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  1. F0RCEFI3LD
    F0RCEFI3LD
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    DO NOT MAKE OLENVELD_FIX_PACK AN ESL!!!!!


    If you do, and I UPDATE the fixpack, your save will be broken in Olenveld and don't come complaining in the bug section. I warned you! ESL flagging is not suited for Olenveld yet.


    It is not happening while development is active for bugfixes.
    Converting a mod to esl makes the save games break if another esl version of the fixpack comes into action.
    Check the explanation here.

    https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/ESLFlagging.md
  2. F0RCEFI3LD
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    OLENVELD 1.1b FIXPACK PATCH NOTES:

    updates unless critical, will be delivered on a schedule, weekly or bi-weekly! (And they should not break the load order as they only change the fixpack .esp and occasionally the bsa if needed.)


    Color codes:
    non critical (doesn't affect mod functionality)
    medium (might affect some stuff but doesn't impede anything)
    critic fix (can impede mod functionality)


    - Halgvar dialogue fix
    - Arboretum key naming fix
    - Underground Keep chest enable (this chest contains the key for the ruined temple in the underground)
    - Boats in Olenveld have their own meshes so they don't have animations (this caused weirdness in visuals)
    - Removed barracks backdoor and iron gate. Meaning I fixed the compass marker.
    - Moved some navmesh (didn't delete anything)
    - Made the scouts report journal player owned so its free to pick up
    - Adjusted lean markers on the boat in the docks
  3. F0RCEFI3LD
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    OLENVELD 1.1 RELEASE

    Olenveld 1.1 has been released. I am now going to rest... hahaha

    The mod doesn't have an issue in base game clean install etc, but Some modlist who use animation replaces or animation mods like nemesis report running nemesis or animation tools might help with the cutscenes in this mod! This ain't a mod problem but a modlist issue and I can't do anything about it.


    DOWNLOAD THE FIXPACK! It will be the standard updates/bugfix delivery method! its an esp + bsa for fixes!
    Now, READ!

    Q: Why another BSA + ESP?
    A: Because I refactored some island LODs and files, redid all quests, had to repack new references for audio files and fragments. This should be the last time this will be needed, from now on updates (if needed) will be with a fixpack 

    Q: Why is this not compatible with 1.0? why do I need to start over?!?!?
    A: that's my stupidity at work. I wanted to work on the update 1.1 with a clean Computer and environment, so I downloaded the Mod, cleaned my pc, but forgot the source folder for the scripts on the BSA... I lost all quest fragments and had to do all of it again. You should always use a pre mod installed start save anyway for the cleanest of updates...

    Q: I have finished the mod in 1.0 am i in trouble?
    A: No, keep 1.0, if you enjoyed it keep it. If you are on a new save game on another playthrough, remove 1.0 from load order and place 1.1

    Q: I am in the middle of a playthrough, what now?
    A: keep 1.0 and try to finish it with the minor bugs. Otherwise, revert the installation to 1.1 and load a save that you had BEFORE installing Olenveld in the first place.

    Q: I have never played the mod, what do I use?
    A: 1.1 (I think its the most stable, should be)

    - Includes quest markers in the mod + journal entries. (Quest markers are optional and you can disable them at the starting island)
    - fixed the set in stone
    - fixed city not being renovated
    - added a map marker for those downloading now for the first time.
    - added row boats for those who can't fast travel around.
    - remove some restrictions
    - fixed numerous worldspace bugs
    - fixed xedit errors
    - cleaned the ESP and esmifyied it with the "persistentify_those_plugins"
    - removed ITMS in esp.
    - and more things


    what i'm not going to fix as its out of my scope
    - audio levels (i suck at this, perms open)
    - tilesets (im just a single guy and I like them the way it is, if you want custom assets, modify the mod and make an addon! perms open)

    - CTD? I didn't get any CTD when playing the mod. I recognize some areas might be performance heavy like the spider nests and pocket realm with all the foliage. But I have replayed COUNTLESS times the mod, and 0 crashes!. If you want to report a ctd make use of the crash logger tools and provide INFO where it crashed (not just paste the ctd log, check the reference on what caused it, might not be the mod itself, it can even be script lag breaking stuff for all we know)
     
    - some (not many)  users report a bug with cutscenes. I don't know how to fix this, it uses base game animations for the cutscenes, if you ever encounter a bug in the mage seal door, you can "setstage olenveldetherealcomplications 20" then 30. Please check your load order as it may be a conflict not related to the mod itself
    - sometimes the camera after a cutscene might be broken or you cant ready your weapon (I'm not sure what causes this) the workaround is to go to inventory and re-equip your weapon or armor! Thank you.



    please report them bugs on my discord bug report channel! bug reports
    
  4. Caites
    Caites
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    just a heads up - Olenveld got a paper-like map for FWMF. labels were kindly provided by F0RCEFI3LD.

  5. Spacefrisian
    Spacefrisian
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    Dunno if iam the only one but i have a issue that there is grass/bushes everywhere, none of the modded grass ones but it seems to be the Todd approved ones.

    I once had a similar issue with Bruma which got fixed with the "Bruma city grass mowing" mod.

    1. F0RCEFI3LD
      F0RCEFI3LD
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      this is not mod related, I don't know how to fix this, its purely a grass mod making changes to terrain textures
    2. Spacefrisian
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      Figured it out, its Tamrielic Grass.

      Might have a actuall fix as well. Tarmrielic Grass -Kelp BE GONE


      Dont know if this is usefull info, but maybe someone has a similar issue in the future.
  6. Username0815
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    Looking great.
  7. It is a great mod-DLC indeed, I have been enjoying it. I am stuck with the quest Against Time, though, you see, I have cleared 15 out of 16 Locations...  the last crystal-ideal master inside the black worm fort told me to go and face a challenge at the tower, but which tower? I don't get a quest update from here, and my journal says that I need to read the scouting report book and find out which place I should conquer. Would someone please help me? 


    Edit:
    I found the location of the tower, it was on the map that is on the wall in the barracks. 
  8. Dillylynx
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    Hey I really want to try this mod, but I see there is a conflict with Darkend and Skyland AIO. Any advice on load order?
  9. kostarum
    kostarum
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    Hi. I like your mod very much.

    I am bit concerned about future updates.. I would like your mod to grow further and be even more better as it is now. 

    Any updates? 
  10. Mordeo42
    Mordeo42
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    is it safe to put it mid-game?
  11. mirci111
    mirci111
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    Hello I just downloaded this mod and I am on first quest Warm Welcome thats is saying i should embark to Olenveld, bud for some reason quest mark is on Faendals House and when i enter its on doors again what should i do ?
  12. Dertasso
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    Thanks for the mod. I liked it, so I made some minor fixes and tweaks. I thought I would just post them here. Included a file to give the cultists an enchanted version of the Black Worm armor from Vigilant. I own nothing.
    Spoiler:  
    Show
    Added temper recipes to armor and weapons
    Fixed misplaced plank in the sewers which results into enemies falling down
    Fixed misplaced table marker in the main castle
    Fixed potential bug with liches not attacking (at least for me)
    Increased max level of cultists and liches
    Slightly buffed some bosses
    Nerved armor to be in line with vanilla armor
    Turned some quests into misc, decluttering the quest menu
    Made the blacksmith trade more items
    Changed Jeera's player dialogue to humanize him a bit
    https://drive.google.com/drive/folders/14DUdtYx0POD_51Fm_u_T7xwfp-pCDuqA
  13. wisewheezer
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    First playthrough report:
    TLDR: Great mod... Worth a playthrough.

    To the Author... THANK YOU.  You wrote a great story, and implemented it beautifully.

    The writing is actually great... not just the grand story, but all the unique books/notes of the mod.  Really good.
    I had ZERO bugs... NONE.  It is isn't as if I don't have plenty of mods that could conflict.

    No particularly unique reward... but... The missions are levelled and so busy... I died a few times... And not to sound like a masochist, but the deaths make the game challenging, and thus enjoyable.  The story is good enough to keep you moving.  The fights are tough.... with an abundance of enemies and many stages... in many settings.  I never thought snow storms could make me go blind...LOL.

    Without spoiling it for anyone, I only want to relate issues that I wish were documented upfront.

    1 - Once you commit to go, you are on the island till it is over... Get ready.  It takes a few hours.
    2 - Be ready for some dark environments.
    3 - stock up before travelling.
    4 - I did not mean to travel with a Follower, but Lydia followed me the whole mission... no problems

    My only real complaint is that it feels like the story needs more "life" in the end.  There is a lot of potential here.  A new town, people, and their problems... there is a lot of starting material AFTER the main quest is complete.

    I wanted to ask a question that is potentially a spoiler, lets see if I can phrase it obtrusively enough.
    When I end my playthrough, can I go back to the island and accept the "offer"... it would be a cool way to "go out".
  14. wverdin
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    Loved the MOD, had some issues getting around, but worked through it. 
    Now, how do I return to Skyrim?
    1. wverdin
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      Never mind.  Disabled it 
  15. dragomprincedraco
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    I can't improve the Black watch Armor? Is it locked behind a quest or something?