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Interesting NPCs


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#7401
shamayne

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In response to post #8400331. #8409365, #8409651, #8409949 are all replies on the same post.

I have no deep inside knowledge of quest design and the works of the CK, but I think it would be a good idea to set those types of conversation to repeat until the stage is progressed. I think this dialog isn't the only one that could stall a quest progression if you get kicked out of the dialog.
If the trade off is a repeating line until the game registered the quest progression it's a tradeoff that's less annoying than a quest not progressing and no clue why *smiles*
I only found out why this happened by accident.

#7402
shamayne

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In response to post #8410513. #8411657 is also a reply to the same post.

It's definitely not caused by this mod. I play as werewolf myself and never got attacked in Winterhold and I have small bounties in the different holds (nothing major though).
That the guards are hostile to you must be caused by something else or a strange combination of different mods.

#7403
kristakahashi

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In response to post #8420702.

yeah, blauwvis did an amazing job testing this, but it has so many different options it's hard to say if there won't be bugs somewhere. not all npcs are voiced - although I believe that may be the case based on the route you took going to the docks instead of rothvine manor. you can also find amsien later on if he was freed, which starts another mini-quest.

#7404
kristakahashi

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In response to post #8420321. #8420354, #8420402, #8420414 are all replies on the same post.

So you're saying you don't want a quest where you kill the alchemist and turn her house into the "Musuem of the Epic Dusk?"

#7405
kristakahashi

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In response to post #8420669. #8420706 is also a reply to the same post.

happens when switching versions to FMC and main without dismissing first, also could be incompatibility with a follower mod or they're following as part of a quest.

Edited by kristakahashi, 09 July 2013 - 06:22 PM.


#7406
kristakahashi

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In response to post #8419651.

thanks, yeah, just one of the 1000 things i need to work on. sadly, the mod is probably only 40% complete.

#7407
kristakahashi

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In response to post #8420942.

appreciate it, as well as every other kind word that's been said, just so busy i typically can't reply to them all, but I do read them all.

#7408
kristakahashi

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In response to post #8420489.

Don't know, could be an AFT thing? Admittedly I've never looked at Eldawyn's feet, but she's setup no different than any other NPC.

#7409
JesterInPeril

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Could someone enlighten me on the location of the Cemetery you must take Valgus to in order for him to move on with his life? Actually never mind, I realized it is any cemetery. Or at least Falkreath's

Edited by JesterInPeril, 09 July 2013 - 10:24 PM.


#7410
mackico

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In response to post #8410513. #8411657, #8422536 are all replies on the same post.

It started only after installing this mod. Prior to installation of this mod, I have had no issues with guard hostility. That's why I thought it might have been this mod. I thought there might have been a quest that made the Winterhold guards randomly hostile.

Edited by mackico, 09 July 2013 - 10:13 PM.





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