Though, at radiant quest 26 (Volkihar Side) "Culling the Beast" i have a bug (?). In the cave "Movarth's Lair" I can't reach the quest goal. Killed all the vampires, still quest marker is floating around the throne, no chance for me to do anything. Already reloaded several times, waited, etc....
How can i resolve that? Do you probalbly can give me quest ID, so that i can complete with console if necessary?
EDIT: Doesn't have to be the throne, can be any chair in that "room"/hall, changes as i reload....
That's a bug caused by USSEP rather than by DTE. If you've previously cleared that cave, the boss NPC doesn't respawn, so you can't kill him again. Reloading to before you started that quest will hopefully pick a different radiant dungeon, or you can do setstage DLC1RV02 100to bypass it.
THX @Enodoc! Old Save & Different Dungeon solved it;)
Sadly now I got some even bigger problems - In "Touching the Sky" Gelebor wont't show up.... Floating marker and nothing else.... :( Guess different dungeon won't work this time....
Just a FYI, not sure how severe this might be. USSEP did recent navmesh patching to DLC1HunterValleyCave01 that's not included in DTE's patch. From their changelog:
v4.3.2 (2024-07-11) [SSE 1.6.1130+]
DLC1HunterValleyCave01 had a broken navmesh triangle on the ledge near the jump area.
v4.3.0 (2023-12-05) [SSE 1.6.1130+]
Navmesh in Mossy Glen Cave had several issues with triangles going up walls, broken links, and a complete lack of cover data. (Bug #33306)
Quite a lot: 20-30ish. If it's too much, you can turn it off:
set ANDR_DTE_NoBiggerSieges to X Setting it to 1 disables the extra spawns. Setting it to 0 returns the extra spawns. This needs to be activated before either "Destroy the Dawnguard" or "Kindred Judgment" (Dawnguard side) has been started.
It was inspired by this video. In hindsight, there might have been things that I could have done better. I'm open to feedback on it.
Thing is, I actually want more NPCs to fight, gives me a good excuse to summon Durnehviir for an epic battle. But I think it'd be better implemented if they increased in increments throughout the chapters rather than throwing 20-30 in all at the end. Going from a population of 10 to 50+ in one chapter is jarring. Like with the completion of each main chapter, 1 or 2 more show up, with given packages to make the locations more alive. Gives a sense of the faction's expansion of strength, and, in my opinion, I think a reduction of the final total by about 30-50% might be better for balancing reasons. Which leads me to my next concern.
Having too many enemy NPCs in one area makes stealth approaches almost impossible due to how the engine handles NPC alertness. They tend to have a chain reaction effect, where if you alert one NPC, then another hears that NPC, then all the other NPCs within hearing distance hear that second alerted NPC, and boom, your compass is a horde of red dots. It's why mods that add more enemies can be tricky to pull off without turning every encounter zone into a pitched battle.
Either way, I'm intrigued by this. Been playing this game on-and-off since 2014 and I don't think I've ever completed a Dawnguard/Vokihar questline. Furthest I ever got was Touching the Sky with the Dawnguard before my save file broke (Oldrim PTSD days). Hopefully nothing funky happens like the Civil War questline *knocks on wood*. I trust you and Enodoc, both are experienced with scripting and have a vanilla+ approach.
Thing is, I actually want more NPCs to fight, gives me a good excuse to summon Durnehviir for an epic battle. But I think it'd be better implemented if they increased in increments throughout the chapters rather than throwing 20-30 in all at the end. Going from a population of 10 to 50+ in one chapter is jarring. Like with the completion of each main chapter, 1 or 2 more show up, with given packages to make the locations more alive. Gives a sense of the faction's expansion of strength, and, in my opinion, I think a reduction of the final total by about 30-50% might be better for balancing reasons.
For Castle Volkihar, outside, those aren't really any uniquely named vampires, just skeletons, ghosts, deathhounds and gargoyles. Inside the castle I've added some more generic vampires though.
For Fort Dawnguard, I added some more Dawnguard agents and clerics (generic non-named ones), as well as armored trolls and huskies. I actually made a video of this, years ago, along with some other mods.
That said, the code for these battles is ancient and hasn't been touched since the LE days, so certain changes might be in order. I'm not sure decreasing the amount of NPCs would be a good thing though, since I would like to maintain that epic feel. However, I've had reports of people having some issues, so I decided to add some globals to turn them off.
Having too many enemy NPCs in one area makes stealth approaches almost impossible due to how the engine handles NPC alertness. They tend to have a chain reaction effect, where if you alert one NPC, then another hears that NPC, then all the other NPCs within hearing distance hear that second alerted NPC, and boom, your compass is a horde of red dots. It's why mods that add more enemies can be tricky to pull off without turning every encounter zone into a pitched battle.
If you watch the video of Fort Dawnguard (I linked above), stealth is still a valuable asset here, but you'll have to approach the Fort at night, which makes sense for the Vampire theme. In the beginning I get detected by them, but around the 2:45 mark, I fade back into the shadows.
Either way, I'm intrigued by this. Been playing this game on-and-off since 2014 and I don't think I've ever completed a Dawnguard/Vokihar questline. Furthest I ever got was Touching the Sky with the Dawnguard before my save file broke (Oldrim PTSD days). Hopefully nothing funky happens like the Civil War questline *knocks on wood*. I trust you and Enodoc, both are experienced with scripting and have a vanilla+ approach.
Let us know how it works out, but don't expect too much I'd say.
One more thing: If you assault Fort Dawnguard, you'll need to find an alternate entrance though the cave nearby, as the front gate is blocked, on purpose.
im having an issue with my quest progression. I Finished the Prophet for the vampire questline and am now at a quest count of 10. my next quest should be to get the blood rings, but i'm not being given the quest. I was given another quest to upgrade the chalice. I can't seem to get the Debug spells to work via the console command either. any help would be great.
I see no issues in xEdit, another thing to note though is that i am given the quest to get the elder scrolls instantly after the moth priest does his thing. starting a quest i shouldnt have just yet im guessing. my current progression is having the dragon elder scroll, and serana not talking to me about the blood dragon scoll, i assume because i need to do the blood rings quest still. I have tried re-loading to a save right after the moth priest and before i have an elder scroll and im given the same quest to upgrade the chalice and not any blood rings.
Also, what issues can come up after uninstalling? no offence, but i got this mod as part of a collection and while it's cool to drag out the play time with these mandotory side quests, i'd rather just play without that restriction. i got the collection blind for a vampire overhaul. if it's a big issue to uninstall mid playthrough ill continue trying to fix, or worse case restart my 19 hour save file if it's fucked. thanks for any help you can give.
It's not necessarily in xEdit. It may also be a conflict with the quest scripts in your mod folders. But for xEdit, try the following: 1. Load your entire load order in xEdit. 2. In the left pane, right-click -> Apply Filter to show conflicts. 3. When it's done loading (takes a while), go to this mod's ESP. It will show any conflicts.
If you see any conflicts there, let me know. To be fair, it should be up to your Collection author to ensure this mod is compatible with their list and working properly, so you should report it to them.
If you don't see the ESP after the filtering is done, it means there are no direct conflicts. However, there may still be script overrides. Those are much harder to track, but if you'd like, I can provide some steps to track those.
read through help menu, if im reading it right the mod in conflic is "Serana Relationship Revamped for dialogue options, and what i think is doing it is a mod called "SRC - Exclude from Radiant System Options"
Try loading those before this mod and have this mod override their scripts. After you've done that, run the debug spell:
I've included a debug spell. To avoid spell menu clutter, this won't be visible by default. You can add it through a console commands.
You can get the debug spell by using this console command to get the ID:
help "DGTE_Debug_Spell"
Then, use this console command to add it:
player.addspell xxxxxAE6 (replace xxxxx with the index from your load order)
Using this spell will give you 2 options:
The first one is to refill the properties. This is in case you have another mod overwriting my edits to the properties of the quest. Even if you load this mod after the one conflicting, the properties won't be updated in an existing game. This power makes sure the properties are updated. If you would like to have me help you out, you can link your papyrus log after using this power.
The second option is to force-start a radiant quest from either the Dawnguard or Vampires. This can only be used AFTER you either accepted or refused "Harkon's Gift". If you're on the Vampire side, you'll need to be inside Castle Volkihar, and if you're on the Dawnguard side, you'll need to be inside Fort Dawnguard, in order for this power to work.
BTW, about the radiant quests, there's an update coming to this mod soon™, which allows for lower radiant quest requirements, down to 3 per storyline quest.
This mod already is loading after SRR, but i can't seem to change the load order for the other mod since it isn't showing as a conflict in nexus. i tried the debug spells and nothing happened. I also tried the command startquest DLC1RH08 and it didnt do anything either. currently i'm about accepting that something i can't fix is wrong and will scratch this collection and start fresh. any last advice to fix this would be appreciated, but i'm lost at this point.
Collection-wise, we were in Gate to Sovngarde, but I believe Jay removed it from the most recent version due to issues; possibly issues similar to this one. We're in some other collections as well, but nothing as major as GTS in terms of sheer downloads.
Am I the only one having radiant quests with no markers on my map or compass? I sadly can't leave my screenshots to show it. I have no conflicting mods as far as I know and loot/xedit aren't noticing me that something is wrong.
It isn't the quest with caches to find (this one is supposed to have no indicator from what I've heard) but I mean quests like killing a random vampire or fetching some Dwemer stuffs on the Dawnguard side.
*EDIT*
I'm just dumb I was supposed to go to Solsthiem and Bruma to see the markers... (Bruma is for Beyond Skyrim)
Feel free to remove my comment or leave it for others having the same issue than I... ;)
Hello Enodoc & AndrealphusVIII So we have to do 5+4+4+5 side quests just to finish the main questline, which can become tedius. Is it possible to decrease the amount of radiant quests required?
For me, the main draw of your mod is not these radiant quest mandates but those roleplaying dialogue options, the small additional objectives, the Dawnguard cache encounters, etc., which makes it so interesting.
I would appreciate some tips to reduce the radiant quests. Thank you for the great efforts.
Enodoc might be able to help with that. It's possible through console commands. It won't go lower than 3 per storyline quest though.
Someone asked about this in the past, but unfortunately, the Nexus comment search feature is still disabled. That said, I have no plans of making a version with less radiants quests though, since it's a core feature and the main reason for this mod. I actually think the Vanilla questline goes way too fast and I prefer to actually do some work in either faction to be granted access to the storyline quests.
I have to warn you about the caches though. If you find the extra radiant quests tedious, I wouldn't recommend doing the caches quest, as it involves hunting down random encounters across the roads, which is much more time intensive than the radiant quests. In addition, I purposefully did not include any questmarkers for the caches, since that would defeat the thrill of finding them. Completing the caches quest isn't required to progress the main Dawnguard storyline though.
PSA: A new update is coming soon, which will include a way to reduce the number of radiant quests to 3 per story quest, which has been requested a lot.
In addition, some other small tweaks will be included.
484 comments
Though, at radiant quest 26 (Volkihar Side) "Culling the Beast" i have a bug (?).
In the cave "Movarth's Lair" I can't reach the quest goal.
Killed all the vampires, still quest marker is floating around the throne, no chance for me to do anything.
Already reloaded several times, waited, etc....
How can i resolve that? Do you probalbly can give me quest ID, so that i can complete with console if necessary?
EDIT: Doesn't have to be the throne, can be any chair in that "room"/hall, changes as i reload....
Thank you in advance.
setstage DLC1RV02 100
to bypass it.Sadly now I got some even bigger problems - In "Touching the Sky" Gelebor wont't show up.... Floating marker and nothing else.... :( Guess different dungeon won't work this time....
Thanks
v4.3.2 (2024-07-11) [SSE 1.6.1130+]
v4.3.0 (2023-12-05) [SSE 1.6.1130+]
Having too many enemy NPCs in one area makes stealth approaches almost impossible due to how the engine handles NPC alertness. They tend to have a chain reaction effect, where if you alert one NPC, then another hears that NPC, then all the other NPCs within hearing distance hear that second alerted NPC, and boom, your compass is a horde of red dots. It's why mods that add more enemies can be tricky to pull off without turning every encounter zone into a pitched battle.
Either way, I'm intrigued by this. Been playing this game on-and-off since 2014 and I don't think I've ever completed a Dawnguard/Vokihar questline. Furthest I ever got was Touching the Sky with the Dawnguard before my save file broke (Oldrim PTSD days). Hopefully nothing funky happens like the Civil War questline *knocks on wood*. I trust you and Enodoc, both are experienced with scripting and have a vanilla+ approach.
For Fort Dawnguard, I added some more Dawnguard agents and clerics (generic non-named ones), as well as armored trolls and huskies. I actually made a video of this, years ago, along with some other mods.
That said, the code for these battles is ancient and hasn't been touched since the LE days, so certain changes might be in order. I'm not sure decreasing the amount of NPCs would be a good thing though, since I would like to maintain that epic feel. However, I've had reports of people having some issues, so I decided to add some globals to turn them off.
One more thing: If you assault Fort Dawnguard, you'll need to find an alternate entrance though the cave nearby, as the front gate is blocked, on purpose.
Also, will this work with Completionist mod?
Also, also mods that edit Serana dialogue?
and RDO?
sorry fort he questions
any help would be great.
I wouldn't recommend uninstalling. TBH, if you use a Collection you shouldn't be making any edits, unless you know what you're doing.
1. Load your entire load order in xEdit.
2. In the left pane, right-click -> Apply Filter to show conflicts.
3. When it's done loading (takes a while), go to this mod's ESP. It will show any conflicts.
If you see any conflicts there, let me know. To be fair, it should be up to your Collection author to ensure this mod is compatible with their list and working properly, so you should report it to them.
If you don't see the ESP after the filtering is done, it means there are no direct conflicts. However, there may still be script overrides. Those are much harder to track, but if you'd like, I can provide some steps to track those.
BTW, about the radiant quests, there's an update coming to this mod soon™, which allows for lower radiant quest requirements, down to 3 per storyline quest.
any last advice to fix this would be appreciated, but i'm lost at this point.
Am I the only one having radiant quests with no markers on my map or compass? I sadly can't leave my screenshots to show it. I have no conflicting mods as far as I know and loot/xedit aren't noticing me that something is wrong.
It isn't the quest with caches to find (this one is supposed to have no indicator from what I've heard) but I mean quests like killing a random vampire or fetching some Dwemer stuffs on the Dawnguard side.
*EDIT*
I'm just dumb I was supposed to go to Solsthiem and Bruma to see the markers... (Bruma is for Beyond Skyrim)
Feel free to remove my comment or leave it for others having the same issue than I... ;)
So we have to do 5+4+4+5 side quests just to finish the main questline, which can become tedius.
Is it possible to decrease the amount of radiant quests required?
For me, the main draw of your mod is not these radiant quest mandates but those roleplaying dialogue options, the small additional objectives, the Dawnguard cache encounters, etc., which makes it so interesting.
I would appreciate some tips to reduce the radiant quests.
Thank you for the great efforts.
Someone asked about this in the past, but unfortunately, the Nexus comment search feature is still disabled.
That said, I have no plans of making a version with less radiants quests though, since it's a core feature and the main reason for this mod. I actually think the Vanilla questline goes way too fast and I prefer to actually do some work in either faction to be granted access to the storyline quests.
I have to warn you about the caches though. If you find the extra radiant quests tedious, I wouldn't recommend doing the caches quest, as it involves hunting down random encounters across the roads, which is much more time intensive than the radiant quests.
In addition, I purposefully did not include any questmarkers for the caches, since that would defeat the thrill of finding them.
Completing the caches quest isn't required to progress the main Dawnguard storyline though.
I really look forward to the patch. Endorsed and tracking.
In addition, some other small tweaks will be included.