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When the forcegreet happened to me it was in Markarth. Or did you mean was it the same guard in Whiterun and not a different guard each time?

In Markarth, I think it was the same guard who kept after me, and not different ones. Can't be 100% sure because of the uniforms but I'm pretty sure that in my case it was one guard.

 

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6 minutes ago, Seeker999 said:

When the forcegreet happened to me it was in Markarth. Or did you mean was it the same guard in Whiterun and not a different guard each time?

Yea I mean if it was the same specific npc, regardless of where. Because that means it's a matter of clearing the behavior package which is what I've been looking into. But if it's multiple guards then it's a problem in the eligibility logic, which I haven't looked as deeply at. Not sure which is spookier.

Toggling AI to stop it seems to support the hypothesis that it's just one NPC that gets caught in a package.

Edited by Visio Diaboli
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4 hours ago, Visio Diaboli said:

It is the same guard every time for the force greet bug right? Just double checking that I'm not looking in the wrong place.


no, I suffered a lot from this bug and I can say the following:
- killing a buggy guard (no matter which one, through the "kill" command or manually) leads to the fact that any guard in the field of view is activated by the script and starts chasing the heroine again.
- attempts to disable AI or completely erase the buggy guard via "tai"/"disable" also leads to the fact that the script goes to another guard.

If this script of the guards is so problematic that you have not been able to find a solution for more than 4 months, perhaps it is worth removing it altogether / replacing it with activation through a dialogue with the guard? For instance:

player: "Tell me what's new in this city?"
guard: "Lately everything is calm in the city, the jarl appointed a new thaan, who solved many problems of local residents with the help of visiting adventurers, I think you should visit him(her) if you are looking for work."

player (option 1): "with the help of visiting adventurers? what do you mean?"
guard (option 1): "I think (s)he'd better explain it him(her)self, I can escort you to him(her)" (an event starts with a description of how the guard leads the heroine through the city, but I think you will have to correct the text for a voluntary path instead of arrest).

player (option 2): "sounds interesting, I will definitely go to him(her) when I finish my business in the city"
guard (option 2): "great, you will find him(her) next to the jarl" (there is no event, the heroine visits the thaan herself)

I, of course, understand that this will slightly reduce the immersion, however, it is much better than the buggy guards non-stop chasing your character even after she visited the thaаn and agreed to work.

Edited by staspidaras2
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12 hours ago, staspidaras2 said:

If this script of the guards is so problematic that you have not been able to find a solution for more than 4 months, perhaps it is worth removing it altogether / replacing it with activation through a dialogue with the guard?

Another viable alternative would be to receive a letter delivered by courier.

"The Jarl of (insert city) and his subjects wish to ennoble you with an ancient title in recognition of your widely known skills and demeanor. Present yourself to the Jarl's Court immediately. Having accepted this letter means you have officially accepted the title and summons and will be fined if you delay the honorable court of (insert city). "

 

The player can then receive a bounty if they take too long as they are missing their "court date" as it were. People in the city might also have new greetings while you're there but haven't gone to the Jarl:

 

 "Everyone is very excited about your title! You should see the Jarl right away so everyone can celebrate with you!"

 "You must be so happy! Congratulations on your special day! It must be everything you've wanted!"

 "The Jarl ordered us not to begin celebrations until your ceremony in the great hall is done! I wish we could start partying with you right now!"

 "Practically the whole city supports your new place in the Jarl's court!"

 "News has spread far and wide about your title here! The taverns are overflowing with many visitors eager to see you ennobled."

 "The bards will sing of your 'adventures' for untold generations! Don't keep everyone waiting!"

 

On a slightly unrelated note, maybe having a point tracker to determine how excited/eager/slutty the player becomes over the course of her duties would be cool!

Edited by blahity
clarity
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I'm having an issue with the starting quest. After I help the shopkeepers, I have to talk to the Thane. However, after he tells me that I have to peruse without clothes, the guards will take off my clothes, but the dialogue will close as well. When I talk to the Thane again, I can only tell him that I've helped the shopkeepers again. So now I can't progress in the mod.

I am on the Special Edition version which might be the problem, but I couldn't find a thread for the SE one, so I have to ask here.

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Bug/oversight: So during the solitude quest, the player is give the objective of standing outside the blue palace at 9AM. If standing outside the blue palace, inside the blue palace's courtyard, the player fails the objective. I understand this reading of the objective is going to come down to semantics, and you did provide a quest marker for where you want the player, but i see no reason for the objective to fail if the player isn't standing in the exact spot. 
Expected behavior:  All locations between where the NPC spawns, and the Blue place should not fail the quest, and the NPC should spawn no matter what (I honestly don't know if he does or doesn't. I always reloaded). If the road to the blue palace is parallel to the X or Y axis (maybe Z depending on CreationEngine cord system) then you can just check if the players coordinate on that axis is greater(if the NPC spawns at 0,0 and the blue palace is 0, -100 then less than the spawn location) than the NPC spawn location.
Prefer solution:  Just check what cell the player is in. If they're in the city limits, then continue the quest as if they were standing on the marker. If they're at the city gates, and they can't make it to the npc, then that's their fault.

suggestions: as the NPC gets more delayed, he might want to think about running or ignoring the player. You'd expect he'd start jogging after being in a rush and delayed. This might be more annoying than fun for the player. One thing you could do is allow all or most dialog options, and after using the *trip* option, he'll start making a dash for the palace.
If he's going to ignore you, maybe all conversation options are locked out but for tripping him.  

Also, can you add Toys support like you did for devious devices. I want to attempt a save without DD. I hear it's really simple for modders to use. 


Anyways, thanks for the mod.

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On 8/9/2021 at 8:05 PM, Visio Diaboli said:

Yea I mean if it was the same specific npc, regardless of where. Because that means it's a matter of clearing the behavior package which is what I've been looking into. But if it's multiple guards then it's a problem in the eligibility logic, which I haven't looked as deeply at. Not sure which is spookier.

Toggling AI to stop it seems to support the hypothesis that it's just one NPC that gets caught in a package.

Hi great mod! Unfortunately I too am having the guard loop. I think I can confirm it's always the same guard. I did a little test using the guard that always stands at the Solitude gate. Checked his ID in console to make sure it's the same guard later... After the scene starting the quest I went running around a while and none of the other guards came after me. As soon as I approached the guard at the gate the loop started. I checked ID same guard. I even recycled the actor and when he spawned again up at the castle he came after me again. Hope this info helps... I hope this can be fixed I think the fame approach is one of the best features immersion wise.

 

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On 5/25/2021 at 6:12 AM, laylajack said:

Doing the Improving Whiterun quest, I've helped the shopkeepers & returned to Thane Fausus.

 

He tells me I'm now the Public Whore and the first rule is no clothing - there is a little popup that says my clothing is removed. This ends the dialogue and when I speak to him again it's back to 'I've helped the shopkeepers of Whiterun.' I ran through the conversation again while naked and it still cut off after saying the first rule but without the popup this time.

 

I went through the conversation a few more times, choosing the outraged options & the submissive options to see if it made every difference, but every time it gets stuck after that bit of dialogue. My quest log still reads "Report to Thane Fausus". 

 

Thanks so much for all your work & good luck with your exams!!

I'm having the exact same issue with the current version; did you find a way around? Should probably add on the SE version.

 

Excellent mod though, thank you to the author!

Edited by BlueTouchPaper
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wanted to add that i too experience the guard loop bug, it was in markarth for me as well, console command KILL was the only solution....

 

also, whats the timeframe where the punishment debuffs go away? mine stacked 5 times and ive rested for 72 hours and they wont go away.

Edited by lightspeed77
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I am downloaded the SE version I was running thr wrong one (LOL). Now whenever I accept a client I get teleport to whiterun in the middle of nowhere or through the floor with now animation running, just the sound. I was wondering was I need to do to fix the animations now playing. When I get teleported to whiterun I float up to the client in the air and then when done fall to our death. I know I missing something with the install?. Please help!!

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On 8/16/2021 at 12:02 AM, AlexVictory said:

I am downloaded the SE version I was running thr wrong one (LOL). Now whenever I accept a client I get teleport to whiterun in the middle of nowhere or through the floor with now animation running, just the sound. I was wondering was I need to do to fix the animations now playing. When I get teleported to whiterun I float up to the client in the air and then when done fall to our death. I know I missing something with the install?. Please help!!

Ok, so I just watched a tutorial and I realized that I don't have any animations (face palm) that is why nothing was working. I will now be getting animations!! TY

Edited by AlexVictory
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13 hours ago, Oblivion_Cat said:

Playing 1.0.3 SE

Getting the guard loop in Markarth everytime i approach the gate. Seems like it's the same guard. Haven't tried the kill command yet.

No need to kill them, just use 'tai' on them in the console.  Leaves them frozen (and in T-pose when you leave and come back to them) until you fulfill your Public Whore duties.  Once you've been released you can tai (it means toggle ai) them again and they'll keep walking like nothing happened.

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14 hours ago, Oblivion_Cat said:

Playing 1.0.3 SE

Getting the guard loop in Markarth everytime i approach the gate. Seems like it's the same guard. Haven't tried the kill command yet.

The TAI command works just fine, as mentioned. But if the guard has ticked you off with their constant hounding it can give you some satisfaction to use the KILL command on them. LOL! And if it turns out you sort of feel bad for them (after checking their corpse for money of course) you can always resurrect them.   ?

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So I can't confirm that the "tai" and "kill" commands are permanent solutions. At the latest when I enter Whiterun again, I am approached by some guard.
This time I also tracked the IDs: 0003707b & 0003704e.
I find the already mentioned workarounds (from: staspidaras2 or blahity) appealing to you and you wouldn't have to mess with the script. ?

Edited by Riplay2
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I don't suffer from the Guard loop anymore, but now everytime I visit Dragonsreach the Thane is looking for me. I don't have to be there very often, so it's fine, but still annoying.

I was thinking; would it be an idea to have the quest have more stages, so that guards only bother you at stage 5, but not above?

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