Version 1.0.3: - Added missing music file, now you'll be able to hear our fantastic HSI Intro OST when you arrive to the Isles - Replaced Aretino Family Heirlooms in Settlement Stockpile with silver plates ------------------------------------------------------------------------------------------ Version 1.0.2: - Slightly lowered water in Reselret's Rest to make air pockets - Fixed some floating assets - Adjusted WallLeanMarkers - Fixed tent issues (NPC's couldn't go through the tent door when open) - Fixed navmesh around player tent - Replaced vanilla-quest-related spoons with non-quest dwemer spoons - Fixed gold coins clipping through tables - Replaced NorVineFloor01 in Reselret's Rest with no collision vines (NPC's could get stuck in the vines) - Removed unused location data and ITM's in the .esm (Thanks to wSkeever for pointing this out to us) - Fixed a few gaps in Casketweaver's Cairn - Fixed weird LOD for Chilly Camp - Fixed some dialogue lines not correctly displayling spoken content - Quests now fail if the involved NPC's die - The Pie Heist - fixed crumbled papers not appearing - The Pie Heist - fixed the end scenes not playing correctly - Azuk now takes horker meat from the player - Fixed the aggro of the NPCs in Vel's Valuables - Should Fix Vel's Necklace spawning underground - Fixed Huzodir's shop - Fixed missing voice line of Huzodir - Fixed Huzodir's letter to state the time of day you are supposed to meet him - Fixed the locked door in Rselret's Rest - Changed a few Map Marker's alignment - Fixed the quest marker not moving from Azuk after talking to him, during Bon Appetit! ------------------------------------------------------------------------------------------ Version 1.0.1: - Various LD bugfixes - Removed _ from cellEditorID's (Thanks to rotol for pointing this out to us) - Removed unused ccPlaceholder cell references - Forwarded RiverWaterFlow from Update.esm in WindhelmDocksExterior01 ------------------------------------------------------------------------------------------ Version. 1.0.0: - Initial Release
It would be helpful for users of this mod to see changelogs at the top in a sticky. Look at other mods on NEXUS and you'll see a red box around the top entry.
Well, "Stewing Suspicions" and "Bon Appetit" the only quests which started for me. Unfortunally, two guys don't want talk, pamphlet didn't help for "To the Harthstone Isles". Impossible to understand what i need to do for receive a note from Huzodir for starting quest "Peas of Mind". Impossible to understand when Qullian will disappear for starting quest "The Wurst-Case Scenario". Impossible to udnerstand what needs to happen for the Ysalotta to have a dialogue for "The Pie Heist" starting.
I mean, if don't look for help on the forums (even using the CK it's hard to understand the conditions, except for the note attached to the tent, so I just talked to all the peaceful NPCs, then skip 3 days in Windhelm's Docks, and then came back), then these quests are easy to miss and the player can run away early without realizing it. 😀 Especially the problem with the scene of Ysalotta and the elf-girl (i forgot the name), which is VERY easy to miss. Actually, I liked the mod, but i think because I ALWAYS look at what the mod have, using CK or SSEEdit before start. I just think that for difficult conditions like Ysalotta's quest habe, solution is can add a courier with a letter with task, like: "Hi, this is Ysalotta, could you get me 3 Dragon Scales please?" or something like that, which would return the player to Ysalotta, and then the player would see this scene with the elf
I don't know much about how quests and their conditions are created in in CK, but I guess some of it might be in scripts, so maybe look in those if you can. We're not going to do any updates to the mod. If you want to make something with a courier to make some of the quests easier to start, go ahead. We have open permission to do that. But I agree, it's not very obvious how to start the quests, so I'll take this to our writing lead :-)
Any chance you could update this mod because some NPCs are missing dialogue options to start their quests, out of the five quests that is available in this mod I’ve only been able to start up one which would be the bon appetit quest
This mod Is really great! Like honestly. I Honestly Think This is one of my favorite new lands mods I've played! It's such a nice lil experience and it makes me happy :3
Well... I played the mod. And I liked but I think it could be better. Some things were quite anoying like, there was no map of the islands just the sea and the icons, there is no smelter, despite the fact that, they have a smith, you can find a forge but no smelter, and there is no stealing, you can take everything from the store or safes, strong boxes and such, the npcs didn't care. But some things were good, like the npcs, they are interesting and well voiced, the map is big and there's some places to explore, even the shipwrecks.
The map is working just fine, so you've done something to make it not work for you.
Do mind that the mod have been created by inexperienced modders, so we kept it simple. That's why there isn't a crimesystem. Most of the implementers working on this had only done the Bendu Olo tutorial, iirc.
A smith without a smelter is quite common in the smaller towns of Skyrim
Our writing and VA students did an amazing job bringing life to our NPC's!
Ok, now I got it. The character I'm playing this time is a blacksmith, so the lack of a smelter was quite annoyng, despite this fact, it was a good map and everything worked fine. I have some mod that change the original map, maybe those mods could have "erased" the map of the island. And don't take me wrong, the map is good and I didn't want to sound so angry. And if so, I'm sorry, it wasn't my intention.
So the quest won’t start/register. Two guys won’t talk to me and the pamphlet at EEC does nothing. I know this was brought up before, but anybody figured out a work-around?
Something gets broken if the guys get in fight with the necromancers close to them. You can still take the boat to get to the Isles and everything works from there.
136 comments
Version 1.0.3:
- Added missing music file, now you'll be able to hear our fantastic HSI Intro OST when you arrive to the Isles
- Replaced Aretino Family Heirlooms in Settlement Stockpile with silver plates
------------------------------------------------------------------------------------------
Version 1.0.2:
- Slightly lowered water in Reselret's Rest to make air pockets
- Fixed some floating assets
- Adjusted WallLeanMarkers
- Fixed tent issues (NPC's couldn't go through the tent door when open)
- Fixed navmesh around player tent
- Replaced vanilla-quest-related spoons with non-quest dwemer spoons
- Fixed gold coins clipping through tables
- Replaced NorVineFloor01 in Reselret's Rest with no collision vines (NPC's could get stuck in the vines)
- Removed unused location data and ITM's in the .esm (Thanks to wSkeever for pointing this out to us)
- Fixed a few gaps in Casketweaver's Cairn
- Fixed weird LOD for Chilly Camp
- Fixed some dialogue lines not correctly displayling spoken content
- Quests now fail if the involved NPC's die
- The Pie Heist - fixed crumbled papers not appearing
- The Pie Heist - fixed the end scenes not playing correctly
- Azuk now takes horker meat from the player
- Fixed the aggro of the NPCs in Vel's Valuables
- Should Fix Vel's Necklace spawning underground
- Fixed Huzodir's shop
- Fixed missing voice line of Huzodir
- Fixed Huzodir's letter to state the time of day you are supposed to meet him
- Fixed the locked door in Rselret's Rest
- Changed a few Map Marker's alignment
- Fixed the quest marker not moving from Azuk after talking to him, during Bon Appetit!
------------------------------------------------------------------------------------------
Version 1.0.1:
- Various LD bugfixes
- Removed _ from cellEditorID's (Thanks to rotol for pointing this out to us)
- Removed unused ccPlaceholder cell references
- Forwarded RiverWaterFlow from Update.esm in WindhelmDocksExterior01
------------------------------------------------------------------------------------------
Version. 1.0.0:
- Initial Release
Northern Cardinal - Beyond the Horizon at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
Do mind that the mod have been created by inexperienced modders, so we kept it simple. That's why there isn't a crimesystem. Most of the implementers working on this had only done the Bendu Olo tutorial, iirc.
A smith without a smelter is quite common in the smaller towns of Skyrim
Our writing and VA students did an amazing job bringing life to our NPC's!
The character I'm playing this time is a blacksmith, so the lack of a smelter was quite annoyng, despite this fact, it was a good map and everything worked fine.
I have some mod that change the original map, maybe those mods could have "erased" the map of the island.
And don't take me wrong, the map is good and I didn't want to sound so angry. And if so, I'm sorry, it wasn't my intention.