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Not So Fast - Mage Guild (by cdcooley)

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#1 WilliamImm

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Posted 26 April 2015 - 08:13 PM

Discussion thread:
Not So Fast - Mage Guild by CDCooley
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Like the one for the main quest, this mod slows down the otherwise breakneck pace of the College quests. Good companion with some of the other College-altering mods.

Compatibility-wise, it's compatible with EBQO (since I checked when doing the update there). Still looks really good.
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#2 Kravis

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Posted 26 April 2015 - 10:13 PM

This is so awesome.  I was just thinking to myself yesterday about how odd it is that I'm sent on some expedition field trip minutes after becoming a student.  Talk about being thrown to the wolves.  I'll be thoroughly testing this.  Thanks for bringing this mod to my attention!


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#3 A_Dim_Mismatch

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Posted 26 April 2015 - 10:18 PM

Timing-related mods are some of the finest of all mods when they work. Timing is Everything for example, I first used it on my current playthrough and all future playthroughs will use it, too.

 

Like most new releases, I'll track this and see if it's stable, and if it is, I'll give it a shot on my next character.


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#4 Kravis

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Posted 27 April 2015 - 10:01 AM

I tested this a bit on a quick play through of the College of Winterhold.

 

The first feature (Tolfdir waits for X amount of days until offering the Sarthaal quest) was well executed and seamless.  The Voiced dialogue was refreshingly appropriate for the situations.  The ward lesson ends and everyone goes and does their own thing.  Then after waiting X amt of days (my testing was 4 days), between 8 AM to 9 AM.. find Tolfdir and he will tell you about the "field trip" to Sarthaal, beginning the quest.  The other students begin moving that direction, as expected.

 

As for the second feature, I did not have the same results.  After Tolfdir's one-on-one observations of the Eye of Magnus (first stage of "Good Intentions"), regardless of what X amt of days the "Visit from Psijic Monk" value is set to, Ancano will track you down immediately after re-entering the Hall of Elements.  Also, if you speak to Tolfdir, then initiate dialogue with Ancano before leaving the Hall of Elements, he will trigger the quest stage.  I tried it both with and without talking to Tolfdir about the Psijic Monk vision.  Same results.  I'm interested in hearing if anyone comes up with mirroring results.

 

EDIT: Once again, please note that it is possible to pass by Ancano without him initiating dialogue before leaving the Hall of Elements after Tolfdir's talk... but once you re-enter, the stage is forced on you.  A workaround (if you really need a pause during "Good Intentions") is to avoid re-entering the Hall of Elements until you're ready.  I'll be copy/pasting this post to the nexus mod page so that the author is at least alerted of it.

 

Finally. TES5Edit shows 2 'identical to master' records. Nothing dangerous or conflicting, but something to note if people are combining this mod with other College of Winterhold mods.

 

Overall, this mod is still a must-have for the pause between the wards lesson and the field trip.


Edited by Kravis, 27 April 2015 - 11:00 AM.

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#5 torminater

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Posted 27 April 2015 - 01:35 PM

Those ITMs might be required for the mod to work correctly. Are you sure you didn't use any mods that alter the same things?


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#6 Kravis

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Posted 27 April 2015 - 01:46 PM

The only mod that alters the same things is the Unofficial Skyrim Patch.  The mod author also mentioned that the ITM's were a mistake and he created a cleaned version moments later.


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#7 Kravis

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Posted 27 April 2015 - 07:02 PM

CDCooley has posted v1.2, which fixes the issue I was encountering.  I tested and can confirm that this mod is now 100% functional.  Hats off to CDCooley for the surprisingly swift hotfix.


Edited by Kravis, 27 April 2015 - 07:03 PM.

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#8 A_Dim_Mismatch

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Posted 27 April 2015 - 08:06 PM

It's good that it has so few issues at release. I think I'll still wait until my next playthrough before I download, but thanks for taking the time to playtest it!


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#9 MosAnted

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Posted 28 April 2015 - 02:04 PM

So with this, we finally have overhauls for all the main faction quests! Awesome!


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#10 rootsrat

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Posted 29 April 2015 - 07:17 AM

I wish I knew about it earlier :) I'm just past those stages now and I did think it was a bit of a speedtrip. 


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#11 Shadriss

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Posted 29 April 2015 - 07:06 PM

So with this, we finally have overhauls for all the main faction quests! Awesome!

Not... quite.

 

Main Quest - Check.

Companions - Check.

Mages - Check.

Thieves - Check.

Dark Brotherhood.... not so much.

 

Granted, it doesn't have the same timeing issues, but I think a small change to how they are handled would be nice. I haven't played through them recently, so maybe my memory is flawed (also, I'm old... I'll play that card), but the main questline of the DB would seem, to me, to suffer similar 'rapid promotion' sickness. Now, granted, the circuimstances involved are slightly different, but even so, some of the early timing still seems fast. "Oh, you killed Grelod for us... you're in!" is Ok... but then, with little to no assassinations later, things build, and quickly.

 

But hey, if one's gonna get left out, I think we've got the right one. This pair from Cooly have been quite well done.


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#12 Harpalus

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Posted 29 April 2015 - 09:04 PM

Not... quite.

 

Main Quest - Check.

Companions - Check.

Mages - Check.

Thieves - Check.

Dark Brotherhood.... not so much.

 

Granted, it doesn't have the same timeing issues, but I think a small change to how they are handled would be nice. I haven't played through them recently, so maybe my memory is flawed (also, I'm old... I'll play that card), but the main questline of the DB would seem, to me, to suffer similar 'rapid promotion' sickness. Now, granted, the circuimstances involved are slightly different, but even so, some of the early timing still seems fast. "Oh, you killed Grelod for us... you're in!" is Ok... but then, with little to no assassinations later, things build, and quickly.

 

But hey, if one's gonna get left out, I think we've got the right one. This pair from Cooly have been quite well done.

I'm not sure the Dark Brotherhood needs a mod. It's my favourite large questline, actually. As a bonus you can destroy them, which is more than the Thieves Guild can say without a mod. Things do move somewhat quickly, but your rapid promotion makes a great deal more sense than in the other guilds, mainly due to

If there was any change, I'd say that requiring more assassination quests would be nice.


Edited by Harpalus, 29 April 2015 - 09:11 PM.

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#13 Shadriss

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Posted 29 April 2015 - 09:51 PM

That's more what I was getting at... but now we're getting afield from the actual mod of discussion so...


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#14 Solmyr

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Posted 01 May 2015 - 08:36 AM

Which mods overhauls the Thief questline? I was looking for one, especially as the guild storyline makes no logical sense.


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#15 WilliamImm

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Posted 01 May 2015 - 08:59 AM

Which mods overhauls the Thief questline? I was looking for one, especially as the guild storyline makes no logical sense.


Thieves Guild Requirements is the closest mod that does so.
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