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Creation Club: Ghosts of the Tribunal: Where is Ashfall's Tear?


Lonephantom777

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So, instead of risking blowing all my mods by getting Anniversary Edition, I stuck with Special Edition (and didn't let it update on the 11th), and paid money to by Creation Club Points to purchase "Ghosts of the Tribunal." Being an old Morrowind fan, I was really, REALLY looking forward to exploring some classic content, especially on my Dunmer.

After a few CTDs and restoring certain plugins that had been disabled without any input from me, I went into the Dwemer ruin where the cult member had been trying to restore Trueflame. I killed him, and picked up the letter on where to go next -- a cave marker, Ashfall's Tear, near Raven Rock. I fast-traveled there, ready to see the next twist in this plot...

...And didn't find a cave entrance there. Not anywhere. I saw what looked like an entrance marker buried under the hill I was on, and a little popup message saying "to Ashfall's Tear," but no cave entrance. Not any little where at all. And frankly, that's making me shake my fists and break down sobbing in frustration.

What the hell is going on, here? How do I fix this? I need help, please. I've included a picture of where I was, so you can see what I'm talking about.

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Looks like the landscape hasn't updated to match inclusion of the new entrance. It'll be buried under that area like you suspect.

 

Might have to resort to clipping through the ground and moving around to trigger the cell change.

You're saying I have to let Skyrim update to make this quest work properly?

 

But...hang on. Won't that screw up the mods that might require SKSE? Or did the new, preliminary AE version of it work to fix those compatibility issues? And is it usable with Special Edition?

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...Okay, I've got an update. I had to use the console commands to clip through the ground to get to the entrance. I'm not sure if that was due to some environment mod (though, if memory serves, I didn't download anything like that), or if I should give in and get the new update (problem is, I heard that might break mods that rely on Skyrim Script Extender; I don't know if they fixed that yet or not).

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You're saying I have to let Skyrim update to make this quest work properly?

A few of the new CC items need need changes or updates from the AE version. Scripting in some cases, landscape adjustments in others.

 

So, yes. You'll need to update if you want it to display correctly.

 

But...hang on. Won't that screw up the mods that might require SKSE? Or did the new, preliminary AE version of it work to fix those compatibility issues? And is it usable with Special Edition?

 

Unfortunately, it will break SKSE dependent mods, at least until SKSE is fully updated and those mods are also brought up to match the new version.

 

From what I know of the pre-lim version for SKSE that was put out, it is mainly for modders to look at so they can get a start on reworking their mods. Not for people to rely on for full play.

 

If you haven't updated to AE, then don't update your SKSE yet either. Your game won't be able to recognize it properly.

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Ahhh, I see. Well, I'll definitely keep that in mind. Like I said, I found a workaround via TCL, but I appreciate you giving me a heads-up about holding back on the update, and the AE-version of SKSE.

I'm just glad I plunked down 7 bucks to pick up the Ghosts of the Tribunal quest, and not more for other new content. Not just yet, anyway...

But anyway, thanks so much for your prompt reply. One question: Would loading the Ghosts of the Tribunal plugin without updating Skyrim Special Edition cause long delays in loading and auto-saving?

Edited by Lonephantom777
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