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Wyrmstooth


maladar

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It's...not really strange. Getting rid of it, so it doesn't interfere and tempts you. I did it once with an mmo vs. real life. Just had to kick that thing.

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I don't know man. that's like Beethoven burning all his original manuscripts just so he's not tempted to either play the piano or to write more music.

 

But again, mod authors have the right to share or not to share at their pleasure. Just seems like a drastic measure to take for an issue that will in no way be solved by it.

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That's sad, I have got a translated version of his works, but I remove my original copy few days ago :'(


It was a very good mod.


I understand why author decide to remove his mod, but, for me, it seems more fair to let some days to archive it if some users want to keep this mod.


Anyways, it is works, so it's just sad for us, I wish him to found a new job.

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Sadly, it is version 1.14 (92Mo)

I've got version 1.15 (142Mo), but not the last one (more than 220Mo), i've got it in my language, but now i prefers to play in english to avoid language problem ^^

In last I can still use translated version.

 

Anyways, thanks for the link

Edited by Sthaagg
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  • 1 month later...

What's the most current version?

I'm rocking 1.16

 

Below is the changelog:

 

 

 

*****************************************************************

 

 

THE ELDER SCROLLS V: SKYRIM

WYRMSTOOTH

Version 1.16

 

 

*****************************************************************

 

Index:

1. Manual Installation

2. Best Practice

3. Change List

4. F.A.Q.

5. Troubleshooting

6. Compatibility

7. Known Issues

8. Suggestions

9. Uninstallation

 

 

*****************************************************************

 

1. Manual Installation

 

*****************************************************************

 

1. Unzip the contents of wyrmstooth.zip to your Skyrim Data folder. Below is a list

of the default Skyrim installation locations:

 

C:\Program Files\Steam\steamapps\common\skyrim\data

 

or for 64-bit Windows:

 

C:\Program Files (x86)\Steam\steamapps\common\skyrim\data

 

2. Confirm you have the following files in your Skyrim Data folder:

 

Wyrmstooth.esp

Wyrmstooth.bsa

 

3. Run the Skyrim Launcher and make sure Wyrmstooth.esp appears in Data Files and has

a tick next to it.

 

4. Start the game.

 

5. To begin the quest, wait for Theodyn Bienne to find you or speak to Lurius Liore at the

Bannered Mare in Whiterun once you meet quest starting requirements.

 

 

*****************************************************************

 

2. Best Practice

 

*****************************************************************

 

- Keep a save from before you installed Wyrmstooth, just in case you need to roll back.

You should do this before installing any mod that contains script files.

 

- Document any changes you've made to any ini files, or backup any ini files you modify.

If you've made any lod z-fighting ini tweaks you may want to consider reversing them

as they are known to cause infinite load screens both on Wyrmstooth and in the vanilla

game.

 

- Always make sure Wyrmstooth is loaded AFTER the official DLC and unofficial patches.

When in doubt, load it as the last master file in your load list.

 

- If you cannot find any Wyrmstooth NPCs in the Bannered Mare in Whiterun, DO NOT use

the placeatme console command to create a copy of any Wyrmstooth actors. Follow the

steps in the Troubleshooting section to make sure you've successfully loaded the mod.

 

- If you do come across a problem, do not uninstall and reinstall Wyrmstooth. You're

likely going to compound your problem. Instead, see the Troubleshooting section below

for a solution or post a question on the Nexusmods or Steam forums.

 

- Do not keep multiple copies of Wyrmstooth files in the Skyrim\Data folder. You should

only have ONE Wyrmstooth.esp file and ONE Wyrmstooth.bsa file.

 

 

*****************************************************************

 

3. Change List

 

*****************************************************************

 

Please keep in mind this mod is being actively developed. If you would like to suggest a

change, send me a message on the Skyrim Nexus or send an email to: [email protected].

 

1.0 - Initial Release on Skyrim Nexus

 

1.1 - Added an SEQ file to fix dialog bug. No longer need to save and reload a save for

dialog to function properly.

 

1.2 - Removed an errant script on the dwemer elevator in the dragon's den that prevented

it from being used.

 

1.3 - Numerous object placement and lighting tweaks.

- Fixed the roombound issue in the Hall Of The Dead.

- Fixed an issue preventing the use of crafting benches after controlling the draugr.

- Added voice acting for Lurius Liore.

- Added a jail interior to barracks.

- Added an imperial camp to imperial landing area.

- Fixed door to The Hermit Inn not appearing once the questline is complete.

- Goreduster now resurrects more powerful NPCs.

- Added a new world map for Wyrmstooth with new map markers.

 

1.4 - Added new NPC specific armors and clothes.

- Fixed a problem that caused idle lines to override quest specific dialog.

- More object placement and lighting tweaks.

- Added the new location Cragwater Camp to the island.

- Redesigned the Wyrmstooth mine interior.

- SEQ file is now loaded from the BSA and not from a loose file.

- Added voice acting for Alberthor.

- Mercenaries now stay away from the player while Alberthor is casting the spell.

- NPCs no longer loiter at The Hermit inn indefinately.

- Athir, Daenlit and Shargam can now be hired after defeating Vulthurkrah.

 

1.5 - Added voice acting for Vulthurkrah and Theodyn.

- Added three new respawnable dwemer dungeons to Dimfrost.

- Fixed Dimfrost location and encounter information.

- Fixed more object placement problems.

- Various tweaks to quest scripting.

- Farm animals are now replaced once the town begins to rebuild.

- Daenlit is back to being a Wood Elf.

- Tweaked facegen data for the mercenaries.

 

1.6 - Added a new forest zone to the island.

- Added a new swamp zone to the island.

- Added a new glacier zone to the island.

- Added quest stage journal descriptions.

- Expanded the Wyrmstooth Mining Settlement.

- Added a new fort 'Fort Moonwatch' to the island.

- Added a new upgradeable player home 'Fort Valus' to the island.

- Fixed an issue that caused Vulthurkrah to return to Ancient's Ascent.

- Fixed more object placement problems.

- Fixed a potential crash at the Solitude docks caused by invalid navmesh.

- Fixed various other navmesh problems on Wyrmstooth.

- Fixed an issue that prevented Shargam from being recruited.

- Split Wyrmstooth Barrow into three separate interiors to resolve a memory issue.

- Fixed an issue that led to a trespass warning on the Red Wave.

- Fixed Dimfrost LOD land textures. Ground LOD was purple due to missing textures.

- Fixed Wyrmstooth object LOD textures. Some objects had incorrect an LOD texture.

- Fixed an issue that prevented Lurius from speaking after arriving at Wyrmstooth.

- Fixed an issue that prevented Vulthurkrah from exiting his den properly.

- Fixed various AI scheduling issues.

- The Dragonborn is now added to the East Empire faction before recruiting.

- Fixed an issue preventing Vulthurkrah from using shouts.

- Initial release on Steam.

- Added Fort Valus staff to unique faction to prevent possible conflicts.

- Fixed an issue that prevented Vulthurkrah from attacking during the final battle.

 

1.7 - Ambient music now plays correctly on Wyrmstooth.

- Added new music tracks for Wyrmstooth, Dimfrost and Wyrmstooth Barrow.

- Added a new side-quest 'Someone with Backbone'.

- Added a new side-quest 'A Howl Load of Trouble'.

- Added a new side-quest 'Retrieving Embersunder'.

- Added a new side-quest 'Robbed Blind'.

- Added a new side-quest 'Unwanted Guests'.

- Added a new side-quest 'Wrap Me Up'.

- Added a new side-quest 'Repaying a Debt'.

- Fixed an issue that caused the guards at Fort Valus to become hostile.

- No longer need to be bloodkin to recruit Shargam.

- Inserting goreduster into the slot now properly updates the journal.

- Additional quest markers for 'Barrow of the Wyrm'.

- Expanded Alberthor's role in 'Barrow of the Wyrm'.

- Added new shout 'Fiik Lo Sah' (Phantom Form) and 3 new word wall locations.

- Removed 'Boss' and 'Container' references to prevent radiant story assignment.

- Fixed a problem that allowed players to start the quest below level 10.

- Athir, Daenlit, Shargam and Elmera now have unique voice acting.

- Idle dialogue is now correctly configured.

- Reworked the Dimfrost worldspace.

- Added new Wyrmstone and Brimstone mineables.

- LOD resolution performance tweaks.

- Added map markers for travelling between Skyrim and Wyrmstooth.

- Fixed a camera issue when loading a save taken while controlling the draugr.

- Added update.esm dependency.

- Complete redesign of Fort Valus.

- Alberthor now ignores hostiles while casting the control spell.

- Tweaked occlusion around Wyrmstooth.

- Fixed a rare crash in Castle Dour Jail.

- Fixed a rare crash at Ancient's Ascent.

- Renamed script files with WT_ prefix to prevent clashes with other mods.

- Deleted redundant script files.

- Mod cleaned with TES5Edit.

- Added custom cloud layer to world map and tweaked camera positioning.

- The mercenaries now ignore all friendly fire from the player.

- Added playable instruments.

- Added new beverages.

- Added new harvestables.

 

1.8 - Fixed a navmesh problem near Cragwater Camp.

- Removed unused script references from Vulthurkrah and Thelma.

- Fixed issue with missing script file for playable instruments.

- Fixed several other papyrus errors related to errant script linkages.

- Added dialogue to skip mercenary recruitment stage.

- Gave Lurius several new lines of conversation dialogue.

- Fixed possible AI conflicts with Lurius when arriving at Wyrmstooth.

- No longer need to sleep on Red Wave to travel to Wyrmstooth.

- Fast travel map markers are now enabled upon arrival at Wyrmstooth.

- Fixed a problem with the water level activator in the Luminatory.

- Added a variety of new spells.

- Reduced audio distortion on Elmera and Shargam's voice acting.

- Fixed an issue preventing follower dismiss dialogue from appearing.

- Added random encounters around the island.

- Added a new camp 'Wanderers Camp' to the island.

- Added a new camp 'Chillbone Camp' to the island.

- Added a new camp 'Stormcloak Camp' to the island.

- Added several new roads around the island.

- Added more new harvestables.

- Reworked the glacier zone.

- Reading 'History of Wyrmstooth' now triggers Vulom's sidequest.

- Added a new dungeon 'Krakevisa Midden' to the island.

- Added a new dungeon 'Bloodfrost Burrow' to the island.

- Added a new grove 'Gronndal Grove' to the island.

- Added a new cave 'Blind Robbers Bluff' to the island.

- Added a new side-quest 'Blind Robbers Cache'.

- Added a new side-quest 'A Priceless Commodity'.

- Added more music and follower comment triggers.

- Fixed named reference that might've caused a crash in Luminatory.

- Polycount optimization in Luminatory to improve load times.

- Silver weapons can now be crafted and improved at a forge.

- Added nirnroot around the island.

- Added dragon events around the island.

- Removed duplicate and unnecessary references to improve performance.

- Solved bug associated with reading music files from archives.

Custom music has been added back into Wyrmstooth.

- Added 4 new miscellaneous objective quests.

 

1.9 - Fixed issue preventing new cure spells from appearing in spell list.

- Fixed erroneous script properties on playable lutes.

- Added a new dungeon 'Hermans Hold' to the island.

- Fixed issue with an unlootable steam centurion in the Luminatory.

- Removed cell ownership in Hall of the Dead to fix coffin labels.

- Removed silver weapon smithing and tempering that were added in 1.8.

- Removed unused effects.

- Fixed the scripting on and the contents of Fjeimir's Note.

- Fixed issue with a chair not upgrading properly in Fort Valus.

- Some more performance tweaking in the Luminatory.

 

1.10- Made Wyrmstooth.esp a false ESM file (Nexusmods/Moddb Only).

 

1.11- Fixed Lurius Liore's say once dialogue bug.

- Adjusted alchemy ingredient weightings.

- The Fort Valus cook, blacksmith and gardener now trade.

- Wyrmstooth music now plays inside Fort Valus, not dungeon music.

- Removed some ambient dungeon sounds from Fort Valus.

- Lorumend and Gundlof should now perform as bards.

- More locations are subject to random dragon attacks.

- Wyrmstooth.ini removed from package (Nexusmods/Moddb Only).

- The Fort Valus Common House interiors are no longer joined.

- Removed the prison rotunda from the Fort Valus barracks.

- Removed the unnecessary dwemer section from Frostvein mine.

- Implemented a prison system on Wyrmstooth.

- Removed errant door transition from the Mining Settlement.

- Some locations around Wyrmstooth are now clearable.

- Radiant quests can now be assigned to Wyrmstooth locations.

- Fixed errant location information on some cells.

- Most houses around Wyrmstooth now have shadowmarks.

- Added ambush behaviour to the dragons in the steampools.

- Reduced Imperials involved in final battle to improve performance.

- Wyrmstooth Barrow now has a named boss.

- Fixed Lurius and Theodyn sometimes not appearing in Bannered Mare.

- Reduced mob size in the Refectory to prevent possible crash.

- Followers may now be able to follow you into Dimfrost.

- Reworked some areas of Wyrmstooth Barrow, especially the refectory.

- Saeglopur farm is no longer totally abandoned per se...

- Hid a few treasure chests around the island.

- Added more follower comment triggers around the island.

- The miners at Gronndal Grove are now hostile to the dragons.

- Named unnamed relationships, deleted unused relationships.

- Fixed a few more navmesh and door portal issues.

 

1.12- Door to Luminatory water elevator no longer slightly askew.

- Set minimum level for Wyrmstooth encounter zones to 10.

- Reduced Nighthunter's Locket value to make it easier to pickpocket.

- The Severed Leg can now be improved with Human Flesh.

- Some named Fort Valus staff can now be asked to follow you.

- Added a second elevator to Dimfrost.

- Faelor should now be able to enter buildings.

- Fixed spell absorption on Wyrmstooth's new conjuration spells.

- Reworked some portions of the Dimfrost sub dungeons.

- Goreduster can no longer be sold or dropped.

 

1.13- Fixed issue with Vulthurkrah's raise dead scene not triggering.

- Bloodfrost Burrow's boss vampire no longer enabled by default.

- Added additional enable trigger for Wyrmstooth map marker.

- Fixed script-related issue with a dead horse at the settlement.

- Fixed issue with legion carts not moving during final scene.

- Fixed issue with dragon aggression during final battle.

- Fixed issue with town not rebuilding after Barrow of the Wyrm.

- Added a thieves guild fence to The Hermit Inn.

- Added a Dark Brotherhood Sanctuary player home.

- Fixed issue that could prevent the mercenaries from appearing.

- Reclaiming The Past starts if you enter any building at Fort Valus.

- Added new random events for the Wyrmstooth worldspace.

- Vampires no longer receive sun damage in Dimfrost.

- Arvak can now be summoned on Wyrmstooth and in Dimfrost.

- Residents now properly lock and unlock their doors.

- Sigur now walks to the correct bed when renting a room.

- Bulak now trades potions and ingredients.

- Fixed issue with spriggan matriarch not becoming hostile.

- Removed unused location: Cutpurse Crevasse.

 

1.14- Fixed issue with random encounters returning NPCs to holding cell.

- Fixed issue that may prevent random encounter NPCs from travelling.

- Fixed issue with ship at docks disappearing.

- Fixed issue with new elevator shaft to/from dimfrost disappearing.

- Added a few new points of interest around the island.

- Added more conjure draugr spell tomes inside Wyrmstooth Barrow.

- Wyrmstooth now has (miserable) climate and weather most days.

- Added Crimson Nirnroot to Dimfrost.

- Fixed random event crowding.

- The mercenaries now sandbox-follow during Barrow of the Wyrm.

- Increased wordwall word pickup distance.

- Added sporadic lightning to the northern marsh.

- Lurius Liore is now excluded from bard audiences.

- Lava now does a heck of a lot more damage.

- Vulthurkrah now uses his own storm call instead of Alduins.

- Replaced generic Bandits with Marauders.

- The draugr could be killed by accident before Alberthor's spell.

- Fixed issue that prevented soldiers exiting the imperial carts.

- Vulthurkrah now resurrects the imperials that die in battle.

- Elmera no longer follows so closely during final battle.

- Added more new spells. Check Krakevisa for new spell tomes.

- The Marauder boss at Cragwater is no longer enabled by default.

- The draugr can now strike and kill things while controlled.

- Set up regions around the island.

- Added relationships to help mercenaries ignore friendly fire.

- Added Theodyn to random events to help him find you.

 

Big thanks to Arthmoor for the following:

 

- Fixed a bunch of papyrus spam due to bad trigger config.

- Fixed issue preventing weapon retrieval from plaques and racks.

- Fixed missing quest link on word walls.

 

And Sheson for the following:

 

- Fixed problem with wrong texture used on Emperor Parasol LOD.

 

1.15- Fixed a couple map marker typos.

- Added lock lists to Fort Valus to support NPC schedules.

- Cure Poison is now an Adept level spell (as requested).

- Cure Disease is now an Expert level spell (as requested).

- Fixed Cure Poison and Cure Disease casting effects.

- Added Artisanix's Paintings and Frames resource.

- Added Blary's Ingredients Wall Art resource.

- Added new regional ambient sounds.

- Added a bunch of new custom modeled clutter assets.

- Added voice acting for many mining settlement NPCs.

- Fixed collision mesh on the Emperor Parasol mushrooms.

- Reworked the distribution of the Elf Cup harvestable.

- Did a bit more performance tweaking around the island.

- Fixed issue with door marker to The Hermit not on navmesh.

- Improved UVs on Emperor Parasol mushroom.

- Helmets worn by Marauders no longer labeled Helm of Yngol.

- Added more fire emitters to the mining settlement.

- Leone was incorrectly named Vontus. She wasn't happy.

- Added a few new dwemer convectors across Wyrmstooth.

- Added a new merchant with a large amount of gold to trade.

- Dead named NPCs now properly moved to the Hall of the Dead.

- Dead named NPCs will now be cleaned up properly.

- Added debug door to holder cell in case scripted moves fail.

- Lurius & co getting hit repeatedly no longer results in crash.

 

Important:

 

- Lurius & co now in the DunPlayerAllyFaction instead of the

Player faction. This *may* fix issues caused by other mods

preventing Player faction members from speaking or that

make members of the Player faction hostile to each other.

 

1.16 - Bog Beacon ingredient renamed to Bog Beacon Asco Cap.

- Fort Valus staff are now marked as protected.

- Fixed inventory art for Cure Disease/Poison spell tomes.

- The 'floating' door at the imperial camp has been deleted.

- Slightly increased mercenary follow distance.

- Made the draugr overlords tougher.

- The new bird sounds should now have more volume variation.

- Lo...Sah changed to Lo ... Sah to conform with UKSP changes.

- The wall safe in the Fort Valus muster is now accessible.

- Fort Valus guards should now be more inclined to help player.

- Recompiled Ynglod Ironbender's barter script.

- Fixed unlinked weapon rack activators in Fort Valus.

- Added Lock List to Holder Cell to better track Lurius & co.

- Added a couple new triggered events around the island.

- Trespass dialogue has been fixed.

- Shouting at the sun in Dimfrost now triggers enemies.

- Added a few Ayleid ruins around the island.

- Added a certain ingredient with its associated recipe. ;)

- Added something kinda creepy to Herman's Hideout...

- Added a unique sunrise/sunset weather.

 

 

*****************************************************************

 

4. F.A.Q.

 

*****************************************************************

 

Q. What patch level is required?

A. You should be running 1.8 or higher.

 

Q. Do I need Dawnguard, Hearthfire or Dragonborn to play Wyrmstooth?

A. No, neither of these are required to play Wyrmstooth.

 

Q. Do I need any other additional mods or plugins like SKSE?

A. No, nothing else is required except Skyrim.

 

Q. What ENB did you use to take the screenshots?

A. For the screenshots I used K ENB.

 

Q. I really liked this mod, what can I do to show my support?

A. Tell your friends about it, endorse and vote it on Nexus Mods or rate it on Steam so others

can share in the adventure, I really appreciate it.

 

Q. Is the mod stable?

A. There are no known crashes caused specifically by Wyrmstooth. If you are experiencing

intermittent crashes, try lowering your graphics settings or reconsider how many retexture

mods you need as you may be overburdening your system.

 

Q. Is development of Wyrmstooth complete?

A. For now consider the project complete, however I may extend the main questline in the future

depending on how many people are still interested in the mod.

 

Q. How much time did you spend working on Wyrmstooth?

A. About 2000 hours and counting.

 

Q. OK i've loaded the mod. How does the questline begin?

A. The quest begins once you're at atleast level 10 and have atleast been summoned by the

Greybeards in the main quest. An imperial courier named Theodyn Bienne will track you down

and starts from the Bannered Mare in Whiterun. You should run into him if you head towards

Whiterun using any of the main roads. Alternatively he should be able to find you if you

wait for 24 hours in any of the major cities. Regardless of where you are in the world,

he should find you eventually.

 

Q. What kind of performance impact does Wyrmstooth have on Skyrim?

A. The overall impact on performance should be negligible to non-existent. Wyrmstooth is a

quest/new lands mod, it doesn't make any gameplay changes. Most of the adventure takes

place in a separate Wyrmstooth worldspace. At most you'll have 7 new NPCs in Skyrim before

travelling to Wyrmstooth. If you do experience performance loss or instability see

"Q. Is the mod stable?" and make sure Wyrmstooth.esp is the last master file loaded in your

load list.

 

Q. Is Wyrmstooth available on Xbox or PS3?

A. Unfortunately not, it's for PC only. Mods cannot be ported to consoles.

 

 

*****************************************************************

 

5. Troubleshooting

 

*****************************************************************

 

Q. I can't find Lurius Liore at the Bannered Mare nor can I find Theodyn Bienne.

A. Open the console using the tile key (`) and type in the following command then press enter:

 

getstage wtdragonhunt

 

If the console says 'Item wtdragonhunt not found for parameter Quest' that means the mod

has not yet been loaded. Make sure it is being loaded by your mod manager. If you cannot

find the Wyrmstooth.esp or Wyrmstooth.bsa files in your Skyrim\Data folder make sure you've

downloaded the mod and installed it to the correct location.

 

If it returns '0' firstly make sure you've unloaded any mods that modify the Bannered Mare

then try the following:

 

1. Open the console and type: help Lurius

2. You should see a NPC_ record. Note the first two numbers (ONLY!)

3. Type: prid ##0218D0 (replace ## with those first two numbers)

4. Type: enable

5. Type: moveto player

6. Type: setstage wtdragonhunt 10

 

Ideally try doing this in Whiterun so Lurius doesn't have to travel as far to reach his

sandbox area.

 

Q. I can't speak to Theodyn; he doesn't say anything at all. Nor does Lurius Liore.

(and by 'at all' I mean they're completely silent and not even delivering their idle lines)

 

A. If Lurius and Theodyn are delivering their idle lines but aren't saying anything quest-

specific that means you simply don't yet meet quest starting requirements. This isn't a

bug, it's to ensure you don't get sent to the island too early.

 

Mods that disable NPC greetings under certain circumstances such as Sneak Tools have been

known to prevent Theodyn from greeting the player successfully. This isn't an issue with

Sneak Tools per se, that's just how the cowl dynamic appears to work.

 

TL;DR: Remove your cowl, helmet, or what ever it is that's covering your face.

 

Another known cause is running two copies of Wyrmstooth.esp at the same time. In the

Skyrim\Data folder you should only have one Wyrmstooth.esp file and one Wyrmstooth.bsa

file. If you're missing the Wyrmstooth.bsa file for some reason try installing the mod

manually from Nexusmods.

 

Several players have also found that Collector's Vault was somehow preventing NPCs from

speaking. Unloading this mod may restore dialogue but this may be more of a load order

issue on their end than anything else.

 

If you have a loose Wyrmstooth.SEQ file in your Skyrim\Data or Skyrim\Data\SEQ folders,

remove it.

 

And finally, make sure Wyrmstooth.esp is the last master file in your load list.

 

If NPCs added by other mods are also silent then you have something very wrong with your

setup. If you've installed Wyrmstooth correctly you shouldn't have any problems speaking

to anyone.

 

Q. I can't find the mercenaries on the road to Falkreath.

A. If you have a mod installed that deletes the XMarker 0008F648, Wyrmstooth won't know where

to place the mercenaries. This is XMarker is part of vanilla Skyrim.

 

If you can't work out which mod is deleting this XMarker, you can skip Dragon Hunt using

the following console command:

 

setstage wtdragonhunt 120

 

Starting the mod under version 1.13 or earlier and upgrading to version 1.14 or later

before finishing Dragon Hunt may also break this quest due to the changes made in 1.14.

Either roll back to 1.13 and finish Dragon Hunt then upgrade or reload a save taken

prior to starting Dragon Hunt and try again.

 

Q. The game crashes or hangs or my screen is just a solid color when I enter or exit an area.

A. Download the Wyrmstooth.ini file from Nexusmods and copy it to the same folder as your

Wyrmstooth.esp and Wyrmstooth.bsa files.

 

Q. I lost my follower after falling down the shaft into Dimfrost.

A. They'll be waiting for you outside the dwemer elevator once you reach the surface if they

cannot make the fall down the shaft in the crypt.

 

Q. The game gets stuck loading the Luminatory area in Dimfrost.

A. If you've made any lod z-fighting ini tweaks, reverse them. Also the memory tweak in SKSE

has been known to fix this issue.

 

Q. The game seems to be crashing sporadically after I've arrived in Wyrmstooth.

A. Random crashes can be caused by a number of things:

 

1. If it crashes as soon as you arrive on Wyrmstooth or shortly thereafter, install the

Wyrmstooth Travel Crash Hotfix on Nexusmods or Steam. There is a bug in the game

engine that causes a crash if the game cannot read an XWM music file from a BSA archive.

This fix prevents custom music playing on Wyrmstooth.

 

2. If that doesn't solve it download the Wyrmstooth Unpacked BSA file and extract the

Music folder to your Skyrim Data folder.

 

3. If you have an ENB installed, try installing ENBoost and Sheson's memory patch. I can't

tell you how many times this has solved random crashes. Also maybe reconsider how many

texture and lighting mods you need to install as you might be overloading your system.

 

Q. I can't seem to talk to the wolf Faelor.

A. Known issue, I think it might have something to do with the state of the actor not

resetting to idle after engaging in combat. A workaround is to either fast travel to a

nearby location and return or use 'enable' and 'disable' console commands to reset Faelor.

The Unofficial Skyrim Patch (UKSP) also seems to solve this problem.

 

Q. Lurius isn't taking me to Wyrmstooth, after speaking to him at Solitude he runs away.

A. This issue seems related to upgrading Wyrmstooth from a really old version to the latest

version after starting Dragon Hunt but before completing Barrow of the Wyrm. Use these

console commands to fix the situation:

 

1. Open the console (`) and click on Lurius to get his reference id (##0218D0).

2. Type the following console command: coc WyrmstoothDocks01

3. Type the following console command: moveto player

4. Type the following console command: setstage wtbarrowofthewyrm 50

 

If that doesn't work, just head to the barrow and read the bandit journal to get the

questline back on track.

 

Q. The dragon won't fight me during the final battle. It just keeps circling the settlement.

A. Be patient. There will a delay, moreso if the dragon is far away when you enter the

mining settlement. If it's been a minute and the dragon still isn't attacking, try:

 

Type the following console command: setstage wtbarrowofthewyrm 250

Target the dragon with the console and type: setav aggression 3

 

Just note that you need to be within the walls of the mining settlement before the dragon

starts attacking. It won't attack while you're still on the road or far afield. The

will not attack you while you're still on the road to the mining settlement.

 

Q. The town isn't rebuilding after I've defeated the dragon. I've collected my reward from

Lurius and it's been more than a week in-game.

A. Known issue when upgrading from 1.12 to 1.13 after finishing Barrow Of The Wyrm. Caused

by me goofing some scripting. Sorry! Anyway, use 'help Lurius 4' and note the first two

digits of the NPC_ record and use them in place of ## in the following console commands:

 

prid ##02B33E

enable

prid ##02B340

enable

prid ##02B341

enable

 

Q. LOD mesh (very low texture resolution objects) isn't disappearing when I get closer.

A. Known issue with Warburg's Paper Map. This issue appears to affect Solstheim, Falskaar

and other mods/dlc that add new land masses.

 

Q. I don't see any map markers for a specific Wyrmstooth quest.

A. This is a problem with the vanilla game if you have too many active quests at one time.

 

Q. I get an infinite load screen when trying to travel back to Skyrim.

A. If you have any mods installed that modify the docks at Solitude you may need to

unload them. Both the map marker and the NPC at the Red Wave on Wyrmstooth link to a

vanilla xmarker at the docks at Solitude. If another mod deletes that xmarker the game

won't know where to put you and you'll either get an infinite load screen or a crash.

 

Such mods are also likely to break the vanilla side quest "The Dainty Sload" as it shares

the same xmarker.

 

A message to other mod authors out there: never delete vanilla xmarkers.

 

You may also find that Safety Load (http://www.nexusmods.com/skyrim/mods/46465/?) fixes

issues with infinite load screens.

 

Q. Nexus Mod Manager is reporting the following warning:

 

'WARNING: This file has the file extension .esp. but its file header marks it as an esm!'

 

A. This isn't a problem, just ignore it.

 

Q. The gate Alberthor wants me to open is already open.

A. This can only occur if the draugr to be controlled is placed next to the lever to be

activated which under normal circumstances should never happen. The solution is to enter

the following console command then continue on normally.

 

setstage wtbarrowofthewyrm 160

 

Q. Lurius and the mercenaries are stuck at the mining settlement and won't move, Alberthor

isn't saying anything outside the closed gate, the dragon isn't flying away after

encountering him in his lair and the dead aren't being raised, etc...

A. You're most likely experiencing script lag. NPCs will trigger certain scenes only at

specific stages of the quest, but if papyrus is lagging these scenes may be delayed or

may not occur at all. One solution is to tweak the priority given to papyrus using the

following Skyrim.ini entries:

 

[Papyrus]

fUpdateBudgetMS=800.0

fExtraTaskletBudgetMS=800.0

fPostLoadUpdateTimeMS=2000.0

iMinMemoryPageSize=256

iMaxMemoryPageSize=512

iMaxAllocatedMemoryBytes=153600

 

If you're using BOSS you might also want to make sure your load order is properly sorted.

 

Q. I see floating rocks/grass in interiors or grass isn't showing up on Wyrmstooth.

A. This is an issue with the base game. The Unofficial Skyrim Patch (UKSP) appears to fix

this issue for the most part. The Wyrmstooth.ini file also solves this.

 

Q. When I start up Skyrim the game gets stuck on the loading screen.

A. If you're using a merged patch, update it. There's also an old Requiem patch that seems

to cause the game to hang when used in conjunction with the latest version of Wyrmstooth,

so make sure you've updated that if you're using Requiem.

 

 

*****************************************************************

 

6. Compatibility

 

*****************************************************************

 

The following is a list of modified defaults. This information is provided for other mod

developers in an effort to avoid any compatibility issues with other mods. New references

associated with this mod are prefixed with "WT" as part of naming convention. Changes to

standard locations were kept to a minimum to avoid any potential clashes.

 

Worldspaces:

Tamriel

 

Tamriel Worldspace:

SolitudeRedWaveExterior (-17,22)

 

Locations:

SolitudeDocksLocation

 

Basically I attached SolitudeDocksLocation to cell -17,22 so Lurius knows when he's arrived

at the Red Wave.

 

Wyrmstooth also reads an xmarker in Tamriel cell -1,-19 and in WhiterunBanneredMare. If

these locations are changed by other mods it may affect the quest 'Dragon Hunt' resulting

in either Lurius and Theodyn or the mercenaries from being placed at their correct locations.

 

 

*****************************************************************

 

7. Known Issues

 

*****************************************************************

 

A list of known issues. Some of these may be fixable, others may not be if they are tied to

game-engine related bugs or limitations. Problems introduced by mod conflicts, bad load order

or bad .ini settings are not included in this list.

 

- Saving and reloading a save while the imperial carriages are moving will cause them to

spazz out. This seems to be caused by a limitation in the object tethering function. It

won't break the quest but it might make for an amusing Youtube video...

 

- Sometimes the water room in the Luminatory may not reset itself immediately if you've

already been through this section before. Exiting the Luminatory and re-entering should

cause the door to open and the water level function to reset. Otherwise use the other lift.

 

- FPS hit when entering Wyrmstooth Settlement, especially for the first time. Might be

related to smoke and fire emitters. Performance improves later on in the adventure as the

rubble and debris is tidied up and the settlement rebuilds. A possible future workaround

might be to make the mining settlement a closed worldspace, but I don't like closed cities.

 

- Summoning spells may not work if you aim at a road. Go figure.

 

- The error checker in the latest version of TES5Edit complains about packages such as

WTRandEnc02TravelBackAndForth using a MISC reference. As far as I can see these packages

are set up identically to the vanilla packages they were based on such as

WE12TravelBackandForthMarker1then2Package. This error does not affect stability and the

random encounters function correctly so it might just be a reporting glitch. If anyone has

any ideas let me know.

 

 

*****************************************************************

 

8. Suggestions

 

*****************************************************************

 

Should you come across any problems with the mod, send me a message with the details either

on the Skyrim Nexus or send an email to [email protected].

 

I may extend the main questline in the near future so if you would like to keep up to date

with any developments follow the project on Twitter, Facebook or Google+.

 

And if you enjoyed the mod -- don't forget to endorse it on Nexusmods or rate it on Steam.

 

Thanks for taking the time to play Wyrmstooth :-).

 

Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=125728404

Nexus Mods: http://skyrim.nexusmods.com/mods/25704

Moddb: http://www.moddb.com/mods/wyrmstooth

Facebook: https://www.facebook.com/SkyrimWyrmstooth

Twitter: http://twitter.com/Wyrmstooth

YouTube: http://youtube.com/SkyrimWyrmstooth

 

 

*****************************************************************

 

9. Uninstallation

 

*****************************************************************

 

Treat uninstalling Wyrmstooth the same as you would uninstalling a Bethesda DLC. The ideal

method would be to revert to a save you took prior to installing it. If for some reason

that's not an option, you can refer to SuperSajuuk's document:

 

https://www.dropbox.com/s/lj6d98yy8ohcoh3/Uninstalling%20Skyrim%20Mods.pdf?dl=0

 

 

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It's...not really strange. Getting rid of it, so it doesn't interfere and tempts you. I did it once with an mmo vs. real life. Just had to kick that thing.

Totally giving up on real life so it didn't interfere with the MMO must not have been easy. Life holds so many temptations. :wink:

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