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We need more quest-mods like VIGILANT and GLENMORIL


Kukushi77

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LoTD is just a grand collection museum whith a few extra (you can unlock airship for fast travel, shown in the OoTD trailer) a bunch of artefact/unique weapon and armor and some neat quests as you fill it up

 

It does need a fresh start to work (and I HIGHLY recommend you also download the Curator companion if you install it, it show an icon on the item if you have it in a museum transport chest or you inventory, already displayed or not yet carried/found saving a ridiculous amount of time checking if you already had that item or not)

 

OoTD seems to be story and player choice driven (like Beyond Reach I guess) and act as epilogue to the main game unlike Vicn's mod where 80% is kill everything and 20% lore exploration (doesn't make them bad as its well done)

 

Edited by alphafr
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On 8/17/2024 at 7:47 AM, 7531Leonidas said:

@Karna5 I think that Nether's Follower Framework has settings for follower stealth.  It helps, but is not perfect.  You can also adjust many things about your followers, including aggression.

I've been testing Nether's Follower Framework fairly extensively for a couple of days on a new playthrough (fresh character). For the curious, here are the results of my tests:

I've been using Lydia as my follower as she's the easiest vanilla follower to get on a new character.

1. Even setting followers to unaggressive and helps nobody and any crime (meaning in theory they shouldn't get into fights when I do), Lydia still get into fights whenever I'm attacked.

2. It's got a nice outfit system that replaces the plugin-coded outfits meaning I can dress her up however I want easily. This feature is good enough I'll keep the mod installed even though it doesn't help in combat control.

3. The outfit system doesn't include weapons, though. So every time I got arrested and sent to jail, and Lydia was sent to jail with me, when I finally escaped or broke free or got out of the noose that was strangling me (long story), Lydia's confiscated weapons were always lost. And she no longer has vanilla weapons as a fall back as the custom outfit mechanism also removes vanilla weapons. So I'm constantly having to rearm Lydia from scratch each time I escape jail (which has happened thrice so far).

So for a stealth player like me who doesn't want followers to attack on any hint of enemies, Nether's Follower Framework doesn't help with that. Thus I won't be taking any followers with me when  travel.

However, the outfit system is simple to use and much better than vanilla. So I do endorse NFF as superior to vanilla by far. It's just not combat-useful for stealth stalking players.

p.s. I forgot to mention I also set Lydia's role as healer hoping she'd at least only heal during combat, but she always attacks anyway. She does throw heals from time to time, though, which is actually nice as I play on such a high difficulty I'm one shot killed by almost anything and am constantly trying to recover from no health.

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@Karna5 Things you can do - leave your follower(s) in a previous/different cell, there is an option in NFF for them to wait forever when you instruct them to wait individually.  If I need them, I use either the summon menu or the Follow/Wait menu.  Check on the NFF comments page to see if there is something you are missing wrt the combat options.  I have never tried to keep my followers out of combat completely.

There is a mod, Dwemer Storage Cube ( https://www.nexusmods.com/skyrimspecialedition/mods/475 ) that I really like, I often make my followers wait there so I can summon them when they are less likely to cause problems. or interfere in scripted events such as cutscenes (they do tend to get in the way of other NPCs trying to get to their trigger points quite often).

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48 minutes ago, 7531Leonidas said:

leave your follower(s) in a previous/different cell, there is an option in NFF for them to wait forever when you instruct them to wait individually

I've got mods like Fertility Mode and Bloodline installed, so by late game having 50+ potential followers waiting a click away isn't really a problem. Just having them nearby is the problem *Laughs* But I do appreciate your suggestions. As I said, I'll keep NFF installed because it lets me control follower clothing. And if a mod comes around that gives the option to make followers never attack anything, then great. If not, I'll just continue as I've done for the last 600+ hours of Skyrim which is travel alone 🙂 Thanks.

Back on the main topic of this thread, though. I finally finished Vigilant a few days ago. I admire it tremendously and am grateful to it for the several days of enjoyment it gave. I was a little shocked at how suddenly and anti-climactically it ended, but thanks to this thread I at least know Vigilant is meant to be part one of a trilogy and that what I experienced isn't technically the end. 🙂

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1 hour ago, 7531Leonidas said:

@Karna5 Things you can do - leave your follower(s) in a previous/different cell, there is an option in NFF for them to wait forever when you instruct them to wait individually.  If I need them, I use either the summon menu or the Follow/Wait menu.

Yah, I do something similar in EFF sometimes in LE or SE.  Tell my follower(s) to wait somewhere safe.  Move ahead and take care of what I need to.  Then either go back and tell them to follow again, or summon them.

(I keep meaning to try NFF on a new character, but haven't gotten around to it yet.  Been using EFF since forever ago in Oldrim.)

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6 hours ago, Karna5 said:

Back on the main topic of this thread, though. I finally finished Vigilant a few days ago. I admire it tremendously and am grateful to it for the several days of enjoyment it gave. I was a little shocked at how suddenly and anti-climactically it ended, but thanks to this thread I at least know Vigilant is meant to be part one of a trilogy and that what I experienced isn't technically the end. 🙂

Spoiler

Glad, you liked it 🙂 Which ending did you get? In my first playthrough I picked the spawn, not the lute (and I got, what I believe is called the bards ending).

 

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5 minutes ago, drsemmel said:
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Glad, you liked it 🙂 Which ending did you get? In my first playthrough I picked the spawn, not the lute (and I got, what I believe is called the bards ending).

 

I don't know what any of that means. Actually I wandered everywhere for days not realizing I didn't need a key to open some of the main gates. Finally after I was getting ready to give up I read a comment somewhere about stuff you had to hit with spells. So I looked up and up and up way out of frame of view in normal camera angle and saw some runes. On a hunch, I cast the elemental blast spell, and that opened the door.

From there it was a matter of plug and chug through several areas until I finally hit a battle where the boss, hurt, told me not to continue. I killed him, did some more fighting and then eventually saw a ghost of that boss guy I killed.

I tried to interact with him, and I got a message that said I didn't have enough ghosts or something like that. So not willing to start all over what I'd spent several days exploring, I continued to the end of the path and suddenly was back in skyrim with two kittens and a fisherman. That was a nice encounter, but there was no actual story ending, no character arc, no dynamic plot twist. It was just over.

I thought about it and decided to start a new character figuring if I ever read about part two (the g-something quest) being complete I can always use that character to continue the story. This said, she's around 89th level and kind of too powerful, so I'm enjoying being incredibly weak again and struggling against even bandits let alone draugr bosses and grizzly bears.

I did like the quest mod a lot and am incredibly impressed with it. I just kind of wished it had a bit more character arcs rather than just monsters, boss monsters and gorgeous cells 🙂 I do look forward to trying the sequels eventually.

 

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1 hour ago, Karna5 said:

 

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I tried to interact with him, and I got a message that said I didn't have enough ghosts or something like that. So not willing to start all over what I'd spent several days exploring, I continued to the end of the path and suddenly was back in skyrim with two kittens and a fisherman. That was a nice encounter, but there was no actual story ending, no character arc, no dynamic plot twist. It was just over.

I thought about it and decided to start a new character figuring if I ever read about part two (the g-something quest) being complete I can always use that character to continue the story. This said, she's around 89th level and kind of too powerful, so I'm enjoying being incredibly weak again and struggling against even bandits let alone draugr bosses and grizzly bears.

I did like the quest mod a lot and am incredibly impressed with it. I just kind of wished it had a bit more character arcs rather than just monsters, boss monsters and gorgeous cells 🙂 I do look forward to trying the sequels eventually.

 

 

Spoiler

Ahh, I think I know, what happened. That boss is molag bal. To enter his last dreamsequence  and defeat him there, you got to have enough karma (you get karma by making good decisions in the dreams/memories you collect). Then you get to the different endings (they are all quite touching). I guess you may have left out some dreams/memories. Have you done Morihaus and Pelinal (they are the most important storywise)? Remember the Mahmalatu Priory at the beginning of act 4 (where you leave the coffin). There is an item to loot (the eye of mahruk) - it tells you your current karma. I do not remember, how much you need to enter the last memory. But its a highly replayable mod - there is a lot of hidden content too 🙂

There are also lots of small things you can do to push karma - the blind girl in the waterfront district (beginning act 4) wants to know where the graves of her brothers are. You can find the graves and tell her. (there is also a memory connected to one of the brothers).

 

 

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