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Trying to End/Leave the Moonpath to Elsweyr skyrim mod..help?


ericjmz

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6/9

 

Hi folks,

 

I'm trying to end/leave the Moonpath to Elsweyr Skyrim mod

Basically I've played it more than long enough...

 

I just want to get back to my 'normal' Skyrim

 

But (just like when you're in some Skyrim building or cave and you cannot use the map mode) one can't just 'leave' Moonpath to go to another city or place in the map.."Can't go there from here' error message

 

I am open to a console code that will cause the whole mod to end...as long as that gets me out of the game. I've seen people give advice to put in the quest ID...but I don't know the quest ID (or of any mod for that matter)

 

If you're curious, I only have 1 active quest...for which it appears I've fulfilled every element of the quest,with no direction as to what to do/where to go now....but even if that wasn't the case I just want to end it.

 

Can anyone tell me exactly how...ideally I'll be back anywhere in the normal world of Skyrim, but retain the leveling up I've achieved while playing Moonpath

 

Thank you very much in advance

 

ericjmz

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Ishara,

 

I thank you. Though stuck 24 hours 'In-hospital today...while I wish to be 'In-Skyrim'...I will try to find my way back to the Caravan tomorrow upon returning home.

 

Perhaps I should have asked the question as a General one..and there MUSt be a general answer...as this is the very first 3rd party quest I have played...and my question pertains to ANY person who plays ANY 3rd party quest.

 

...and if there is not an answer...but there MUST be :-)...I will never back myself into the corner by playing any 3rd party quest ever again.

 

The real question is:-

 

"How does one end ANY 3rd party quest?"...be they stuck or just tired of it...because I suspect like Moonpath to Elsweyr, one can't map-warp one's way 'home' (back to normal Skyrim).

 

:-I know of the fact there are console codes to end a quest

:-I know there are sites that list the console codes of normal Bethesda Skyrim quests

...but how can one know the console code of a 3rd party fan quest...Moonpath to Elsweyr...being my example here?

 

And assuming there is a way to end a quest if one is stuck or bored, if I use a console quest to end a code will I be transported back to 'normal' Bethesda Skyrim world?

I sure hope so...for as an example, this Moonpath to Elsweyr starts in a changed (by the mod) bar in Falkreath...which after I end this quest I'll want to Un-install the mod so as to make by Falkreath barb back to its normal self

 

Like I said, I am literally blocked/stuck from playing Skyrim until I can leave this quest (and I know others rave about this one,but I don't 'Feel the Bern'..so-to-speak...)

 

Thank you

 

ericjmz

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Regarding the changed Falkreath Inn... Legacy of the Dragonborn has its own version of Moonpath incorporated and the wagon was moved outside thus leaving the inn untouched. You may wish to try that version at some point.

 

It depends upon the mod as to how you officially end it. If you use console commands to complete it, it may not complete correctly and cause potential issues later. Furthermore, if you uninstall a mod mid-game expect there to be issues later on as there may be some aspects of that mod baked into your save file. Using console commands to complete a mod quest will not transport you to a location within the main game. Also, removing a mod will remove any rewards such as armor and weapons that you may want. It will also remove anything you have stored in containers added by the mod even if such items are part of the normal game.

 

Anyway, if you wish to know the ID numbers and/or ID names of various things within a 3rd party mod... Load that mod in TES5Edit and look for what you want. Be sure to take load order into account when using the ID numbers in the game. The first two digits of the 8 character hexadecimal number must correspond to the load order position that the mod is in when loaded in the current game.

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IsharaMeradin,

 

..and I thank you again.

 

Last inquiry on this topic. I know me...I'm not delving into other programs & hexadecimals to solve this; it'll just get worse

But I WILL solve this...in one of 2 ways:-

 

1. I will figure out how to get back to the caravan, and find a dialogue that allows me to 'go home'.

If I can do that...is it safe THEN, ending the episode 'legitimately' to uninstall (with NMM) this quest,without hurting/corrupting my saves?

...or do I need to keep this quest forever, as deactivated,but never Uninstalled?

 

2. I will NOt be able to figure out how to end this quest.

If that's the case, at least I was smart enough to save a few 'saves' before I installed this quest.

Can i then delete the game, go on from my saves before it was installed, and have Skyrim back to normal without corruptions?

Or need I always keep it on my system in a deactivated state

 

I feel like Dorothy in the Wizard of Oz...I just want to go home, & feel ever installing this quest was a bad move.

........................

At this point, i'm afarid to add ANY quest mod ever...in fact, I don't know how everyone is not of the same thought?

Surely,even with the highest rated quests,some advertise themselves as having > 100 hours of game-play.

Surely with such a large amount of data I can't be the only person who becomes 'helplessly lost'?

Who wants their Skyrim corrupted in that scenario?

 

thank you

 

ericjmz

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95% +/- of Moonpath takes place in the added cells. If you were to fully remove it from your game after having gotten your character back to the Skyrim areas and ditched any items added by the mod, I would guess that the probability of future issues would be low except within the Falkreath Inn where stuff had been modified.

Basic rule(s) of thumb:

If you remove a mod mid-game and have accessed content from that mod the chances of something bad happening later on due to missing resources becomes greater. In this scenario it is better to leave the mod installed and active while simply ignoring its presence (unless you choose to try the mod again). When starting a new character/game you can safely deactivate and uninstall the mod before hand.

If you revert to a save made before installing a mod then it will be as if the mod was never loaded into your game. In this situation you can safely deactivate and uninstall the mod.

If you revert to a save made before accessing the majority of a mod (i.e. having gone to the mod's cells), you *might* be able to get away with deactivating and uninstalling because less of the mod would be baked into your save file. However there would still be a small risk of some issue creeping up later on.

Strict texture/mesh mods are exempt from the above. They can be safely added and removed at any time.

There are some third party save game editing tools that may allow the removal of orphaned data from mods that have been removed mid-game. However, these are experimental at best and should not be relied upon for all situations.

 

Also, there is no guarantee one way or another that there will or will not be any issues from having uninstalled a mod mid-game. Every mod is different and every user's setup is different and so they each behave differently when removed for each and every user. The above rules of thumb are a generalized best practice that has developed through trial and error of many users and mod authors.

 

Good luck with however you decide to proceed with your game.

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  • 6 years later...

There is a generic way to solve your problem

You can use the console command Player.Moveto and a ref id for an NPC that is alive

 

I had the exact same issue and used the RefID for Feandal (0001348C)

 

I entered Player.moveto 0001348C and was instantly teleported to Riverwood right next to Feandal

 

This will work no matter where you are in the game , mod or no mod

 

Please let me know how you go

 

Thanks

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