Can I return to the Shivering Isles after completing the questline? Yes. The gateway between the Isles and the mortal world will remain open, and you can travel back and forth to continue exploring, trading and battling in the Isles even after completing the questline.
How much content is in this mod? We estimate that you will experience roughly one to three hours of content, depending on how much you explore, how many quests you choose to complete, and other factors such as your Skyrim difficulty setting. We encourage you to explore at your own pace and have fun while playing.
After finishing the mod and going back to Skyrim, every NPC hates me. Is this a bug? This behavior is caused by a 'prank' item. Check your inventory for cursed cutlery.
Is this mod compatible with 'Legacy of the Dragonborn'? A third-party compatibility patch can be found here, but we cannot provide support.
Can I update ECSS mid-game? This depends on the update's version number. This is what the version numbers mean:
X.0.0 = A massive update that is NOT safe to download mid-game.
1.X.0 = A major update that is NOT safe to download mid-game.
1.1.X = A minor update that IS safe to download mid-game.
1.1.1.X = A hotfix that IS safe to download mid-game.
When submitting a bug report please use the following template:
Mod version Put the version of the list you are on here.
Describe the bug A clear and concise description of what the bug is.
To reproduce Steps to reproduce the behavior:
Expected behavior A clear and concise description of what you expected to happen.
Modlist A copy of the mods you are using.
Crashlog If you getting a CTD, post a copy of your crashlog here.
Screenshots If applicable, add screenshots to help explain your problem. Additionally, if your report applies to a specific object, make sure it is selected with the console open. Reports without this will be closed.
Additional context Add any other context about the problem here.
Failure to use this template will result in your report being immediately deleted. Reports that are inactive for more than seven days will be closed.
Thank you, i love this extended saints and seducers so much, just perfect, not too long, and not too short. I was doubtful when i see all the bug posts, but it runs quite well for me. Ctd when entering borogrove, but all good after restarting. So much alchemy ingredients and loot, just the way i like it. Land size is perfect, small but so much to pick. I love shivering isles in oblivion, and now i love it in skyrim too. Any plan for expansion? This will stay as permanent resident in my load order :)
Had to try to see if I could try my luck and play it without making a new save... Well talk to random guards and you'll have reminder you can't... The reaction of the guards just made me burst out laughing!
I love this mod so far. The Shivering Isles are my favorite part of TES4, and it's so cool to be able to visit them in TES5, even if it's only one small part of them. However, I'm mainly leaving a comment here to say that I think I may have found a way to fix the problem with the sign outside old Uncle Sheo, I mean, Theodor Gorlash's little shop that's known to be caused by SMIM meshes. I encountered the problem myself, and after realizing it wasn't part of ECSS's intended madness, trying to fix it proved maddening in a very different way. At first, I tried making ECSS load after SMIM in order to fix the problem, but LOOT simply wouldn't let me do it. The blasted thing just kept telling me that it would create a cycle. Eventually, I got fed up trying to figure out why in Oblivion it would create a cycle to no avail, and I realized that the only way to fix the problem would be to overwrite both mods with a patch of some sort. Now, I've never created or patched a mod before, so I'm not sure if I did this properly, but I'll say what I did anyway because it worked for me.
First, I downloaded the ECSS Resource Pack for Mod Authors from the files page here and deleted everything in the archive but "signnearcorgishop01.nif" and the folders that contain it (meshes\EC\Expeditions\SS\clutter).
Next, I opened xEdit, created a new ESP file called "ECSS - Sign Fix.esp" (but you could call it whatever you want, even "Ann Marie.esp"), navigated to the ECSS drop-down menu, found "EC_SS_CorgiSignStatic" under the "Moveable Static" submenu, copied the sign static "as override" into my new ESP, and changed its "Model" path in my new ESP (for me, listed next to "MODL - Model FileName" and under "ECSS - Sign Fix.esp") to "meshes\EC\Expeditions\SS\clutter\signnearcorgishop01.nif" (the file path for the mesh from the Resource Pack).
Then, I saved my new ESP, closed xEdit, moved my new ESP into the archive I'd downloaded (right next to the "meshes" folder that ultimately contains "signnearcorgishop01.nif"), and installed the archive as a mod through Vortex.
Finally, after making sure that my fix would load after both ECSS and SMIM, I opened Skyrim, loaded a save in the Shivering Isles, and the sign for the Near Corgi Shop, to my pleasant surprise, looked exactly how it's supposed to look!
I really hope that I didn't introduce any new problems into my game with this fix. It doesn't seem like I did, but then again, I've never created or patched a mod before, so I could've done something I shouldn't have without even realizing it. That would be par for the course in the Shivering Isles, I suppose.
Not gonna lie, for a second I thought it was a feature for the Shivering Isle but I had to quit the game and check here to be sure. It's exactly the same issue as mine.
Maaaybe, maybe... Maybe: it looks purple because it's complex grass which needs something like Community Shaders or ENB to be rendered properly. Anyone here use either of them? Because sometimes I install a complex grass mod and forget to include CS and that happens.
I use complex grass for ENB. Honestly though, I just changed the grass to some of the grass mods in my game. Voluptuous looks good, at least in my game.
I have all the CS suite installed and working fine everywhere else (using Skoglendi grass). It seems to be things using the madstone textures. I tried installing the ECSS Resource Pack for Mod Authors to see if that would supply a missing texture, but didn't help.
I had the same problem, it was because of newest version of DrJacopo's - 3D Landscapes and Grass Library that touch vanilla grass meshes, for anyone who is using it use version 16.42 version not the newest. Hope it helps.
For what it's worth, I got a bug in "the roots of madness", the final part where you are supposed to go with Staada and Dylora and break the amber wall with the hammer, no quest pointer appears for this particular point. I know it's a bug because I saw it once, but this time even after 3 tries it never appeared ! The problem is that even if you know where to go, Staada and Dylora don't follow and will miss the 1st part of the fight if you don't do anything. So I brought them along using the console ! In the end it worked. And in the 2nd part of this same fight, for some weird reason Thoron helped me by casting some lightning spell against the 2 negative versions of Staada and Dylora ! I won't complain... Even weirder : after these 2 are defeated he takes a big sword to defeat me, well he could never hit me ! No idea why, I had taken a serious poison protection because that's what I expected from him, but I didn't expect he wouldn't be able to hit me ! So it simplified this fight a lot, I didn't try to replay it...
Got similar issue with roots of madness but mine is Stadda has nothing new to say eheb I get back from doing everything I have the hammar you need as well so where is this amber wall go there and see if I csn force things to move forth.
Same thing here. After finishing all the side objectives, retrieving Nerveshatter, and talking to Staada about breaking the barrier, she and Dylora just stand there with their weapons drawn, refusing to move.
I'm doing this mod quest and I'm seeing this bug right now. I did all the side objectives, went to Staada and told her I have Nerveshatter and am ready to face Thoron, and I neither get the next quest arrow nor do Staada and Dylora follow me.
Edit: The second phase of the final battle seems broken too for me. Something in my mod list must be seriously conflicting with this mod.
I was able to finish the quest by entering the Root Nexus under the waterfall. I broke the amber barrier with Nerveshatter, ran into the room with Thoron, then console moved Staada and Dylora into place (select them in console, note their ref IDs, then use command prid theNPCrefID, enter, then moveto player). The scene with Thoron and the subsequent battle worked fine after that.
1333 comments
Can I return to the Shivering Isles after completing the questline?
Yes. The gateway between the Isles and the mortal world will remain open, and you can travel back and forth to continue exploring, trading and battling in the Isles even after completing the questline.
How much content is in this mod?
We estimate that you will experience roughly one to three hours of content, depending on how much you explore, how many quests you choose to complete, and other factors such as your Skyrim difficulty setting. We encourage you to explore at your own pace and have fun while playing.
After finishing the mod and going back to Skyrim, every NPC hates me. Is this a bug?
This behavior is caused by a 'prank' item. Check your inventory for cursed cutlery.
Is this mod compatible with 'Legacy of the Dragonborn'?
A third-party compatibility patch can be found here, but we cannot provide support.
Can I update ECSS mid-game?
This depends on the update's version number. This is what the version numbers mean:
OST is awesome as far as I could have heard it!
First, I downloaded the ECSS Resource Pack for Mod Authors from the files page here and deleted everything in the archive but "signnearcorgishop01.nif" and the folders that contain it (meshes\EC\Expeditions\SS\clutter).
Next, I opened xEdit, created a new ESP file called "ECSS - Sign Fix.esp" (but you could call it whatever you want, even "Ann Marie.esp"), navigated to the ECSS drop-down menu, found "EC_SS_CorgiSignStatic" under the "Moveable Static" submenu, copied the sign static "as override" into my new ESP, and changed its "Model" path in my new ESP (for me, listed next to "MODL - Model FileName" and under "ECSS - Sign Fix.esp") to "meshes\EC\Expeditions\SS\clutter\signnearcorgishop01.nif" (the file path for the mesh from the Resource Pack).
Then, I saved my new ESP, closed xEdit, moved my new ESP into the archive I'd downloaded (right next to the "meshes" folder that ultimately contains "signnearcorgishop01.nif"), and installed the archive as a mod through Vortex.
Finally, after making sure that my fix would load after both ECSS and SMIM, I opened Skyrim, loaded a save in the Shivering Isles, and the sign for the Near Corgi Shop, to my pleasant surprise, looked exactly how it's supposed to look!
I really hope that I didn't introduce any new problems into my game with this fix. It doesn't seem like I did, but then again, I've never created or patched a mod before, so I could've done something I shouldn't have without even realizing it. That would be par for the course in the Shivering Isles, I suppose.
Hope it helps.
https://imgur.com/a/mBbF1pD
Those textures are from records in Update.esm, not S&S.
The problem is that even if you know where to go, Staada and Dylora don't follow and will miss the 1st part of the fight if you don't do anything.
So I brought them along using the console !
In the end it worked.
And in the 2nd part of this same fight, for some weird reason Thoron helped me by casting some lightning spell against the 2 negative versions of Staada and Dylora ! I won't complain... Even weirder : after these 2 are defeated he takes a big sword to defeat me, well he could never hit me ! No idea why, I had taken a serious poison protection because that's what I expected from him, but I didn't expect he wouldn't be able to hit me ! So it simplified this fight a lot, I didn't try to replay it...
Edit: The second phase of the final battle seems broken too for me. Something in my mod list must be seriously conflicting with this mod.
Edit found it - use your maps local function and look for the root nexus door.