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Posted

Started a new game. Minimal LO. The basic dependencies, plus DW, SS, and FtD. Turned cloak radius down on DW and CF, turned up sample interval.

First surprise, no statue outside Helgen. Do you have to do something to make it appear?

 

After a bit of setstaging through the aTID1Falmer quest, I got to Ibn, still level one.

 

Even with almost no mods installed, and nothing laggy, no Sexy Move, or PCEA2, and other cloak spell mods made more performant, still very slow responses from TitD quest updates in Ibn. Very slow.

 

So, now I have MME out, I can definitely say that the milking quest in the tavern is totally busted. It doesn't take another mod to break it.

Get in a milking machine and cups attach, but you're not in the machine. Cups can't be removed.

Get in machine again, it remove and re-adds cups. After machine has run as long as you like, cups still can't be removed.

And it was TitD's broken modifications to the milking machine/cuirass that were causing all my problems with MME before, when I wasn't in Ibn.

It edits all milk machines in a totally conflicting way. 

 

MME should be on list of conflicts, because MME gets broken by TitD.

 

With the TitD milker, I could make pretty much limitless milk, but I could never stop being milked. Ever.

 

I found you can do the quest without entering machine at all. Simply talk to the meat slave in the machine, and magically it think you entered it, and the quest completes.

 

 

Then, after a while, got the same lock-up on Daithe. It's when she says that she needs me to go away for a while.

I believe this causes you to get flagged as in a task, a task that never completes and can't be reset.

After that, she never resets. No matter how long I "go away", I remain flagged as in a task, and she won't give me anything but the Meet the Falmer "looking at me like that?" dialogue.

 

The debug dialogue does not help, and cannot reset the flag.

 

Hashep has nothing to say. I keep seeing messages telling me I can talk to Hashep, though I have already done that and got her story.

 

It seems like there's no part of this mod you can complete without setstage, and I can't blame other mods, as I took them all out and made a new very minimal MO profile.

Posted

Reading Einarr's "spoiler" notes, some things leap out for me.

 

My TitD, whether it was loaded down with stuff like EC+, SD+ and DCL, or by itself, worked about the same (MME being notable here).

 

But it didn't work like Erinarr's! Not quite.

 

Statues for example, they disappeared when the fight was over.

When I was enslaved, the game DID remove all my gold.

 

If I were to guess, even fewer scripts were firing correctly for him than for me.

 

 

Anyway, the question is, should I just give up with this?

It seems to stick and break at every turn.

 

 

I see I'm not alone in noticing the problem with milking...

Deleting the script is not exactly an ideal fix. Shouldn't the author remove the script so it doesn't screw up people's games in the first place?

Better still, depend on MME, EC+, ES and HP for this stuff. Don't reinvent the wheel and make it square.

 

Looking back through the forum, I see allusions to problems, problems, and not the usual thing where it's a conflict with another mod, these are internal.

 

Alas, the posts often don't fully explain the issue, or the fix that was used by the player that worked around it.

 

  • Is there a list of problem spots and known fixes?
  • What is the known best way to get past Daithe bugging and leaving you stuck in a task so you can't advance slavery?
  • Where will it break next?

 

 

I know these things are made for free (whistling past arguments about Patreon), but this mod should still be tagged ALPHA, so people know what to expect, it's just common decency not to make people spend hours on something you know is going to grind to a halt somewhere, or break their game in half a dozen ways.

 

It's so obviously not working. It's such a pity, because I do want it to work. I love the idea of it. There's so much great stuff here, and a huge amount of content, but the time and effort spent struggling with progression-blocking bugs, or game-breakers isn't really OK for a mod not even marked as BETA, and the experience is continually interrupted by one sticking point after another. In the end, the immersion in the mod is destroyed by continual fix-ups and work-arounds, and even when it's working properly you start to doubt it.

 

If you have to re-navmesh, and delete scripts before it's ready to play, that's an alpha, not "finished" or "done".

If you have to re-write script-fragments, or setstage three times in the first two quests, that's an alpha, not "finished" or "done".

 

 

Please, please, describe this mod appropriately, and put notes on how to work around the problems on the first page, and people will be so much happier, when it meets their expectations instead of treading on them.

Posted
2 hours ago, Lupine00 said:

MME gets broken by TitD.

hold on, mme works fine, ive even installed tid, its tid milking scripts that are broken

Posted
2 hours ago, Ed86 said:

hold on, mme works fine, ive even installed tid, its tid milking scripts that are broken

That's what I'm saying.

 

I guess you can sort MME after TitD, which probably renders the TitD quest totally unfinishable, but one more TitD quest that needs setstage hardly seems a big deal at this point. But LOOT does not sort them that way, it puts MME first, with hilarious consequences.

Posted

This does seem like an interesting mod. I have started playing it since about 2 hours ago, but there is a problem. I have met Frabbi and we have investigated the sign under the main bridge, and I now have the quest to find the Warlock. However, the map pointer says it is located somewhere in the mountains between Whiterun and Markarth, but the compass pointer always points slightly southwards. The journal says it is in Windhelm. Is there a good fix for this?

Posted

After picking the option to not become a Falmer but remain as Bosmer (Hey, I worked hard on those sneaking and pickpocketing skills, not giving those away! :p), the second part of the quest chain refuses to start. Anezka tells me whe will bring me to see Azhra the Undead, but she never does, and I don't have the "is it time to go see Azhra?" dialogue option.

I tried going there on my own, Azhra refuses to chat. Tried to sleep (3 times 12 hours, checking dialogues in between), ran into all the houses to talk to everyone, picked all the flowers, eggs and mushrooms I could find, shot an arrow at Anezka, nothing helped. I tried to use a SetStage aTID2Begin 10 (also 20 and 30) command, but it didn't do a thing either. The only thing that did help was going back to before the choice and chosing to become a Falmer: everything worked again on that side. Tried as just parasite-controlled Bosmer again, no luck.

Posted
13 hours ago, brummerman said:

This does seem like an interesting mod. I have started playing it since about 2 hours ago, but there is a problem. I have met Frabbi and we have investigated the sign under the main bridge, and I now have the quest to find the Warlock. However, the map pointer says it is located somewhere in the mountains between Whiterun and Markarth, but the compass pointer always points slightly southwards. The journal says it is in Windhelm. Is there a good fix for this?

There are a couple of points in the starting quests where it doesn't update the journals or target points correctly and you get sent on wild goose chases.

Mostly, it works, but a couple of major breakages in so simple a sequence of simple run-around questing is worrying.

 

If in doubt, go and talk to all the Dunmer, particularly people upstairs in Corner Club or Sadri. There's another guy you have to talk to, but the part that sends you to him works fine. If they don't have anything to say, it might be time to resort to setstage.

 

It seems that TitD works pretty reliably with setstage (likely it was tested that way), and so you just set the next quest stage and move on.

 

Get prepared to do that a lot.

 

I drew a line under it once the main slavery quest stalled on me for the second time.

 

Allegedly, there are interesting things if you persist. Personally, I was a little turned off by a few things:

1) the abbreviated re-implementation of features that other mods specialise in: milking, chaurus pregnancy, and so on.

 

It makes more sense to me that existing mods be used as dependencies, in the way Slaverun allows stuff to slot into it. It also needs an English translation, because most of  the time, it's either very hard to follow, or intelligible, but spoiled by word salad. You'll already have seen this of course. I think it goes on the same way right through, but that's merely speculation.

 

2) you're supposed to get sucked into a dark and evil path, there's supposed to be a horror element, but it really feels more like you get knocked back at the start and its a pure upward curve after that. I never felt any fear or horror. Frabbi has Ivana syndrome. We're supposed to like her, but she's too obviously introduced as a plot point. There's nobody to care about in this story, and that lack of care meant there was no hook pulling me onward, apart from curiosity about what features would appear. There's the bones of something great here, but it needs a lot more polishing to realise its potential.

 

I think Einarr wants to translate it, so I'm holding out for that to happen. I'm not motivated to translate it myself as then I'd never be able to play it.

 

 

(Ivana is a character in Slaverun who the PC is supposed to care about, and the dialog won't let you discard her, but she's actually infuriating. She's used as a plot excuse to manipulate the PC, and some people resented it because they never liked her - including me).

Posted
3 hours ago, Lupine00 said:

There are a couple of points in the starting quests where it doesn't update the journals or target points correctly and you get sent on wild goose chases.

Mostly, it works, but a couple of major breakages in so simple a sequence of simple run-around questing is worrying.

 

If in doubt, go and talk to all the Dunmer, particularly people upstairs in Corner Club or Sadri. There's another guy you have to talk to, but the part that sends you to him works fine. If they don't have anything to say, it might be time to resort to setstage.

 

It seems that TitD works pretty reliably with setstage (likely it was tested that way), and so you just set the next quest stage and move on.

 

Get prepared to do that a lot.

 

I drew a line under it once the main slavery quest stalled on me for the second time.

 

Allegedly, there are interesting things if you persist. Personally, I was a little turned off by a few things:

1) the abbreviated re-implementation of features that other mods specialise in: milking, chaurus pregnancy, and so on.

 

It makes more sense to me that existing mods be used as dependencies, in the way Slaverun allows stuff to slot into it. It also needs an English translation, because most of  the time, it's either very hard to follow, or intelligible, but spoiled by word salad. You'll already have seen this of course. I think it goes on the same way right through, but that's merely speculation.

 

2) you're supposed to get sucked into a dark and evil path, there's supposed to be a horror element, but it really feels more like you get knocked back at the start and its a pure upward curve after that. I never felt any fear or horror. Frabbi has Ivana syndrome. We're supposed to like her, but she's too obviously introduced as a plot point. There's nobody to care about in this story, and that lack of care meant there was no hook pulling me onward, apart from curiosity about what features would appear. There's the bones of something great here, but it needs a lot more polishing to realise its potential.

 

I think Einarr wants to translate it, so I'm holding out for that to happen. I'm not motivated to translate it myself as then I'd never be able to play it.

 

 

(Ivana is a character in Slaverun who the PC is supposed to care about, and the dialog won't let you discard her, but she's actually infuriating. She's used as a plot excuse to manipulate the PC, and some people resented it because they never liked her - including me).

1 ) I never wished to add pregnacy and milking stuff to TID... it's just for the lore. No mechanism for tirgger that (too heavy). TID is a quest mod.

 

2 ) I know, the story is not good as expected... I need to rework it... and to make the slavery part longer and more "struggle for life".

 

3 : I already planned a full rework of that mod, but that's not my priority... NMM finalization and aDP next update are. I'm open to propositions for TID redone (I plan at least to redone the city and the slavery part, and rework some functionnalities).

Posted
15 hours ago, Deamoa said:

After picking the option to not become a Falmer but remain as Bosmer (Hey, I worked hard on those sneaking and pickpocketing skills, not giving those away! :p), the second part of the quest chain refuses to start. Anezka tells me whe will bring me to see Azhra the Undead, but she never does, and I don't have the "is it time to go see Azhra?" dialogue option.

I tried going there on my own, Azhra refuses to chat. Tried to sleep (3 times 12 hours, checking dialogues in between), ran into all the houses to talk to everyone, picked all the flowers, eggs and mushrooms I could find, shot an arrow at Anezka, nothing helped. I tried to use a SetStage aTID2Begin 10 (also 20 and 30) command, but it didn't do a thing either. The only thing that did help was going back to before the choice and chosing to become a Falmer: everything worked again on that side. Tried as just parasite-controlled Bosmer again, no luck.

Oddly enough, after restarting the game a day later, everything works fine for my parasited-Bosmer. I Didn't change a thing in my mod list, and reloaded the same Save file I had tried to reload from several times yesterday. Weird, but hey, it works so it's alright!

Posted
2 hours ago, Delzaron said:

1 ) I never wished to add pregnacy and milking stuff to TID... it's just for the lore. No mechanism for tirgger that (too heavy). TID is a quest mod.

It is well done in Slaverun. The player can choose. Put the extra mods in and have the freaky stuff, or leave them out and not have it. It works either way.

Just a few dialogue lines tied to mod events to make it work. Those lines don't show up if the mod isn't detected.

 

In the case of the milkers, if you simply don't modify them, then you either get a vanilla Zaz milker, which is purely decorative, which is fine, or if MME is installed, MME changes the scripts and you get crazy boob inflation.

 

Same with EC+ and the chaurus rapes. You don't have to do anything to make it work, you have do put in effort to break it :smile:

Making it work with the cage would be effort, but the cage doesn't function now anyway. You could make it function, maybe in the style of PoP, but if you don't like that stuff, I guess you wouldn't. The chaurus pregnancy was the closest it got to horror in existing slavery though.

 

I guess if you never expect to do anything more to the mod, it's pointless thinking about it.

Posted

I gotta agree with Lupine about setting up to detect EC+, ES+, SL Parasites, and especially MME as soft dependencies / options.

 

As for Frabbi, I was kind thinking over her not being very a NPC players feel much sympath for.  I think perhaps one way to correct that would be to introduce her into the game much sooner.  Maybe make her a potential follower at Riverwood, then set the TID quest line not to start until the player is at least level 20 or so.  This would mean the player could recruit Frabbi, do some quests with her as a reg follower and kind of "get to know her".  Then when the quest line get s triggered, have a scene where a courier runs up to her and gives her a letter, she reads it and then tells the player something has come up and she'll need to go on her own for awhile.  There might be the option for the player to ask what its all about and then just accompany her to Windhelm and things play out from there.  Otherwise, she leaves and goes to Windhelm where the player will meet her again once they eventually go there and get involved in the investigations.  Mainly the idea is to give the player some time with Frabbi to form some sort of "friendship" so she's not just some random NPC in the game.  That would make the events that occur later carry more emotional impact I think.

 

Also, for a truly evil twist, later on an option to keep Frabbi as a slave rather than her becoming a servant and eventually a falmer.

 

 

 

 

Posted
9 hours ago, EinarrTheRed said:

I gotta agree with Lupine about setting up to detect EC+, ES+, SL Parasites, and especially MME as soft dependencies / options.

 

As for Frabbi, I was kind thinking over her not being very a NPC players feel much sympath for.  I think perhaps one way to correct that would be to introduce her into the game much sooner.  Maybe make her a potential follower at Riverwood, then set the TID quest line not to start until the player is at least level 20 or so.  This would mean the player could recruit Frabbi, do some quests with her as a reg follower and kind of "get to know her".  Then when the quest line get s triggered, have a scene where a courier runs up to her and gives her a letter, she reads it and then tells the player something has come up and she'll need to go on her own for awhile.  There might be the option for the player to ask what its all about and then just accompany her to Windhelm and things play out from there.  Otherwise, she leaves and goes to Windhelm where the player will meet her again once they eventually go there and get involved in the investigations.  Mainly the idea is to give the player some time with Frabbi to form some sort of "friendship" so she's not just some random NPC in the game.  That would make the events that occur later carry more emotional impact I think.

 

Also, for a truly evil twist, later on an option to keep Frabbi as a slave rather than her becoming a servant and eventually a falmer.

 

 

 

 

Hum....

 

The idea is nice. Not the follower one (followers are so dumb...), but a quest one... for example, on a minor investigation.

 

 

Posted

One thing I liked in this mod, was that it added to Windhelm, which is underused city, and it was great to have stuff happening with the dunmer, and reason to talk to them. The butcher's was also a great addition.

 

On the down side, I feel that the initial quest line itself is too similar to the vanilla Blood on the Ice, and further, uses the same Arkay priestess character in Hall of the Dead. 

 

I also believe that TitD's changes to her break the vanilla quest, so you can't tick off her "help", or get information about the embalming tools that lets you get the correct solution.

 

It would be better if this was a kidnapping quest from the start. It wouldn't be so similar to the vanilla quest in Windhelm, and wouldn't touch the priestess NPC, who is clearly fragile.

 

In the dialogue, you are asking about poisons and such, but that would still be possible if you found the body, and examined it yourself. Lungs full of water doesn't require special qualifications to notice. The body could be introduced once you start to investigate the disappearances, so the quest would need some extra steps on the front, and would drop the step where you talk to the priestess.

 

The murder is confusing, as the focus is on the disappearances, which are more relevant as foreshadowing.

There's also some muddle where sometimes it says Whiterun instead of Windhelm, which is extra confusing.

Posted
21 hours ago, Lupine00 said:

One thing I liked in this mod, was that it added to Windhelm, which is underused city, and it was great to have stuff happening with the dunmer, and reason to talk to them. The butcher's was also a great addition.

 

On the down side, I feel that the initial quest line itself is too similar to the vanilla Blood on the Ice, and further, uses the same Arkay priestess character in Hall of the Dead. 

 

I also believe that TitD's changes to her break the vanilla quest, so you can't tick off her "help", or get information about the embalming tools that lets you get the correct solution.

 

It would be better if this was a kidnapping quest from the start. It wouldn't be so similar to the vanilla quest in Windhelm, and wouldn't touch the priestess NPC, who is clearly fragile.

 

In the dialogue, you are asking about poisons and such, but that would still be possible if you found the body, and examined it yourself. Lungs full of water doesn't require special qualifications to notice. The body could be introduced once you start to investigate the disappearances, so the quest would need some extra steps on the front, and would drop the step where you talk to the priestess.

 

The murder is confusing, as the focus is on the disappearances, which are more relevant as foreshadowing.

There's also some muddle where sometimes it says Whiterun instead of Windhelm, which is extra confusing.

A vanilla quest breaking is a problem.

That's mean I need to rework the prologue... and use that opportunity to make it more original...

 

Posted

I thought to play through this mod only to find another quest mod broken. No one in Windhelm will talk to me about Derleth and when I went to Markarth to talk to him because that is where the map marker was he won't talk to me either.

 

Frabi stands outside by the Bridge and won't come inside neither will my follower. I tried to getstage aTIDFalmer but it returns "Nothing found".

Posted
1 hour ago, Fuzzy_Fox said:

I thought to play through this mod only to find another quest mod broken. No one in Windhelm will talk to me about Derleth and when I went to Markarth to talk to him because that is where the map marker was he won't talk to me either.

 

Frabi stands outside by the Bridge and won't come inside neither will my follower. I tried to getstage aTIDFalmer but it returns "Nothing found".

Install unconsequential NPCs, and talk to the dunmers of this mod in windhelm.

You can try also the two dunmers in Night Mistress Mansion (yeah, they have that dialogue too...)

TID dunmers also have this dialogue.

Posted
52 minutes ago, Delzaron said:

Install unconsequential NPCs, and talk to the dunmers of this mod in windhelm.

You can try also the two dunmers in Night Mistress Mansion (yeah, they have that dialogue too...)

TID dunmers also have this dialogue.

I am going to give up on this one. I consoled my way to Ibn and now I am stuck on a endless loop of slave tasks to the Falmer in the Entry Hall. Nothing will advance past that. I will uninstall for now and wait for the mod to be finished. As I would like to see this one to its conclusion.

Posted
1 minute ago, Fuzzy_Fox said:

I am going to give up on this one. I consoled my way to Ibn and now I am stuck on a endless loop of slave tasks to the Falmer in the Entry Hall. Nothing will advance past that. I will uninstall for now and wait for the mod to be finished. As I would like to see this one to its conclusion.

Noted.

TID cleary need a redone. I made the slavery part repeatible, but I see now It's not a good idea : if you miss something, you'll face a bug like the one you describe.

 

Main problem is, if I want to redone TID, I need to redone the city first... I tried several times, and I often fail...

 

Posted
2 hours ago, Delzaron said:

Noted.

TID cleary need a redone. I made the slavery part repeatible, but I see now It's not a good idea : if you miss something, you'll face a bug like the one you describe.

 

Main problem is, if I want to redone TID, I need to redone the city first... I tried several times, and I often fail...

 

Gave it one more try on a fresh game and now I am stuck on the Tunneling quest. I have looked at the stages in the console and only stage 0 and stage 10 have any values to them. The rest are all at 0. Daithe won't let me advance the quest as no new dialogue shows up with her.

 

Also I use the Devious Framework and SD+ some of the Falmer will put a leash on my character for no reason. Its not a problem as I just use the debug interface to get out of it.

Posted
7 hours ago, Fuzzy_Fox said:

Gave it one more try on a fresh game and now I am stuck on the Tunneling quest. I have looked at the stages in the console and only stage 0 and stage 10 have any values to them. The rest are all at 0. Daithe won't let me advance the quest as no new dialogue shows up with her.

 

Also I use the Devious Framework and SD+ some of the Falmer will put a leash on my character for no reason. Its not a problem as I just use the debug interface to get out of it.

Ah, it's because I don't used the zaz slave faction. You're naked and collared, so the script of devious framework identifiy you as a potential slave... so they enslave you.

Posted
18 minutes ago, Delzaron said:

Ah, it's because I don't used the zaz slave faction. You're naked and collared, so the script of devious framework identifiy you as a potential slave... so they enslave you.

Ok that now makes sense thank you.

 

I have managed to setstage my way past the tunneling quest and save the city of Ibn. I now need to talk to Azenith but I can't find her. She isn't in the Fishery and I read some posts here that says she is in the mine, so I went there and can't find her there either. Not seen her before so I don't have her base ID so I can't player.moveto either. What is the coc location of her please?

Posted
7 hours ago, Fuzzy_Fox said:

Ok that now makes sense thank you.

 

I have managed to setstage my way past the tunneling quest and save the city of Ibn. I now need to talk to Azenith but I can't find her. She isn't in the Fishery and I read some posts here that says she is in the mine, so I went there and can't find her there either. Not seen her before so I don't have her base ID so I can't player.moveto either. What is the coc location of her please?

Yeah the damn fishery... it's a bug I can't explain... Azenith can be found in her house, or in the happy chaurus Inn.

Posted

I really like the idea of this mod, but after trying to play it today I am at my wits end. The amount of times you have to open the console and key in commands just to find npcs and to setstages in certain quests really doesn't help with the flow.

 

Would love to see this mod fixed as I think it has great potential.

 

The straw that broke the camels back for me was Serving a Little Girl quest. I was asked to deliver some skooma to Riften. Upon arrival Indoryin wouldn't let me progress due to a lack of Skooma or package. So I looked in the TESEdit app and found that there are no packages for him, nor is there any skooma. I even used the "Menu Search function" from another mod that brought up all the items in the game in a inventory window, I then proceeded to load up on all the bottles of Skooma and all the packages in the game along with delivery notes etc; this didn't help either. With no way to progress the mod and a page of notes and base ID's it is with regret I give up. When I did try to set stage it returned missing items. Which I assume is the missing package.

 

For those who are getting stuck here are some useful console commands that can help.

 

getstage

setstage

save funclist 1 (This was a big help for me. It makes a text file that shows all the npcs, quests refID so if you have to do a player.moveto you can search for the npc in the file and then apply it in game. This was needed for me as the quest markers all pointed to the fishery. Ibn is a large place with many doors and rooms trying to find one npc without a quest marker is tough.)

showquesttargets

player.sqs

 

Also get a mod that will allow you to search for items in game without the console commands and TESEdti5 is a big help.

 

I will keep an eye out for future updates though in the hopes you can fix these problems.

 

Upside though I did use a follower I have never used before Janessan in Whiterun she lives in the Huntsman Lodge near the blacksmith. And I also learned some new console commands. :smiley:

Posted
1 hour ago, Fuzzy_Fox said:

I really like the idea of this mod, but after trying to play it today I am at my wits end. The amount of times you have to open the console and key in commands just to find npcs and to setstages in certain quests really doesn't help with the flow.

 

Would love to see this mod fixed as I think it has great potential.

 

The straw that broke the camels back for me was Serving a Little Girl quest. I was asked to deliver some skooma to Riften. Upon arrival Indoryin wouldn't let me progress due to a lack of Skooma or package. So I looked in the TESEdit app and found that there are no packages for him, nor is there any skooma. I even used the "Menu Search function" from another mod that brought up all the items in the game in a inventory window, I then proceeded to load up on all the bottles of Skooma and all the packages in the game along with delivery notes etc; this didn't help either. With no way to progress the mod and a page of notes and base ID's it is with regret I give up. When I did try to set stage it returned missing items. Which I assume is the missing package.

 

For those who are getting stuck here are some useful console commands that can help.

 

getstage

setstage

save funclist 1 (This was a big help for me. It makes a text file that shows all the npcs, quests refID so if you have to do a player.moveto you can search for the npc in the file and then apply it in game. This was needed for me as the quest markers all pointed to the fishery. Ibn is a large place with many doors and rooms trying to find one npc without a quest marker is tough.)

showquesttargets

player.sqs

 

Also get a mod that will allow you to search for items in game without the console commands and TESEdti5 is a big help.

 

I will keep an eye out for future updates though in the hopes you can fix these problems.

 

Upside though I did use a follower I have never used before Janessan in Whiterun she lives in the Huntsman Lodge near the blacksmith. And I also learned some new console commands. :smiley:

Héhé

 

Thanks to Grine, I have now a battle plan for reworking the city.

We'll work on the scenario too.

Posted
On 01/04/2018 at 7:38 AM, Delzaron said:

Install unconsequential NPCs, and talk to the dunmers of this mod in windhelm.

So, we should have Inconsequential NPCs? Was this the root cause of problems with those quests - IN not listed as a soft dependency?

It never occurred to me that IN would ever fix a bug. I usually think of it as a cause of them.

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