That's right, Wyrmstooth is now 10 12 years old. To celebrate, we've included a new Morrowind-inspired side-quest in the new 1.20 update. Introducing 'The Naked Nord', a short side quest with multiple outcomes based on your actions. You can start it by reading a new note on the bulletin board in Stonehollow next to the blacksmith's house.
Important: Over the past few weeks a bunch of players have been reporting an issue with the quest 'Barrow of the Wyrm' not appearing in the journal. This quest should start once the first quest 'Wyrmstooth' finishes. I suspect this issue is caused by some sort of recent mod release that may not be compatible with Wyrmstooth. 'Improved Follower Dialogue - Lydia' may be responsible. Other players are mentioning that the 'NAT-ENB Wyrmstooth' patch is also breaking this sequence. If you have either of these mods in your load order, try unloading them to see if it fixes the problem and let us know in a comment below.
Important: Please note that the Bugs section is for logging technical defects with Wyrmstooth. Not for making random suggestions or general comments about the mod. You can post those here in the Posts section. It makes it harder to keep track of the actual bugs.
Also, if you're working on a new lands mod and need a tutorial or if you're just curious about the kind of work that goes into making a new lands mod, I spent the past few months writing up a 1000+ page step-by-step guide to show you what my process was for making Wyrmstooth from start to finish.
Love the mod, but I am getting a persistent CTD in the water room a soon as the water fills to the top, and you try to step in the passage. I have SSE Engine fixes running, and Animation Fixes. It seems to be crashing so fast I am seeing nothing in the logs. Any thoughts?
Here's the OnActivate event code from the water rising script:
Event OnActivate(ObjectReference akActionRef) WaterTrigger.BlockActivation(true) RoarSound.Enable(true) utility.wait(2.00000) WaterSplash.Enable(true) WaterJet.Enable(true) utility.wait(2.00000) WaterSplash.TranslateToRef(WaterHeightMarker, 70.0000, 0.000000) waterPlane.TranslateToRef(WaterHeightMarker, 70.0000, 0.000000) utility.wait(45.0000) RoarSound.Disable(false) WaterSplash.Disable(true) WaterJet.Disable(true) endEvent So basically it prevents the lever from being activated again until the sequence is done. Starts playing a roar sound effect. Waits 2 seconds before playing the water splash and water jet effects. Waits another 2 seconds before the water level starts rising. The water level rises for 45 seconds before the roar sound, water splash and water jet effects are disabled. I have no idea how on earth disabling the roar sound, water splash or water jet effects could possibly cause your game to CTD. This is not a particularily complicated sequence. If you have any mods that retexture water particle effects, maybe try unloading them and test the sequence again. Other then that, all I can recommend is to try disabling a group of mods at a time and testing the sequence until you identify the culprit. And make sure you're not exceeding your VRAM limit with retextures or post processing effects.
It seems to have less to do with the water than it does taking the first step out of the water into the passage. That said I did try pulling Realistic Water and all its various patches, no effect on the CTD. I was already thinking it was time to start shutting down groups of mods, but it is late, and I have 400 mods to sort into groups, so will do that tomorrow. Thanks for the quick response!
A thought reflecting on what you said - I will pull Cathedral tonight, as it definitely messes with water particle effects.
Shutting down Cathedral Weather made no difference, but I did learn something new. This time I sat at the bottom after hitting the lever, and thanks to a water breathing spell just sat at the bottom of the room and let the fill sequence finish. It completed just as you explained. I waited another 20 seconds or so to head up, and got the CTD as I got to the top and started swimming to the passage. So I am guessing it has nothing to do with the fill sequence, there is something I am hitting at a cell line it doesn't like.
When you step out of the shaft you also exit a QSTKagrenzelWindShaft (form ID: 0010827B) audio volume, however this audio volume is disabled when the water reaches the top. Basically once the roaring sound starts it's because this audio volume is enabled, when it finishes it's simply disabling it. Do you have any mods installed that affect this audio volume or the sound it adds - AMBKagrenzelWindShaftLPM (form ID: 00108279)? Once this volume is disabled, leaving it should trigger nothing whatsoever.
OK, starting to think I am never finding this. I am down to the mods that I know if I shut them down, I will start causing more issues than I am solving. Interesting note, on a lark I shut off tcl, and walked up to the top of the shaft without hitting the lever. Still get the CTD. Can you think of a coc/ setstage combination I can try to keep going? I hate to miss a part of the story, but would rather that than have to stop entirely.
To everyone else - this is so not an issue with Wyrmstooth, this is an issue with my particular very heavy modstack :)
Try 'coc WyrmstoothDimfrostLuminatory' maybe? I think I moved the coc marker to the entrance of the dragon's lair in a previous version. Other then that, I have no idea.
Did you ever resolve this CTD? I am experiencing the exact same thing you did. Even the coc WyrmstoothDimfrostLuminatory instantly causes a CTD. Aside from this the mod has been stable.
If your game is also crashing after running 'coc WyrmstoothDimfrostLuminatory' then Wyrmstooth isn't causing the CTD. Here's how the COC marker looks like in the editor:
Running 'coc WyrmstoothDimfrostLuminatory' places the player outside of any triggers or audio volumes, so whatever is causing the CTD isn't related to scripting. If the culprit was Wyrmstooth, then everyone should be experiencing a CTD here and no one should be able to complete the mod which is obviously not the case.
The only thing I can recommend here is to:
- Unload a group of mods at a time and test 'coc WyrmstoothDimfrostLuminatory' until you find the culprit in your load order. - Try the coc command from the Skyrim Main Menu (before loading a save). If that works, the issue might have something to do with your save.
I don't know what credit video you're talking about. Are you perhaps referring to the Wyrmstooth Intro Video? As per the description on the download:
Download this if you installed Wyrmstooth from Bethesda.net and want to see the intro video when traveling to Wyrmstooth for the first time.
I'm not sure I can rewrite this description to make it any clearer. People downloading the mod from Bethesda.net won't get the intro video because that platform doesn't support loose files.
Really ought to be an addon that puts the naked nord in Beyond Reach's Evermore after his quest completes, as he mentions he's going there to live with family.
Is it possible to marry the orc or does he not have dialogue? (If so, is it better to end the campaign before marrying him to avoid breaking something?)
okay, the grimsfyr peak location was suuuch a pain to get to but it has finally been achieved. only wish there was something up there to get for scaling the mountain lol
Ok since everyone suddenly seems to have some sort of issue with the lore friendliness of a mod that was made 12 years ago, I've tagged the mod as 'Not Lore Friendly'.
My exact thoughts. Lore-friendly just means it could have existed or occured, not that it did or is mentioned elsewhere... People are just way too picky
Is "Wyrmstooth - Creation Club Ingredient Patches" still necessary? This patch is old, but i see nothing about Creation Club in the Wyrmstooth changelog
I cannot find the Staff of Malentis. Malentis won't spawn in krakevisa, and the only place that even mentions him or his staff is the legacy wiki. I know it exists in xedit because it's on a completionist patch as well, but why won't Malentis spawn? Am I doing something wrong? I've played Wyrmstooth a few times now and I don't remember this being an issue but I could be wrong.
The room with the stairs and all the bookcases? Yes, and every other enemy seems to spawn. If I killed him previously and didn't realise, will he respawn? If not, can I use the console to bring him back or will that break things? I've finished all the Wyrmstooth quests otherwise, if that helps ?
JonxOr, Wow. What a fabulous journey! It just stands out how hard you've worked at this addition. Meticulous is a word I would described this mod. Very detailed lands. Followers are interesting. Wish I could ask them more about themselves. Quests are spot-on. No hitches. No glitches. Exploring really is worth it. Placements of enemies and articles are well thought out. To me it really feels like an extension of Skyrim. Thank you for your hard work and all the time you put into this. Thank you for sharing. Be well, Richard ...golden pants and dark hearts, lol
2353 comments
That's right, Wyrmstooth is now
1012 years old. To celebrate, we've included a new Morrowind-inspired side-quest in the new 1.20 update. Introducing 'The Naked Nord', a short side quest with multiple outcomes based on your actions. You can start it by reading a new note on the bulletin board in Stonehollow next to the blacksmith's house.Important: Over the past few weeks a bunch of players have been reporting an issue with the quest 'Barrow of the Wyrm' not appearing in the journal. This quest should start once the first quest 'Wyrmstooth' finishes. I suspect this issue is caused by some sort of recent mod release that may not be compatible with Wyrmstooth. 'Improved Follower Dialogue - Lydia' may be responsible. Other players are mentioning that the 'NAT-ENB Wyrmstooth' patch is also breaking this sequence. If you have either of these mods in your load order, try unloading them to see if it fixes the problem and let us know in a comment below.
Important: Please note that the Bugs section is for logging technical defects with Wyrmstooth. Not for making random suggestions or general comments about the mod. You can post those here in the Posts section. It makes it harder to keep track of the actual bugs.
Also, if you're working on a new lands mod and need a tutorial or if you're just curious about the kind of work that goes into making a new lands mod, I spent the past few months writing up a 1000+ page step-by-step guide to show you what my process was for making Wyrmstooth from start to finish.
The Elder Scrolls V: Skyrim New Lands Mod Tutorial
Event OnActivate(ObjectReference akActionRef)
WaterTrigger.BlockActivation(true)
RoarSound.Enable(true)
utility.wait(2.00000)
WaterSplash.Enable(true)
WaterJet.Enable(true)
utility.wait(2.00000)
WaterSplash.TranslateToRef(WaterHeightMarker, 70.0000, 0.000000)
waterPlane.TranslateToRef(WaterHeightMarker, 70.0000, 0.000000)
utility.wait(45.0000)
RoarSound.Disable(false)
WaterSplash.Disable(true)
WaterJet.Disable(true)
endEvent
So basically it prevents the lever from being activated again until the sequence is done. Starts playing a roar sound effect. Waits 2 seconds before playing the water splash and water jet effects. Waits another 2 seconds before the water level starts rising. The water level rises for 45 seconds before the roar sound, water splash and water jet effects are disabled. I have no idea how on earth disabling the roar sound, water splash or water jet effects could possibly cause your game to CTD. This is not a particularily complicated sequence. If you have any mods that retexture water particle effects, maybe try unloading them and test the sequence again. Other then that, all I can recommend is to try disabling a group of mods at a time and testing the sequence until you identify the culprit. And make sure you're not exceeding your VRAM limit with retextures or post processing effects.
A thought reflecting on what you said - I will pull Cathedral tonight, as it definitely messes with water particle effects.
To everyone else - this is so not an issue with Wyrmstooth, this is an issue with my particular very heavy modstack :)
Running 'coc WyrmstoothDimfrostLuminatory' places the player outside of any triggers or audio volumes, so whatever is causing the CTD isn't related to scripting. If the culprit was Wyrmstooth, then everyone should be experiencing a CTD here and no one should be able to complete the mod which is obviously not the case.
The only thing I can recommend here is to:
- Unload a group of mods at a time and test 'coc WyrmstoothDimfrostLuminatory' until you find the culprit in your load order.
- Try the coc command from the Skyrim Main Menu (before loading a save). If that works, the issue might have something to do with your save.
Download this if you installed Wyrmstooth from Bethesda.net and want to see the intro video when traveling to Wyrmstooth for the first time.
I'm not sure I can rewrite this description to make it any clearer. People downloading the mod from Bethesda.net won't get the intro video because that platform doesn't support loose files.
Plus: Your mod is very well done I haven't found any glitches/bugs since I downloaded it, many thanks for this too
You could try:
prid ##78D1D8
resurrect
But I can't guarantee it'll work. Replace ## with the Wyrmstooth load order. Run 'help Lurius 4' and note the first two characters in Lurius' record.
Wow. What a fabulous journey! It just stands out how hard you've worked at this addition. Meticulous is a word I would described this mod. Very detailed lands. Followers are interesting. Wish I could ask them more about themselves. Quests are spot-on. No hitches. No glitches. Exploring really is worth it. Placements of enemies and articles are well thought out. To me it really feels like an extension of Skyrim.
Thank you for your hard work and all the time you put into this. Thank you for sharing.
Be well,
Richard
...golden pants and dark hearts, lol