Update 2.0: — No more annoying message box prompting every 12 hours! Start the mod by visiting Mixwater Mill, an orc should find you there; — Evos Mils fixed during auction scene; — NPC's now have a level cap of 100; — Perk “Light Foot” now works for the traps, number of traps decreased; — Telvanni Hybrid Boots can now be found in the AHO ship; — Shower effect in the AHO ship has been nerfed; — Minor translation fixes; — Added a message box on completion of the main questline.
Optional: — A new version added: ESP file with an ESM flag, for those who need it
Very well done.Some minor complaint like the strategist perk so damn powerful(when you add all the chess piece on the board you get a perk who allow you to have 3 summons and damage reduction but very nice little hidden side quest actually) , but console command or sssedit if i knew before are here for that .
-PLEASE CONSIDER ADDING TWO OPTIONS TO START AHO: IMMERSIVE OR OPTIONAL- I haven't finished the whole quest yet, barely spending 2 hours into it before realizing I shouldn't be doing it just yet.
First things first: A) I know this mod dates from 2018 and probably won't be updated again, but nevertheless, I'd like to add a bit of criticism here. B) I'm aware I should have tested the mod during one of my several test-runs before starting the official playthrough, but I didn't... so that's on me.
With that out of the way: I'm using Alternate Start. My character happened to begin his journey around Windhelm, and what do you know, I got a quest pointing me out to the Mill, where I stumbled across the AHO orc. He came at me like the Terminator, and no matter which option I decided to pick (I tested later reloading saves), I ended up being kidnapped. I was level 5, mind you. FIVE. Spent around two whole weeks carefully modding my Skyrim to run smoothly, studying guides, testing new saves, and was eager to breathe in all of the new mod features I had installed.
But that didn't happen because I was forced to start AHO right off the bat. Project AHO did not give me an option to choose between an immersive quest trigger (meeting the Orc) OR maybe finding a note laying on the table of a major city inn (that could be the "Optional Trigger Start"), and thus, delaying said meeting. Because of that, I was taken to your AHO quest against my will and forced to wander around the underground city, initially hoping that maybe this type of DLC sized quest would at LEAST allow me to go back out into the world and return to the Dunmer city at a later point to continue where I stopped, but no such luck. That got me really, really annoyed.
In the end, the moment I realized I was about to regret the decision of reinstalling Skyrim altogether (because of one single quest), I took a deep breath and said "Ok, I'll just load a previous save, some 3 hours ago, and avoid the Mixwater area." And that's what I did, guys. I'm not heading that way again till I am level 50 or something.
So, TL;TR, please consider adding a simple pop-up window as soon as we start the game. A fully modded Skyrim already got at least 3~4 other quest menus which you gotta decide anyways, so, what is one more menu on the list? I would much more prefer to trigger the quest from a note on a table (or stapled to the wall at the city entrance) suggesting some Orc needs assistance, than being kidnapped without any choices to resist.
Dude, I have pro-tip for you. Endgame content install after you reach endgame ;-)
You can install majority of Quest mods any time during game. Project AHO too. It is also recomended, because you can avoid potential collision, when world became inert after you clean vanilla, DLCs and DLC mods (Falskaar, Wyrmstooth).
Thats a great advice, and I agree with you. My only problem with this mod was the sudden kidnap and "force start" without any possibilities of pausing the quest and returning to the "real world". I wasn't aware that was how things started and was caught off guard. Just that.
In what world is this supposed to be end game?! How can some nobody ork club out an end-game dragonborn who could probably kill Vivec with his pinky finger? Your complaints are valid, this mod is trash.
I get your point. Indeed, the knock-out quest start is a bit much, knowing an end-game Dragonborn is basically a demi-god, and would never be caught off-guard like that. I personally would have written this start differently too, instead maybe adding a scene where you participate in a drinking contest and pass out -> black screen -> kidnap.
But what is done is done. The "endgame" suggested by Cernakus here means for us players to try this mod after we finish the entire game and there is nothing else left to do aside roaming the map without a clear objective in sight. Having a new quest option would bring life back to the game.
I wish the start could be optional. That was my only beef here.
For those of you considering getting this mod: Please read this review FIRST. It may save you eight hours.
I did NOT endorse this mod, and I think it was one of the grandest wastes of time in Skyrim I have ever seen.
First let me tell you what is good: The voice acting The art direction
Let me tell you what was bad about it Everything else.
The first major problem of this mod is that it assumes that your hero, the Dragonborn, can be knocked out by a blow to the back of the head after he has been (but not limited to) burned by dragons, attacked by bears, bitten by vampires and gone on a bender with Sanguine.
All so they can shoehorn you into selling you into slavery somehow. The very concept is stupid and the lead writer should never be allowed to work in this field ever again.
Next, you spend the next eight hours... doing effectively nothing. You start by running chores for a bunch of dunmer in their magical underground town... then somehow for some reason they just let you go presuming you wouldn't go on a psychotic murder spree and exterminating the town. You then have to do fetch missions in and out of the same stupid dwemer ruins over, and over, and over, and over again, walking huge distances designed to pad for gameplay hours instead of presenting content. Finally, when it's all over you get what amounts to a house that moves between certain dwemer ruins. Something done far better in other mods with far less time and far better story.
Overall, I want the eight hours of my life back for this. I should have known better when i saw it got awards from anything remotely mainstream as the average games journalist would thrive in this useless walking simulator.
It is kinda funny that guy follows you so far. I had a quest to just kill a bandit camp and I saw that it was near that guy. Unfortunately I could not outrun him. I don't mind being knocked out but I wish the quest allowed you to make the choice to start the quest or not.
I assume the dev was probably trying to combine it with alternative start - I just want to get out of here as you are very much near that quest started which would make more sense why you'd get knocked out but I haven't actually ran through the quests yet. It would have probably just been better as a you talk to them or an option in alternative start but what can you do I guess.
Thanks for announcing for everyone, we all really care
I care! It means I'm informed and can make my decision around this, because it wasn't in the mod description. This happening in any form of video game always irritates me when it happens without me making a bad decision, because it means it only makes sense on certain characters. Believe it or not, a level 75 Dragonborn who defeated Alduin, Miraak, and Harkon probably isn't going to be knocked out by pretty much anyone, especially without putting up a serious fight. This kind of quest intro is incredibly lazy writing, and is used far too often without thought as to HOW the character would allow themselves to be captured. Same problem with the intro to The Pitt in Fallout 4. You are captured because the game literally doesn't let you do anything by game code rather than by you actually being defeated naturally.
Also, the fact that you replied suggests you do care at least a little bit. So, you know, maybe your comment was even less useful than the one you replied to? Food for thought.
You have a point, but on the other side, you can avoid those quest shenanigans. In AHO not. And it is not just fact, that some random Orc would defeat end-game demigod, you are forced another 2 hours to be literally slave of annoying, arrogant dunmer, you Dragonborn, Archmage, Harbringer, Listener, TGM, Blades leader, World Eater Beater - helpless slave.
While it will be very easy to create alternate start - when you defeat that Orc, you will recieve letter from unknow friend, who will ask you, if you will infiltrate house Telvani in AHO for some shenanigans reasons. They you will be 2 hours slave, but willingly, undercover and thus lore and gameplay friendly.
It will be minimal effort and people would have different look on this mod.
Missing member data This savefile has zeroed canaries. The cause of this seems to be related to script memory limits but it is not clear; Kinggath named it the 'canary error' if you want to search for more information. (1 items) QF_DwarfSphereQ05_057BA642: *Dwarfsphere.esp:1a7ba642 (0000023e2c0d0700) (9)...The heck does this mean? I haven't started the questline yet. Should I be concerned?
going to give this mod a fair review...i really loved it,i like dwemer playthroughs..yes some of the quests were a little off alot of running back n forth etc but overall awesome mod..played it before and its included in my Nolvus mod pack..you get a cool traveling player home..Snippy the droid follower is cool as hell..paired with right mods it can be a great playthrough,like the follower Remiel:the dwemer specialist,timelost dwemer mod LOTD etc..and as far of some people not liking the forced start..cmon you just hear someone talking in windhelm your force starting DB questline,fall asleep n Astrid kidnaps you etc..if it bothers you a mod called unoffical project aho:bugfix and improvement patch by strange 1884 fixes bugs AND puts a little switch behind Faendalls house in riverwood that automaticly gives you the cube for the dwemer ship player home and shuts down project aho,you wont get kidnapped or be put into the quest just gives you the home and snippy..just saying i see a lot of negative feedback here in posts but like i said it was an overall enjoyable quest mod and i have played it multiple times on multiple playthroughs..it might not be everyones cup of tea but give it a try and decide for yourself..thank you
Hi, I want to ask for help cause I ran into a problem where shaglak does not spawn after level 15, any suggestions? Otherwise an amazing mod, I wish to see more from you.
Nolvis made a mistake adding this mod to the lineup. Npcs are great well done. Story line and quests.......... I literaly fell asleep in my chair. Railroading not appreciated, skyrim is ment to be played sandbox and that's why we love it. Glitchy quests and quest markers. Frustrating game play. All In all the designer has some good skills to offer. But put out an inferior problduct. 2out of 10. Do not play. I only wish I had been given the chance to hard save before getting dragged into this. Now I'm going to loose hrs of actual progress in the real game. Oof.
I have no idea if anyone who worked on this will see this, but I have a weird bug when I enter the Council Hall. Before it even loads fully, I'm on fire and being attacked by an NPC. I reloaded, used console commands to turn off combat AI, and found Sild The Warlock behind my character like he'd just followed me in. As far as I can tell, he's not supposed to be there, and none of the other NPCs have gotten upset that I killed him. So... huh?
2946 comments
— No more annoying message box prompting every 12 hours!
Start the mod by visiting Mixwater Mill, an orc should find you there;
— Evos Mils fixed during auction scene;
— NPC's now have a level cap of 100;
— Perk “Light Foot” now works for the traps, number of traps decreased;
— Telvanni Hybrid Boots can now be found in the AHO ship;
— Shower effect in the AHO ship has been nerfed;
— Minor translation fixes;
— Added a message box on completion of the main questline.
Optional:
— A new version added: ESP file with an ESM flag, for those who need it
I haven't finished the whole quest yet, barely spending 2 hours into it before realizing I shouldn't be doing it just yet.
First things first: A) I know this mod dates from 2018 and probably won't be updated again, but nevertheless, I'd like to add a bit of criticism here. B) I'm aware I should have tested the mod during one of my several test-runs before starting the official playthrough, but I didn't... so that's on me.
With that out of the way:
I'm using Alternate Start. My character happened to begin his journey around Windhelm, and what do you know, I got a quest pointing me out to the Mill, where I stumbled across the AHO orc. He came at me like the Terminator, and no matter which option I decided to pick (I tested later reloading saves), I ended up being kidnapped. I was level 5, mind you. FIVE. Spent around two whole weeks carefully modding my Skyrim to run smoothly, studying guides, testing new saves, and was eager to breathe in all of the new mod features I had installed.
But that didn't happen because I was forced to start AHO right off the bat. Project AHO did not give me an option to choose between an immersive quest trigger (meeting the Orc) OR maybe finding a note laying on the table of a major city inn (that could be the "Optional Trigger Start"), and thus, delaying said meeting. Because of that, I was taken to your AHO quest against my will and forced to wander around the underground city, initially hoping that maybe this type of DLC sized quest would at LEAST allow me to go back out into the world and return to the Dunmer city at a later point to continue where I stopped, but no such luck. That got me really, really annoyed.
In the end, the moment I realized I was about to regret the decision of reinstalling Skyrim altogether (because of one single quest), I took a deep breath and said "Ok, I'll just load a previous save, some 3 hours ago, and avoid the Mixwater area." And that's what I did, guys. I'm not heading that way again till I am level 50 or something.
So, TL;TR, please consider adding a simple pop-up window as soon as we start the game. A fully modded Skyrim already got at least 3~4 other quest menus which you gotta decide anyways, so, what is one more menu on the list? I would much more prefer to trigger the quest from a note on a table (or stapled to the wall at the city entrance) suggesting some Orc needs assistance, than being kidnapped without any choices to resist.
Thank you for your time reading this.
You can install majority of Quest mods any time during game. Project AHO too. It is also recomended, because you can avoid potential collision, when world became inert after you clean vanilla, DLCs and DLC mods (Falskaar, Wyrmstooth).
My only problem with this mod was the sudden kidnap and "force start" without any possibilities of pausing the quest and returning to the "real world". I wasn't aware that was how things started and was caught off guard. Just that.
But what is done is done.
The "endgame" suggested by Cernakus here means for us players to try this mod after we finish the entire game and there is nothing else left to do aside roaming the map without a clear objective in sight. Having a new quest option would bring life back to the game.
I wish the start could be optional. That was my only beef here.
I did NOT endorse this mod, and I think it was one of the grandest wastes of time in Skyrim I have ever seen.
First let me tell you what is good:
The voice acting
The art direction
Let me tell you what was bad about it
Everything else.
The first major problem of this mod is that it assumes that your hero, the Dragonborn, can be knocked out by a blow to the back of the head after he has been (but not limited to) burned by dragons, attacked by bears, bitten by vampires and gone on a bender with Sanguine.
All so they can shoehorn you into selling you into slavery somehow. The very concept is stupid and the lead writer should never be allowed to work in this field ever again.
Next, you spend the next eight hours... doing effectively nothing. You start by running chores for a bunch of dunmer in their magical underground town... then somehow for some reason they just let you go presuming you wouldn't go on a psychotic murder spree and exterminating the town. You then have to do fetch missions in and out of the same stupid dwemer ruins over, and over, and over, and over again, walking huge distances designed to pad for gameplay hours instead of presenting content. Finally, when it's all over you get what amounts to a house that moves between certain dwemer ruins. Something done far better in other mods with far less time and far better story.
Overall, I want the eight hours of my life back for this. I should have known better when i saw it got awards from anything remotely mainstream as the average games journalist would thrive in this useless walking simulator.
Hard pass
I assume the dev was probably trying to combine it with alternative start - I just want to get out of here as you are very much near that quest started which would make more sense why you'd get knocked out but I haven't actually ran through the quests yet. It would have probably just been better as a you talk to them or an option in alternative start but what can you do I guess.
Also, the fact that you replied suggests you do care at least a little bit. So, you know, maybe your comment was even less useful than the one you replied to? Food for thought.
Hard pass
>Taken out by Karliah with a single arrow
Hard pass.
Any samers?
You have a point, but on the other side, you can avoid those quest shenanigans. In AHO not. And it is not just fact, that some random Orc would defeat end-game demigod, you are forced another 2 hours to be literally slave of annoying, arrogant dunmer, you Dragonborn, Archmage, Harbringer, Listener, TGM, Blades leader, World Eater Beater - helpless slave.
While it will be very easy to create alternate start - when you defeat that Orc, you will recieve letter from unknow friend, who will ask you, if you will infiltrate house Telvani in AHO for some shenanigans reasons. They you will be 2 hours slave, but willingly, undercover and thus lore and gameplay friendly.
It will be minimal effort and people would have different look on this mod.
Missing member data
...The heck does this mean? I haven't started the questline yet. Should I be concerned?This savefile has zeroed canaries. The cause of this seems to be related to script memory limits but it is not clear; Kinggath named it the 'canary error' if you want to search for more information. (1 items)
QF_DwarfSphereQ05_057BA642: *Dwarfsphere.esp:1a7ba642 (0000023e2c0d0700) (9)
Otherwise an amazing mod, I wish to see more from you.