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I might look into if there's a way to make the letter wait until post Helgen the way Survival Mode does.Įdited by DarthVitrial, 28 September 2020 - 04:18 AM. I do find it kind of not intuitive to expect the player to pull those three layers while leaving behind that note regarding the maintenance shaft, though. Screenshot evidence shows there is nothing there, however. To clarify: I am at the exact spot a guide says to head to (). shotgunBuckaneer wrote: Alright, now that I get to actually go to the dungeon, I also find the dungeon design to be kind of pretty terrible whenever lava is involved, and plain unfair in some aspects. Here there be monsters - call of cthulhu.ShotgunBuckaneer wrote: If there is one thing that bugs me about this otherwise very sexy mod, it's that the letter slapping you in the face triggers practically the moment the game can process any scripts at all, as early as the title screen after hitting load/new game. TravellersOfSkyrim - UFO Compatibility Patch.esp Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp Realistic Lighting Overhaul - Dawnguard Interiors.esp Realistic Lighting Overhaul - Major Cities Interiors.esp Realistic Lighting Overhaul - Major City Exteriors.esp Best Alternate Start Skyrim Mod If Anyone. Realistic Lighting Overhaul - Dungeons.esp Best Alternate Start Skyrim Mod If Anyone However, it offers very little in the way of role-playing or story. Proudspire Manor - Dragonborn Edition.esp
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I'm not sure if this forum has spoiler tags, so I'm sorry that it's one big block of text like this. One of our testers had the same problem as you two days ago, but for him it was enough to again talk to Wilbert, then everything worked properly. It's so weird that they appear to be there until you reach the place, and then they are gone. have you tried doing a TCL in the console when you are at that area? Maybe the badguys are hidden below the surface and that's why you can not see them? I wonder, could you possibly post your mod list? But I think it's not only Dragonborn, because then I should have more reports. I'm thinking that this must at the bottom line be another mod - possibly Dragonborn - interfering, and that's why I'm hoping that if nothing else helps, the additonal packages I'm giving these guys now should help. It's a matter of dialog script fragments (which is why you should be able to restart it when talking to Wilbert) and packages. I shouldn't say what is supposed to happen there, but it doesn't work the way you suggest. No, forget about scripts initiated when you reach the area, and forget about teleporting to Halvard.
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