Most if not all issues from the original "bugpile" fixed, tested fully in 3 beta stages and a release candidate with over 20 testers most with over 400 mods.
Bad edits causing issues with vanilla main quests removed. NOTE: Angi's Camp, and quest is incorporated into the mod.
Locations: Narzulbur, Northwatch Keep, Witchmist Grove, Pale Pass Border Region and more all restored.
Vanilla interior cells cleaned of any navmesh edits.
navmesh edits reduced by at least 75% in exteriors, all edits are considered "soft overrides" in tes5edit
Rigmor is now quest aware with Skyrim's main quest from "Before the Storm" to "A Blade in the Dark."
Rigmor is now environmentally aware and will comment on views, sneaking, danger, disease, ruins, caves, forts, inns etc
Rigmor has extra "chats" when sitting down to talk for more immersion.
Rigmor has an extra 1000 lines of dialogue by Jess.
Better player agency and narrative all round.
Brand new beginning to the mod avoiding Riverwood completely.
Rigmor's kiss animation included, when the quest is finished, place a rose in your followers inventory (anyone) and you can kiss them.
Dedicated non-romantic arc centered around friendship.
Romantic and non-romantic arcs completely separated.
Fleshed out scenes, and plot holes filled in about certain events (such as the dress scene)
A new song for Rigmor to sing in the latter part of the quest.
Some quests altered so you can choose to go "solo" and not have to take friends.
FIXES IN 1.1b
Spoiler:
Show
Force stop the 3 beginning Rigmor Quest Aware "ghost" quests, stopping Lydia and Lucia from acting normally.
Khajiits race issue carrying Rigmor, it wasn't an armor issue, Khajiit race was deselected in the armorAA.
Issue fixed with the ending Boss wanting to go swimming.
The Lydia dilemma, if you choose to keep her or leave her ignoring buying the house, the Rigmor QA "ghost" was not set to fire up.
Quest pop up M13 142 - a redundant trigger box left by the old mod near stones on the white river now disabled.
Removed 50% skeevers and 10% spiders from the dungeon crawl during "The Promise" causing some to ctd.
Removed another 10 - 12 npc's from the final battle at whiterun for better stability.
Edited out an un-needed weather call, was called twice causing some issues for some.
Checked and edited any bad "door" navmeshes in custom Rigmor interiors, sometimes Rigmor won't follow through.
Added a couple of "fail safes" with traveling to Windhelm, the next stage to find sethri is triggered before you go in.
Upon triggering the stage, fail safes are disabled. Work if you FT inside too.
Hedren will sometimes not respond when he should force greet the player when a Boss dies.
If the kill script fails, there is a fail safe trigger box in Alvors foundry in the top left corner.
The bandit outside Helgen is now set to a level 3 - 30 depending on the players level (was 20)
The trolls on the mountain to the shrine are also set 3 - 30 depending on the players level (was 15)
Enemies in the M6 "The Promise" dungeon crawl re-balanced.
Grand Wizards were level 60, now leveL 12 - 40 depending on player level.
Fail safe on the final scene at the border. If the player is stuck and the quest fails to end
FIXES IN 1.1c
Spoiler:
Show
Rigmor no longer uses outfits while she is a follower in ACT I.
All her stuff is temporarily placed in a nearby chest, and given back if she changes clothes.
You might still have to rearrange her armor but at least you won't lose stuff.
Issue where followers could not be recruited when buying the house in Breezehome fixed.
Possible issue and CTD when Rigmor arrives at the battle after the runner arrives fixed.
Missing dialogue during Kynesgrove scene fixed.
The miner issue completely bypassed, and is now optional.
Fixed Rigmor not following during the dungeon crawl in M6.
Better info and quest entries for support.
Orc spawn at the Hot Springs ambush reduced.
Rigmor's cot at Roses camp made slightly bigger so she don't get stuck in the collision.
Lydia dilemma trigger box reinforced.
KNOWN ISSUES:
==================================== INCOMPATIBLE MODS: Wind-District Breezehome (patch coming soon) Sea Point Settlement (hope to patch this beautiful looking mod) ====================================
Some known incompatibilities with other mods (+ some fixes) in alphabetic order:
Spoiler:
Show
Ashwind Cottage (a quest starts again when you enter the place later)
Bjorn follower mod (location conflict near Narzulbur) -> Fix: Use the console command "moveto player" near the dead bodies on both Yngol and his horse.
Cities of the North (or anything that moves vanilla buildings can be an issue; Falkreath for that mod.)
Convenient Dialogue (breaks Sorella) -> Fix: Disable that mod
Enhanced Landscapes (adds items blocking a mountain path.)
EVG Animated Traversal (the add-on "Flat Footed" puts a fort right on top of a needed RoB location.)
Fast-SMP (has an issue with its 1.4.3 release that will turn an NPC invisible, known issue across multiple mods with that version.) -> Fix: Use an older version, or check if they've fixed the issue.
Fellheim Estate -> Fix: put RoB last in your load order, disable walls via console
Immersive Armors (conflicts in the beginning) -> Fix: From their page: Q3 : The game crashes when Immersive Armors is configuring. A #1 : Refer to the second sticky post or A #2: There's a conflict with the mod Rigmor of Bruma. Disable Rigmor, let IA configure then re-enable Rigmor.
Immersive Creatures (has been known to causes some conflicts early, I believe with spawned animals near a certain location.)
Improved Mountain LODs & Z Fighting Patch (adds 'caps' over many of the mountains around Skyrim. It covers the entrance to the bonus at the top of the mountain Rose sends you to, the entrance to the first mine, the exit from that mine, down the valley to Fort Black and out the otherside for starters.)
JK's Interiors (might be a slight problem in the Bannered Mare, due to a chair.)
Joseph Russel's Writing Patches (only works on the original version, not the reboot)
Lordship, build your own city (uses the Overlook space)
Moon and Stars -> Fix: you'll need RoB below that mod due to some rocks they have in the same spot as a camp you visit briefly.
Nemesis animation framework (will not break the mod, but an animation won't run properly)
Redcap follower mod (kills Anise) -> Fix: Do Rigmor's quest before freeing Redcap. Also note that it doesn't matter if Anise is dead. You just need to pick up the items from her cabin.
Skyrim Special Edition Tweaks by HeroicArchmage (breaks "The Enemy of my Enemy" by removing Imperial Light Armour.) -> Fix: Temporarily disable the mod before talking to Rigmor.
Snow Elf Palace (location conflict east of Windhelm)
Warzones Assault Attack -> Fix: put RoB last in your load order, disable walls via console
Wind-District Breezehome
General advice:
1) Don't import Rigmor into any follower frameworks. There are those that have some success with them, after the mod is finished. During the quests in the mod can cause problems.
2) Avoid any mods that affect/modify Angi (vanilla character).
If you use Immersive Laundry, there's now a patch (by me): Immersive Laundry - Rigmor of Bruma Patch There is an optional file if you ONLY want to hide the shrubs around the forge at Angi's Camp.
For those looking to "Improve stability" run the Z-Floor Patcher in Synthesis. There are huge amount of items (in this mod) that are listed below -30K z value which causes Game engine problems. Running that will move all those items to exactly -30K and prevent quite a few crashes.
I don't know why, but after completing Guardian Angels, the quest to take Rigmor to Angi's Camp never triggers, I've tried reloading saves, and even doing a complete reinstall of the mod, but it just wont trigger.
Everything progresses as normal up until the FINAL part of the quest, though there is a weird glitch where Rigmor's cuirass doesn't visually appear on the workbench when giving it to Hedran, but the quest still progresses. I've seen videos of playthroughs and the next quest is seemingly supposed to trigger mid-dialogue after you tell Rigmor about Rose's capture, and she informs you about Fort Black and asks you to take her to Angi's Camp, but it never starts, "Guardian Angel" ends after the dialogue is over, but nothing ever starts up.
Assuming everything else worked, you fought the creeps in Riverwood, got her armor back, etc.
Did you give her the armor? You'll have to remove the prison rags for her to enabled her cuirass. After she asks you, talk to her again, you'll need to tell her to follow you from now on.
according to the ide is from this mod, when I use angi's horse and place that kind of backpack and check it, it gives me a horn that serves to call him, but it doesn't let me use the shouts when pressing z or when changing keys.
None of that is a feature of this mod. Angie's horse is a regular horse. This mod does not provide storage, a horn, etc, etc. Another mod has affected it.
When you look at last mod to change an ID, it's not always the mod that has caused the problem. This mod adds the horse, but what you're talking about must be from somewhere else.
I just realized something, the mod does not continue after looking at the map, I remember something like this that said if we go on foot or on horseback and I chose horse, but it doesn't let me talk to her and the mission appears as already completed :( https://ibb.co/TD4hF88C Could you tell me the command to activate the black fort mission please? :( try with setstage rigmorquest02 5 among others but nothing happens
We highly advice against setstage commands, as you'll probably break the mod. If there's an option to take horses, it should work. I always take the horses and don't have issues. Usually, if Rigmor doesn't move, there's been a missed step, which is why she's stuck. There might be a missed dialogue somewhere.
Have you made sure this mod is as low as possible in your load order? That should help, too.
I've watched the videos and just like what happened to me after telling him to go on horseback, he says "I'll follow you lead" and the Fort Black mission is activated with the objective "Head to the Old Mine with Rigmor." But Rigmor doesn't follow me either. I try to type it but nothing happens either :(
rose is invisible no quest marker on rigmor so if you drop her you can't find her again game freezes for 2 secondes when i drop rigmor rose stopped moving in the middle on the road for a couple minutes before finally going to her boat
Invisible Rose may be due to Fast-SMP physics. An older version of that mod affected some NPCs. You'll need to check for a mod conflict of it, or another mod touching armor for NPCs.
NPCs may stop while they figure out their path. Skyrim has its quirks, and NPC pathing is one.
It looks like something broke right at (I assume) the end. The assault on the Island Fortress isn't working correctly. When I take the ferry from Dawnstar to the island, Malesan, Yngol, and Casius end up in the middle of the ocean. I can talk to Malesan and get his update, but Yngol and Casius will not follow me to the island.
I already killed all the people outside of the fort ages ago without realizing that it was part of Rigmor. I never went inside, though. Seems like there was probably a quest trigger tied to the guards outside the fort? I entered the fort and killed all the enemies there and used the player.placeatme command to spawn Yngol and Casius into the fort. When I get the quest update to "listen to Yngol", he doesn't say anything. Took a couple tries but I figured out how to get to the next step. Before going through the gate, I had the dialog with Casius to tell him to take Rigmor to the farm. I went through the gate and finished that off. I go to the farm and Rigmor is there in bed, but nobody has any dialog, Rigmor included.
So how broken am I? Any way to force the next stage of the quest? Yngol and Casius seem irreparably broken. They're basically ambling zombies.
If you didn't go inside, you might be okay, but, the guards are part of the quest, so I am not sure.
I have always found Casius and Yngol missing, so when I make the choice back at the altar with Malesam, I always choose to go alone. I find it more satisfying, too, as a couple of things are different.
You'll want to roll back to the choice with Malesam, at the least. This is not a place I recommend advancing quest steps. You need to do things inside that fortress.
(I wrote the bulk of this before you replied, Brandiuntz. I think I'll load an older save and follow your advice.)
I think I fixed it! I'm going to leave this here for anyone who encounters this.
Using the svq rigmorquest04 command and incrementing up until I found a running quest, I found that I was at rigmorquest12 stage 60. I did setstage rigmorquest12 xx where xx is a number starting at 65 and incrementing at 5s until I hit a valid stage (I don't remember what it was). The stage gave me the objective to get to the shrine room.
Yngol and Casius were still stuck in the middle of the sea. I clicked on them with the console to find their RefIDs. NOT their BaseIDs. I went into the Island Fortress and used Prid XXXX where XXXX was the RefID for one of the guys. Then moveto player, which teleported them to me. I repeated this for both gents. (player.placeatme creates a clone! Don't do it!) I was able to save Rigmor and enter Oblivion.
Well, dang. I got to the sigil stone and now the dialog with the Entity won't trigger. That's a problem for another day, I suppose.
Yeah, rolling back and redoing it without the crew was the right decision. Not having Yngol and Casius seemed to bypass the requirement to defeat the exterior guards. But overall, this mission seems fairly glitchy. The aforementioned, sometimes the cultists in the alter room don't spawn and killing the main guy doesn't do anything, sometimes the scamps spawning in crashes the game, sometimes enemies don't spawn in each room of the tower which seems to stop progression, sometimes the entity doesn't talk to you when you're at the sigil stone. But I figured it all out and got to the next mission, all of which has seemed to work perfectly.
I don't mean to sound complainy, I have really enjoyed this mod every step of the way. The way it repurposes underutilized locations and characters is a ton of fun.
I'm glad you were able to get around the issue. And glad you're enjoying the mod. I've played it about 7 times, I think.
I've never had the issue with enemy spawns, entity, etc. Could be something slowly down the scripts in your LO. While we note mods we know are conflicts, there's always others that might affect ROB.
Another question, if I may. This is regarding doing main quests after finishing RoB.
Spoiler:
Show
So I finished the RoB quest line and sent Rigmor over the border. I got the note that said she'd be waiting at the hot springs camp if we want to adventure together again. I didn't pick her up because narratively I just wanted her departure to sink in. So I started doing some main quest...quests. And I started getting "Dialogue Available" notifications. Now maybe this is some other mod that I don't know is doing this, but I've only experienced with RoB so far. So I went to the camp and she did not have dialog. I asked her to join up and finished another quest, got the "Dialogue Available" notification, but still no dialog for Rigmor. Would there have been dialog if the RoB questline was still active, and the post-quest version of Rigmor doesn't have the dialog?
Not sure why you're getting prompts, if ROB finished. Rigmor has dialogue for the first 6 quests within the main quest line, but nothing after that. If you've completed ROB, that should be over. But, I've always done those quests with her. If you didn't, maybe that's why.
The Rigmor follower you can grab at he hot springs afterwards is just a follower. She has some dialogue at locations, like vanilla followers do. Nothing tied to quests.
WHY enemies are so overpowered??? This is simply does to fair to a player! I mean, I lowered difficulty to novice(usually playing on expert), and I still can't play normally without console command "kill". This just... destroyed the whole vibe. I understand why some of them are strong, okay, you wanted to show there is some really dangerous thugs on her, but it is not how it work! Take "Teldryn serious" mod. There IS powerful enemies, but some skill and reaction solves it all, but HERE???? I DO NOT want to cheat to enjoy good story. And there is not a single fan patch that would made enemies at least slightly bearable. You just set their health rate to like million and attack damage same??? This is not fair to ANY player. Storyline still cool btw, looking to install Cyrodill for chance of Rose romance. But enemies... this is just sick.
In some situations, it is possible to avoid combat altogether. For example, ...
Spoiler:
Show
... you can circumvent the trolls on the way to Rose's gold. Or at the mines, you can bribe the Foreman.
Lowering the difficulty is an obvious option, too. Also, it is kind of expected that you do not rush the questline at low-level. Rigmor is quest-aware (for the main quest) up to Kynesgrove. So you should have done a bit of exploration, develop some skills and equipment etc.
I remember that, not so long ago, a player asked (in the other mod) "anyone know how to multiply the vampire enemy spawns?". So it might also be a question of personal preferences and taste.
In my game, the big melees after the Stormcloak and Imperial camps were pretty brutal. Luckily I play as a spellsword and was able to cheese these battles by hanging back and shooting elemental bolts into the fray.
Hey, i just finished the mod and i did enjoy it, but one question does rose just completely disappear after she escapes from that tower? And no npc even mentiones about her ever again.
Playing Rigmor on Nolvus and Sorella won't talk to Angi when Rigmor and I bring her to camp for the first time....Also Angi has black face for some odd reason.
Not sure which mods has accidentally modified Angi but I'll keep looking
11234 comments
REBOOT
Join the growing fan base and community:
Don't forget to ENDORSE
====================================
INCOMPATIBLE MODS:
Wind-District Breezehome (patch coming soon)
Sea Point Settlement (hope to patch this beautiful looking mod)
====================================
Support links and patches for Legacy OLD version v 3.3 LE and v 1.0 SE
Q3 : The game crashes when Immersive Armors is configuring.
A #1 : Refer to the second sticky post or
A #2: There's a conflict with the mod Rigmor of Bruma. Disable Rigmor, let IA configure then re-enable Rigmor.
General advice:
1) Don't import Rigmor into any follower frameworks. There are those that have some success with them, after the mod is finished. During the quests in the mod can cause problems.
2) Avoid any mods that affect/modify Angi (vanilla character).
conversion to HPH.
Check it out here: Rigmor - HPH Conversion
If you use Immersive Laundry, there's now a patch (by me): Immersive Laundry - Rigmor of Bruma Patch
There is an optional file if you ONLY want to hide the shrubs around the forge at Angi's Camp.
Cities of the North - Falkreath Patches: Patch Hub
Rigmor of Bruma Upscaled Textures
Patch for EVGAT's Flat Footed quest: Rigmor-EVGAT Mielbar Patch
Did you give her the armor? You'll have to remove the prison rags for her to enabled her cuirass. After she asks you, talk to her again, you'll need to tell her to follow you from now on.
When you look at last mod to change an ID, it's not always the mod that has caused the problem. This mod adds the horse, but what you're talking about must be from somewhere else.
https://ibb.co/TD4hF88C
Could you tell me the command to activate the black fort mission please? :(
try with setstage rigmorquest02 5 among others
but nothing happens
Have you made sure this mod is as low as possible in your load order? That should help, too.
no quest marker on rigmor so if you drop her you can't find her again
game freezes for 2 secondes when i drop rigmor
rose stopped moving in the middle on the road for a couple minutes before finally going to her boat
NPCs may stop while they figure out their path. Skyrim has its quirks, and NPC pathing is one.
I already killed all the people outside of the fort ages ago without realizing that it was part of Rigmor. I never went inside, though. Seems like there was probably a quest trigger tied to the guards outside the fort? I entered the fort and killed all the enemies there and used the player.placeatme command to spawn Yngol and Casius into the fort. When I get the quest update to "listen to Yngol", he doesn't say anything. Took a couple tries but I figured out how to get to the next step. Before going through the gate, I had the dialog with Casius to tell him to take Rigmor to the farm. I went through the gate and finished that off. I go to the farm and Rigmor is there in bed, but nobody has any dialog, Rigmor included.
So how broken am I? Any way to force the next stage of the quest? Yngol and Casius seem irreparably broken. They're basically ambling zombies.
I have always found Casius and Yngol missing, so when I make the choice back at the altar with Malesam, I always choose to go alone. I find it more satisfying, too, as a couple of things are different.
You'll want to roll back to the choice with Malesam, at the least. This is not a place I recommend advancing quest steps. You need to do things inside that fortress.
I think I fixed it! I'm going to leave this here for anyone who encounters this.
Using the svq rigmorquest04 command and incrementing up until I found a running quest, I found that I was at rigmorquest12 stage 60. I did setstage rigmorquest12 xx where xx is a number starting at 65 and incrementing at 5s until I hit a valid stage (I don't remember what it was). The stage gave me the objective to get to the shrine room.
Yngol and Casius were still stuck in the middle of the sea. I clicked on them with the console to find their RefIDs. NOT their BaseIDs. I went into the Island Fortress and used Prid XXXX where XXXX was the RefID for one of the guys. Then moveto player, which teleported them to me. I repeated this for both gents. (player.placeatme creates a clone! Don't do it!) I was able to save Rigmor and enter Oblivion.
Well, dang. I got to the sigil stone and now the dialog with the Entity won't trigger. That's a problem for another day, I suppose.
I don't mean to sound complainy, I have really enjoyed this mod every step of the way. The way it repurposes underutilized locations and characters is a ton of fun.
I've never had the issue with enemy spawns, entity, etc. Could be something slowly down the scripts in your LO. While we note mods we know are conflicts, there's always others that might affect ROB.
The more immersive road, of course, is to continue with the next chapter "Rimgor of Cyrodiil".
The Rigmor follower you can grab at he hot springs afterwards is just a follower. She has some dialogue at locations, like vanilla followers do. Nothing tied to quests.
I understand why some of them are strong, okay, you wanted to show there is some really dangerous thugs on her, but it is not how it work! Take "Teldryn serious" mod. There IS powerful enemies, but some skill and reaction solves it all, but HERE???? I DO NOT want to cheat to enjoy good story. And there is not a single fan patch that would made enemies at least slightly bearable. You just set their health rate to like million and attack damage same??? This is not fair to ANY player.
Storyline still cool btw, looking to install Cyrodill for chance of Rose romance. But enemies... this is just sick.
In some situations, it is possible to avoid combat altogether. For example, ...
Lowering the difficulty is an obvious option, too. Also, it is kind of expected that you do not rush the questline at low-level. Rigmor is quest-aware (for the main quest) up to Kynesgrove. So you should have done a bit of exploration, develop some skills and equipment etc.
I remember that, not so long ago, a player asked (in the other mod) "anyone know how to multiply the vampire enemy spawns?". So it might also be a question of personal preferences and taste.
It isn't a game breaker, they just won't show on screen. There is a few seconds of black, then it continues normally.
Without spoilers, you might want to continue with the next chapter "Rigmor of Cyrodiil". ;-)
Not sure which mods has accidentally modified Angi but I'll keep looking