Myst42 Posted August 7, 2019 Posted August 7, 2019 First time this happens to me. Been using House of Horrors alternate ending for some years by now, but I'm not sure that mod has anything to do with this. The symptom: Quest just wont start. Vigilant Tyranus is not there. Tried moveto player him, and found out he was in fact disabled. Used enable on him, and he just stands there or walks without doing nothing. He has no dialogue, even though I spawned him right next to the Markarth door. And the worst part: Setstage/setobjectivecompleted console commands dont work for shit on this one. Normally, a setstage DA10 10 would initialize the quest and add it to the journal, but it does absolutely nothing. It's like the quest doesnt even exist, Completequest Da10 works though. Gives me the quest completed message and sound. Doesnt add anything to the journal though. This is actually what freaks me out the most. Console commands usually do something, but not now. I'm not super worried about this quest, it's not game breaking or anything, it's just not there. Still though, I'm a completionist, and I'd like having a normal go at all daedric quests. I'm about to check the state of things on a new game with the same setting at some point, but i don't really have anything weird in my LO. Pretty much same mods I've been using for a long time and never game me issues. Only mod that even touches that quest is alternate ending. Any ideas?
GenioMaestro Posted August 7, 2019 Posted August 7, 2019 27 minutes ago, Myst42 said: Any ideas? Enable login and look the Papyrus.log for errors in the initilization of the quest scripts (in the first 500 lines of the log) If see none try start the quest manually and look the last 500 lines of the papyrus.log
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 1 hour ago, GenioMaestro said: Enable login and look the Papyrus.log for errors in the initilization of the quest scripts (in the first 500 lines of the log) If see none try start the quest manually and look the last 500 lines of the papyrus.log Always keep log enabled, just in case. Have 2 logs in case it helps. Smaller, and more recent one is just loading a game right next to where vigilant Tyranus should be Larger one I think was that same load, plus some gameplay and many failed attempts to start the quest by console. Not sure what you mean by start the quest manually. That is, assuming it's not the same console commands I already tried. Log.rar BTW, my attempts include: completequest DA10 (works) getstage DA10 (returns 0) resetquest DA10 (does nothing) Setstage DA10 10-70-80 (nothing) Setobjectivecompleted DA10 (10-20-30) 1 (also nothing) Only tried stages 10 70 and 80 which are completede near/inside the Markarth house, but since none of them worked, and the quest didn't even receive journal updates, i figured stages are not working. All the quest stages can be found here
yatol Posted August 8, 2019 Posted August 8, 2019 1 hour ago, GenioMaestro said: Enable login and look the Papyrus.log for errors in the initilization of the quest scripts (in the first 500 lines of the log) If see none try start the quest manually and look the last 500 lines of the papyrus.log /facepalm anyway, instead of messing around with player.placeatme, or using some stupid setstage the will just create a huge mess you will never be able to fix, why not try google? https://www.google.fr/search?source=hp&ei=YnRLXY_JIoGclwSjgpyADw&q=skyrim+vigilant+tyranus+not+there&oq=skyrim+vigilant+tyranus&gs_l=psy-ab.1.1.0i19l3j0i22i30i19l7.183.1869..3994...0.0..0.448.2492.0j2j1j3j2......0....1..gws-wiz.......0j0i22i30.wL2o0L3JoJY oh, there's something Quote I am making this thread for people who are afflicted by a bug that causes the NPC "Vigilant Tyranus" to never spawn. I think I figured out how to fix the bug. If you first arrive in Markarth via the drinking contest from "A Night to Remember", the innkeeper at Silver Blood Inn might not have the appropriate rumor to start the quest "The House of Horrors". This prevents the NPC "Vigilant Tyranus" from ever spawning, preventing you from ever beginning the quest, even if you try to use console commands to force the quest to begin or spawn Tyranus. I searched the Internet for a solution to the problem, and was unable to find one. In my frustration, I shot an arrow at one of the NPCs in the marketplace. He died, and the other NPCs began making statements such as "The Forsworn are attacking!" I realized that I had just triggered the quest "The Forsworn Conspiracy", which is supposed to begin when you first enter Markarth. The next time I exited and re-entered the city, Vigilant Tyranus spawned outside the Abandoned House, where he is supposed to spawn! The first time you enter Markarth, you're supposed to see the Forsworn appear and attack someone in the marketplace. However, because I first entered Markarth through the drinking contest quest, I bypassed the Forsworn attack, so the "Forsworn Conspiracy" and "House of Horrors" quests never began. By causing the death of an NPC in the marketplace, I set off a flag which triggered the "Forsworn Conspiracy" and "House of Horrors" quests. It is my hope that someone who Googles search terms such as "House of Horrors won't start" or "Can't find Vigilant Tyranus" will find this thread and be able to resolve their problems. It is also worth noting that I attacked the NPC while hidden, so the murder of the NPC was not attributed to me, and properly set off the quest flag, even though no Forsworn was present. To everyone afflicted by this bug: Please try killing one of the NPCs in the market with an arrow headshot while you are hidden. The death of an NPC in the marketplace just might be the event that triggers the flag which makes Tyranus spawn! Quote It is my hope that someone who Googles search terms such as "House of Horrors won't start" or "Can't find Vigilant Tyranus" will find this thread and be able to resolve their problems. they are too lazy to bother searching, instead, they will waste much more time creating useless topics, then reading random bullshit that have nothing to do about the problem guy that made that quest never thought you could enter markarth from something else than the door you pass the cheks for the forsworn attack, so that's load, but you aren't where you are supposed to be, so in fact, it's not load, and when you get closer, it's too late, game is now waiting for the forsworn to make sushi from the npc, or for you to kill the npc, for the other npc to give you his love letter and that stuff have to be completed for the vigilent to be waiting for you in front of the house no need to kill a npc to unlock that, punching one should be enought why not ask the unof patch guy to take care of that? condition actor.player.distance < x to that stuff, now it will wait for you to get there to load, and it no longer matter how you got to markarth
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 Quote If you first arrive in Markarth via the drinking contest from "A Night to Remember", the innkeeper at Silver Blood Inn might not have the appropriate rumor to start the quest "The House of Horrors". This prevents the NPC "Vigilant Tyranus" from ever spawning, preventing you from ever beginning the quest, even if you try to use console commands to force the quest to begin or spawn Tyranus. Been there, done that, read that same post before asking here. Enterered markarth through the main gate and killed the forsworn assassin. This was not the case. I havent enven started a night to remember in this playthrough. Still have the journal entry saying to have a drink with Sam Guevenne. Killed a bunch of other people on Markarth cell too after ecaping from cihdna mine.
yatol Posted August 8, 2019 Posted August 8, 2019 9 minutes ago, Myst42 said: Enterered markarth through the main gate and killed the forsworn assassin. then something that had to be done, wasn't done because... stack dump probably load tesedit go to tyrannus check what that record is referenced by, quest forsworn attack? scene tyrannus waiting in front of the door? behavior tyrannus waiting for dragonborn? one of those things have condition x = y, and x wasn't set to y, find x, load savegamecleaner, and check if that's y if that's not y, set it to y, then go back to markarth to check if there's a tyrannus waiting in front of the door
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 Stack Dumps trigger this poster that much huh? Well, check the logs buddy. There is none in the latest one. And I got new ones on clean brand new games if you like. I had already forgotten all about you and your salt by now. Just ignore me too and we'll all live in peace, If not for me, then do it for your own mental health. And what's with this weird passive-agressive attitude where you hide attacks on one end and try to "help" on the other? If you really want to help, then you should let crap go. Otherwise "help" is more like "trolling" Trolls deserve nothing but the hammer. Reminder btw... that setstage command gives no fucks about conditions. Setting a quest manually starts it, and makes quests appear on the journal no matter what. Manual setting IS NOT WORKING.
GenioMaestro Posted August 8, 2019 Posted August 8, 2019 8 hours ago, Myst42 said: Always keep log enabled, just in case. Have 2 logs in case it helps. Smaller, and more recent one is just loading a game right next to where vigilant Tyranus should be Larger one I think was that same load, plus some gameplay and many failed attempts to start the quest by console. In yours log i see a problem with the scripts of the Vaermina quest (DA16) but i not see any related to Molag Bal quest (DA10) and your problem can be caused by a inter-quest relation problem. The quest DA10 not have start game enabled. Is activated with the SM Events on change location when the quest MS01IntroWorldScene have stage 300. The MS01IntroWorldScene is the Markarth scene for Weylin kill Margret and start the quest The Forsworn Conspiracy. Have you see that scene in your actual gameplay??? Aditionally, the quest DA10 not start in the stage 10. The quest start in stage 0 that is executed automatically when the SM Event start the quest and have exactly that you need: Spoiler Alias_Tyranus.GetActorRef().Enable() Alias_Tyranus.GetActorRef().Moveto(DA10TyranusMarkerREF) Alias_Yngvar.GetActorRef().EvaluatePackage() Alias_Yngvar.GetActorRef().Moveto(DA10YngvarMarkerREF) DA10StartScene.Start() Open the console and type GetStage MS01IntroWorldScene If you have MS01IntroWorldScene in 300 exit Markarth and enter Markarth again. If you have MS01IntroWorldScene in 400 or 500 the quest DA10 can not be started automatically. You must type in the console: StopQuest DA10 ResetQuest DA10 StartQuest DA10 After that Tyranus must be in front of the abandoned house talking with Yngvar and the quest must progress.
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 6 hours ago, GenioMaestro said: In yours log i see a problem with the scripts of the Vaermina quest (DA16) That quest is already done. However, I did have a problem with it where the stone blockade at the start, the one that priest is supposed to turn ethereal so you can pass it, did not turn ethereal. Nothing a simple tcl cheat couldn't bypass, after that, the quest went smoothly. 6 hours ago, GenioMaestro said: Have you see that scene in your actual gameplay??? Yes, but after some test, I'm starting to think it might be related to the way I killed Weylin. I don't know, it was some time ago I first entered Markarth actually, but last time I tried, I assassinated him with a special slit throat move from SneakTools. On a test new game, used that too and the bug happened. Tried a frew more times killing him with flames and an intentionally extended proper battle, and the bug didn't happen. I thought It was all fine with slit throat move, since all the other stuff that happens after that scene, happened. Got the note from Eltrys, guards came to look and made comments on "nothing to see here" etc. 6 hours ago, GenioMaestro said: Aditionally, the quest DA10 not start in the stage 10. The quest start in stage 0 Yeah, I was starting to notice that, after command sqv DA10 said the quest was disabled and not running. Thought that was the reason for the bug, but it turns out it's that way normally, and something was supposed to enable it. 6 hours ago, GenioMaestro said: Open the console and type GetStage MS01IntroWorldScene Returns 500 6 hours ago, GenioMaestro said: You must type in the console: StopQuest DA10 ResetQuest DA10 StartQuest DA10 Tried multiple combinations of that, setting intro scene quest stage to 300, resurrecting weylin, killing him again, manually enabling tyranus, and nothing, absolutely nothing works. I even made an emergency script to manually eneble the quest, right before removing the intro quest requirement from the story manager and setting the quest to start game enabled and run once. Yeah, I actually came as far as making an actual plugin editing vanilla records in an attempt to force the damn thing to start. Nothing works. I guess it's completely hopeless ans it's now hardcoded to not start ever no matter what.
Grey Cloud Posted August 8, 2019 Posted August 8, 2019 52 minutes ago, Myst42 said: special slit throat move from SneakTools. There has been 2 or 3 threads here in the last several months where Sneak Tools was causing a problem that wasn't obviously 'sneak-related', for want of a better term.
GenioMaestro Posted August 8, 2019 Posted August 8, 2019 1 hour ago, Myst42 said: Yes, but after some test, I'm starting to think it might be related to the way I killed Weylin. I don't know, it was some time ago I first entered Markarth actually, but last time I tried, I assassinated him with a special slit throat move from SneakTools. On a test new game, used that too and the bug happened. Well, you know WHY the problem happend... now go to try patch it... The quest DA10 is started by the Story Manager in the Change Location Event and the Web page of the CK say: Event: Any quest which specifies an Event can only be started by the Story Manager Read carrefull: can ONLY be started by the Story Manager... That mean that the console command "StartQuest DA10" is totally ignored. The quest can ONLY be started by the SM when the change location event fire and the conditions match. I make a test in a new game, startting in Markank, see how Weling kill Magret and Tyranus is talking with Igwar. I talk to it, the quest start and Tyranus enter the house. Normal start of the quest. I open the console and type "StopQuest DA10", "ResetQuest DA10" and "StartQuest DA10" but the command "sqv DA10" say that the quest is stoped. Type again the command but the quest DA10 not start. Try talk to Tyranus but no dialog show. I open the console, type "SetStage MS01IntroWorldScene 300" and enter and exit the inn and Tyranus is again talking with Ignar because the Change Location Event fire when enter and exit the inn. Try it in your game. You must make a change location for see the results of each test because the only way for start the quest is force a change location event when the conditions match.
Grey Cloud Posted August 8, 2019 Posted August 8, 2019 When you start a new game are you using AS LAL - Silverblood Inn - go outside kill Weylin (or watch him kill Magret) then talk to the priesty guy? Just thinking in terms of keeping the number of other things happening to a minimum.
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 6 hours ago, GenioMaestro said: I open the console, type "SetStage MS01IntroWorldScene 300" and enter and exit the inn and Tyranus is again talking with Ignar because the Change Location Event fire when enter and exit the inn. Try it in your game. You must make a change location for see the results of each test because the only way for start the quest is force a change location event when the conditions match. Post got removed for some reason, but here it goes again. Already tried that, setstage from 500 to 300, location change and nothing. Also another important point was Sneak Tools had nothing to do with it. I took the time to same several attempts and trying it on a new game, doing the exact same procedure... crazy I know... But the thing is... I got different results on each try even though I was following the exact same steps from starting the game with alternate start, to getting to markarth and waiting for the scene to happen. It worked about 1/5 times, and all the others, vigilant was a no show. 3 hours ago, Grey Cloud said: When you start a new game are you using AS LAL - Silverblood Inn - go outside kill Weylin (or watch him kill Magret) then talk to the priesty guy? Just thinking in terms of keeping the number of other things happening to a minimum. Do you mean, turning attention to what other stuff is happening? Yeah, I think you should be right about that. Obviously, it works in the vanilla state of the game, and I'm getting the issue on a fully modded install. Usually, I tend to fix my bugs by identifying a culprit that can be either uninstalled or fixed, bu this time, it's so random I can't actually pin the blame on a specific mod. Maybe it's one of them, maybe it's all of them, but I'm not running anything too heavy on this one actually. Besides where is the fun if I can't actually play my fully modded game? Only running 232 plugins anyway. I could try the disabling mods method to see if I can find a culprit, but the apperance of the bug is as completely random so I have no way of knowing when it "works" because of something I did, or out of sheer randomness.
Grey Cloud Posted August 8, 2019 Posted August 8, 2019 6 minutes ago, Myst42 said: Do you mean, turning attention to what other stuff is happening? Yeah, I think you should be right about that. Obviously, it works in the vanilla state of the game, and I'm getting the issue on a fully modded install. What I was thinking was if you start at Helgen and eventually work your way to Markarth then you will have triggered/initiated umpteen other quests, scripts or whatnot. Starting at Markarth would maybe/perhaps/hopefully result in less variables for you to wrestle with. I don't do any of the vanilla stuff and one of the mods I use to that end is Timing Is Everything. It let's you set the level for when various vanilla quests can kick in. Don't know if you could use it temporarily as a trouble-shooting tool.
Myst42 Posted August 8, 2019 Author Posted August 8, 2019 7 minutes ago, Grey Cloud said: What I was thinking was if you start at Helgen and eventually work your way to Markarth then you will have triggered/initiated umpteen other quests, scripts or whatnot. Starting at Markarth would maybe/perhaps/hopefully result in less variables for you to wrestle with. I don't do any of the vanilla stuff and one of the mods I use to that end is Timing Is Everything. It let's you set the level for when various vanilla quests can kick in. Don't know if you could use it temporarily as a trouble-shooting tool. Eh... dont think the issue is related to that then. I've only been using markarth's start for testing purposes. The actual real save with played game, I used college of winterhorld start. It wasn't until way passed lvl 13 that I even went to markarth. And the tests, are as simple as it gets. Just use alternate start to begin in markarth. literally 2 loading screens away from game start.
yatol Posted August 9, 2019 Posted August 9, 2019 2 hours ago, Grey Cloud said: I don't do any of the vanilla stuff how can you guess what the problem is then op isn't looking for that problem either, he use console command to try to start a quest that can't start why not try to find out why instead of whining those console commands are doing nothing? there's also console command to check that quest stage, or if it's running something that can happen to tyrannus, you leave cidna, you side with the forsworn, they hit guards, tyranus go to their rescue, and get killed if tyranus corpse is rotting nearby, of course he won't be waiting in front of the door and setstage x won't do anything once the quest giver is dead, quest can no longer be done, it's unload (like the completed quests, no need to load useless stuff, they get flag disabled or something) but you can't find out what it is, looking at logs or load order (only way to find out is to check in game, and nobody can do that for the op)
Myst42 Posted August 10, 2019 Author Posted August 10, 2019 And I've just noticed yet another quest is bugged. The Wolf Queen Awakened AKA MS06 I remember encountering this issue before on another playthrough a long time ago. Googled, and found this. So that time, I used setstage ms06 10 and it worked Now it doesnt. For some reason, this game is ignoring my setstage commands. I thought it's supposed to do that sometimes maybe, but I can testify, that on that one, the command worked once before, and now it's doesnt. Something weird is definitely going on with this game Now What, in Oblivion can possibly cause commands to stop working when they should? What exactly makes a quest unresponsive to these? Wiki says "in case of bug with MS06, pickpocket the letter from Falk" Falk, doesnt have the letter in this game. Adding the letter manually with additemmenu just gave me a blank letter with no text. Why are quests in this game, that shouldn't be, suddenly got cheat-protected? Just what the fuck is going on. *Sigh... Maybe it's time to reformulate my entire setting for this game. Never encountered so many unfixable issues on any setting. The biggest irony, is I have a different setting which is similar but more lewdly oriented for a succubus character, and that one works better than this wich is lighter and meant for adventuring as the original game intended.
GenioMaestro Posted August 10, 2019 Posted August 10, 2019 The quest MS06 has been designed originaly to be started in the EVENT Level Up but USLEEP change it to the EVENT Change Location. As the quest is fired with EVENT you are in the same point = the quest can NOT be started by console comand, ONLY can be started by the Story Manager, in original vanilla when the event Level Up is fired or if you have USLEEP when the event Change Location fire and the conditions match. The post that you report only can works when the quest MS06 has already been started by the Story Manager but is blocked because the currier not works. In that situation and only in that situation the console command "setstage ms06 10" skip the currier and allow continue the quest, because is running, and the real FalkNote has been created in the stage 5 of the quest. Again, try get some info about the quest with the console typping "sqv ms06" If say running look the stage and report it. If say stoped type "sqv ms06start" for get the info about the quest "The Man Who Cried Wolf" and report.
Myst42 Posted August 10, 2019 Author Posted August 10, 2019 Last time I checked, MS06 showed the same issues as DA10. Quest disabled and not running, stage stuck at 0 Man who cried wolf, was correctly set at stage 250 (quest complete) Also, I think I finally have a reasonable breakthrough. Disabling mods to find the culprit doesnt work this time, but... New game tests progressively enabling more mods seems to have found something. The bug never happens until I enable Jobs of Skyrim. This is consistent with the fact it was one of the last mods I decided to give a try. Enabling the mod seems to be causing it, and I guess it's doing something to the vanilla quests or the story manager since script cleanup doesnt work this time. Once the bug happens, there's no way back, and it's possibly happening on game's start with that mod. Still not sure if it's that mod alone, or that mod plus bad combinations with something. All I know, is if I start a game without it, tyranus is there, and if I start one with it, there is a high chance tyranus won't ever appear. If it is in fact that mod, then that sucks cause it was a really nice mod actually. I have no reason to suspect that it's also responsible for my problems with the wolf queen awakened, but since it is messing with quests, and most of the other stuff in my load order has never given me any problems... then that mod is my current best guess. Still have a few more mods to re-activate before getting back to my previous full mod list, but it's mostly just armors and clothing.
GenioMaestro Posted August 11, 2019 Posted August 11, 2019 14 hours ago, Myst42 said: The bug never happens until I enable Jobs of Skyrim. I can confirm this. I downloaded, installed and enable Jobs of Skyrim in a lite test profile with only 24 mods and start making test on NEW GAME's. My results match your test: 1 - Start as Silver Inn propietary, see Weling kill Magret, enter inn, exit inn, Tyranus is not here (DA10 stoped) 2 - Start as Silver Inn propietary, weling start walk near the forge and after 1 minute kill a invisible Magret but the Forsworn quest progress. Enter inn, exit inn, Tyranus is here (DA10 running) 3 - Start in Markarth house, same as 1. 4 - Start in Markarth house, same as 2. The problems seems to be caused by Jobs of Skyrim and not have any relation to any other mod. Maybe the problem can be related to Alternate Start or USLEEP but a mod updated in 2017 must works without problems whit two of the most recomended mods. I'm not know WHY Jobs of Skyrim cause problems. The mod seems to be good made but is interfering with the the vanilla quest and whit the IA of the npc's. When a npc give me a mision from Jobs of Skyrim the quest DA10 not start. When a drug dealer show near the door of the Siver Inn the npc's in Markarth start walking near the forge, Weling kill a invisible Magret, Elys need 30 or 40 seconds to give you the letter and Magret exit the inn alive.
Myst42 Posted August 11, 2019 Author Posted August 11, 2019 5 hours ago, GenioMaestro said: I can confirm this. Then it's case closed I guess? Left a bug report on the mod's page... maybe the creator can fix it. I would try to take a look but my modding skills suck at quest territory, and I think it would only serve to get me confused and angry. Shame. I was having a good time with that mod actually. It was comfy and immersive, and I'm gonna miss it. I really do hope that the anomaly that caused this, was related to the anomaly that fucked up my wolf queen quest as well. Otherwise, I have another bug-hunt to make. Only one way to test it I think... Gonna have to start a new game and go to solitude again.
GenioMaestro Posted August 13, 2019 Posted August 13, 2019 On 8/11/2019 at 6:12 PM, Myst42 said: Then it's case closed I guess? When a fail happend must be for a motive. The game works, the quest works, the story manager works and the scripts are always executed. The problems, normally, are in the mods. I search the cause and locate the problem. The mod is placing NPC's and object's and for that modify the WorldSpace but remove the LocationID of the locations. As the LocationID has been removed the event ChangeLocation is NOT fired and the Story Manager not start the quest: Spoiler The solution is easy, open your entire mod list with Tes5Edit and copy the location record for all the modified locations: Spoiler
Myst42 Posted August 13, 2019 Author Posted August 13, 2019 5 hours ago, GenioMaestro said: The solution is easy, open your entire mod list with Tes5Edit and copy the location record for all the modified locations: If you say that worked for you, I believe you. The procedure is simple and I'll do it on my end too. However, I'm a little reluctant to try that mod again until I figure out some stuff. Specifically, After the first malfunction with house of horrors, I started to experience a complete collapse of my entire mod list regarding quest mods. Quests began failling one after another and I think that save is bad now. It's not a script issue, everything works fine, but probably some quest variables were set wrong or something and nothing works anymore. I was using Marriage Mod, which is a mayor problem due to its incompatibilities with other stuff, but at least I expected it to paint a wedding scene properly. The nicest thing about that mod is the ceremony, where you get extra props and decorations depending on which questlines one has completed. First sign something went wrong was that the ceremony was the most boring ever, and no one even bothered assisting. Thieves guild quest: "Dampened Spirits" supposed to start right after completing Loud and Clear (infiltration on island house) Never started. There was also the aforementioned problem with Wolf Queen. At least that one got fixed as the courier appeared about 3 days late for his expected timing. Another mod I like having is Paarturnax Dilemma. Nope, dialog was there, everything was going nice till I told Delphine I wont kill Paarthurnax... but the journal doesnt give a flying fuck, Quest is still there and dialogue is endlessly repeatable with no effects. And so on. Everything was falling appart one little quest at a time. I've experienced some problems, but never had so much wrong in my game before. And that was after uninstalling Jobs. I tried saving that attempt, but I think it's time for a new one. Well at least Jobs' problem is identified and hopefully fixed with that method. Remains to see if the rest of my setting was fixed as well or I still have issues.
GenioMaestro Posted August 14, 2019 Posted August 14, 2019 1 hour ago, Myst42 said: If you say that worked for you, I believe you. The procedure is simple and I'll do it on my end too. I make test on NEW GAME because the problem with the quest DA10 is very fast for test. But your your savegame can have permanent damage and remove Jobs of Skyrim not solve the damage made to the quest. The Change Location event start a lot of quest based in conditions that can exist in the game only in one moment. For that you can have a lot of quest broken, not started or blocked. A lot of quest have internal subquest that not show in the quest log but are used for advance the main quest. For example, the quest DA10 is started automatically by the Story Manager when the quest MS01introWorldScene have stage 300. But that stage is mantained ONLY for 1 hour of game time. After that change to 400 and when reach 500 the quest is stoped and can not be started again because have the tag Run Once. As result, if the quest DA10 is not started automatically in the correct moment, probably, can not be started by console commands, because the quest MS01introWorldScene can not be replayed. Similar situation can happen with others quest and is very dificult know what quest have you broken and how regenerate it, if posible. My recomendation: Patch Jobs of Skyrim or drop it. Revise the rest of yours mods. Delete all yours savegames and start a NEW GAME. If you see a strange thing, a quest is not started or not advance, or an npc is not in their position or a dialog is missing.... Load an early savegame and try again. If the problem persist try locate it and read the forums. If not find answer plublish a new message.
Myst42 Posted August 15, 2019 Author Posted August 15, 2019 Mod patched. Havent tried it yet though since house of horrors just became the least of my problems for some reason. I did start to rebuild a new modlist for a new game. Using some cheats and speeding, been testing stuff. The systematic collapse of my entire mod list continues. Don't know what insanity took over me that led me to attempt installing some big combat overhaul that didn't work in the end. It's gone now, but apparently, the attempt left sequels. But lets' go by items and escalating gravity: -House of horrors is (most likely) fixed now, haven't seen the bug since Jobs was identified. -Wolf Queen seemed to have just been delayed. Even on my bugged save, it worked after a few days. -Paarturnax Dilemma has a script incopatibility with Namira for Good Guys. Renamed the scripts in PD and apparently that quest works now. -Still no clue about Marriage Mod. Gonna try to see what's wrong with it tomorrow probably. -For some reason, Alternate start crashes 9/10 times I try the college of Winterhold mage guild start now. I tried resetting my entire install to basics. I actually reinstalled Skyrim and all its pesky inis, dlls and addons, loaded MO with nothing but SkyUI and Alternate Start, and the CTDs still happen with college start. The other starts, at least the ones I've tried, are fine. -The most nightmarish of bugs, is that apparently, I can't save game in High Hrothgar now because doing so, results in a corrupted save that guarantees a 100% certainty of CTD upon exiting to Tamriel. The save loads and says it's fine, but the second one tries a loading screen and it's game over. I have no idea if this is caused by something in this particular mod list, or something got severely fucked up in my base game.
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