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Kain Vinosec

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kainvinosec

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38 comments

  1. LeavingUndad
    LeavingUndad
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    Unfortunately the mod didn't work for me in my game, despite that unlike another similar mod, this one supposedly should work when installed and activated mid-game. I loaded a save with my character being on the other side of the Markarth City Gates, but when he entered the city Weylin spawned in the same old vanilla location. Only with the fifth attempt I was lucky enough to kill him in one critical strike from behind before his killing animation had started to play.

    Is it safe to uninstall the mod now?
    1. kainvinosec
      kainvinosec
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      Yup yup. All it does is make that one edit to his starting location. If it didn't work, it is likely because something conflicted in your mod order and put him in his normal spot.
  2. StormDrummer
    StormDrummer
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    Everybody's got their own stories...I used to use the Hidden Hideouts entrance and snipe him with a bow from the top of the stairs up from the smelter...if I didn't kill him with the first shot, he'd come after me instead of Margret, so that was cool.  But now I have a graphical glitch (don't know what's causing it) that makes the world go crazy in spots and me go blind. It strikes right there in the marketplace.  So I took to using tcl to drop in our friend Weylin...then I was up close and could take him out, blind or not.

    Or maybe you could toggle AI, I suppose...

    But this may be even better; I can go in the main gate, weapon drawn, turn left where I can see, and intercept him on his way to Margret.

    As for "how do you know it's going to happen...?" Well, yeah, there's some stuff in the game you just can't unsee...Okay, suppose you were sent there to prevent it?

    As for the Whiterun giant attack...yeah, I'd love to see that.  Best way I've found in-game to do that one in time is to maximize the difficulty (and even if all else goes perfectly, Aella won't acknowledge it half the time...)
  3. ServalKhajiit217
    ServalKhajiit217
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    To get really time to stop him - the scene need to be start at Riften or Dawnguard Forpost.
  4. Vitanon
    Vitanon
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    Thank you. I was thinking how to save her without the shout that slows time.
    Now I can save her.
  5. Berk150
    Berk150
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    Thank you for making this. For whatever reason he had basically already killed her by the time the game loaded in before i downloaded this mod, so i'm really happy this exists. Worked great.
  6. gades28
    gades28
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    Nice idea.

    But does it not do incoherent things after? Like people talking of her as a dead person or in the past, or she is doing things with broken AI?

    (sorry bad english)
    1. kainvinosec
      kainvinosec
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      No, you can save her in the vanilla game. The only thing this mod does is give you more time to do it. Her death isn't scripted or anything, so Margret staying alive is 100% vanilla Skyrim.
    2. gades28
      gades28
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      Super. I hate losing npcs in my world of skyrim.

      It's always so fast that I always thought that it was "normal".

      Thank you very much.
    3. pedigreeann
      pedigreeann
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      My characters saved Margret about half the time. But it is always a close-run thing. 
    4. Jahoan
      Jahoan
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      I once used over a dozen reloads to save Margret. Is this mod compatible with Nepos the Nope (which lets you toggle the encounter in the MCM)?
    5. kainvinosec
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      It *should* be. I'm not sure how that mod handles putting him back when you toggle him back on, but all this mod does is move him a little so at the very least it won't cause any problems. It should work fine though.
    6. Paedric
      Paedric
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      Rise from the dead...

      As kainvinosec said, it is totally possible to save Margret in unmodded Skyrim, but she will likely die if you are unawares or forget that this event happens due to how close the assassin is to Margret when you zone in to Markarth proper. This event pretty much requires you, the player, to use knowledge that your in game avatar just would not have. You need to zone in with weapons drawn and react immediately to stop the assassin. I found bows work best (for me). Even then, it's usually a close thing.

      Now if I could just find something along these lines for the Companion's fight with the giant outside Winterhold when you first head that way from Riverwood. That's another fight you need to use outside/prior knowledge in order to participate in the fight. Not everyone sprints from Riverwood to Winterhold, and cuts through the woods Bethesda. 
  7. Zerachiel93
    Zerachiel93
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    Would it be at all possible to delay the assassination to a certain character level or an MCM toggle or literally anything controllable besides entering the city?? I want to save her at some pint in my game But I've avoided stepping foot in Markarth Because my character would simply care less at this point.
    1. kainvinosec
      kainvinosec
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      That is way beyond my meager mod creating skills. I am still just a beginner, but what I can say is that after looking in the Creation Kit at the whole event I don't think it'd be easy to do. Much like the execution in Solitude, Weylin moving to attack is a scripted event that auto-plays and a number of things seem dependent on it. Guard movement, Eltrys already standing outside the inn, the NPCs in the market reacting to the event, etc. It'd require a lot of work to keep it from happening the first time you enter Markarth and then still happen flawlessly later on.
    2. Zerachiel93
      Zerachiel93
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      I dont understand scripts real well but if you say "moveto player"ed him into a closed cell with no way out, and when you were ready, did the same thing to move him back to the city, would the event play out as normal once he's back in place?

      EDIT: I tested the theory and it seems to work. I placed him in QAsmoke cage, went into markarth and ran around in/out of a few buildings and the people involved in the scene just stand there. most of the town just stands there actually but I have enough mods that add people, the city doesn't seem frozen unless you stand still and watch everyone. Once i ran around awhile I moved him back and the scene immediately played out as normal

      Works for me since I really just want to delay the quest. the only thing I want to get into markarth for is thieves guild quests. so far I've just toggled AI for all and just stolen everything which isn't very immersive lol
    3. Jahoan
      Jahoan
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      The mod "Nepos the Nope" lets you toggle the encounter in the MCM, as well as the run-in with the Vigilant of Stendarr that starts "House of Horrors".
    4. Zerachiel93
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      Thanks for the suggestion. the last playthrough I just used moveto.player on him and put him in the cage in qasmoke and moved him back when i was ready.  I was well over 1000hrs into it and the scene kicked off fine so in a pinch its a good work around for anyone looking for one
  8. Deagini
    Deagini
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    I'm happy this exists. I can usually save her, but I hate having to meta-game and prepare for it as soon as I enter Markarth. Saving just outside the city gate like I'm psychic and rushing in with blade already drawn focusing on the target like a homing missile. It's immersion breaking. I much rather it be a natural build up where my dragonborn notices someone creeping and not a case of Spidey-Sense.

    Thank you plenty for this small change!
  9. pressure68
    pressure68
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    Another mod that I didn't know how bad I needed it until I knew it existed. Thanks!
  10. Thanks so much for this.  I always hated this timing issue. Now it's gone. :)
    1. kainvinosec
      kainvinosec
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      Welcome!