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Cerwiden Spoilers Guide

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QUEST SPOILERS GUIDE v1.7 By Mujuro
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Page 1: Cerwiden Spoilers Guide

QUEST SPOILERS GUIDE v1.7 By Mujuro

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Cerwiden Quest Spoilers Guide 2

Cerwiden Intelligent Companion Version 1.7

Spoilers Guide for Cerwiden v1.7 Introductory Notes ........................................................................................................................................ 3

Cerwiden’s Friendship (Relationship Quest) ................................................................................................. 5

Why Cerwiden is in Skyrim (Main Quest Walkthrough) ............................................................................... 7

Quest Installment Introduction ................................................................................................................ 7

Learn More About the Chaos Lords .......................................................................................................... 9

The Enemy of My Enemy ........................................................................................................................ 11

The Staff of Lordly Might ........................................................................................................................ 19

The Dukes of Hell .................................................................................................................................... 26

Appendix A: NPC Reference ........................................................................................................................ 32

Appendix B: Chaos Artifacts Reference ...................................................................................................... 33

Stormbringer ........................................................................................................................................... 33

The Chaos Shield ..................................................................................................................................... 34

Appendix C: Known Issues and Limitations ................................................................................................ 36

Performance Limitations ......................................................................................................................... 36

Cerwiden, Convenient Horses and Plot Destinations ............................................................................. 36

Appendix D: v1.7 Installment Locations Map ............................................................................................ 37

Appendix E: Installment Quest Stages ....................................................................................................... 38

Introduction to Installment Quest Stages ............................................................................................... 38

Learn More About the Chaos Lords ........................................................................................................ 38

The Enemy of My Enemy ........................................................................................................................ 39

The Staff of Lordly Might ........................................................................................................................ 40

The Sad Giant’s Shield ............................................................................................................................. 41

The Dukes of Hell .................................................................................................................................... 42

Appendix F: Debug Options ........................................................................................................................ 43

Appendix G: Credits .................................................................................................................................... 44

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Introductory Notes This document contains SPOILER information relating to Cerwiden’s “quests”. This document will be

updated as I’m able to produce more “quest” content. This release, v1.7, focuses on fleshing out the

answer to “why Ceri is in Skyrim”, the question that was introduced formally in v1.6. Fleshing out Ceri’s

relationship quest is planned for v1.8.

This quest line is intended for players who are mid-to-higher levels (e.g., level 25 – 45 range), noting that

the relative difficulty will depend on a number of factors, including whether you use uber-gear mods,

your particular skill/perk selections, etc. The difficulty of certain battles will also depend on your level

of preparation and tactics. If things get too rough, try again at a higher level and/or use the 2 “ally”

NPCs (Elric and Rackhir) to help.

Before getting into the spoilers, please keep in mind a few things.

1. First, Ceri is a work-in-progress, and is much more complex than your vanilla Skyrim companion.

Given that we all use different mods, you may run into conflicts that I’ve not uncovered in my

testing simply because I (or my testers) may not be using the same mods, are using different

computers with different horsepower, etc. So if you run into issues, please be as specific as

possible when you report them by following the bug report guidelines on Ceri’s Nexus site

(http://skyrim.nexusmods.com/mods/20787). Please also see the FAQ

(http://forums.nexusmods.com/index.php?/topic/779190-rel-smart-healer-ai-configurable-

companion-faq), as there are many answers there to common questions, and it is updated

regularly.

2. Second, while Ceri’s personality does follow certain “rules of thumb”, I’ve built some random

elements into her code. This is intentional, and I’m hopeful this makes things more interesting.

3. Third, as with any relatively complex mod, it is a good rule of thumb to SAVE FREQUENTLY AND

IN NEW SLOTS. Do not rely on autosaves and/or quicksaves, as they have a tendency to get

corrupted, even with vanilla, unmodded Skyrim. You’ve been warned.

4. Fourth, pay attention to your quest journal entries and the dialogue with Ceri and other quest

NPCs. They’ll provide you with hints on some topics, and ignoring this information may make

the quest much more difficult at later stages (particularly “boss” combat).

5. Related to #3 above, decisions you make may have consequences that may not be apparent

until a subsequent segment. If you save frequently, you can go back if needed and pick up from

an earlier point.

6. This quest line isn’t intended to make you rich, or give you uber-gear. While there is leveled loot

available during the quest line, your reward, I hope, is the satisfaction of helping Ceri when she’s

in need. Note that other mods that add things to leveled lists or “Lvl”/”Enc” NPCs may end

up boosting loot drops (this has already been reported in terms of bandoliers dropping on the

assassins … again, that’s not from this mod, but from interaction of other mods with this one).

7. Finally, for those of you who simply don’t want to get involved in follower quests, and just want

Ceri has a healer/mage follower, her quest line isn’t mandatory. You have two options: The first

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option is to not do any of Ceri’s quests, and tell Ceri via debug dialogue to turn off the random

assassins. This way you get Ceri’s v1.6+ random banter and other improvements without having

to do any of her relationship/main quest content. Another option is to uninstall and revert back

to v1.5, which is the latest stable Ceri version without any quest content (but also does not have

any random banter, and has the “mixed” voicing with vanilla FemaleYoungEager).

Last but not least, much of Ceri’s “main” quest line will be premised, loosely, on Michael Moorcock’s

Elric Saga. I chose his works for my “fan fiction” of sorts for a few different reasons, and will try and do

my best to integrate the Elric Saga’s lore with that of Skyrim and Tamriel. If you’re familiar with the Elric

Saga (or any of the Eternal Champion/Multiverse books), you’re probably already familiar with Lord

Donblas the Justice Maker.

Figure 1 - Cerwiden and Friends

That all said, I hope you all enjoy Ceri’s company and this mod! If you have questions, please don’t

hesitate to leave me (Mujuro) feedback on Ceri’s comment thread or via PM on Nexus.

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Cerwiden’s Friendship (Relationship Quest) To begin, I’d like to warn everyone that what I plan for Ceri’s “relationship” quest is very different than

what you’ll find in vanilla Skyrim. If you’re expecting to just chop wood and have Ceri swoon, well, that’s

not going to happen. Ceri’s friendship will need to be earned, over time, and will also have some slight

random elements. Eventually, and in later versions of this mod, I plan on implementing a romance

subplot; at the end of this, she’ll be “marriageable” under the vanilla Skyrim marriage quest. Until such

time, I’ve removed her from the marriage faction, so if you just want to marry her outright, you’ll need

to do a console PRID on Ceri and add her to PotentialMarriageFaction (addfac 19809).

Friendship with Cerwiden is the first phase of her on-going “relationship” quest. In future installments, I

plan to have both a romance subplot as well as a “rivalry” subplot. Your relationship with Ceri will be

influenced by different factors that range from how you speak with her in dialogue to items you give to

her. In fact, how you respond to Ceri when you first meet her in Riverwood’s Sleeping Giant Inn may

impact friendship, resulting either in the start of a friendship or the beginning of a rivalry.

To earn Ceri’s friendship, you need to learn a little bit about her and also be nice to her. For example,

as you travel with her, and she does her duty as “healer” of the party, you’ll be able to “thank her” via

dialogue. Once you learn about her favorite food from home, you’ll be able to cook that and give her

some. She’ll mention her favorite food randomly while traveling, as well as when she first arrives at

certain places in-game while accompanying you. You may also earn friendship (or rivalry) by

commenting on her wardrobe, with some choices weighed more heavily than others, and yet others

with a random element. Note that whether certain dialogue options appear is related directly to how

you’ve configured Ceri. For example, you won’t be able to comment on Ceri’s hairstyles if she’s not

configured to manage her own wardrobe (and thus not be able to earn either friendship or rivalry). Not

to worry however; there are dialogue options that are configuration-independent.

To achieve “friendship” with Ceri, you’ll need to have five (5) points earned in “Favor” and twenty (20)

“Friendship”. Each has a fixed plus random “timer” element to reduce abuse of repeatedly clicking on

dialogue options. While there are several different ways to earn friendship and favor, two ways are

“guaranteed”:

1. “Friendship”: Guaranteed points may be earned by “thanking” Ceri for healing you and/or your

other followers. The “Thank you” dialogue option will appear under Ceri’s standard dialogue

menu (“Ceri, I’d like to speak with you …”) for the first time AFTER she’s healed you and/or your

followers a minimum of ten (10) times.

2. “Favor”: Guaranteed points are gained by giving Ceri clam chowder. This is a non-vanilla food

item that may be prepared at any cook pot, and uses vanilla ingredients. She’ll mention clam

chowder in her random chatter, with two (2) guaranteed incidents (when she goes to Whiterun

and for the very first time in v1.6). To gain these points, speak with Ceri under the “About how

you’re doing …” dialogue option, and you must have at least 1 clam chowder in your inventory.

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There’s also a randomness element to this, depending on if she’s hungry. She’ll mention “foods

for home” if the conditions are right, and the gift menu will appear for you to give her clam

chowder. Note that you get a single favor point for each INSTANCE of giving. So giving her a

bunch at once via the gift menu still only earns you a single point. When you exit the gift menu

after giving Ceri some clam chowder, she should make a remark about it.

NB: Since the release of Ceri’s clam chowder, Hearthfire has also released its own version of the

soup. :P Please note that they are DIFFERENT. They have different recipes, and a different

appearance.

How will you know if you’ve earned Ceri’s friendship? First, you’ll see a change in what options become

available in dialogue. For example, some dialogue options that formerly ended up in Ceri “clamming up”

… well, they may now have additional choices, so be sure to check back on dialogue choices under the

“About who you are …” tree, as well as any quest-specific trees (e.g., the “Assassins” tree). Second, Ceri

will let you know by giving you something from her homeland.

For those of you who prefer to jump to Ceri’s initial friendship status without “building” a relationship

with her, see Appendix F, as there’s a new debug dialogue option that will allow you to boost progress

points.

As a parting note, I’d like to add that the friendship/rivalry system I’ve implemented isn’t black-and-

white. For example, it’s very possible for Ceri to consider you a friend as well as a rival. This may mean,

among other things, that you’ve been nice to her on occasion and “not nice” on other occasions, or that

you’re friends but she doesn’t always agree with your decisions. The interaction resulting from both

friendship and rivalry will be developed further in later versions of this mod.

Figure 2 - Ceri's Initial Friendship Stage

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Why Cerwiden is in Skyrim (Main Quest Walkthrough)

Quest Installment Introduction This quest is a work-in-progress, and will be released in at least a couple of different installments. The

available content with each installment will likely vary depending on how much time I have to work on

the mod outside of family and work, as well as getting all of the dialogue voiced (huge kudos and thanks

to ThePoeticOne, as of v1.6, she had voiced over 500 lines).

Before getting into the spoilers, some basic information on how the quest is set up, and how to interact

with Ceri during the quest. First, the quest adds some new interior maps to the world, but they must be

accessed from Skyrim. While I’ve tried to select locations that I believe should be “safe” for this to

minimize conflicts, there’s really no way for me to check every mod out there for a location conflict. The

exterior locations that are affected by this mod are as follows:

1. Wilderness 45, -19 (Near Fallowstone Cave in the Rift)

2. PinefrostTowerExterior01 -35, 24 (Near Pinefrost Tower in Haafingar)

3. Wilderness 29, 25 (Outside Winterhold)

I’ve added Map Markers to each of these locations for the quest, as well as Horse Markers for those of

you who prefer to travel mounted. Ceri’s new “quest lead” modes (see below) should work with being

mounted and, on a tangential but related note, v1.7 adds an exception to Ceri’s “weapon junking” rule

when mounted to account for the “fake weapon” script for mounted combat used by Convenient

Horses. Note that if you use this mode in Convenient Horses, it means that Ceri’s configuration will be

overridden for purposes of mounted combat. Stated simply, if you have your followers set in Convenient

Horses to fight while mounted, this will OVERRIDE any command you’ve given Ceri to not use weapons,

as Convenient Horses basically FORCES “fake” weapons on followers.

Second, after starting Ceri’s “Chaos Lords” quest line in earnest, Ceri’s dialogue tree structure changes

slightly and is dependent on your progress against the quest line.

1. Ceri, let’s talk about your mission: This becomes available after you have an initial conversation

with Ceri about a particular quest line topic so that you can refer back to things she may have

said to you previously for “clues”. Some of the dialogue here will CHANGE depending on your

progress and current venue, so if you get stuck, etc., having subsequent conversations with Ceri

on topics already covered MAY yield additional clues.

2. Ceri, about our destination …: This becomes available after Donblas grants to Ceri a vision of

the next plot venue. The options here will allow you to determine whether Ceri will follow you

to the next plot point, or whether Ceri will lead you to the next plot point (and Donblas, as he’ll

be guiding her steps, so to speak). NB: Some of you have asked that I implement general ability

for Ceri to lead the player to different places. As I stated in Ceri’s official comment thread, I will

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NOT be doing this; I consider this functionality a “trademark” of Emma’s Vilja from Oblivion, and

will continue with Skyrim Vilja.

The Chaos Lords quest “starts” automatically when the mod is loaded into your game. As you travel

about in Skyrim, you’ll encounter some random, level-scaled “assassins”, noting that the assassins will

not appear until AFTER you’ve met Ceri. The “boss” assassin will have a note. Present it to Ceri via

dialogue and, if you’ve earned her friendship, she’ll give you some insights into why she’s in Skyrim, and

why she’s following you. The contents of the note also give some clues as to where I’m going with this

quest line, particularly if you’re familiar with Michael Moorcock’s Elric Saga.

A few things to know about these assassins:

1. They will continue to come at you until “The Sad Giant’s Shield” portion of the quest line is

complete. Remember that you may turn off the random assassins at any time via Ceri’s

configuration menu.

2. The encounters are triggered via the Skyrim Story Manager (just like the various random

encounters with wolves, bandits, civil war participants, etc.). The main difference with these

assassins is that they can be toggled via Ceri’s debug dialog (turn off WCE encounters). You may

also increase the encounter odds if you choose via the same dialogue; the default encounter

chance is one percent (1%).

3. Unlike most of the vanilla Skyrim random (enemy) encounters, the primary target of these

assassins is not the player (vanilla Skyrim typically directly targets the player or works off LOS).

If they can get LOS on Ceri, they’ll attack her first, as she’s the primary target.

4. These assassins are slightly tougher than the straight vanilla one you’d encounter with, for

example, the Dark Brotherhood random assassin. They are, however, spawned from the vanilla

leveled list, and the “boss” assassin is slightly tougher than the regular one(s).

5. Only the “boss” will have the note.

NB: Some users have complained about the “bandoliers” dropped by the assassins and how they’re

making you rich from selling them. These bandoliers are NOT dropped by this mod, but by the

Bandoliers mod (Dr_Bandolier.esp); this mod uses the vanilla “leveled assassin” actor type, but the

Bandoliers mod adds the extra loot.

Once you’ve achieved Ceri’s initial level of friendship, and you speak with her again on the “About these

assassins …” topic, she’ll provide the background information to start you on her “main” quest line, “The

Chaos Lords”. You’ll know when you’ve reached this stage because under Ceri’s normal dialogue tree

(“Ceri, I’d like to speak with you …”) you’ll have a new dialogue selection for “About the Return of the

Chaos Lords”. Select it, and your journal should update for Part I (see below).

I’m a firm advocate of the “use your brain” school of quests, so I’d really urge that you get clues of what

to do and where to go from Ceri herself. Her dialogue “clues” change depending on where you are,

what you’re doing, etc., so asking her about “what to do” may yield different responses depending on

circumstances. As such, it’s impractical for me to list out all the possible permutations and combinations

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(if you’re really curious, just dig into Ceri’s dialogue in the CK). As such, the following represents a

general walkthrough of this quest.

Learn More About the Chaos Lords 1. Part I - Learn more about the Lords of Chaos: This should appear in your journal after Ceri tells

you a bit more about the Chaos Lords. You’ll need to head over to the College of Winterhold

Arcaneum (if you’re not already a College of Winterhold member, you’ll need to complete the

very first College of Winterhold quest to gain entry), and between the hours of 9am and 7pm to

find Sonal Milus. Note that Sonal will not be in Winterhold prior to the start of this quest.

Figure 3 - Journal Entry for Part I

a. When you’re near Sonal, wait for Ceri to initiate dialogue with Sonal (on average, this

takes about 30 seconds as Ceri assesses her surroundings; how quickly this occurs for

YOU may depend on you’ve got going on in terms of your computer horsepower, mods

you’re running, etc.). If after 30 seconds, Ceri doesn’t give you a line about recognizing

Sonal, just stand still in the middle of the Arcaneum (Sonal should be sitting in a chair

there) and Ceri’s dialogue will get triggered eventually.

b. Note that initiating dialogue directly with Sonal won’t provide you with the information

you need to progress, so be patient. Of course, please feel free to introduce yourself to

Sonal.

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c. Sonal will provide you with some background information and “bathroom reading.” This

comes in the form of 3 books that he’ll give to you during the course of his diatribe.

d. After you’ve reviewed the books, with both Sonal and Ceri again for more information.

Available dialogue choices at any given time depend on who you decide to speak with

first. For maximum efficacy in getting the information needed to progress, speak with

Sonal first.

e. Get Ceri’s take on things after speaking with Sonal under the, “Ceri, let’s talk about your

mission” dialogue branch. Depending on the order in which you do steps (c) and (d)

above, Ceri’s available dialogue choices at any given time may differ.

f. Once you’ve spoken with both Sonal and Ceri, this objective is completed. If you missed

any topics, or wish to hear the information again, you may go back and speak with

them.

Figure 4 - Sonal Milus

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Figure 5 - Part I Journal Entry Progress Update

The Enemy of My Enemy 2. Part II - The Enemy of My Enemy: This is the next stage of Ceri’s quest line after “Learn more

about the Lords of Chaos” completes. The objective of this stage is to find and meet Elric of

Melnibone, owner of Actorios, and also a target of the assassins sent by Jagreen Lern and Theleb

K’aarna. This stage will not show up in your journal until such time as Ceri receives her next

vision from Lord Donblas (typically 1 day “game time”), so go ahead and do other Skyrim quests,

etc. If you’d like to start right away, just “wait” the period, and then for Ceri to request to speak

with you.

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Figure 6 - Ceri Receives a Vision

a. Ceri will let you know when she has another vision. She will request to speak with you,

but will not FORCE dialogue just in case you’re busy. If you ignore her and do not speak

with her, she’ll remind you that she would like to speak with you again in 24 game

hours.

b. When you’re to speak with her, she will have special dialogue relating to her vision, and

give you options as to how to proceed. She’ll also hand you a drawing of the

“destination” from her vision, but she will NOT give you a map. Remember that she’s

unfamiliar with Skyrim (you’ll still see the location with the objective marker on your

Skyrim map). Available options are as follows:

i. Postpone quest (“I’m busy. Let’s do this later”). Choose this option if you are

busy and don’t want to pursue the quest at this time, or wish to abandon the

quest line altogether. If you choose this option, when you enter dialogue again

with Ceri, you’ll see her “usual” dialogue choices plus the option to pick up on

the quest again.

ii. Player leads to destination. You may use the quest objective marker to go to

the destination with Ceri following you normally. Elric may be found at

Nightgate Inn. Choosing this option and ignoring the quest does not have

consequences at this time (e.g., Ceri won’t nag you incessantly like Delphine

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does on MQ if you deviate). You may also speak with Ceri again if you’d like her

to take over the lead.

iii. Ceri leads to destination. Even though Ceri is unfamiliar with Skyrim, and

cannot draw you a “map” to your destination, Lord Donblas can guide her steps.

If you choose this option, Ceri will lead you to Nightgate Inn. How she gets

there depends on where you’re starting from, as well as Skyrim’s NPC

pathfinding AI. You may speak with her again to take a break from traveling, for

you to take over the lead, etc.

Figure 7 - Part II Journal Entry

c. A few things to keep in mind if you choose to have her lead you (see also Appendix C for

known issues and limitations):

i. NPC pathfinding AI is horrible by default, and short of reworking a bunch of the

vanilla exterior navmeshes, there WILL be instances where Ceri might get stuck

and just stand around, particularly around cell borders. If this happens, you

have a few options:

1. Speak with her to take over the lead, walk a bit towards your

destination (if you really, really need, use the World Map to show your

objective location), and then tell her to take over again.

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2. Walk a bit towards the quest objective on your own, then “summon”

her using the Call Cerwiden spell (which has been changed in v1.7 to use

“voice” so that you can keep weapons/other spells equipped).

3. Walk a bit towards the quest objective on your own, and then use her

PRID and console with a “moveto player” without the quotes and hit

enter. See Appendix A for the “usual” PRIDs, noting that they may differ

in your game.

ii. Ceri’s default speed if she’s leading is “walk”. You can switch between walk/run

by speaking with her again under “Ceri, about our destination …”.

iii. If you are on horseback/riding, Ceri should follow suit even in the lead, noting

that this option has NOT been tested extensively (see Appendix C)

d. Whether you lead or Ceri does, your destination is the Nightgate Inn. Once inside, Ceri

will look around for Elric and initiate dialogue. Listen to the dialogue among Ceri, Elric

and Rackhir.

Figure 8 - Conversation with Elric and Rackhir

e. Note that Elric and Rackhir will NOT be at the Inn prior to this quest segment being

triggered.

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f. Once the conversation among Ceri, Elric and Rackhir concludes, Elric will initiate

conversation with you. This should happen within a few seconds, but depends on your

location relative to Elric’s.

g. After speaking with Elric, Ceri will initiate conversation with you about her next vision:

The Staff of Lordly Might. She’ll give you another drawing, and two “background lore”

books relating to Elric and Rackhir (see 2.h-i below). Depending on positioning of Ceri,

Elric and Rackhir relative to where you (the player) are standing, this may take a few

seconds, so be patient.

h. After Ceri gives you these items and you make your initial decision (don’t worry, you can

change your mind later). If you agreed to have Elric and Rackhir help, Elric will come

and speak with you again (be patient again, as depending on where you’re standing,

he’ll need to path to you). This concludes “The Enemy of My Enemy” and starts “The

Staff of Lordly Might”.

i. Books provided by Ceri: One of the books will grant to you a lesser power to summon

Elric and Rackhir, noting that the spell only works when Elric/Rackhir have been asked to

follow you (this spell is just in case they get separated, again, because NPC AI

pathfinding in Skyrim is horrible). The second spell is a prototype spell that allows you

to “Call Target Focus”. This spell is a lesser power, works in combat only, and allows you

to specify a hostile mark (whatever is in your crosshairs when you cast) as the focus

target for your team. A few things to keep in mind when using this spell, as the efficacy

depends on a few factors:

i. When cast, Ceri, Elric, Rackhir and any other followers WHO HAVE BEEN

FRIENDED TO CERI will ATTEMPT to switch from their current combat target to

the mark you called.

ii. I say “attempt” because whether they are actually able to do so depends on:

1. Whether the ally is in range, which is set to about 150’, noting the

greater the distance, the less chance of the switch;

2. Whether the ally has clear LOS/pathing to the mark;

3. Whether the ally is being pounded on by an enemy and is unable to

disengage.

iii. The horsepower of your rig, how many script-intensive mods you run, etc.

iv. You may use this ability repeatedly, but I strongly advise not using it more than

once every 5 seconds or so to let the game process the AI instruction.

j. About Elric and Rackhir: Reading the in-game books provided to you by Ceri will give

you some basic lore and background, in addition to their mini-CV of sorts relating to

their skill proficiencies, etc. They start at levels 15 and 10, respectively, and, consistent

with Elric Saga lore, they are powerful and should not be underestimated. As such, if

you’re concerned about skill gains, etc., try out the quest without bringing them along.

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i. Elric and Rackhir are NOT followers and, as such, you won’t be able to control

them with the typical follower framework mods like UFO, EFF, AFT, BDO, etc.

This is intentional on my part.

ii. There is no option to recruit only ONE of them (the come as a pair), and this was

intentional on my part (as you progress through the quest installment, and have

them recruited, I’m hopeful you’ll understand my reasons therefor).

iii. Both have basic archetype configuration options, accessed by speaking with

them when they’ve been asked to help.

iv. You may speak with them regarding:

1. Background information

2. Help (“About your help …”)

a. Follow you to destination

b. Meet you at the destination (this takes them a while, so feel

free to do something else; or, if you arrive ahead of them,

they’ll automatically re-join you)

c. Stay at the Nightgate Inn until you come back and ask for help

d. “About how you fight …” (see below)

3. Combat archetype AI (“About how you fight …”)

a. Elric (warrior archetype):

i. Tank (default): Few attacks, taunt (note that this has a

range, and subject to same AI LOS/detection and other

constraints as calling marks)

ii. Reaver: Attacks often with Stormbringer

b. Rackhir (rogue archetype):

i. Red Archer (default): Prefers bow attacks

ii. Duelist: Direct engage dual-wield

iii. Whirling Dervish: Flanking dual-wield

c. Allies and Ceri’s “Battle Command”: If you have Elric and

Rackhir as allies (e.g., they’re “following” you), you may change

their AI during combat with Battle Command.

4. I need you to do something … (vanilla favor state, e.g., wait at a

location, activate an object, attack someone, etc.)

NB: Warrior/tank “taunt” functionality has been something that has been requested on many occasions

since Ceri’s initial v1.0 release. What I’ve included here for Elric is what I consider to be an “early

prototype” of the functionality, as I’m still “balancing” it so that it’s not overpowered from a gameplay

perspective and not overly burdensome in terms of processing resources. The way “taunt” works, as in

v1.7:

1. For Elric to “taunt”, he must be in his “tank” mode. While in tank mode, he will principally

defend/block. This largely takes Stormbringer out of the fight as a factor, and this is an

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intentional trade-off on my part to try and keep balance. When he taunts, a red aura will

emanate outwards from him.

2. Elric will try and taunt periodically, and you’ll know when he does, as it sends a red aura blast

outwards. Whether the taunt is successful depends on several factors:

a. The target’s distance from Elric; the greater the distance, the greater the chance of

resisting the taunt

b. The target’s magic resistance

c. Whether the target has a path to Elric (e.g., if the target has no LOS or cannot pathfind,

the taunt won’t work)

d. Whether the target is already in the middle of an attack against another opponent (e.g.,

the attack has already been queued by the game, including from DoT effects)

e. Whether the target has a queued hit from another hostile opponent

Figure 9 - Battle Command Update for Allies

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Figure 10 - Configure Elric and Rackhir

Figure 11 - Elric Tank / Reaver Modes

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The Staff of Lordly Might 3. Part III - The Staff of Lordly Might: Regardless of whether you bring along Elric and Rackhir to

help, your next destination is the shop of a shady antiques dealer, Ryamney, located in the Rift

(around Tamriel Wilderness 45, -19). If you found this location prior to the quest, the door is

locked (Ryamney is on his “expedition”; see the note he has) until this quest segment begins.

You’ll have the same options as in the earlier quest segment for Ceri to lead you based on her

visions. I’d recommend that you stock up on potions before starting this segment of the quest,

and give Ceri plenty of magicka potions as well, as she’s likely going to need them. If you have

other followers in tow, make sure they’re suitably prepared as well. There’s no need to worry

about Elric and Rackhir, however, as they will have their own (limited) supply, and they’ll restock

on their own after each quest segment if they’re with you. For quest/plot purposes, they are

also both essential.

Figure 12 - Part III Journal Entry

a. If you don’t know what to do, speak with Ceri, as some of her dialogue choices may

differ depending on various progress factors.

b. When you reach your destination, go on inside Ryamney’s shop (it will be locked if you

try to go prior to this quest being active). If Ceri is leading, she’ll stop just outside the

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entrance so as to allow you time to prepare, etc., if needed. Note that if you’re coming

south from outside Windhelm, there are some significant vanilla navmesh issues near

Kynesgrove that will likely have Ceri doing “ping pong” along the road if she’s leading

you. Simply take the lead over those areas.

c. You’ll run into a few unleveled Kelmain lackeys, courtesy of Theleb K’aarna, with

average level 25, but with some sizable racial bonuses, as the Kelmain are warriors from

a plane of Chaos. The first couple of groups of Kelmain should be relatively

straightforward, as they are warriors. If these initial Kelmain seem tough, try timing the

patrols so that you face only a couple enemies at a time. If that’s still too much,

consider coming back when you’re higher level.

d. Eventually, you’ll run into a T-intersection. You’ll need to go left to acquire a key held by

one of the Kelmain, which opens the door at the other end of the T. The Kelmain with

the key is a Warmage, will SMARTCast against you, and also heal nearby Kelmain allies.

Figure 13 - Ceri Leads Player to Part III Staff Location

e. After you obtain the key, go to the locked door at the other end of the hall to find your

first “boss” battle against Theleb K’aarna.

i. Watch the conversation unfold; what gets played depends on whether Elric and

Rackhir are along with you and Ceri. After the conversation ends, combat will

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start automatically. There are 3 Kelmain melee warriors in the room, plus 1

Kelmain archer and 1 Kelmain Warmage. The mage will SMARTCast and heal.

Theleb K’aarna will also heal, and generally will use his staff or summon. He’ll

occasionally also toss in a “surprise” spell that makes the Kelmain allies invisible

for a short period. NB: Your controls will be locked once the conversation starts,

and will be unlocked upon conclusion.

ii. If you have trouble with this fight, note that “success” in this quest is simply

knocking K’aarna’s hit points low enough so that he teleports out. Your

opponents, naturally, have a few potions.

1. If you switched Elric to Reaver mode, switch him back to Tank mode and

he should be able to get at least a few of the Kelmain to target him, and

buy you some breathing room. Note that while Elric is in Tank mode, he

doesn’t attack very often, so you won’t be able to rely on

Stormbringer’s offense capabilities.

Figure 14 - Theleb K'aarna

2. Focus attacks on the K’aarna, as he’s not wearing armor, and he’ll go

down relatively quickly. You can use the Call Target Focus spell for this.

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iii. For some background into what transpired prior to your arrival, loot Ryamney’s

corpse for a note.

iv. Note that Theleb K’aarna is a plot NPC at this point and is essential. He will

teleport out automatically when he’s low on health. He cannot be killed during

this quest, and if you cheat to kill him, you’ll break the remainder of the quest.

f. This quest segment ends automatically after K’aarna teleports out. Defeat/escape any

remaining Kelmain (remember that your objective was K’aarna, not to kill all the

Kelmain).

g. You may speak with Elric after the quest to get his comments on K’aarna’s escape,

assuming he was with you during this segment. Ceri and Rackhir won’t have additional

information for you at this time.

h. If you didn’t bring Elric and Rackhir along for this segment:

i. You’ll miss certain dialogue during the pre-battle scene with Theleb K’aarna.

ii. Elric’s ring gets stolen, and there’s nothing that can be done to get it back in this

quest installment. Speaking with Elric will yield in an explanation of what

transpired, and Rackhir will join in on the chat. If you cancel out of the

conversation while Elric is talking, you will miss out on the additional context

dialogue spoken by Rackhir, and Elric’s subsequent response. The main

consequence of this is that Elric will not be able to call to the Lashaar for aid

during “The Dukes of Hell” quest segment.

Figure 15 - Journal Entry for Part III Complete

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i. Troubleshooting:

i. The scene right before the “boss battle” may take a few seconds to trigger, as

the NPCs need to get into place. Please be patient; it will start on its own.

ii. Same as above if you didn’t bring Elric along, but want to speak with him about

his stolen ring: It may take a few seconds after Elric finishes speaking for

Rackhir’s dialogue to trigger.

iii. If you’re running more script-intensive mods than your computer can handle

effectively, as evidenced by delayed/stalled execution of scripts by this mod

(and/or other mods), you may run into a situation where Theleb doesn’t

teleport out when he should. If you’ve completely beaten him down (he’s

essential, remember) and he’s still there, you’ll need to reload from an earlier

save, as it means the script got stalled. You may also want to check your logs to

see if there are errors sapping up processing resources and get those

investigated (see Ceri’s FAQ on Nexus for how to go about getting your logs).

4. Part IV - The Sad Giant’s Shield: Approximately one “game” day after completion of Part III, Ceri

will request to speak with you again. She’ll have some additional information for you, but she’s

not determined the location yet. She’ll let you know after another “game” day when Donblas

has granted her a vision of the location. Note that if you had Elric and Rackhir with you on Part

III, they’ll still be with you. If you don’t want them tagging along, just tell one of them (doesn’t

matter who) to wait for you at Nightgate Inn and they’ll both leave for the Inn. You can re-

recruit them later if you wish.

NB: If you do not want to wait for Ceri to get her visions, etc., you can “cheat” once you get the

journal entry that the quest has started, and simply go there, even without Ceri informing you of

where to go.

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Figure 16 - Journal Entry for Part IV

After Ceri has given you the location of Mordaga’s prison, you have the same options of taking

the lead or allowing Donblas to guide Ceri’s steps (and subject to the same NPC pathfinding

constraints as noted previously). Your destination is near Pinefrost Tower in Haafingar Hold

(near PinefrostTowerExterior01 -35, 24). Note that if you found this location prior to this

segment of the quest, you won’t be able to enter through the “strange door” (you’ll see a

message as to why).

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Figure 17 - Mordaga's Prison

a. Wait for Ceri to ask to speak with you. When she does (typically a “game” day after

completion of Part III). Just in case you don’t hear her when she asks, remember that

she’ll ask again in another game day. Or, simply initiate conversation with her under the

“Ceri, let’s talk about your mission -> Lern appears to have all he needs for the

summoning”. When you get the required progress information from her, this quest

segment starts and you should get a new quest notification in your journal.

b. Note that Ceri hasn’t given you a location yet, and won’t for another “game” day. This is

to allow you some time to complete any other things you’d like to do, restock supplies,

etc. Ceri will request again to speak with you after a day, and will provide you with her

drawing of the location of Mordaga’s prison, and you’ll have the same options as before

in terms of how to get there. If you don’t have Elric and Rackhir in your party, you may

recruit them from Nightgate Inn at any time, noting that you only need to speak with

one of them to get them both.

c. Make your way however you wish to Mordaga’s prison, and you’ll now find it accessible

(if you find the prison earlier, you couldn’t enter). Once inside, approach Mordaga, and

he’ll speak with you.

d. You may choose to fight Mordaga or leave him alone. If you choose to fight him, save

your game first, as he’s intended to be tough. After all, he’s a fallen god and, though no

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longer “immortal” in the sense that he can be killed, he still has much of the power of a

Chaos Lord.

i. There are no other opponents in Mordaga’s prison, so if you choose to fight

him, having Elric at as a tank isn’t a bad idea unless you believe you can tank

better. NB: If you have other mods that spawn random critters in dungeon cells,

you MAY end up with other stuff in here. Depending on what gets spawned,

Mordaga may engage them, or ignore them.

ii. Mordaga has some health regeneration and limited healing ability (random), so

just keep pounding him with as much damage as you can, and as fast as you can.

He tends only to heal himself when low, and may summon help.

iii. If you decide to kill Mordaga, Ceri will force dialogue with you afterwards.

Figure 18 – Mordaga and the Chaos Shield

The Dukes of Hell Part V – The Dukes of Hell: Once you have the Chaos Shield, leave Mordaga’s prison and get

prepared for the confrontation with Jagreen Lern. Depending on how you ended Part IV, there

may be a wait period: If you accepted Mordaga’s deal, you’ll need to wait a game day before

Ceri will ask speak with you. Speaking with her under the “Ceri, let’s talk about your mission ->

What can we do to stop Jagreen Lern” option will give you some insights as to where to start

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looking (if you don’t remember the conversation and details given to you by Sonal Milus from

Part I ).

Figure 19 - Part V Journal Entry

Ceri hasn’t been given a vision of the location yet, so she won’t have the drawing for you or be

able to lead you there; she’ll have this for you in another game day. You may want to take this

opportunity to stock up on plenty of potions for both you and Ceri (as well as any other

followers, if you want to bring them along … just make sure the followers you bring are

FRIENDED to Ceri via their dialogue). Again, don’t worry about Elric and Rackhir in terms of

supplies, they restock on their own.

On the other hand, if you chose to fight and kill Mordaga in Part IV, Part V begins right away.

NB: If you do not want to wait for Ceri to get her visions, etc., you can “cheat” once you get the

journal entry that the quest has started, and simply go there, even without Ceri informing you of

where to go.

Regardless of what path you took in Part IV, after Ceri has given you the location of the temple,

you have the same options of taking the lead or allowing Donblas to guide Ceri’s steps (and

subject to the same NPC pathfinding constraints as noted previously). I would recommend that

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if you choose to have Ceri lead there, have her do it on foot because of the terrain isn’t exactly

“horse friendly”. Your destination is near Winterhold, at the base of the cliff and water’s edge.

If you found the “excavation” prior to this quest segment, it will basically be a dead end tunnel,

and dark. The tunnel’s end has now been cleared, and lighted, so you’ll be able to enter the

temple area.

1. When you enter the ice tunnels, you’ll find a few Kelmain guards, including a Kelmain

Warmage). Dispatch them and make your way to the main temple area.

2. When you enter the temple area, wait for the conversation to begin (note that your

controls will be locked for a part of this, for obvious reasons ). Note that your

previous decisions/dialogue during this installment will have an effect on how the scene

unfolds. Regardless, at the scene’s end, you’ll fight Jagreen Lern and his allies, including

the earthly manifestations of Lord Arioch and Lady Xiombarg. A brief summary of your

opponents:

a. Theleb K’aarna: You already met Theleb earlier in Part III, he’s back now, and

can be killed this time around. He acts as a supplemental healer to your

opponents. Otherwise, he’ll occasionally buff them, conjure stuff, and/or use

his staff against you until it’s out of charges.

b. Drinaj Bara: Another lieutenant to Jagreen Lern. Drinaj is an elemental

destruction mage, and will SMARTCast against you. He also has some basic

summoning spells, and will heal himself but not his comrades.

c. Terarn Gashtek: The final lieutenant to Jagreen Lern, Terarn is a sword-and-

board warrior.

d. Lord Arioch and Lady Xiombarg: The Knight and Queen of Swords, respectively.

They each are tougher than Mordaga, but not as quick. You do not need to kill

them to complete the quest.

e. Jagreen Lern: Your quest target; killing Lern will complete the quest and

“unsummon” both Arioch and Xiombarg (their earthy manifestations will be

destroyed). Lern is a spellsword priest and will SMARTCast against you. When

he’s low on health, but has enough magicka to teleport, there’s a random

chance that he’ll teleport around the battlefield. If you don’t want him

teleporting around, either kill him fast or drain his magicka.

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Figure 20 - Lady Xiombarg of Chaos

3. Scene “Options”: As noted above, your prior decisions may change how the scene plays

out.

a. Obviously, if you didn’t bring Elric and Rackhir along, you won’t get any dialogue

relating to them.

b. If you brought them, and they also accompanied you through Part III (The Staff

of Lordly Might), Elric will finally give in and summon allies (you’ve probably

noticed that Elric tends to avoid using magic despite his skill with it; this is to

remain faithful to lore). For those of you familiar with the Elric Saga, and Elric’s

history with Theleb K’aarna, he’ll call upon the Lashaar: Graoll and Misha, Lords

of the Wind and Storm. They’re much stronger than your typical Storm Thrall

and should work to provide some alternate targets.

c. Ceri will have a short dialogue with you prior to the battle. How she responds to

you will depend on your relationship scores.

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Figure 21 - Ceri Embraces Player Before Battle

4. Tips for the Battle: I intended for this battle to be extremely difficult. Depending on

your particular skills and tactics you use, this battle may be more or less difficult. If you

find the battle too easy, boost your difficulty in system settings or use mods like Deadly

Dragons to increase opponent armor, damage output, etc.

You’ll need to come prepared with plenty of potions for you and your followers, extra

weapons/ammo, soul gems, etc. If you find this battle too difficult after trying some of

the tips below, try coming back at a higher level (while these enemies level scale, they

don’t get the extra bonuses the player does when leveling up).

a. Come prepared for a grinding, fast-paced battle. Bringing potions that enhance

your resistances will definitely help, as you’ll have SMARTCasting opponents. If

you have weapons that drain magicka of your opponents, use them ; you’ve got

a bunch of spellcasters coming at you (only Terarn is a “pure” warrior).

b. Use Elric and Rackhir. Elric in tank mode should buy you some time, particularly

if you gave him the Chaos Shield. If Elric was able to summon the Lashaar, that

will also help, as they can also tank some damage.

c. Use the terrain to your advantage, combined with your particular abilities. For

example, try to knock some opponents off the center island (shouts, staggers,

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impact, etc.). It takes them a bit to work their way back to you, so you can focus

attacks on the ones you didn’t knock over. Just be careful not to get knocked

over yourself. :P

d. Don’t be afraid to use the spells to call Ceri, Elric and Rackhir. NPC pathfinding

isn’t great to begin with.

e. If possible, try to focus attacks using all of the above tactics plus Call Target

Focus.

f. Bring magic weapons that have drains/absorbs. They really help.

g. Use poisons liberally.

h. Change the difficulty in system settings if you really have a hard time.

Figure 22 - Elric Calls Upon the Lashaar for Aid

5. After you’ve killed Lern and his minions, feel free to loot them and the temple altar

area. When you’re done, exit back the way you came, and Ceri will speak with you (and

to Elric and Rackir if they’re with you). This ends the installment for v1.7, I hope you had

fun with it!

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Appendix A: NPC Reference

NPC Name Minimum Level

(Scales Y/N) Reference ID

(“xx” = load position) Notes

Cerwiden 6 (Y) xx001d14 Protagonist Sonal Milus 25 (N) xx06a616 Lore Support NPC Elric of Melniboné 15 (Y) xx07a909 Quest Ally NPC Rackhir the Red Archer 10 (Y) xx07a908 Quest Ally NPC Theleb K’aarna 25 (Y) xx07b950 Antagonist Mordaga 25 (Y) xx 07b94e Neutral NPC Jagreen Lern 25 (Y) xx07c9b9 Antagonist Terarn Gashtek 20 (Y) xx07c9bd Antagonist Drinaj Bara 20 (Y) xx07c9bc Antagonist Arioch of Chaos 30 (Y) xx07c9ba Antagonist Xiombarg of Chaos 30 (Y) xx07c9bb Antagonist Graoll (Lashaar) 60 (N) N/A Summoned Ally Misha (Lashaar) 60 (N) N/A Summoned Ally Kelmain Host Warriors 20 – 30 (N) N/A “Enc” type actor Assassins 6 (Y) N/A “Lvl” type actor

Figure 23 - Kelmain Host Warrior

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Appendix B: Chaos Artifacts Reference

Stormbringer

Figure 24 - Stormbringer Model

This is Elric’s sword of legend, a black runeblade that provides Elric with uncanny strength and vitality.

In Michael Moorcock’s Elric Saga, the sword is sentient, and has the power to steal the lifeforce of

opponents and give a portion of the same to Elric. The sword also is able to cut through just about any

barrier, and bite through any armor, and has also given Elric the strength to summon supernatural allies

without Actorios (though this essentially sapped Elric’s stolen energies).

For purposes of this mod, Stormbringer is an unplayable sword, and may only be wielded by Elric. In

addition to the vanilla Skyrim “leech” effects, Stormbringer gives to Elric the following “active” benefits

with each combat hit:

1. Like in the books, the sword will give Elric stacked health and stamina over time, slowly going

back to Elric’s “normal” levels. This benefit accrues regardless of Elric’s AI combat mode, with

the following caveats: While in Reaver mode, it is possible for Elric to have superhuman health

and vitality that far exceed norms. By contrast, when in Tank mode, Elric doesn’t attack enough

to benefit much from this at all, and this is intentional on my part for play-balancing reasons.

2. Each hit has a chance to banish leveled summons.

3. Each hit reduces the armor rating of the target slightly (based on a percentage).

4. While in Reaver mode only, Stormbringer has a small chance of instantly killing opponents.

Stormbringer also bestows certain “passive” benefits to Elric:

1. Elric’s base health and stamina are increased by 150; this is my “translation” of how

Stormbringer gives Elric vitality while not engaged in combat.

2. When Elric is very low on health, Stormbringer will give an “emergency transfer” of vitality, but

will do so only once per game day.

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In my personal playtesting, I’ve done quite a lot of balancing to ensure that Elric isn’t overpowering and

unbalanced. That said, if you find him killing too fast and frequently with Stormbringer, make sure he’s

in Tank mode, which is his default setting. You can change this outside of combat by speaking with him,

or during combat via Ceri’s Battle Command function. Alternatively, don’t use him. He’s not mandatory

for Ceri’s quest; you’ll only miss out on some conversations.

The Chaos Shield

Figure 25 - Chaos Shield Model

Mordaga’s shield was used by Elric during his last battles against Chaos in the Elric Saga. It is described

as a “buckler” but sized for a giant, hence the design and in-game appearance. The shield is incredibly

powerful for those who “understand” Chaos and, for purposes of this mod, that means Mordaga and

Elric. That’s not to say the player cannot use the shield; the player simply won’t unlock the full potential

of the shield in the way that Elric can, by way of example.

For the player, in combat, the shield provides the following benefits when worn:

1. Increases damage resist by 50 points in addition to the straight physical armor of the shield.

2. Resistance to elemental, poison and magical damage increased by 15.

3. Blocking skill increased by 10.

When used by Elric (and Mordaga) in combat, the shield provides the following ADDITIONAL benefits:

1. Additional 150 damage resist.

2. Blocking skill increased by an additional 10.

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3. Combat health regeneration increased by 25%.

4. Ward deflection of spells by 50 (aka Spellbreaker).

My reason for having the shield so powerful in Mordaga’s hands is simple: It’ll give you quite a

challenge if you decide to fight him (though he won’t always “use” the shield). Similarly, my reasoning

for giving the bonuses to Elric is to help you survive Part V, particularly if you have trouble (I know I did,

particularly during my level 27 playthrough). If you use Elric in tank mode and he has the shield, it’ll buy

you time to target Lern.

Please keep in mind that if you find the shield too powerful, whether in Elric’s hands or yours, you don’t

have to use it.

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Appendix C: Known Issues and Limitations

Performance Limitations Even before the addition of Ceri’s installment quest segments, this mod is fairly complex in terms of the

mechanics required to “force” Ceri to do things Bethesda never intended in vanilla Skyrim. So if you

were having performance issues even with v1.5 or v1.6, chances are you’ll run into issues with v1.7.

Particularly as relating to combat, quest NPCs inherit some of Ceri’s complex AI features, and some have

new features. So when you’ve got a battle going on with 10+ NPCs, all with complex AI scripts, you

really need to have a relatively error-free savegame and/or a very powerful rig. If you run into script

execution delays (these should be fairly obvious in your game if you encounter them), some things you

can try to do (short of buying hardware upgrades):

1. Know the limitations of your computer, particularly if you’re running a lot of complex mods, top-

shelf graphics/textures, etc. Unless you’ve got an uber rig, you really shouldn’t be running

“ultra” settings + ENB + RCRN + HD texture packs + 100 mods. If you are, you’re likely asking for

trouble.

2. Make sure your load order is appropriate for what you run. Load order problems account for

the vast majority of issues, and may even lead to savegame corruption.

3. Check your error logs and make sure you don’t have a gazillion errors showing up. If you’ve got

errors, and those errors aren’t caused proximately by you overloading your game with mods,

etc., try to get them fixed.

Cerwiden, Convenient Horses and Plot Destinations As noted earlier, there are some serious flaws in Skyrim’s vanilla exterior navmeshes. As such, there

WILL be areas where Ceri will get stuck if you ask her to lead you to the quest’s plot locations (use the

methods described above to get past them). The most common is the road south of Windhelm near

Kynesgrove, on the way to Riften. And if this wasn’t bad enough, Bethesda clearly never intended for

NPCs in the vanilla follower framework to be LEADING the player anywhere while on horseback. This

issue is made slightly more complicated for users of Convenient Horses. In v1.7, if the you ask Ceri to

lead you to the next quest plot point, and you’re mounted, Ceri will summon her own horse (as will Elric

and Rackhir, if they’re in tow). If you are using Convenient Horses, Ceri will NOT ride her CH-given horse

for this portion of a given quest segment. This is because I had to override CH’s follower riding

functionality in order to have Ceri lead you.

Related to the above for CH users, Ceri will not fight on horseback while on her own horse; instead,

she’ll dismount, fight and re-mount the horse afterwards. Also, related to the previous section,

depending on your mods, rig power, etc., Ceri/Elric/Rackhir may experience delays in mounting their

respective horses. If you plan on having Ceri lead on horseback, you really, really need to have a fairly

powerful system and solid script performance.

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Appendix D: v1.7 Installment Locations Map

Figure 26 - Quest Installment Locations

Summary of Installment Quest Locations

Learn More about the Chaos Lords College of Winterhold Arcaneum The Enemy of My Enemy Nightgate Inn The Staff of Lordly Might Ryamney’s Shop The Sad Giant’s Shield Strange Doorway (Mordaga’s Prison) The Dukes of Hell Recently Excavated Passage (Ruined Temple of Mabelode)

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Appendix E: Installment Quest Stages

Introduction to Installment Quest Stages The information provided in this section is for reference only, and I strongly advise that you do NOT use

the console “setstage” command to progress, as there are other mechanics under the hood that impact

progress. Please note also that I do not provide reference to all the stages used by the installment

quests, as many of the stages are used as internal markers for varying technical elements.

Learn More About the Chaos Lords Quest ID: kcfMQChaosLords00 (MQCL00)

Quest Priority: 10

Starts: Dialogue Trigger: When player inquires about “Return of the Chaos Lords” topic; topic is

available after initial friend/favor points achieved *and* player has inquired about the

assassins. Note that Ceri’s response about the assassins DIFFERS depending on if you

ask before/after you’ve achieved her initial friendship/trust level, so you MUST ask

about them AFTER Ceri trusts you.

Areas: Winterhold College Arcaneum

Stage Stage Function/Comment

0 Start-up stage; initialization 10 Player finishes inquiry of Ceri’s initial information 20 Player enters Winterhold Arcaneum and Ceri recognizes Sonal Milus, triggering scene 30 Sonal forcegreets player after Ceri/Sonal scene 35 Player has selected initial response to Sonal’s forcegreet 50 Player has spoken enough with Sonal to receive all 3 Chaos Pantheon tomes 60 Player has read, at a minimum, 3rd tome; new dialogue options available 70 Player has had follow-up conversation with Sonal 80 Player has had follow-up conversation with Ceri 100 MQCL00 Complete

Other Notes:

1. This quest continues to be active during the remaining installment segments and is used to track

certain progress data for the segments. As such, it keeps running in the background and will

advance in stages beyond 100 depending on player actions; if you do a console “GetStage” and

the return value exceeds 100, don’t worry about it.

2. This quest will remain “running” even after completion of Ceri’s v1.7 quest installment, as it will

also be used to track certain events I plan for later versions. So please do NOT use the console

to terminate this quest even after the initial v1.7 Chaos Lords quest line is done.

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The Enemy of My Enemy Quest ID: kcfMQChaosLords01 (MQCL01)

Quest Priority: 60

Starts: SM Event Trigger: When Ceri asks to speak with you after MQCL01 ends (default 1 game

day).

Areas: Nightgate Inn

Stage Stage Function/Comment

0 Start-up stage; initialization 2 Player has initiated dialogue with Ceri after her request to speak 5 – 30 Various player options related to travel and the next quest/plot location 40 Player and Ceri have arrived at the quest/plot location 42 Internal marker triggered by player; Ceri/Elric scene starts 50 Elric forcegreets player after Ceri/Elric scene 55 Ceri informs player of vision after player exits conversation with Elric 60 Player receives “Friends of Law” books 65 Player opts to recruit Elric and Rackhir 70 Elric follow-up comment to player on recruitment 80 Player declines to recruit Elric and Rackhir 90 Elric/Rackhir initial status determined, variables set 100 MQCL01 complete 150 Administrative shutdown stage

Other Notes:

1. As noted in the walkthrough, Elric and Rackhir are OPTIONAL, but there ARE consequences of

not having them during certain parts of the quest (whether the consequences are good/bad

depend on your perspective).

2. If Elric and Rackhir are not recruited, they’ll hang out at Nightgate Inn and you can come back

and recruit them at any time prior to completion of the installment.

3. Elric and Rackhir are NOT in the vanilla follower system. This is intentional, and they won’t have

the same commands as if they were “full” followers. They have their own command set when

spoken with, and have basic configuration of fighting styles via Ceri’s Battle Command.

4. If the player is riding, Elric and Rackhir will summon their own mounts.

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The Staff of Lordly Might Quest ID: kcfMQChaosLords02 (MQCL02)

Quest Priority: 60

Starts: SM Event Trigger: When Ceri gives you the location of the Staff during MQCL01

Areas: Wilderness 45 -19; Ryamney’s Antiques Shop

Stage Stage Function/Comment

0 Start-up stage; initialization 5 – 17 Player inquiry with Ceri about quest background topic(s) 20 All initial topics complete 25 – 35 Various player options related to travel and the next quest/plot location 40 Player and Ceri have arrived at the quest/plot location 45 Player triggers external marker; if Elric/Rackhir are recruited and lost, they return 50 Plot marker relating to Player choices and Actorios 55 Player has entered Ryamney’s shop 60 Player triggers hallway marker 70 Player triggers Theleb confrontation scene 80 Battle with Theleb started 90 Theleb has lost significant health and teleports out 100 MQCL02 complete 150 Administrative shutdown stage

Other Notes:

1. If the player discovers the external entrance to Ryamney’s shop prior to the start of this quest, it

will be locked and inaccessible. Ryamney will have a note during this segment that implicitly

explains where he’s been, and why the shop has been locked.

2. How the scene with Theleb K’aarna plays depends on whether Elric and Rackhir are with you. If

stage 50 hits, for example, Elric will not summon the Lashaar during The Dukes of Hell.

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The Sad Giant’s Shield Quest ID: kcfMQChaosLords03 (MQCL03)

Quest Priority: 60

Starts: SM Event Trigger: When Ceri asks to speak with you after MQCL02

Areas: Pinefrost Tower Exterior -35 24; Mordaga’s Prison

Stage Stage Function/Comment

0 Start-up stage; initialization 10 – 17 Player inquiry with Ceri about quest background topic(s) 20 All initial topics complete, Ceri receives location vision 22 Player has spoken with Ceri about her vision 25 – 35 Various player options related to travel and the next quest/plot location 40 Player and Ceri have arrived at the quest/plot location 45 Player triggers external marker; if Elric/Rackhir are recruited and lost, they return 50 Player has entered Mordaga’s Prison 60 Mordaga forcegreets player 90 Player has obtained the Chaos Shield 110 Player exits Mordaga’s Prison 140 MQCL03 complete 150 Administrative shutdown stage

Other Notes:

1. If the player discovers the external entrance to Mordaga’s Prison prior to the start of this quest,

it will be locked and inaccessible.

2. Ceri’s post-segment reaction will depend on which of the 3 “options” you selected in terms of

how to deal with Mordaga and obtaining the Chaos Shield. The way you handle things will

impact your relationship scores with Ceri.

3. There are a number of administrative stages not displayed here that deal specifically with the

interaction with Mordaga, please don’t mess with them.

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The Dukes of Hell Quest ID: kcfMQChaosLords04 (MQCL04)

Quest Priority: 60

Starts: SM Event Trigger: When Ceri asks to speak with you after MQCL03, or automatically

after killing Mordaga

Areas: Wilderness 29 25; Recently Excavated Passage; Ruined Temple of Mabelode

Stage Stage Function/Comment

0 Start-up stage; initialization 5 – 17 Player inquiry with Ceri about quest background topic(s) 20 All initial topics complete 25 – 35 Various player options related to travel and the next quest/plot location 40 Player and Ceri have arrived at the quest/plot location 45 Player triggers external marker; if Elric/Rackhir are recruited and lost, they return 50 Player enters excavation area 55 Ceri entry comment triggered 60 Player triggers temple marker 65 Ceri forcegreets player before final battle 70 Player triggers Lern confrontation scene 75 Lern confrontation scene ends; Lashaar summoned if Elric is present with Actorios 80 Final battle starts 90 Lern has been killed 100 Player triggers exit marker in excavation hallway on way back out 105 Post-battle scene initiated 140 MQCL04 complete 150 Administrative shutdown stage

Other Notes:

1. If the player discovers the excavation site prior to the start of this quest, it will be dark (no active

lighting) and the end of the passage will be blocked. There will be no Kelmain guards. When the

quest segment starts in earnest, the passage will be lit and guards present.

2. How the scenes play will depend on a number of variables, including choices you’ve made

during the installment, whether Elric and Rackhir are present, etc.

3. Completion of MQCL04 ends Ceri’s v1.7 quest installment. Sonal Milus may be found wandering

the Ruined Temple of Mabelode afterwards during certain days of the week/times. Elric and

Rackhir will leave for Tanelorn.

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Appendix F: Debug Options As those of you who’ve been using Cerwiden for a while already know, I set up a bunch of debug options

that were initially for me to test certain features/functions quickly while in-game and without having to

use a bunch of console commands, etc. Starting with v1.6, I made Ceri’s “level 1” debug available to

everyone without changing the debug variable.

If, for some reason, Ceri’s debug mode dialogue isn’t showing up, use the console “set kcfDebugMode to

x”, where “x” is noted below.

Here’s a summary of some of Ceri’s debug options through v1.7:

Debug Variable Notes/How Accessed

0 All debug dialogue OFF (not shown); this is default for Ceri v1.5 or earlier 1 General debug for wardrobe, friend list, friendship points reset, banter available

via Dialogue: “Ceri, I’d like to speak with you” -> “Cerwiden Debug Options” 2 Only for uninstalling Cerwiden *OR* doing a clean save install; this shuts down her

quests and related scripts. Accessed only when she has been dismissed, top-level dialogue

3 Quest debug from top-level dialogue, includes options to remove the CURRENT wait period between certain quest stages, as well as to set her variable points to what is required for the initial friendship level. Note that you MUST “thank” her after setting the friend level in order to trigger her item.

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Appendix G: Credits Special thanks to the wonderful and talented voice acting volunteers who helped bring life to the

characters of this quest! Without their amazing work, we’d all be staring at subtitles.

Character Portrayed By

Cerwiden Shelly Claman (ThePoeticOne) Sonal Milus Josh Bull (Revizion) Elric of Melniboné Josh Bull (Revizion) Rackhir the Red Archer Kirk Peffer Theleb K’aarna Marc Acton Mordaga of Chaos Daniel Pol Diaz Jagreen Lern Phoenix Rain Arioch of Chaos Camden Aaron Smallwood Xiombarg of Chaos Ashley Marie Berryhill

Huge appreciation to the Beta Test Team for their amazing QA job:

Triaxx2, Exsanguinatio, Revizion, CoffeMandibles, Leinadis

Special thanks also to:

Hentai for Cerwiden’s Vidalia Dress

Apachii for Cerwiden’s hair

Reaper9111 for Cerwiden’s new staff and “Friends of Law” book textures

Backsteppo for Elric’s Cloak Mesh

Volvaga0 for Angelic Halos and Demonic Horns (for the Chaos Lords)

Guffeh for Alduin’s Wings (for the Chaos Lords)

Garryg for Daedric Armor and Weapon Improvement (for the Chaos Lords’ armor)

pnkrd for Crown Helmets (for the Chaos Lords)

Bellyache for tremendous help on Ceri's hair textures when she switches hairstyles

mitchalek for his valuable assistance in helping me with Ceri’s riding workarounds

Michael Moorcock for his amazing works that serve as the lore for Ceri’s quest line, particularly the Elric

Saga

Elric888 for the “Arrow of Law” and “Chaos Star” symbols

Last but not least, thanks to everyone who help test Ceri, upload pictures and provide feedback to help

me improve Ceri! She wouldn’t be who she is without all of you!


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