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Dawnguard - Hall of Vigilant Requirement (by AndrealphusVIII)


Mousetick

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Dawnguard - Hall of Vigilant Requirement by AndrealphusVIII
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Small tweak that adds an additional requirement for the Dawnguard quest to start: having been inside the Hall of the Vigilant.

If you've never played OldRim, or you forgot how it was before the Dawnguard DLC existed, you may not know the Hall of the Vigilant, as it's easy to miss, or you may only remember it in its empty, destroyed state. The hall hosts a group of Vigilants of Stendarr, and their leader, Keeper Carcette, a unique character and trainer whom you may never meet in your playthrough.

In vanilla SE/AE, the Dawnguard quest starts once the player reaches level 10. At that point, the Hall of the Vigilant is destroyed, Keeper Carcette dies and is removed from the game. At the typical leveling speed playing vanilla, it's very likely you won't even have seen the hall before and won't realize what happened to it.

This mod delays the start of Dawnguard until the player has visited the hall in its pristine, live state at least once.

Notes:

  • It doesn't remove the level requirement, it adds to it.
  • It's compatible with Timing is Everything, which allows for changing the level requirement, and with The Choice is Yours, which doesn't force you into the quest, but doesn't prevent the events leading to it.
  • Both this mod's requirement and the level requirement can be bypassed by visiting Fort Dawnguard in Dayspring Pass.
  • The Unholy Vigil CC module places a quest item in the hall, but doesn't prevent it from being destroyed. Its quest provides some motivation to discover and visit the hall.

Additional suggestion if you're siding with the Dawnguard, or are playing a good character without doing the Dawnguard quest:

Stendarr Rising - The Hall of the Vigilant Rebuild (by Teabag86 - DrMonops - Janquel - Jkrojmal - Czasior)

allows you to rebuild the hall and expand it using Hearthfires home-building mechanics. Not canon but very lore-friendly, using only vanilla assets. You can recruit Vigilants to live at the hall and use the hall as shelter. There is an optional, repeatable "tower-defense" minigame at the end, which can be configured or disabled in an MCM.


Additional suggestion if you're rebuilding the hall:

Stendarr Rising - Carcette Returns (by asdasfa)

:)

Edited by Mousetick
Fixed link to UESP
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