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Posted (edited)
2 hours ago, kurotatsu said:

You're on 1.5.97?

 

If I said I HATE fishing in games, any games, would that answer your question?

 

Anyway, this is how it looks if I load a save from inside the house and then save it to new slot. It should create save number 862, but it does not.

No previous saves for that character are available. The game treats it as if that was a new character profile.

 

us_save1.jpg.1c9d146160bd438142659b8ec8394b7e.jpg us_save2.jpg.7fb5aec797cfbbbb677b4919f82e0012.jpg

 

 

Edited by belegost
  • 2 weeks later...
Posted (edited)

I had a bit more time testing the issue mentioned above. It doesn't actually create a new character profile, it makes all saves to be free-floating.

 

If a save is loaded from the house cell and then continued, all future saves made on that character will not be listed in character selection. They will be available if all save files are listed, but not tied to any profile. This will only change if RaceMenu is entered, character's name changed to anything else upon exiting, and than a save will be made. In such case, a new character profile will be created.

 

I ran into a situation where my game crashed while inside the house. The previous save was about an hour away and in Markarth, I did not want to lose progress on getting rid of Bound Cunt set and I totally forgot about this issue. So loaded the last save made from inside the house and happily kept playing, got rid of the set and went on with adventuring. Tried to load the character today only to find out that the last save her profile listed was at Markarth, several hours back. No new profiles with the same name were made. I did have a bunch of saves for her which I made when I continued after the crash, but I had to browse all saves to see them. So just went into RM, changed one letter in character's name and saved. Poof! New character profile was made. HOwever that effectively cut me off from being able to backtrack if necessary.

 

Until this can be fixed, my advice would be:

Do not load any saves made inside the Inconspicuous House! Even if you treat it as player home. Either save before entering or after leaving and use those, ignore any saves, auto-saves, quick saves and manual saves made inside.

 

Side- note:

Moving US to the bottom of load order did not fix the navmesh issue we were discussing earlier. Nodaba still needs to be ported manually into the house and followers will not enter.

Edited by belegost
Posted (edited)

Thank you very much for such in-depth investigation and explanations. Being a long-time LE user I've never bothered to use char-specific saves and always used Load Game / Show All Saves :)

 

Yes, I've confirmed the bug presence on Skyrim AE.

After a long time searching and reading up on the matter I've came to conclusion that problem was in using underscores in the editorID of the cell. So in my in-dev version I've removed those underscores from the editorIDs of the cell and corresponding location and it seem to have eliminated the bug.

Once I've give it a bit more spin and confirm nothing got broken by this edit - I'll push updated version to the GitHub.

 

While you wait - you can do the same edit using xEdit.

 

Once again - thank you for your effort and patience.

 

 

Edited by kurotatsu
Posted (edited)
33 minutes ago, kurotatsu said:

I'll push updated version to the GitHub

I have no idea how to download stuff off GitHub. The UI is so convoluted probably only a programmer can make heads or tails of it. And I am not one.

 

Anyway, glad it was helpful.

Edited by belegost
Posted
On 12/19/2024 at 12:17 PM, kurotatsu said:

After a long time searching and reading up on the matter I've came to conclusion that problem was in using underscores in the editorID of the cell.

SLS had similar issue with kennel(s). Far as remember, Monoman said it was due to not flagging the cell properly or something like that. I'm murky on details, that was long ago. Anyway, he said he could not fix it, because of the way kennel worked. It was basically the same cell, regardless of the city, and entering/exiting to a proper location was done though "door magic".

  • 2 weeks later...
Posted

Can someone spoil me please? I think my modlist doesn't work with this mod.

I tried to find some of the content of this mod, what i can't find however is black goo.
Where does it normaly spawn? How to get it?

Posted
1 hour ago, Horologia said:

...i can't find however is black goo.
Where does it normaly spawn? How to get it?

Beasts. Skeevers and crabs are good sources, wolves drop some too. But crabs are plentiful in water areas around Whiterun.

Posted
10 hours ago, Zaflis said:

Beasts. Skeevers and crabs are good sources, wolves drop some too. But crabs are plentiful in water areas around Whiterun.

 

And now i know where my issue lies. I'm playing with Hunterborn. Thank you kind Sir or Lady, i'm a bit wiser now!

Posted (edited)

I'm rebuilding my load order at the moment, as is tradition for new year.

Already upgraded to DD NG and wanted to grab the latest version of US from GitHub, but it says in the comments it requires UD NG. Where can UD NG be found? I am currently using UD2.1.1 here on LL. I found UD GitHub, and it seems to be quite frequently updated, but is that the UD NG that you mention?

 

How stable is both US and UD in current state from GitHub? I am quite frankly reluctant in downloading anything that is not labelled as "stable" and had not had an "official" release.

Edited by belegost
Posted (edited)
2 hours ago, belegost said:

I'm rebuilding my load order at the moment, as is tradition for new year.

Already upgraded to DD NG and wanted to grab the latest version of US from GitHub, but it says in the comments it requires UD NG. Where can UD NG be found? I am currently using UD2.1.1 here on LL. I found UD GitHub, and it seems to be quite frequently updated, but is that the UD NG that you mention?

 

How stable is both US and UD in current state from GitHub? I am quite frankly reluctant in downloading anything that is not labelled as "stable" and had not had an "official" release.

UD 3.0 (latest versions from GitHub) extensively use SKSE plugin, it can cause crash, which is very rare for 2.1.1. I don't recommend the NB from GitHub for serious play through, but only for testing, or some short game sessions. Its much more stable then previous beta builds, but there are still some issues. Mainly compatibility issues with other mods (like NET Script framework).

Edited by ihatemykite
Posted (edited)
14 minutes ago, ihatemykite said:

UD 3.0 (latest versions from GitHub) extensively use SKSE plugin, it can cause crash, which is very rare for 2.1.1. I don't recommend the NB from GitHub for serious play through, but only for testing, or some short game sessions. Its much more stable then previous beta builds, but there are still some issues. Mainly compatibility issues with other mods (like NET Script framework).

I understand. I will wait for official stable release then for both mods.

 

Thank you for your time.

 

@kurotatsu in the light of the above I presume I can't take the advantage of fixed house interior and possibly Nodaba finally knowing where she lives?

Edited by belegost
Posted
12 minutes ago, belegost said:

I understand. I will wait for official stable release then for both mods.

 

Thank you for your time.

 

@kurotatsu in the light of the above I presume I can't take the advantage of fixed house interior and possibly Nodaba finally knowing where she lives?

 

Unfortunately no, that's in-dev and I have no intention of spending time backporting those changes to 1.2.2 version.

 

I do play a lot on 1170, DD NG, UD NB, so I find it quite enjoyable. If you can live with occasional crash here and there and a bit more of headache - you can bite the bullet and try to use cutting edge versions.

Posted (edited)

I'm a stubborn oaf and still remain on 1.5.97. DDNG seems to work fine, but I've only tested if the game loads for now (still building a new load order). If any of the above requires SKSE >2.0.20 I'm cooked. And for taking advantage of 1170 I'll first have to buy a new PC. Won't happen anytime soon, despite my current one being 13 years old at this point.

Edited by belegost
Posted
1 hour ago, Soulshifter355 said:

Is there a walkthrough for the goo research quest? I used the sqv US_GooResearch_Quest and I'm on stage 60, but I have no idea what to do next.

Read the research logbook, Luke.

Posted
33 minutes ago, belegost said:

Read the research logbook, Luke.

 

Okay, read the logbook and it was saying they need more goo, so I put a ton in the chest and waited 3 days, it was still asking for more goo.

Posted (edited)

You did not mention it anywhere , but the chest can be used to identify any alchemical component, not just goo. It costs about 100 per effect.

 

I discovered it by accident by dumping all my inventory into the chest for safe keeping along with a bunch of gold. Then when I checked the log book, it took around 5 minutes of flipping pages before I could get out of it.

 

Surprisingly it did not work on human heart, but everything else I put in there was identified correctly, even ingredients from other mods.

Edited by belegost
Posted

I did mention it via Nodaba's speech, but looks like people don't bother reading dialogues...

 

Human Heart is weird one, doesn't has proper ingredient tag like all other ingredients.

Posted (edited)
7 hours ago, kurotatsu said:

I did mention it via Nodaba's speech, but looks like people don't bother reading dialogues...

 

Human Heart is weird one, doesn't has proper ingredient tag like all other ingredients.

 

I use generated voice. If its not there in what she says, then it might as well not exist, because <see below>

 

If one were to read her ramblings in it's entirety, which may or not be possible to due to a number of factors, and assume this information is somewhere there when she speaks of the tasks and when she mentions the chest, this is a lot of info dumped at once in a short amount of time within an otherwise uninteractable monologue.

It is, frankly, a wall of text. Contexts tend to get lost in walls of text. And she never repeats this info again, nor can she be asked questions.

 

All that can be understood from it is: put goo in chest, put money in chest.

Doesn't say anything like "I will identify any ingredients put in there, 100 per effect, you can use this method to bypass the need for knowledge/perks/eating/insertanyimmersivedescriptionhere. You will be able to make potions for yourself without wasting precious knowledge/perks/insertimmersivedescriptionhere". If it does, then it's not clear enough. And she has no interactions afterwards bar "run along bound slut".

 

If you want to make sure this info is passed on, you need to break it down and feed it in chunks, slowly, not in one go. And to have the option to repeat it later at any point. Most players, including myself, are not native speakers, there's a lot that is lost if there is no time to digest it properly or have it repeated, multiple times if necessary. I suggest considering a complete re-write of this whole section. Even a simple dialogue option "what can I do with this chest?" and then she repeats everything would be much better, though not ideal, option to what is there now.

 

And while we're at it, consider providing alternative methods of figuring out what to do next bar a very laconic log book entries. Like, again, a dialogue with Nodaba, and asking her questions.

After initial set of preparations, so getting work stations and travelling to Winterhold, she might as well not exist.  She serves no purpose, nor can any additional info be gained from her, as she has no interactions. This is wasted real estate. She might as well be a walking pair of potential future nice shoes at this point.

 

Mmm... lizard skin stilettos... now there's an idea for a mod...

 

EDIT:

Now that I think about it, you know what would be funny? If after everything is done, all the research and what not,  you could kill her, skin her and turn into a set of unique leather devices. With a snake skin texture or something.

 

Now that, that would be deliciously devious.

Edited by belegost
formatting.
Posted

Idea was not to guide player by their hand but provide hints to direct them, thus very laconic book hints, yet they are quite precise.

 

About adding repeat dialogue on what's where - point taken.

  • 2 weeks later...
Posted

my game crashes wahen i enter the bannered mare. i narrowed it down to this one mod. netscriptframework says 

 

Possible relevant objects (2)
{
  [   0]    BSTriShape(Name: `FemaleEyesHighElfYellow`)
  [  46]    BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`)
}

 

what are the npc requirements? i noticed she had bugged hair as well. do i have to regenerate the face in ck? if thats the case could you link a tutorial? im playing on SE 1.5.97

Posted
10 minutes ago, housewalker123 said:

my game crashes wahen i enter the bannered mare. i narrowed it down to this one mod. netscriptframework says 

 

Possible relevant objects (2)
{
  [   0]    BSTriShape(Name: `FemaleEyesHighElfYellow`)
  [  46]    BSFaceGenNiNode(Name: `BSFaceGenNiNodeSkinned`)
}

 

what are the npc requirements? i noticed she had bugged hair as well. do i have to regenerate the face in ck? if thats the case could you link a tutorial? im playing on SE 1.5.97

Most probably you have something bugged on your end. Nodaba is as vanilla as they get. I'd check that particular set of body parts in RaceMenu or see if some replacer mod you might be using is not overwriting vanilla records with custom ones. Im on 1.5.97 myself and never had any issues with her. She even works with Botox.

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