This thread has me confused. Should we install the update then clean with TES5Edit or just leave it alone? Also, if we've already started the quest by talking to the fellow in the Bannered Mare, will we have any issues upon updating?
This thread has me confused. Should we install the update then clean with TES5Edit or just leave it alone? Also, if we've already started the quest by talking to the fellow in the Bannered Mare, will we have any issues upon updating?
You don't need to clean it again, it's cleaned as far as TES5Edit can clean it. If you're still going through Dragon Hunt there shouldn't be any problems as nothing changed in that quest between 1.6 and 1.7. If you were already on Barrow of the Wyrm, Alberthor may not join up with you in the boss' room, he may not also possess a falmer in Dimfrost to follow you around; that's more or less the only significant change made to that quest, the rest is all the same.
Just out of curiosity, do you compress your bsa? I've never had any problems compressing it but some other modders seem to have experienced some difficulties with audio files in compressed bsa's. Just trying to get to the bottom of this weird issue.
I had issues when compressing with archive.exe, so I now use BSAOpt and it is able to compress properly.
I guess this must all be related to your script cleanup: http://pastebin.com/9S2AFtrf
While I can see you removed the script file, apparently it was still linked up to a huge amount of stuff that is now annoyed it can't find it. Those errors don't go away either. They're baked in.
Regarding the TES5Edit cleaning stuff. There were a small handful of legit dirty edits, but that stuff with the two big worldspaces is a holdover of something that was done for Oblivion that I'm going to forward on to zilav to disable for other games that shouldn't be doing that.
Re: BSA Compression. I've heard some audio files will not play right when stored in one. The big thing though is string files for translation purposes. Those will corrupt when stored inside a compressed BSA. It won't matter if you use archive.exe for that or BSAOpt since it's an engine level bug with the game itself that renders them useless.
Which leads to problems when trying to get things in shape for the Steam Workshop.
I've had no issues with voice or music audio in BSA's, but I haven't tried any SFX yet, so those may or may not have problems.
Thanks Arthmoor. Not sure how Thelma got that extra script - I think it may have come from one of Sigrid's packages somehow, she's just idles in an interior so that's not too much of an issue. However the one on Vulthurkrah I swear I removed once before and quite awhile ago too, anyway both of these are solved now. As for the WTPlayInstrument problem, I'm not entirely sure what's going on there. I'll dig a little deeper once I have time again to work on Wyrmstooth, nothing seems broken in-game though.
Your mod inadvertently caused a favourite Skryim moment for me; when the time came to fight the dragon at Ancient's Ascent, I went along with three of the mercenaries (Elmera somehow ended up traveling to Dawnstar instead); To my surprise, they decided to cross Bone-Chilling Pass, allowing me to clear a mini-dungeon with three allies who have minds of their own instead of just being followers. I wish there were mods that took advantage of this, since the game itself didn't.
Right now I'm on my way to Wyrmstooth Barrow. So far I love the story, and the voice acting exceeds my very picky threshold of quality (except for the ranger type one).
Also, I had to make some edits to make the mod work for my non-dragonborn character
Version 1.8 is up. I have one more release planned (assuming there are any bugs left to fix) before I call it a day on Wyrmstooth. It's been quite an enjoyable (and occasionally depressing) experience, but I'll be back for a large Fallout 4 mod.
And now, the arduous process of rebuilding my tattered social life begins... is there anyone out there? Helloo...? No response, it's just a corpse. Yes, I'm ending with a Dragon Quest reference.
The most significant changes was the transition to Wyrmstooth and the ability to leave and return without having to finish the main questline first (even though it doesn't make sense as far as the story is concerned, like leaving Solstheim as soon as you arrive). I also added an option to skip the recruitment phase straight to the first dragon encounter. The glacier zone behind the barrow has also been expanded upon with denser cluttering and new locations.
Lots of script-related fixes, I also did what I could to prevent the Luminatory infinite loading screen issue, but this isn't something I can reproduce without making very specific changes to the Skyrim.ini file. Also added in a few more sidequests pointing to more notable locations on the map that players may miss. And more dragon encounters around the island.
The Wyrmstooth soundtrack composed by Leon Van Der Stadt has also finally been included. Had to save an uncompressed bsa from archive.exe then compress it with bsaopt to get around the xwm bug and squeeze the mod onto Steam. It still fits ... barely (6mb to spare).
Full list of changes in the readme: http://pastebin.com/02jsvbkg
Just wondering tough on what is based the claim to be the largest mod with new landmass ? How big is the landmass in terms of pixel to pixel size in the heightmap square?
? I don't think I've claimed to be the largest? If I did erroneously, let me know so I can correct it.
[REL/WIP] Wyrmstooth - Story Mod With New Large(ish) Worldspace
Just that perhaps I am not totally perfect in english so I guess Largeish doesn't mean LArgest?
anyway not that matters but I am still curious how big it is or how does it look?
Oh that was written at an early stage of development before I considered it to be a large island, so large-ish was the only word that came to mind to describe something not quite large but still larger than small. I confuse myself all the time. I'd change the title if I could.
I haven't counted the number of cells above sea level and everything is in one single region, but i'll try and make an interactive map soon that should give me a figure. My estimate is that it's a bit smaller than Solstheim, although I'm not sure whether I can count the swamp as being above or below water. One player said it was about the size of 3 holds but it's probably closer to 2. Maybe 2 and a quarter.
My english isnt my first language, but I guess "ish" means "kinda". So he just said its large
I see there's a new update! With my current game i haven't even done Dragon rising, can i safely install this new version then without any problems?
If you've already installed the previous version but hadn't started any questlines, the safest thing would be to continue on 1.7 until you've finished, then update to 1.8 to get all the sidequests.
Oh and I forgot to mention my most favourite new addition: the severed leg!
https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/1001656_175402222631702_26144895_n.jpg
Some inspiration there from Bloodmoon, maybe ;p.
That's correct.
BTW, thanks for the update Jonx.
I would like to see someone making patches for RND, PureWater and CoT...Wyrmstooth deserves more love.
I think its done well enough over the months.
I would have liked to see this mod receiving more attention.
IMHO Wyrmstooth is one of the best mods for Skyrim ever. The story is completely engaging and fits seamlessly with the Skyrim MQ. The worldspace design is superb. The first one deserving the "DLC" label.
It is really a pitty that the mod is going to be discontinued after the next final 1.9 update.
I would like to thank you for all the hard work you put in this mod and I wish your future products reach Wyrmstooth's high quality standard.
Does Wyrmstooth modify Shroud Hearth Barrow by Ivarstead in any way? I've found myself having persistent and repeatable CTDs with the mod enabled when I try to enter the barrow; as soon as I uncheck the Wyrmstooth esp in Wrye Bash, I can enter the barrow with no problems. Does anyone know what gives? Here's my LO prior to Wyrmstooth; all subsequent mods have been temporarily disabled as I bug hunted:
00 Skyrim.esm01 Update.esm02 Dawnguard.esm03 HearthFires.esm04 Dragonborn.esm05 Falskaar.esm06 ApachiiHair.esm07 ClimatesOfTamriel.esm08 ETaC - RESOURCES.esm09 JSwords.esm0A MagicDuelReborn.esm0B moonpath.esm0C SPIKE.esm0D HighResTexturePack01.esp0E HighResTexturePack02.esp0F HighResTexturePack03.esp10 Unofficial Skyrim Patch.esp [Version 1.3.3b]11 HighResTexturePackFix.esp12 Unofficial Dawnguard Patch.esp [Version 1.2.3]13 Unofficial Hearthfire Patch.esp [Version 1.1.1]14 Unofficial Dragonborn Patch.esp [Version 1.0.4]15 Chesko_Frostfall.esp16 Better Dynamic Snow.esp17 SplashofRain.esp18 BardSoundsMalukah.esp19 mintylightningmod.esp1A CLARALUX.esp1B CLARALUX-DG-Patch.esp1C CLARALUX-HF-Patch.esp1D fantasy music overhaul.esp1E Fantasy Music Overhaul Redone.esp1F StaticMeshImprovementMod.esp20 Economics of Skyrim.esp21 Economics of Skyrim - Dawnguard.esp22 Birdsofskyrim.esp23 Breaking and Entering.esp24 CookingExpanded.esp [Version 1.2b.]25 CookingExpanded - Hearthfire.esp26 DishonoredEquipment.esp27 EveryoneGetInside.esp28 ImprovedFishBASIC.esp29 Immersive Patrols Merged.esp2A Legionettes.esp2B Lost Art of the Blacksmith.esp2C moredragonloot.esp2D PilgrimsDelight.esp2E Piratelords Loot Adjustments.esp2F Radiant and Unique Potions Poisons and Booze.esp30 ScenicCarriages.esp31 skyBirds - Airborne Perching Birds.esp32 Skyrim Immersive Creatures.esp [Version v6.1]33 Skyrim Immersive Creatures - DLC2.esp [Version v6.1]34 Tytanis.esp35 Convenient Horses.esp36 Destructible_bottles.esp37 Dragon Soul Relinquishment.esp38 Footprints.esp39 RaceMenu.esp3A RaceMenuPlugin.esp3B Player Size Adjuster.esp3C SkyUI.esp3D iHUD.esp3E AMB Glass Variants Lore.esp3F BlackSacramentArmor.esp40 Cloaks.esp41 Cloaks - Dawnguard.esp42 1nivWICCloaks.esp [Version 2.3]43 CommonItemWeapons.esp44 DK_Armor_By_Hothtrooper44.esp45 Dragonbone Weapons.esp46 DragonBoneWeaponsComplete.esp47 Dread Knight Weapon Set.esp48 hothtrooper44_ArmorCompilation.esp49 JSwordsDistributionBalancePlugin.esp4A LFArmors.esp4B Skyrim Scaling Stopper - Misc Edits - Dawnguard.esp4C Unique Uniques.esp [Version 1.4]4D Dr_Bandolier.esp4E ImmersiveArmorsNPCs.esp4F DeadlyDragons.esp50 DeadlyDragonsArmory.esp51 SkyRe_EncounterZones.esp52 BecomeABard.esp53 BreezehomeEnchanter.esp54 RIC_Dawnstar.esp55 Hunting in Skyrim - No Perks.esp56 Inconsequential NPCs.esp57 moonpath_questdata.esp58 Run For Your Lives.esp [Version 1.2.2]59 When Vampires Attack.esp [Version 1.0.3]5A The Paarthurnax Dilemma.esp [Version 1.2.4]5B Wyrmstooth.esp [Version 1.8]
I cannot even remember downloading this mod, hadn't played Skyrim for a while so when I logged onto Steam a week back, Steam said it was updating Skyrim which took about 6 minutes so a big file came from somewhere.
First thing I noticed was lots of new dungeons appearing along well traveled roads and Iam thinking, great Bethesda must still be improving this game, (if not, where is this new stuff coming from?, it wasnt any mods updating but Steam updating the complete Skyrim?),
Anyway, when the latest version of Wyrmstooth started, Iam still thinking, "wow, Bethesda have really come up with a good expansion, and to give it to us for free!". its really that good.
Only issues I have with just the latest version,(hadnt tried earlier ones), was with Lurius Liore
Firstly at the Red Wave, he tells me to have a sleep, as I go through the door he already tells me that we are there, when plainly we are still in Solitude, or sometimes I would be told I couldn't sleep in that bed, whatever, I couldn't get the ship to sail from Solitude.
So, I found a console Command somewhere on the net that got the ship to sail and then the mod seemed to be back on course, until we got to a building where I think I had to fight some Thalmer in the garden, when done though, Lurius just stood there getting wet and I couldn't get him to budge, at this stage, no sign of the three mercenaries. So I just carried on successfully without Lurius.
Now when I got to the barrow, the mod seemed to get back on course again as Lurious and now the three mercs all seemed to appear at once and I could carry on fine, only fault being my Journal telling me to meet Lurious in Solitude which I had already done.
Ran fine until coming out the elevator to save the Mining town, Lurious once again, kept repeating the same dialogue, in the end I had to run from him.
Now its finished though, even though he said I could return on the Red Wave, the door is locked and there is nobody there to open it, so Iam stuck there!
Fantastic mod apart from the problems with Lurious, I think this is better than one or two of the official expansions.