Keeping in line with my having called out an incredible stunt in Fallout 4 to point out how the Dragon soul reset at the Western Watchtower is baked into the game, it's time to cite a related FO4 quirk to explain another Western Watchtower stupidity.
In Fallout 4, it was cited how getting into the cryo tube normally removed all items for the cutscene so you come out with an inventory consisting of your Vault Suit and wedding ring... "Ah-ha!" you might say, "The Wedding Ring wasn't removed!" Oh, Yes, It Was, then it got added back in. Bethesda really is like that because they did it with the Fuz Shout in that first dragonslaying!
You read it right; the reason people get that "echo" Unrelenting Force shout in the list when that flying handbag goes down is because the vanilla version of events removes Fuz, then replaces it with the unlocked version while (re)setting Dragonsouls to 0. I don't know if this is due to the word wall being the only way to get at the Barrow boss (and the Dragonstone) or because Betesda just likes to bake in things seemingly at random, but they did it.
Since nobody else reported this I am unsure whether the issue is at my end, but after killing the dragon at the watchtower your absorbed dragon souls get reset to 0. So spend it or lose it. Alternatively you can use player.setav dragonsouls * with your number of souls instead of the '*'
Issue is not on your end. Happened to check my souls after killing the watchtower dragon and I have 0. In a save 2 hours earlier I have 21 (been a busy boy)
This is unfortunately typical of the on-rails mentality of the Bathysphere. Fallout 4 modders had to make a mod specifically to prevent the removal of all gear from the player: During character generation the game calls the function "RemoveAllItems" after you finish creating your character in the mirror, and then again when you exit the Cryo pod in Vault 111. Normally, if a modder did not set their mod to start after these functions are called, the items from the mod will also be removed when this function is called. Most modders know this and will wait until the player leaves Vault 111 to start their mod, but some old mods don't do this. This mod disables those functions so the quest won't remove any items added to the player's inventory from another mod.
Hello,is this mod compatible? https://www.nexusmods.com/skyrimspecialedition/mods/695 Diverse Dragons has a setting that delays Dragon spawns up to 30 days.
Thanks for this. Seems more...immersive. Always struck me as odd that you could save everyone (except Helgen) by never going to Bleak Falls, or keeping the Dragonstone in your pocket.
Also, as a test, I took a new character to Sunderstone Gorge, obtained Fire Breath, and am able to shout that. Have not been to Bleak falls Barrow yet, so I'm sure the main quest is intact.
I can now report that the Main Quest, through Way of the Voice, works with this mod. In fact, another dragon appeared just as we were walking to the Western Watchtower, and although the 2nd dragon's death triggered the filling of "Fus", the rest of the dialogue and quest triggers worked as usual. Mirmulnir appeared as usual after the new dragon. The first "new" dragon was waiting for me as I exited Bleakfalls Barrow. [Surprise!]
I respectfully suggest that you consider reducing the frequency of dragon appearances, or making them adjustable as other dragon mods do. I have now fought 3 in less than a game-hour. True, I was looking for Mirmulnir (the 3rd), but I would also like to do some things in this game besides killing dragons.
Thanks for confirming that the main quest works. I don't have any plans to change the dragon spawning rate with this mod, because I want to keep the mod simple. Right now, the mod enables dragons in the same way the main quest does, so dragon spawning rate is exactly the same as in vanilla.
I may release an alternate version which delays dragon spawning or reduces the rate, but before that I need to figure out how the random dragon encounters are implemented.
Wont idea would to have an option where they start spawing when you reach a certain level. Or an alt version where they only spawn at lairs till you kill murmulnir or hit a particular level.
Nope. You can manually do this with the console command: 'set dragonsreturned to 1' It will create random encounters, but NOT activate Dragon spawn locations (that's another command). But I do that all the time since I hate being the Dragonborn, but I love Dragon encounters.
But sometimes I'll begin the main quest and finish it when I'm like level 40 or something. Nothing breaks, you can start and play straight through with no bugs even after killing dozens of dragons.
I don't think so. The quest is to kill a specific dragon, which also has a different name. So I assume a quest alias was used to refer to the specific dragon. Killing random dragons before that would not affect it. In a short test run, I encountered no issues completing the quest after killing random dragons earlier.
Where did you get that information from that it would break the quest? I found it a bit suspicious, that there was no other mod like this, so maybe there is some problem I am not aware of.
I had heard because of the soul absorption part of the quest if you already have killed a dragon that the quest doesn't advance to complete Dragon Rising properly and then to go see Greybeards after you kill Mirmulnir and absorb his soul. Perhaps ot was caused by another issue?
I agree with some of the other statements here. It would be great for the user to have the option to turn the dragon attacks on and off, not start till a user defined level, adjustable rate of appearance. User ability to toggle at lair only or not, plus ability to choose "at their lairs with no radiant encounters until you defeat Mirmulnir".
Even if you can only implement part of this list it would be cool! If it is easier, even just the toggle "on or off" for now would be cool. Or toggle "at lair only". Maybe with .ini file, MCM, console command, etc, whatever is easier.
Regardless, great idea for a mod. Thanks for this!
Having played with this for a while, I'd have to agree. It'd be nice to have some kind of editable values for each individual, and I'm thinking of dropping it for my next playthrough until then.
I'd actually prefer the option to have only rare radiant dragon attacks (in the wilderness not cities) with dragon lairs not having dragons until after Mirmulnir. This would be in my opinion the most immersive option, because it means no cities get attacked until Whiterun, therefore the dialogue remains consistent, while also allowing for the player to visit dragon lairs in the vanilla state they are in before doing the main quest.
Others have mentioned this is immersive and it is, to the point I'm honestly going to file it under immersion in my organizer. If you alternate-start in any way, you get everyone talking of the dragons but no dragons. No. No. This is utterly immersive and I'd honestly consider it a pre-requisite to alternate start options!
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In Fallout 4, it was cited how getting into the cryo tube normally removed all items for the cutscene so you come out with an inventory consisting of your Vault Suit and wedding ring... "Ah-ha!" you might say, "The Wedding Ring wasn't removed!" Oh, Yes, It Was, then it got added back in. Bethesda really is like that because they did it with the Fuz Shout in that first dragonslaying!
You read it right; the reason people get that "echo" Unrelenting Force shout in the list when that flying handbag goes down is because the vanilla version of events removes Fuz, then replaces it with the unlocked version while (re)setting Dragonsouls to 0. I don't know if this is due to the word wall being the only way to get at the Barrow boss (and the Dragonstone) or because Betesda just likes to bake in things seemingly at random, but they did it.
player.setav dragonsouls *
with your number of souls instead of the '*'During character generation the game calls the function "RemoveAllItems" after you finish creating your character in the mirror, and then again
when you exit the Cryo pod in Vault 111. Normally, if a modder did not
set their mod to start after these functions are called, the items from
the mod will also be removed when this function is called. Most modders
know this and will wait until the player leaves Vault 111 to start their
mod, but some old mods don't do this. This mod disables those functions
so the quest won't remove any items added to the player's inventory from
another mod.
Diverse Dragons has a setting that delays Dragon spawns up to 30 days.
Always struck me as odd that you could save everyone (except Helgen) by never going to Bleak Falls, or keeping the Dragonstone in your pocket.
Also, as a test, I took a new character to Sunderstone Gorge, obtained Fire Breath, and am able to shout that. Have not been to Bleak falls Barrow yet, so I'm sure the main quest is intact.
I respectfully suggest that you consider reducing the frequency of dragon appearances, or making them adjustable as other dragon mods do. I have now fought 3 in less than a game-hour. True, I was looking for Mirmulnir (the 3rd), but I would also like to do some things in this game besides killing dragons.
I may release an alternate version which delays dragon spawning or reduces the rate, but before that I need to figure out how the random dragon encounters are implemented.
I dont think this mod changes rate of encounter.
You can manually do this with the console command: 'set dragonsreturned to 1'
It will create random encounters, but NOT activate Dragon spawn locations (that's another command).
But I do that all the time since I hate being the Dragonborn, but I love Dragon encounters.
But sometimes I'll begin the main quest and finish it when I'm like level 40 or something.
Nothing breaks, you can start and play straight through with no bugs even after killing dozens of dragons.
Where did you get that information from that it would break the quest? I found it a bit suspicious, that there was no other mod like this, so maybe there is some problem I am not aware of.
Even if you can only implement part of this list it would be cool! If it is easier, even just the toggle "on or off" for now would be cool. Or toggle "at lair only". Maybe with .ini file, MCM, console command, etc, whatever is easier.
Regardless, great idea for a mod. Thanks for this!
Such as https://www.nexusmods.com/skyrimspecialedition/mods/695
I don't get dragons immediately like I did back in the day with Immediate Dragons on LE, but they do show up after a few days.