Loved seeing you play through the mod and I'm really glad you enjoyed it! This mod was such a blast to make with both Celeste and MeekVoice and it's honestly one of my favourite mods that I've made. I mentioned them on the mod page but I'll give a full breakdown of the consequences for each of the endings. If you spared Frija: Sometime later you'll be able to speak with the Tree again. Here, they'll have gone somewhat mad from your refusal to help them. Ivar will be crying out to Hircine, begging for them to be freed and Erik seems to be lamenting what happened. The player has limited dialogue here due to the condition of the tree. If you killed Frija: There'll be a note stabbed into a dead rabbit right behind where you speak with Erik. It'll say something along the lines of "Let the games begin". After some time, there'll be some dead animals appearing in the forest, clearly killed by the werewolves in their hunts. After some more time, a few dead merchants and hunters can now be found along the roads, murdered by Ivar's rage. Finally, near a Civil War camp, you can find the corpses of Ivar and Bjorn. Ivar was clearly beaten in battle and nearby sits Bjorn, a tree branch through his heart. As for your feedback with the werewolf exclusive dialogue, that's definitely an interesting idea! I might implement in a future update but I'll have to see how things go. As for the fire ending, I heavily considered having something like that but due to the extra work of modelling and scripting to accommodate this choice, I refrained from adding it. If I ever do update the mod, I'll certainly add that in there. One final thing. I'm really glad you mentioned the more traditional quest structure idea as that's something I'm actually working on now. The mod will be a longer adventure, probably an hour or two long where you'll be tasked with investigating victims of Clavicus Vile. I don't wanna say too much but I'm currently in the process of writing the dialogue for it :))
Okay I was not aware of the long term consequences when finishing the quest. I had just assumed that was it. I was not aware of the dead merchants and hunters. And then finally the dead werewolves at the civil war camp. It is good to know that you actually get to see what your choice unleashed. I also played with a werewolf character and some dialogue there would have been cool. Maybe have some interaction with Hircine during the quest.
I would have liked to see an option where you could have returned Frija to her human form by talking with the Mad God, ( i dont know how to spell his name lol) or going on a quest for him that resulted in turning Frija human agian. Or an option for turning Frija and Bjorn back at least because Bjorn is the only one who in my opinion deserves it. But please understand that I understand how much more work either of those options would be. Maybe consider one of those if you decide to update or add to the mod in the future.
You had me at prentent the witcher netflix series doesnt exist. Love it. This is a great mod. Niether choice is particularly good or evil. Both have consequences. Morally ist bad to kill the rabbit and morally ist bad to leave 3 living beings stuck in that state. This is the the witcher 3 quest of the spirit stuck in a tree in Crookback bog. This mod is set up in true witcher fashion and i like that. Great video George i loved it. Thank you for doing it.
Short and sweet, but beautifully put together. It did leave me wanting more - I’d hope there is an opportunity to encounter the other werewolves throughout the game. I think the addition of being able to attack the tree or set it on fire would also be interesting. It gives the player the opportunity to end their punishment/take it into the players hands, without absolving them of their past crimes
I always love seeing you touch on smaller creators and mods alongside your big sweeping series on followers, Creations or new lands mods! I'd love to see Nim do an update for those kinds of consequences you mention, and definitely love a burning option - wee pyromaniac, me ;) Look forward to what you tackle next, king!
At first I could not interact with the totem. After making a quicksave and re-loading that fixed the issue. Just thought I would put it out there. This quest seems to be inspired by the Whispering Hillock. In that quest, there are no good outcomes. You either kill the spirit of the tree or free it. If you free the spirit you save the orphans but unleash a plague on Velen which arguably deserves it. If you kill the spirit like the Crones want then the orphans die. What makes the loss of the orphans so bad is that they were innocent with no knowledge or understand of what was happening. If you free the spirit, you might save the orphans this time but more will surely take their place. Now onto Bark and Bite. Killing Fleetfoot does not hit the way the orphans do because she prayed for this and just accepts your decision. If you free the wolves, you don't get to see the aftermath of your actions. I know that you can imagine the outcome of unleashing blood thirsty werewolves but what worked in the Witcher 3 was being able to see the outcome of freeing the spirit. Maybe the mod could have had the people of Shor's Stone slaughtered. While playing through this quest I could not help but think of how cool it would have been to summon Sheogorath and trick him for a third outcome. I think the quest could have gone darker. I did like it for what it was. I like how you get to explain your reasoning for freeing them. I also played with a character that had the beast blood and it would have been cool to have some options for that.
Nim's an absolute talented gem and Elizabeth's performance is just phenomenal as always. A small addendum, props to the artist RuneSentinel for that tree; It's horrifying and just amazing in detail! I've realised that I have played a werewolf in the lap of luxury at Roscrea. Now three of them confined to a Sheogorath treehouse.. Anywho, this was really fun to work on. (Also, I don't have the heart to cut down that wee little rabbit!) 🐇 🪓 ;'( Can't wait to see what other authors and their works you showcase next!
Mr. Zero, my favorite Mod Story mod review by you are both of Rigmor Adventures; for this particular story mod I think it would be better played out in 3rd. Person; for obvious reasons: Ciri's Armor. Thank you for all of your work reviewing most of the significant Story Mods made for complement Skyrim V.
Loved seeing you play through the mod and I'm really glad you enjoyed it! This mod was such a blast to make with both Celeste and MeekVoice and it's honestly one of my favourite mods that I've made.
I mentioned them on the mod page but I'll give a full breakdown of the consequences for each of the endings.
If you spared Frija:
Sometime later you'll be able to speak with the Tree again. Here, they'll have gone somewhat mad from your refusal to help them. Ivar will be crying out to Hircine, begging for them to be freed and Erik seems to be lamenting what happened. The player has limited dialogue here due to the condition of the tree.
If you killed Frija:
There'll be a note stabbed into a dead rabbit right behind where you speak with Erik. It'll say something along the lines of "Let the games begin".
After some time, there'll be some dead animals appearing in the forest, clearly killed by the werewolves in their hunts.
After some more time, a few dead merchants and hunters can now be found along the roads, murdered by Ivar's rage.
Finally, near a Civil War camp, you can find the corpses of Ivar and Bjorn. Ivar was clearly beaten in battle and nearby sits Bjorn, a tree branch through his heart.
As for your feedback with the werewolf exclusive dialogue, that's definitely an interesting idea! I might implement in a future update but I'll have to see how things go. As for the fire ending, I heavily considered having something like that but due to the extra work of modelling and scripting to accommodate this choice, I refrained from adding it. If I ever do update the mod, I'll certainly add that in there.
One final thing. I'm really glad you mentioned the more traditional quest structure idea as that's something I'm actually working on now. The mod will be a longer adventure, probably an hour or two long where you'll be tasked with investigating victims of Clavicus Vile. I don't wanna say too much but I'm currently in the process of writing the dialogue for it :))
Thank you as always for your hard work, and I'm very excited about your upcoming quest!
Okay I was not aware of the long term consequences when finishing the quest. I had just assumed that was it. I was not aware of the dead merchants and hunters. And then finally the dead werewolves at the civil war camp. It is good to know that you actually get to see what your choice unleashed. I also played with a werewolf character and some dialogue there would have been cool. Maybe have some interaction with Hircine during the quest.
I would have liked to see an option where you could have returned Frija to her human form by talking with the Mad God, ( i dont know how to spell his name lol) or going on a quest for him that resulted in turning Frija human agian. Or an option for turning Frija and Bjorn back at least because Bjorn is the only one who in my opinion deserves it. But please understand that I understand how much more work either of those options would be. Maybe consider one of those if you decide to update or add to the mod in the future.
You had me at prentent the witcher netflix series doesnt exist. Love it. This is a great mod. Niether choice is particularly good or evil. Both have consequences. Morally ist bad to kill the rabbit and morally ist bad to leave 3 living beings stuck in that state. This is the the witcher 3 quest of the spirit stuck in a tree in Crookback bog. This mod is set up in true witcher fashion and i like that. Great video George i loved it. Thank you for doing it.
Short and sweet, but beautifully put together. It did leave me wanting more - I’d hope there is an opportunity to encounter the other werewolves throughout the game. I think the addition of being able to attack the tree or set it on fire would also be interesting. It gives the player the opportunity to end their punishment/take it into the players hands, without absolving them of their past crimes
I always love seeing you touch on smaller creators and mods alongside your big sweeping series on followers, Creations or new lands mods! I'd love to see Nim do an update for those kinds of consequences you mention, and definitely love a burning option - wee pyromaniac, me ;)
Look forward to what you tackle next, king!
I love Frija's voice. Reminds me of Brave lol Very interesting mod.
Thank you so much
At first I could not interact with the totem. After making a quicksave and re-loading that fixed the issue. Just thought I would put it out there.
This quest seems to be inspired by the Whispering Hillock. In that quest, there are no good outcomes. You either kill the spirit of the tree or free it. If you free the spirit you save the orphans but unleash a plague on Velen which arguably deserves it. If you kill the spirit like the Crones want then the orphans die. What makes the loss of the orphans so bad is that they were innocent with no knowledge or understand of what was happening. If you free the spirit, you might save the orphans this time but more will surely take their place.
Now onto Bark and Bite. Killing Fleetfoot does not hit the way the orphans do because she prayed for this and just accepts your decision. If you free the wolves, you don't get to see the aftermath of your actions. I know that you can imagine the outcome of unleashing blood thirsty werewolves but what worked in the Witcher 3 was being able to see the outcome of freeing the spirit. Maybe the mod could have had the people of Shor's Stone slaughtered.
While playing through this quest I could not help but think of how cool it would have been to summon Sheogorath and trick him for a third outcome. I think the quest could have gone darker. I did like it for what it was. I like how you get to explain your reasoning for freeing them. I also played with a character that had the beast blood and it would have been cool to have some options for that.
Nim's an absolute talented gem and Elizabeth's performance is just phenomenal as always. A small addendum, props to the artist RuneSentinel for that tree; It's horrifying and just amazing in detail!
I've realised that I have played a werewolf in the lap of luxury at Roscrea. Now three of them confined to a Sheogorath treehouse.. Anywho, this was really fun to work on. (Also, I don't have the heart to cut down that wee little rabbit!) 🐇 🪓 ;'(
Can't wait to see what other authors and their works you showcase next!
Nimwraith's mods remind me of ThirteenOranges mods. They are short but impactful storytelling mods
Mr. Zero, my favorite Mod Story mod review by you are both of Rigmor Adventures; for this particular story mod I think it would be better played out in 3rd. Person; for obvious reasons: Ciri's Armor.
Thank you for all of your work reviewing most of the significant Story Mods made for complement Skyrim V.
That tree has a cousin...in Oasis
Let's call the tree Harold.
Personally I feel it's too short & could have had more, there needs to be a way to save all of them, the wolves & the rabbit, it's good quality tho
Does anything happen if you have the Wabbajack?