.
- Plus, much more!
When it comes to war, whether it's in gold, blood, or power...we all pay a price.
Obtain your first shout (Unrelenting Force), then talk to Calder (he is a new character, not the housecarl) in Dragon Bridge to begin your journey.
Please note:
- This mod does not currently have voice acting. Please enable Dialogue Subtitles and General Subtitles via the Display Settings menu.
- This mod is made intentionally difficult and has some 'old school' sensibilities in its design. Please keep this in mind if you choose to play it.