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The Sisterhood of Dibella SE (January 2025)


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Posted
1 hour ago, DeepBlueFrog said:

 

I had this issue for the longest time.

It wasn't just Fjotra.. other sisters used to get stuck behind the inner doors to the temple first floor.

 

I will make a note to look into that too.

 

Thank you. I'm looking in SSEEdit to see if there's something explicitly forcing her to stay in the lower level. I see that you have your own Fjotra plugin. From what I've been reading, that specific plugin is the culprit. I just don't know how to tweak anything on my end. 

Posted
32 minutes ago, TheRightDoorIsNotTheLeft said:

 

Thank you. I'm looking in SSEEdit to see if there's something explicitly forcing her to stay in the lower level. I see that you have your own Fjotra plugin. From what I've been reading, that specific plugin is the culprit. I just don't know how to tweak anything on my end. 

 

Which plugin is that? the Sisterhood 'sisters' add-on?

I have a link to a Fjotra mod I used at some point, but that wasn't my own plugin.

Posted
1 hour ago, DeepBlueFrog said:

 

Which plugin is that? the Sisterhood 'sisters' add-on?

I have a link to a Fjotra mod I used at some point, but that wasn't my own plugin.

 

It's the one that's part of your mod. In SSEEdit, your mod adds a new package line that's separate from Skyrim and the Fjotra Mod. I created an SSEEdit Patch to make sure that the default two packages win, and I'm starting to test it out right now. I'm starting from a completely new game, so I can be more certain. It's 18:09 local time. I'll test this out and get back to you in an hour and let you know if my hypothesis is confirmed.

Posted
7 minutes ago, TheRightDoorIsNotTheLeft said:

 

It's the one that's part of your mod. In SSEEdit, your mod adds a new package line that's separate from Skyrim and the Fjotra Mod. I created an SSEEdit Patch to make sure that the default two packages win, and I'm starting to test it out right now. I'm starting from a completely new game, so I can be more certain. It's 18:09 local time. I'll test this out and get back to you in an hour and let you know if my hypothesis is confirmed.

 

Thanks for checking... take your time. I will be tied up with family obligations for the next couple of days.

Posted

It's confirmed. As least as far as Fjotra is concerned. For this test run, I had to god mode my way through since I was level 1 and started with the Alternate Start Markarth option. 

 

In a spoiler block, here's a summary of my session with Chat GPT that helped me to reason through the problem and work out a solution. 

 



Dibella Cult – Fjotra package interaction (SSEEdit analysis)

When inspecting Fjotra (NPC 0001A69A) in SSEEdit, Fjotra’s vanilla package list includes (at least):

DefaultSleepEditorLoc24x8 [PACK:0001B210]

DefaultSandboxEditorLocation512 [PACK:0001B217]

Those two packages (sleep + editor-location sandbox) allow normal roaming within the Temple’s intended “home” area, including migration between levels over time.

SexLab_DibellaCult.esp appears to add an additional AI package entry to Fjotra’s PKID (AI Packages) array, referencing the vanilla package:

DefaultSandboxCurrentLocation1024 [PACK:000BF6B?] (vanilla package; the mod is injecting a reference to it, not defining a new PACK record)

Why this can cause Fjotra to “stick” in the Sanctum:

Skyrim’s AI chooses packages based on runtime validity (conditions/schedule) and the package array order, not by “override conflicts.”

A CurrentLocation sandbox package anchors the sandbox to the actor’s current location context at evaluation time (often the cell/area where the actor spawns or is first placed after a quest move).

In the Temple of Dibella, the upstairs and downstairs areas can behave like distinct location/cell contexts for AI. If Fjotra is initially placed in the Sanctum, a CurrentLocation sandbox package can keep her selecting nearby idle markers in that same context repeatedly, even with a large radius (1024), resulting in little or no organic migration upstairs.

This effect can occur even when all other AI data (AITD/AIDT) is unchanged and “green” in SSEEdit, because the change is additive dominance (a new package entry), not a modified value.

Compatibility fix (what I patched locally):

Remove the injected DefaultSandboxCurrentLocation1024 PKID entry from Fjotra’s NPC record (leaving the two vanilla packages intact), so Fjotra reverts to DefaultSandboxEditorLocation512 roaming behavior.

If the mod also changes Fjotra’s Default Outfit, that can be forwarded separately in a patch without copying outfit records—only by pointing the NPC’s Default Outfit field to the mod’s outfit.

If my in-game test confirms this resolves the “stays in Sanctum” behavior, it suggests the CurrentLocation sandbox injection is the underlying driver.

Posted
17 minutes ago, badboy64 said:

Does thing Quest only use the Mine near RiverWood? Yuranai Buxon mod and it is occupied.

 

I don't think Sisterhood uses that area.

Posted
Vor 4 Stunden schrieb badboy64:

Wird für diese Quest nur die Mine in der Nähe von Flusswald verwendet? (Yuranai Buxon Mod und sie ist belegt.)

 

You might be confusing this with the mod "Laura's Bondage Shop"

Posted

OK, with that patch I made, Fjotra will appear in the main temple area, but even after finding the missing sisters, the main quest won't progress, no matter what I do. I don't want to use to use console to progress quests, because this indicates something else is going on. Is anyone else experiencing an inability to progress the main questline?

Posted (edited)
25 minutes ago, TheRightDoorIsNotTheLeft said:

 

Yes. I have. I've trained the Sybil until the thanked me for rescuing her. Left Markarth and let a few days pass organically. Returned. No relevant dialogue.

 

 

I suppose you have taken a look at the walkthrough?

 

https://github.com/SkyrimLL/SkLLmods/wiki/Sisterhood-of-Dibella:-Walkthrough

 

I can check the quest stages on my end but that won't be for a few more days. 

My computer time is severely limited with an unexpected longer time with company at home than expected.

It was supposed to be a couple of days, but it is now looking like a week or more.

Edited by DeepBlueFrog
Posted (edited)
19 hours ago, DeepBlueFrog said:

 

I suppose you have taken a look at the walkthrough?

 

https://github.com/SkyrimLL/SkLLmods/wiki/Sisterhood-of-Dibella:-Walkthrough

 

I can check the quest stages on my end but that won't be for a few more days. 

My computer time is severely limited with an unexpected longer time with company at home than expected.

It was supposed to be a couple of days, but it is now looking like a week or more.

 

Yes. I did all that. The dialogue options that are supposed to be there simply aren't there.

 

A Sybil's journey

  • (M/F) At each stage of the Sibyl's development, talk to the sisters and Mother Hamal about Fjotra, the previous Sybil and the underground baths. Their answers will give you hints about the backstory of the Temple's corruption.

 

None of the dialogues are there. I can't ask about the Sybil. I can't even mention about the baths. None of the expected dialogue is there. 

Edited by TheRightDoorIsNotTheLeft
Posted

Hello Brother's and Sister's of Dibella,

I need help in figuring where my Problem comes from. I'll keep getting more or less the same NPC Dialogue when standing near or passing by. it goes like this "why don't you come closer sister... i have a donation for you if you catch my meaning." or a shorter version of that. I may be blind but i can't seem to find to in MCM to reduce the requency of these types of dialogues. I might be wrong and that dialogue comes from a different mod if somebody could help me out, it would be very appreciated !

Posted
Vor einer Stunde sagte Sternentreue:

Hallo Brüder und Schwestern von Dibella,

Ich brauche Hilfe, um herauszufinden, woher mein Problem kommt. Ich bekomme immer wieder denselben NPC-Dialog zu hören, wenn ich in der Nähe stehe oder vorbeigehe. Er lautet ungefähr so: „Komm näher, Schwester … ich hätte da eine Spende für dich, wenn du verstehst, was ich meine.“ oder eine kürzere Version davon. Vielleicht bin ich blind, aber ich finde im MCM keine Option, die Häufigkeit dieser Dialoge zu reduzieren. Möglicherweise irre ich mich auch und der Dialog stammt von einer anderen Mod. Ich wäre sehr dankbar für jede Hilfe!

 

No - there's nothing like that in the MCM either… but this dialogue is ubiquitous thanks to the "Sisterhood."

 

The player can be identified as a Sister even if they aren't wearing a flower crown or the Sisterhood outfit - the amulet isn't even necessary.

Apparently, they have an "invisible brand" that all NPCs in Skyrim can see, except the player.

 

 

Posted
2 hours ago, Miauzi said:

 

No - there's nothing like that in the MCM either… but this dialogue is ubiquitous thanks to the "Sisterhood."

 

The player can be identified as a Sister even if they aren't wearing a flower crown or the Sisterhood outfit - the amulet isn't even necessary.

Apparently, they have an "invisible brand" that all NPCs in Skyrim can see, except the player.

 

 

 

That is a bug and high on my list of fixes to work on.

 

Posted
4 hours ago, Miauzi said:

 

No - there's nothing like that in the MCM either… but this dialogue is ubiquitous thanks to the "Sisterhood."

 

The player can be identified as a Sister even if they aren't wearing a flower crown or the Sisterhood outfit - the amulet isn't even necessary.

Apparently, they have an "invisible brand" that all NPCs in Skyrim can see, except the player.

 

 

that is a shame.. really. It breaks the immersion if for example my Followers say Qoutes with 'Sister' title in the lines even tho i haven't joined the Dibella cult yet or don't wear the Amulet of Dibella for every three seconds standing near them.

Posted
On 12/26/2025 at 11:38 AM, TheRightDoorIsNotTheLeft said:

 

Yes. I did all that. The dialogue options that are supposed to be there simply aren't there.

 

A Sybil's journey

  • (M/F) At each stage of the Sibyl's development, talk to the sisters and Mother Hamal about Fjotra, the previous Sybil and the underground baths. Their answers will give you hints about the backstory of the Temple's corruption.

 

None of the dialogues are there. I can't ask about the Sybil. I can't even mention about the baths. None of the expected dialogue is there. 

 

When you found the remains of the sisters - did you read the letters you found on their corpses?

You have to actually read them to trigger the quest stages.

If the quest objectives do not change, try dropping the letters to the ground, picking them up and then read them.

 

You should have a topic with Senna that says 'I found the letters...'

Posted
1 minute ago, DeepBlueFrog said:

 

When you found the remains of the sisters - did you read the letters you found on their corpses?

You have to actually read them to trigger the quest stages.

If the quest objectives do not change, try dropping the letters to the ground, picking them up and then read them.

 

You should have a topic with Senna that says 'I found the letters...'

 

Yes. I read them and was able to turn them in. After that, none of the necessary dialogues. I even turned on full papyrus logging before starting a truly new game. No errors.

 

Posted
4 minutes ago, TheRightDoorIsNotTheLeft said:

 

Yes. I read them and was able to turn them in. After that, none of the necessary dialogues. I even turned on full papyrus logging before starting a truly new game. No errors.

 

 

So you got past that stage.

 

I think I am going to need a better view of where exactly you are at in the quests.

 

Can you share screenshots of you quest journals about the Sisterhood?

Posted (edited)
21 minutes ago, DeepBlueFrog said:

 

So you got past that stage.

 

I think I am going to need a better view of where exactly you are at in the quests.

 

Can you share screenshots of you quest journals about the Sisterhood?

 

Since you said you were off for a few days, I nuked that save and went on a Toys run instead. If you're off from break, I can start from scratch with your mods instead. Just confirm and I'll do a full reset try this mod again. In the meantime, the Sybil's Journey started. I had to use a smashed patch tweak to make sure that Fjotra wasn't stuck in the basement. With or without that tweak, before or after delivering the letters, I never saw the relevant dialogue options. 

 

PS. If you want to do a Zoom session, I can walk you through my mod curation and show you visually my smashed patch as I make it. Visuals save a lot more time than ping-pong exchanges. Let me know.

 

PPS -- if you've already signed off for tonight, my UTC timezone offset is UTC −07:00. If you're up to talking with me tomorrow, let me know a good time.

Edited by TheRightDoorIsNotTheLeft
Posted (edited)

I am still off and unavailable for a few more days.. I only have a couple of hours each night and that is not very predictable right now.

Enjoy your Toys run.

 

Edit: I am UTC-5 apparently.. and off for the night :)

Edited by DeepBlueFrog
Posted
11 minutes ago, DeepBlueFrog said:

I am still off and unavailable for a few more days.. I only have a couple of hours each night and that is not very predictable right now.

Enjoy your Toys run.

 

Edit: I am UTC-5 apparently.. and off for the night :)

 

Please DM me for a date/time that works for you? I'll be back at work after the weekend, so it would have to be a Sat or Sun.

Posted
On 12/22/2025 at 6:09 PM, wof42 said:

can you tell me what the id for the token was? i have been searching for over an hour and found absolutely nothing even in the additem menu 

I had to install the patch and go back to a slightly earlier save to get the toy.  As I remember it's a rather lewd toy.  I actually selected the correct item from the additem menu but it didn't work, seems the script must add it.

Posted
Vor 9 Stunden schrieb remodel:

Ich musste den Patch installieren und einen etwas älteren Spielstand laden, um das Spielzeug zu bekommen. Soweit ich mich erinnere, ist es ziemlich anzüglich. Ich habe im Menü „Gegenstand hinzufügen“ tatsächlich den richtigen Gegenstand ausgewählt, aber es hat nicht funktioniert; anscheinend muss das Skript ihn hinzufügen.

 

This activation is usually achieved by dropping the item (added via a cheat like `additem`) from your inventory onto the ground and then picking it up.

This only works for quest items where simply picking them up acts as the "activator."

 

However, there are also quests where the "activator" is triggered by a different event.

 

Ultimately, the mod author will probably place this item in a chest they themselves have placed in a later version... because custom chests can be programmed to be fixed in place.

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