3DNPC v3.04.8


Here is the eighth of ten weekly updates before the release of version 3.05. As always, the updates are cumulative, and encompass everything from version 3.04 on. This week we have Skjel voiced by William Handford, and more lines for Meresine.

You’ll also notice a new clothing shop in Riften on the lower level. Right now, it’s just a vanilla shopkeeper, but this is basically an NPC that I will be using as part of the Tailor Made quest, which is finished and uncast.

I wanted to mention something else, but I saw something shiny and I forgot. If I remember, I’ll put it right here where this text is now. Fortunately, I’m fairly certain this thing I forgot has nothing to do with the fate of our civilization, but you never know.

Turns out if was just the fate of Riften, Mark Voided mentioned that when doing a little city planning to add the new shop, I accidentally moved a wall back two feet, which made things weird. Here’s a re-upload of 3.04.8 with wall edit removed.

3DNPC v3.04.8.1 UPDATE [Requires Installation of 3.04]

New Quests
Azzarian’s Gold (Glen Michael Cooper, Jay33721)
• Black Robes (Lila Paws, Ryan Cooper, Elisabeth Hutner, Damien Lacambra)

New NPCs
Arghus (Daniel Hodge)
Duraz (Jessica Osborne)
• Azzarian (Glen Michael Cooper)
Dro’bar (Joshua Brayton)
Lattimore (Ryan Cooper)
Julius (Damien Lacambra)
Merissa (Elisabeth Hunter)
• Cassius (Randy Westbrook), Ogdul (Ryan Cooper)
Yggleif (JLawrence Kenny)
Geel-Jah (Matthew Dixon) and Torveld (Ryan Cooper)
Lajjan (Cassandra Wladyslava)
Tanita (Cassandra Wladyslava)
Yushari (Jennifer Hedwig)

Re-Recorded NPCs
Dar’rakki (FedoraandRapier)
• Skjel (William Handford)
Melea Entius (EvilSeedlet)
Morviah HlaaluLila Paws
Beatrice (Alice Bell)
Carmella (Katie Votapka)

Unfinished NPCs
Ylgyne (sveekins)

New Marriage Candidates
Daenlyn Oakhollow
• Duraz
Jaspar Gaerston

New Textures
• Svashni’s Swords – (nonoodles)

New Music
• Nocturne (Giramor)
• Seven Septims for Sigurd (Ronja Monto)

All Fixes and Tweaks from v3.04
• Added temporary tailor in Riften for future quest
Added an additional status update for Gales of Guilt for players who are winning but will ultimately lose the trial to make it less misleading
• Altered the cost of the cipher in Azzarian’s Gold to check the player’s wealth and adjust accordingly
• Fixed condition for Way of the Nine where Keerava wasn’t giving a note
Cat and MouseNasrin teleported to player in the event he doesn’t show up in time
Callen and Raynes “meet me there” conditions fixed
• Crabber’s Wife – Juryk‘s family not disabling
• Post combat dialogue was not firing for inexplicable reason, moved it to a new quest and works again
Paper Mirror – Speech check for alternate ending was incorrectly applied to Theron
• Black Robes – Telling Anum-La to Wait at the Mourner’s Den will cause her to wait there forever if Lattimore is sent to Winterhold upon completion.
• Improper condition for Meresine upon meeting.
• Missing files for Alassea inn dialogue and the request portion of the Journey, also Journey flagged incorrectly as “SayOnce”
• Gales of Guilt – Removed “SayOnce” flag on Foromir for cases where a line is triggered too early. Asgeld now teleported to the Blue Palace if the player beats him there.
Mogo’s Mead – Dialogue may have been disconnected in v3.04 causing quest not to start, also fixed rare issue where Maven is late to the party by teleporting her into place.
Sleeping Giant – Added failsafe package to ensure Anum-La and Fjona follow
Amsien not going to Lakeview Manor – “Setstage DialogueAmsien 3” will fix for old saves
• Changed vanilla RiftenHoneysidelocation to “LocTypeHouse” as it was incorrectly flagged “LocTypeInn”


26 thoughts on “3DNPC v3.04.8

  1. What would be cool is, in a future update, have someone create a huge, many level old mine, and have numerous quests inside…not to mention numerous new NPCs. Can’t find a place to put it? Maybe add it to Solstheim somewhere.

  2. I don’t now if it was the uskp or the latest interesting npc’s update that did this (cause I installed them both recently) but when I went to riften, there seems to be a large gap/hole between some of the doors and the boardwalk (namely elgrims elixirs and the ratway).

    1. There also seems to be a lot of strange anomalies on the grounds around the bee and bard (odd misplaced things protruding out of the ground near the doors and such, also around the side near the pawned prawn) they look kind of like boards but you can tell they shouldnt be there.

    2. Also there seems to be a few odd anomalies around the doors and the sides of the bee and barb (outside). These odd things are sticking out of the ground, they kind of look like boards, but you can tell they shouldn’t really be there o:

  3. Oh, is Julius Damien the same as Vincent Damien? I never connected it. Got to say, he’s got some mad voice skills.

    K, think I can stop fussing around over minor stuff and send everything by Saturday. Which will probably be *your* Friday. Fingers crossed! Then on to OC patch! Cheerio!

  4. When I tried to download the weekly update, I got “Skyrim wallpaper without logo” when I tried to use NMM “Add mod from file” I’m not sure what is going on with this, I’ve had this mod installed only about a week, Absolutly love it though!

    1. You may need to repack the update so it’s NMM friendly. The zip file contains the HF patch folder and the main update folder.

      If you have HF, you can pack them separately and install one at a time, or combine them first and then install.

      1. Thank you for answering so quickly. One more small question, can some of the followers become stewards? I have Zora following me right now, and didn’t see the dialog to make her a steward when I was in my hearthfire home. I’m curious, because your NPCs are, as the mod says, actually interesting and the options for steward genrally mean hearing one boring, often out of place line from a steward every few minutes.
        Again, fantastic mod! Heard the song “wolves of jorrvaskir” today, had to listen to it a few times it’s so good. And I ran into the crazy old guy at the alchmist’s shack. I actually did LOL at the conversation with him.

        1. Not at the moment. The reasons mostly have to do with me not really having played much of Hearthfire despite owning a copy, and also the fact that I want to concentrate on finishing the vanilla stuff first. Perhaps in time, but it’s just 1 more thing on the list.

  5. Ok, I was curious. I’m certinly not complaining, your mod brought a much needed sense of life to many parts of Skyrim and in my opinion is a must have mod, only second to the unofficial patches.

      1. In that case I think a steward or servant of some kind you could hire for hearthfire homes would be nice. Just someone who’s actually interesting rather than monotonous. I kind of RP a bit when playing Skyrim and use mods that require me to eat, sleep and drink to increase the immersion when playing. And I tend to set up one of the hearthfire homes as a place my character goes to get away from this destiny that hangs over his/her head like a sword of Damocles. As the Dragonborn, you apperently have a natural gift for anything you care to try, magic, smithing, archery, hand to hand combat, anything. But on the other hand, you have sole responsability for stopping the end of the world. And if that wasn’t enough, you pretty much get to chose which side wins the civil war, and then there is the whole thing with Mirrak and the other thing with the vampires, and the assorted dadric lords that want you to do something for them.
        I think anybody would occasionally want to run home and hide for a bit where the only people around are probably not going to stab you in the back or sell info about you to whatever side you are not siding with. And where the most pressing demand is deciding what to do with the oddly tame skeever your kid brought home.

        So an NPC there that is actually interesting, especially if it’s an NPC who you would have reason to trust with your valubles and family would I think really be a nice addition.

  6. Hey I thought I’d post the issues I encountered with the Darkened Steel quest-line here. Sorry it didn’t come sooner I had to play through the quest again to see if I could replicate them. They’re minor, but I thought I’d bring them to your attention. I hope this doesn’t sound like I’m nitpicking, I really did enjoy this quest.

    One issue that seemed to persist was Tikrid teleporting to the inn bed laying naked covered in open wounds quivering. She had the same body as the mutilated victim from Blood on the Ice quest in Windhelm. When I spoke to Tikrid she said, “Goodbye,” then teleported to her mark – now clothed in her default armor – to play out her scene with Deneris. I don’t know if this is how you intended this to play out, it just seemed off and confused me. xD

    Another I noticed was the dialog ques for Erevan to meet you at Robber’s Refuge and questions about the Darksteel murders are still present even though the quest has been completed and Erevan has returned to Kynesgrove. Thankfully if you select the meet option he won’t actually wander off, he just says his scripted lines. Lastly the blood spray in Solitude around the base of the execution block continues to be there, along with the two Solitude guards, even though the quest line is complete. The body is cleaned up/removed, but the blood seems to have stained the stone.

    1. the dead tikrid is just “a vision” that is used to draw you to a specific position where the player can be frozen allowing events that follow to take place. It’s an open world game, and as such certain tricks have to be used to make cinematic scenes happen. I thought it was fairly clear that was intentional considering the corpse says “goodbye” and the real Tikrid gets stabbed right after and also says “who are you talking to?” or something to that effect.

      As for Erevan, the question “Why are you investigating the Darksteel murders?” was left because it’s a story about how he met Krillo and has nothing really to do with the murders themselves. Still, I can set this to “Sayonce” which will remove it if you’ve heard it already but still leave it for players who skipped it. If there are any others, give me the specific wording and I’ll look for it.

      Bloodspray and guards I’ll disable, thanks. You can disable one of the guards via the console and the other will vanish as it’s dependent.

      1. Oh I get it! I thought Tikrid was glitching out or something. I’m sorry, I feel like an ass for not realizing part of that scene was like a vision. I didn’t catch a “Who are you talking to?” or anything to that effect when the scene played out. I probably missed it due to the bard singing or someone else speaking. That female bard voice is pretty shrill. She’s my least favorite of the vanilla bards.

        If Erevan‘s “Why are you investigating” question was meant to stay then that’s fine. Like the Tikrid issue I thought it might have been an error. His other dialog option from that quest that I thought you might want to remove is “You two head on to Robber’s Refuge without me.”

        On a side note Rumarin has his Sleeping giant quest “Where do you think we should go next?” dialog still available though the quest is completed. Don’t know if you planned on using it again or something, but I thought I’d mention it just in case.

        And yep disabled one Solitude guards and the other poofed away, worked like a charm.

  7. okaaay so during an issue with not being able to start mogo’s mead i ended up here and ofcourse found out why, so i downloaded the update, added the zip file to nmm and installed, overwriting the hearthfire patch file when nmm asked, have i done this correctly? i had a quick test and ive got the mogos mead quest but just checking because ive never added a mod outside of nexus or steam before and i dont want to have any issues

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