Hey fuzzbeed, thanks for the awesome mod, is it possible to create a patch for Legacy of the Dragonborn?, in the quest Shattered legacy, the orc still spawns in the vanilla version of the dungeon. Thank you.
Hello ! There's a locked door in the submerged area of the cave, but I am unable to find the key opening it. I searched everywhere to no avail unfortunately.
:D I was wondering if it's a key "rewarding" you for following Namira given by a NPC, since I couldn't find it anywhere. Do you have a hint, please please please mister modder extraordinaire ? Is it underwater or on the surface ?
first a thank you for this great mod. I have some questions though.
1.) The layout of the great hall where the feast will be held during the quest - does it change when the quest is active? I noticed the tables were all empty. 2.) As i made my way out through the secret exit (the door to the tunnel was closed - i couldn't find a lever or a knob and used TCL) and finally went through the exit to Skyrim i noticed that the map marker for the secret exit was not on my map and i couldn't go back again into the cave through the exit. Is this a bug or again - does it only work when the quest is active? Edit: found the chain for the door to the secret tunnel during my last test where i found the lever for the portcullis too. Where did i have my eyes? 3.) It would be great if there would be a patch available for Draugrs - New Models And Textures by Mandragorasprouts, so that we could loot the armor from the Draugrs.
1: just like vanilla, the rooms of the dungeon are dynamic and will change throughout the quest. 2. almost certainly quest related 3. should be completely compatible. i dont create new draugr
Thanks for the fast reply. There is only thing left. On my first test i found the lever for portcullis in the submerged section - on my second test not. A glitch? Edit: found it again - before i searched in all available corners but not where you would look first. The lever is there. Sorry for bothering you with my clumsiness. ;-)
Tested today everything again by starting the quest "The Taste of Death". Everything works as it should. The secret entrance appeared on my map and the door to it was visible in the world. The hall where the feast was held and the corridor to it was decorated as it should.
The only thing i noticed was when i entered back into the cave via the secret entrance there was some flickering at the lower end of the tunnel and the walls disappeared. As i moved further along the tunnel towards the room the walls appeared again. I don't know if that's a Vanilla thing or not. It happened only in 1st person view - not in 3rd person view. Screenshots
This is great. I came looking initially because the lighting in there with ELFX was a total mess. The dungeon is 10x's better now. Great job! I did patch a few things from ELFX since i don't use Lux but really dig it. Will haveta check out your other mods. Cheers!
EDIT: Unfortunately this created problems with Legacy of the Dragonborn as they have refs in the original cell layout (NPC 'Ulgarg') which made it impossible to reach. I consoled my way through the quest but kind of a bummer. Maybe I'll make a patch if i find the time. Also, there was a 3DNPC 'Sylphiron' sitting in the old dining area frm the orig cell. Guess that could use a patch too.
Here's a Link to the patches I created for myself. (3DNPCs, LotD/DBM, and ELFX) *note
Spoiler:
Show
the DBM patch won't work on an existing save unless you go into Fallrim Tools and delete the persistent records shown here. Then before you re-enter during the quest 'Shattered Legacy', u need to use console commands to re-enable those persistent records ie: type prid xx175F1C (replace xx with the 1st 2 digits of your Legacyofthedragonborn.esm - varies depending on load order) then type enable. followed by prid xx175F1B, then enable. and prid xx066450, then enable. Once that is done, you should be able to proceed on a current playthrough.
I use mods: Taste of Death and Namira's Maw - I installed this mod + patches... and the journal that says who the cannibal is, is far outside the dungeon (to get to it you have to use TCL). In addition, the shortcut exit doesn't work - instead of it there's a black hole.
from now on, it will be a sticky on EVERY mod i make, since it hasnt become a commonplace notion in the modding community. The first thing you should ALWAYS ask, if a mod isnt working as intended is, "did i install this on an existing save?" This goes for every mod by every author
Synthesis says issue with patching something this happens with cell updates or zone updates.
Spoiler:
Show
RecordException Reclusive Reachcliff Cave.esp => Tamriel (00003C:Skyrim.esm<Worldspace>): Cell children group did not match the FormID of the parent cell. System.ArgumentException: Cell children group did not match the FormID of the parent cell. at Mutagen.Bethesda.Skyrim.WorldspaceBinaryOverlay.CustomEnd(OverlayStream stream, Int32 finalPos, Int32 offset) at Mutagen.Bethesda.Skyrim.SkyrimModMixIn.<>c__DisplayClass35_0`2.<EnumerateMajorRecordContexts>b__1(Exception e) at Noggog.EnumerableExt.Catch[T](IEnumerable`1 e, Action`1 onException)+MoveNext() in D:\a\CSharpExt\CSharpExt\Noggog.CSharpExt\Extensions\EnumerableExt.cs:line 289 at Mutagen.Bethesda.OverrideMixIns.WinningContextOverrides[TMod,TModGetter,TSetter,TGetter](IEnumerable`1 mods, ILinkCache linkCache, Boolean includeDeletedRecords)+MoveNext() at UniqueRegionNamesPatcher.Program.RunPatch(IPatcherState`2 state) in C:\Users\oskar\AppData\Local\Temp\Synthesis\hflutepz.m2p\Git\gsvfr0ko.xej\Runner\UniqueRegionNamesPatcher\Program.cs:line 32 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass16_0`2.<<AddPatch>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 104 --- End of stack trace from previous location --- at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 634 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass45_0.<<Run>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 494 --- End of stack trace from previous location --- at Mutagen.Bethesda.Synthesis.SynthesisPipeline.HandleOnShutdown(Func`1 a) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 884 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 482 at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass44_0.<<InternalRun>b__1>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 454
the same information shows with Region name patchers and cell id fixes :(
[00:00] Checking for Errors in [FE 095] Reclusive Reachcliff Cave.esp [00:00] [CELL:00000D74] (in [REFR:FE09503C] (places CaveGLRoomCorner04 [STAT:0001B18C] in GRUP Cell Temporary Children of ReachcliffCave01 "Reachcliff Cave" [CELL:00015227])) [00:00] CELL \ Worldspace -> Found a REFR reference, expected: WRLD [00:00] Done: Checking
39 comments
first a thank you for this great mod. I have some questions though.
1.) The layout of the great hall where the feast will be held during the quest - does it change when the quest is active? I noticed the tables were all empty.
2.) As i made my way out through the secret exit (the door to the tunnel was closed - i couldn't find a lever or a knob and used TCL) and finally went through the exit to Skyrim i noticed that the map marker for the secret exit was not on my map and i couldn't go back again into the cave through the exit. Is this a bug or again - does it only work when the quest is active?
Edit: found the chain for the door to the secret tunnel during my last test where i found the lever for the portcullis too. Where did i have my eyes?
3.) It would be great if there would be a patch available for Draugrs - New Models And Textures by Mandragorasprouts, so that we could loot the armor from the Draugrs.
Greetings from Germany
2. almost certainly quest related
3. should be completely compatible. i dont create new draugr
Thanks for the fast reply. There is only thing left. On my first test i found the lever for portcullis in the submerged section - on my second test not. A glitch?
Edit: found it again - before i searched in all available corners but not where you would look first. The lever is there. Sorry for bothering you with my clumsiness. ;-)Greetings from Germany
The only thing i noticed was when i entered back into the cave via the secret entrance there was some flickering at the lower end of the tunnel and the walls disappeared. As i moved further along the tunnel towards the room the walls appeared again. I don't know if that's a Vanilla thing or not. It happened only in 1st person view - not in 3rd person view.
Screenshots
Greetings from Germany
Can you make a patch for ELFX??
I did patch a few things from ELFX since i don't use Lux but really dig it. Will haveta check out your other mods. Cheers!
EDIT: Unfortunately this created problems with Legacy of the Dragonborn as they have refs in the original cell layout (NPC 'Ulgarg') which made it impossible to reach. I consoled my way through the quest but kind of a bummer. Maybe I'll make a patch if i find the time.
Also, there was a 3DNPC 'Sylphiron' sitting in the old dining area frm the orig cell. Guess that could use a patch too.
Here's a Link to the patches I created for myself. (3DNPCs, LotD/DBM, and ELFX)
*note
Then before you re-enter during the quest 'Shattered Legacy', u need to use console commands to re-enable those persistent records
ie: type prid xx175F1C (replace xx with the 1st 2 digits of your Legacyofthedragonborn.esm - varies depending on load order)
then type enable. followed by prid xx175F1B, then enable. and prid xx066450, then enable.
Once that is done, you should be able to proceed on a current playthrough.
I use mods: Taste of Death and Namira's Maw - I installed this mod + patches... and the journal that says who the cannibal is, is far outside the dungeon (to get to it you have to use TCL).
In addition, the shortcut exit doesn't work - instead of it there's a black hole.
https://zapodaj.net/plik-tfjDROm0UG
https://zapodaj.net/plik-NpTBQ6x0vR
I started a NEW GAME (alternate start), the journal is in place... but the shortcut exit is STILL bugged.
https://zapodaj.net/plik-P3AZstv8R5
at Mutagen.Bethesda.Skyrim.WorldspaceBinaryOverlay.CustomEnd(OverlayStream stream, Int32 finalPos, Int32 offset) at Mutagen.Bethesda.Skyrim.SkyrimModMixIn.<>c__DisplayClass35_0`2.<EnumerateMajorRecordContexts>b__1(Exception e)
at Noggog.EnumerableExt.Catch[T](IEnumerable`1 e, Action`1 onException)+MoveNext() in D:\a\CSharpExt\CSharpExt\Noggog.CSharpExt\Extensions\EnumerableExt.cs:line 289
at Mutagen.Bethesda.OverrideMixIns.WinningContextOverrides[TMod,TModGetter,TSetter,TGetter](IEnumerable`1 mods, ILinkCache linkCache, Boolean includeDeletedRecords)+MoveNext()
at UniqueRegionNamesPatcher.Program.RunPatch(IPatcherState`2 state) in C:\Users\oskar\AppData\Local\Temp\Synthesis\hflutepz.m2p\Git\gsvfr0ko.xej\Runner\UniqueRegionNamesPatcher\Program.cs:line 32
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass16_0`2.<<AddPatch>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 104
--- End of stack trace from previous location ---
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, Nullable`1 exportKey, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 634
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass45_0.<<Run>b__0>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 494
--- End of stack trace from previous location ---
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.HandleOnShutdown(Func`1 a) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 884
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.Run(RunSynthesisMutagenPatcher args, IFileSystem fileSystem) in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 482
at Mutagen.Bethesda.Synthesis.SynthesisPipeline.<>c__DisplayClass44_0.<<InternalRun>b__1>d.MoveNext() in D:\a\Synthesis\Synthesis\Mutagen.Bethesda.Synthesis\Pipeline\SynthesisPipeline.cs:line 454
the same information shows with Region name patchers and cell id fixes :(
[00:00] Checking for Errors in [FE 095] Reclusive Reachcliff Cave.esp
[00:00] [CELL:00000D74] (in [REFR:FE09503C] (places CaveGLRoomCorner04 [STAT:0001B18C] in GRUP Cell Temporary Children of ReachcliffCave01 "Reachcliff Cave" [CELL:00015227]))
[00:00] CELL \ Worldspace -> Found a REFR reference, expected: WRLD
[00:00] Done: Checking
May I ask what does 1.1 version change to original one?
Thanks buddy!