leking Posted September 9, 2025 Posted September 9, 2025 I see that there is a fix for a missing dialogue in the new version. Does this mean that a new dialogues has been added and so voice files need to be updated also ?
killer905 Posted September 9, 2025 Posted September 9, 2025 29 minutes ago, leking said: I see that there is a fix for a missing dialogue in the new version. Does this mean that a new dialogues has been added and so voice files need to be updated also ? Voices from the old version will work, but there will be no voice for this one dialogue (at least until the next major version). 1
Gristle Posted September 9, 2025 Author Posted September 9, 2025 On 9/8/2025 at 9:02 AM, gooser said: So I tried version 45. The dialog goes a lot farther (plus there's a secondary dialog that gives instructions re: Miraak and going to the temple), gives details about the Northern pass, and names a new NPC and how he disappeared, but the quest never progresses, ... the dialog finishes, but the quest arrow stays on Freyka. EDIT: I was able to get past this point with your previous instruction, i.e. SETSTAGE VAR_WereBear 50. Thanks for the note. This will be fixed. I've been switching back and forth between mods and the CK was set to default to the wrong mod script prefix. So, it worked for me when testing, but the new dialogue script (to advance to stage 50) didn't get packaged up. I'll repackage this and include another bug fix involving Tirwin's horse. 2
DipSh8t Posted September 10, 2025 Posted September 10, 2025 (edited) I start a new save and the first scene with the dark elf in bannered mare didn't trigger which lock tirwin from starting coversation with pc to start the quest. Edited September 10, 2025 by DipSh8t
killer905 Posted September 10, 2025 Posted September 10, 2025 1 hour ago, DipSh8t said: I start a new save and the first scene with the dark elf in bannered mare didn't trigger which lock tirwin from starting coversation with pc to start the quest. We are currently looking for a solution, but theoretically setting AR lower in modorder than another mod modifying bannered mare may fix the problem, or use setstage var_mainquest 30
foreveraloneguy Posted September 10, 2025 Posted September 10, 2025 I started a new game, but var_mainquest variables weren't populating so nothing would start even though the quest showed at stage 10. I ended up reinstalling which didn't fix it. Then I used fallrim tools with a filter on animal research and deleted everything and that got the variables to populate. Not sure exactly what happened, but I'll try another new game soon-ish to see if it keeps happening. This was on a mod list that was upgraded from 044 to 045. 1
eflat01 Posted September 10, 2025 Posted September 10, 2025 (edited) 2 hours ago, killer905 said: We are currently looking for a solution, but theoretically setting AR lower in modorder than another mod modifying bannered mare may fix the problem, or use setstage var_mainquest 30 Hmm, I was wondering why I'd never experienced this issue. Now I think I know why... I use Vortex and while I do group things, Animal Research always sits at index 20 in my load order, which is pretty darn low, it's just after JK's Skyrim,, and well before JK's Bannered Mare. I do not even have a rules on it's esp but it always ends up there ... mainly because I install the new version right after the previous version (iover-write) and before the npc replacer and voice pack. once it's installed then I remove the old version. So the esp always ends up at that index 20. (btw 20 hex is 32 decimal so that's real low). Edited September 10, 2025 by eflat01
killer905 Posted September 10, 2025 Posted September 10, 2025 20 minutes ago, eflat01 said: Hmm, I was wondering why I'd never experienced this issue. Now I think I know why... I use Vortex and while I do group things, Animal Research always sits at index 20 in my load order, which is pretty darn low, it's just after JK's Skyrim,, and well before JK's Bannered Mare. I do not even have a rules on it's esp but it always ends up there ... mainly because I install the new version right after the previous version (iover-write) and before the npc replacer and voice pack. once it's installed then I remove the old version. So the esp always ends up at that index 20. (btw 20 hex is 32 decimal so that's real low). Intresting... for me Mod index also is 20...
DipSh8t Posted September 10, 2025 Posted September 10, 2025 3 hours ago, killer905 said: We are currently looking for a solution, but theoretically setting AR lower in modorder than another mod modifying bannered mare may fix the problem, or use setstage var_mainquest 30 that's weird cause i'm pretty sure i don't have any mod that touch bannered mare in anyway. I start a new game with 0.43 couple week ago and it seem to trigger that first conversation fine. Ty for the cc, i will use it to fix it for now.
gooser Posted September 10, 2025 Posted September 10, 2025 FYI - After reaching the end of the quest for the special party (Nightgate Inn) there's a message to dismiss Tirwin because that's all there is to play. After you do that you still get messages about her changing her dress to match the changed location. Probably a simple missing boolean check to add.
killer905 Posted September 10, 2025 Posted September 10, 2025 4 minutes ago, gooser said: FYI - After reaching the end of the quest for the special party (Nightgate Inn) there's a message to dismiss Tirwin because that's all there is to play. After you do that you still get messages about her changing her dress to match the changed location. Probably a simple missing boolean check to add. This message applies only to other followers. It does not apply to Tirwin and Ragnar. 1
eflat01 Posted September 10, 2025 Posted September 10, 2025 (edited) 2 hours ago, killer905 said: Intresting... for me Mod index also is 20... Interesting. I'm actually surprised It never failed on me, as I said I have JK's Bannered Mare loading after this but I assume all AR adds is maybe a marker and the npcs. However before AR there's some mods which could interefere. *Populated Cities Towns Villages Legendary.esp *Immersive Wenches.esp Which basically adding a lot of npc's to Skyrim including the Bannered Mare, those shouldn't hurt but Romance of NPCs and a few other SL mods which could play interference. So, the Bannered Mare is very populated plus there are prostitutes in my inns (Saadia, Olfina which includes all wenches added by the above, any in faction JobInnServer plus a few others)... Tiriwn and Naryu get solicited and solicit prostitutes every so often while I we hang out in the inn. So all I may think of is that on load, and since AR is so low in the order the conversation between them must kick in taking a higher priority before other SL mods grab a hold of them. Edited September 10, 2025 by eflat01
eflat01 Posted September 10, 2025 Posted September 10, 2025 (edited) 3 hours ago, foreveraloneguy said: I started a new game, but var_mainquest variables weren't populating so nothing would start even though the quest showed at stage 10. I ended up reinstalling which didn't fix it. Then I used fallrim tools with a filter on animal research and deleted everything and that got the variables to populate. Not sure exactly what happened, but I'll try another new game soon-ish to see if it keeps happening. This was on a mod list that was upgraded from 044 to 045. That kind of hints to me there's some persistent variable or property being held between games? Edited September 10, 2025 by eflat01
awson Posted September 11, 2025 Posted September 11, 2025 quest Riding a horse without a saddle, I can't find a headgear for the Riklings. The old man says it's on the top of the boxes, but I can't find it. On the first floor, there's a wreath on the nightstand, but for some reason, I can't take it.
killer905 Posted September 11, 2025 Posted September 11, 2025 52 minutes ago, awson said: quest Riding a horse without a saddle, I can't find a headgear for the Riklings. The old man says it's on the top of the boxes, but I can't find it. On the first floor, there's a wreath on the nightstand, but for some reason, I can't take it. It's upstairs in the End Table or Wardrobe. Nowhere outside. 1
awson Posted September 11, 2025 Posted September 11, 2025 (edited) in the bearly human quest, ask Freika about the werewolf bears. The dialogue begins and leads to the need to find Wilferd, but Freika says she will cancel the location on the map, and nothing happens. The quest stage remains unchanged, and Freika remains active in the quest (marker). Spoiler Edited September 11, 2025 by awson
killer905 Posted September 12, 2025 Posted September 12, 2025 1 hour ago, awson said: in the bearly human quest, ask Freika about the werewolf bears. The dialogue begins and leads to the need to find Wilferd, but Freika says she will cancel the location on the map, and nothing happens. The quest stage remains unchanged, and Freika remains active in the quest (marker). Hide contents As I understand it, the residents of Skaal Village who are under Miraak's power at the stone have not been freed, correct? If so, the quest should lead to Fenari, as far as I remember. If not, then there is an error. But you can type in console Quote setstage VAR_Werebear 50 Other stages you can find here:
Gristle Posted September 12, 2025 Author Posted September 12, 2025 On 9/10/2025 at 1:15 PM, eflat01 said: That kind of hints to me there's some persistent variable or property being held between games? That's logical, but where would it be held, if not in the saved game? How would a saved game from a new PC carry over anything from a saved game from a different PC?
Gristle Posted September 12, 2025 Author Posted September 12, 2025 On 9/10/2025 at 12:00 PM, gooser said: FYI - After reaching the end of the quest for the special party (Nightgate Inn) there's a message to dismiss Tirwin because that's all there is to play. After you do that you still get messages about her changing her dress to match the changed location. Probably a simple missing boolean check to add. Thanks. Will be fixed in next version.
Gristle Posted September 12, 2025 Author Posted September 12, 2025 16 hours ago, awson said: in the bearly human quest, ask Freika about the werewolf bears. The dialogue begins and leads to the need to find Wilferd, but Freika says she will cancel the location on the map, and nothing happens. The quest stage remains unchanged, and Freika remains active in the quest (marker). Thanks. Will be fixed in next version. 1
sophiextime Posted September 12, 2025 Posted September 12, 2025 @Gristle Hi! i LOVE this mod and super excited to see how it develops and future updates. I wanted to ask a question as i not long started it and was curious. I found the first book and handed it over to her. Do we ever get to have those books? i love collecting books in skyrim and would adore to own a copy of each in my player home library, especially as they are voiced. If the mod at current state doesnt give us a copy, is there a way you could make it so we can obtain a copy or keep it later as a reward or gift? I feel sad that she has it now and i might never see it again as well as other books later i find.
killer905 Posted September 12, 2025 Posted September 12, 2025 3 hours ago, sophiextime said: @Gristle Hi! i LOVE this mod and super excited to see how it develops and future updates. I wanted to ask a question as i not long started it and was curious. I found the first book and handed it over to her. Do we ever get to have those books? i love collecting books in skyrim and would adore to own a copy of each in my player home library, especially as they are voiced. If the mod at current state doesnt give us a copy, is there a way you could make it so we can obtain a copy or keep it later as a reward or gift? I feel sad that she has it now and i might never see it again as well as other books later i find. I think there was a similar question, but to be honest, you can take those books from Tirwin EQ because she doesn't need them in practice. Alternatively, you can add them via a command or the AddItemMenu mod (just don't open them if you haven't completed the quests associated with them, because they will ruin the quest). Finally, the mod probably won't take the books away with Tirwin, but is there a way to make copies, e.g. at a special NPC who specialises in this? We'll see, because currently there are no major plans for them, such as teaching Tirwin how to properly interact with animals (safely).
Gristle Posted September 13, 2025 Author Posted September 13, 2025 3 hours ago, killer905 said: I think there was a similar question, but to be honest, you can take those books from Tirwin EQ because she doesn't need them in practice. @sophiextime Right. I forget when Tirwin gives you access to her inventory. It might not happen until you've done a few quests for her. But eventually, she will happily let you take the books. 1
Lusciouslochs Posted September 13, 2025 Posted September 13, 2025 aside from the recent hotfixes, is the mod more/less stable to use in a playthrough?
Gristle Posted September 13, 2025 Author Posted September 13, 2025 2 hours ago, Lusciouslochs said: aside from the recent hotfixes, is the mod more/less stable to use in a playthrough? Yes. But if you're running Sexlab P+ you might run into problems with quest advancement. Other than that, I would say it's very stable. 1
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