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Posted
1 hour ago, Celedhring said:

Does this Oldrim version have the "Fix Follower Dialogue" spell that the Newrim version has? 

The Newrim versions is adapted from the Oldrim one, so unless whoever made it added a fix that I don't know about, it should be there.

 

That said, I don't think I remember adding something to the effect of a "Fix Follower Dialogue".

 

Can you elaborate?

Posted
2 hours ago, Celedhring said:

Does this Oldrim version have the "Fix Follower Dialogue" spell that the Newrim version has? 

"Fix Follower Dialogue"... that sounds familiar...

Are you using EFF?

Posted

Is the mod supposed to have a worthwhile and useful MCM? I do have a SexLab Dialogue's MCM page however it seems to have copied the contents from the above page in the list (SexLab Drunk) It doesn't seem to be a priority issue, fairly certain it doesn't change if I were to disable SL Drunk, or reinstall either. Don't know if for some silly reason this was intended and it's the first time I've ever seen anything like it but hey, thought I'd bring it to your attention.

Posted

After delivering the 15 dragon bones when grey mane ask you  to work with other companions, does it means doing radiant quests or recruiting some companions and doing said quests?

Posted
On 8/19/2019 at 7:49 PM, Adviser69 said:

"Fix Follower Dialogue"... that sounds familiar...

Are you using EFF?

No. I stay the hell away from mods like that.  It's primarily to fix followers that somehow go unresponsive and unmoving after some battles.  I don't know what triggers that state.  Like for instance Lydia. Somehow during a draugr dungeon crawl, she went unresponsive and unmoving after a battle..wouldn't even draw her weapon when my PC did in Newrim. So I had to rely on the Fix Follower Dialogue to correct the problem. I don't recall Oldrim having that, but I'd have to look. 

Posted

Small bug probably to do with the new become mage apprentice thing Fahrangar and all those punk kids of the jarls have doubles walking around dragonsreach now. Just in case no one has pointed that one put yet.

Posted

Silly Question, But what is the recipe for the "Health Potions" you are supposed to give Danica. I had a full inventory of reagents and didn't pay attention to the ingredients I was given. Also, having an issue with the Warrior Stone not being recognized. Wonder if it could be a conflict with Ordinator?

Posted

Thanks for your work, I loved the playable versions of your mod (and I'm looking forward to the next one), but this release is a disaster. Please mark pre-alpha releases as such, you're not Bill Gates ;)

Posted

Hey guys, been reading some of the posts here and I'm also having the issue where my Skyrim won't start up with this mod Loaded (even if I only have this mod and it's dependcies loaded it wont start, meanwhile it will start with the rest of my load order.)
 

I'm guessing no one has a fix for it or I would have read it above, but on the off chance leaving this here for now. Err, if theirs an older version that works with the current Sanguine Debauchery that's essentially all I'm needing this mod for, I'll continue to play around with stuff and see if I find any fix, if I do I'll post it. 
 

Thanks to everyone in advance. :)

Posted
15 hours ago, Kingslayer101 said:

Made 10 Potion of Health but still cant give it to Danica. The items given for the quest create Rejuvination Potions so I got the ingredients to make potion of health.

 

Use the potions of rejuvenation, they're the right ones. Concerning enchanted daggers: some random enchantment worked for me :)

 

Posted
9 minutes ago, rdigger said:

Use the potions of rejuvenation, they're the right ones. Concerning enchanted daggers: some random enchantment worked for me :)

 

I have to use setstage console command to skip that part and I was stuck on the enchantment so I guess Ill try the random one.

Posted
27 minutes ago, rdigger said:

Use the potions of rejuvenation, they're the right ones. Concerning enchanted daggers: some random enchantment worked for me :)

 

Also how did you get past the 10 Potion and 5 Enchant quest?

Posted
43 minutes ago, Kingslayer101 said:

Also how did you get past the 10 Potion and 5 Enchant quest?

Sorry, I can't help you any further. After delivering the dagger to Adrienne,  I uninstalled the mod and started a new game.

Posted

I wanted to report that in the Markarth and Riften blacksmith quest stages, the Large Sacks marked as "(safe storage)" did not seem to have their ownership set for the player.  In both cases the sacks had typical sack loot within them with the tag to "Steal from".  A second Large Sack sitting beside both of them had items with no "Steal from" tag.  Perhaps the wrong Large Sacks were set to be owned by the player?

 

As a workaround, I used the console to force ownership on the Sack marked as "safe storage", since the console showed it as being "Respawn:  No".   I had no problems with it from that point on for my multiple day stay in Markarth.  I will do the same with Riften's and hope it too has no problems.

 

Thank you!

 

 

Posted

If you take feature requests by any chance, can you make it possible, (through MCM), to hide the [More Dialogues] option?

And if it isn't too big of a bother, also giving an option to only have it available when certain conditions are met, such as being enslaved? (If this part is not possible, just a global toggle is good enough, since I can just manually turn it on if I ever get enslaved)

Pretty much the only mod I use that requires Dialogues is Sanguine Debauchery, and having every characters, even the ones that you usually do not have dialogue options with, getting that dialogue option hinders gameplay flow pretty significantly... In my case, doubly so because I use the Alternate conversation camera mod, so having dialogue options forces me into stillness as the camera zooms in on the one-line "conversation"...

Posted
On 8/22/2019 at 12:53 PM, delicately said:

Is the mod supposed to have a worthwhile and useful MCM? I do have a SexLab Dialogue's MCM page however it seems to have copied the contents from the above page in the list (SexLab Drunk) It doesn't seem to be a priority issue, fairly certain it doesn't change if I were to disable SL Drunk, or reinstall either. Don't know if for some silly reason this was intended and it's the first time I've ever seen anything like it but hey, thought I'd bring it to your attention.

There is a conflict with SL Drunk using the same script name as Dialogues for menus (SLD_MCM). 

Until the author of SL drunk or myself have time to rename the script and re-add all the missing properties, that will remain a hard conflict between the two mods.

On 8/29/2019 at 9:05 AM, Jade1280 said:

Small bug probably to do with the new become mage apprentice thing Fahrangar and all those punk kids of the jarls have doubles walking around dragonsreach now. Just in case no one has pointed that one put yet.

That's strange. I am not touching those kids at all in the mod.

On 8/29/2019 at 7:07 PM, gangstamick said:

Silly Question, But what is the recipe for the "Health Potions" you are supposed to give Danica. I had a full inventory of reagents and didn't pay attention to the ingredients I was given. Also, having an issue with the Warrior Stone not being recognized. Wonder if it could be a conflict with Ordinator?

I will have to double check the quest for that. I had to create a unique potion with unique ingredients in order to get around mods that change food/drinks like iNeed. 

You should be able to ask Farengar for ingredients if you have used them already (I can't remember if I implemented that or not).

On 9/2/2019 at 3:15 PM, Ethetrix said:

I wanted to report that in the Markarth and Riften blacksmith quest stages, the Large Sacks marked as "(safe storage)" did not seem to have their ownership set for the player.  In both cases the sacks had typical sack loot within them with the tag to "Steal from".  A second Large Sack sitting beside both of them had items with no "Steal from" tag.  Perhaps the wrong Large Sacks were set to be owned by the player?

 

As a workaround, I used the console to force ownership on the Sack marked as "safe storage", since the console showed it as being "Respawn:  No".   I had no problems with it from that point on for my multiple day stay in Markarth.  I will do the same with Riften's and hope it too has no problems.

 

Thank you!

 

 

Thanks.. I will take a look. 

On 9/3/2019 at 2:17 AM, powerslug said:

If you take feature requests by any chance, can you make it possible, (through MCM), to hide the [More Dialogues] option?

And if it isn't too big of a bother, also giving an option to only have it available when certain conditions are met, such as being enslaved? (If this part is not possible, just a global toggle is good enough, since I can just manually turn it on if I ever get enslaved)

Pretty much the only mod I use that requires Dialogues is Sanguine Debauchery, and having every characters, even the ones that you usually do not have dialogue options with, getting that dialogue option hinders gameplay flow pretty significantly... In my case, doubly so because I use the Alternate conversation camera mod, so having dialogue options forces me into stillness as the camera zooms in on the one-line "conversation"...

Unfortunately, that is not an option.

The [More dialogues] line is there as a workaround to allow a refresh of dialogues since the game has no way for me to insert those lines between the moment you click on the dialogue key and the moment the dialogues are displayed. I really wish I could get rid of it but I haven't found a way to do so.

Posted

Maybe some strange crossfire with that daedric quest for the ebony blade since farenghar is tied with the kids in that quest and the mage apprentice quest has some wacky stray code.

Posted
36 minutes ago, Jade1280 said:

Maybe some strange crossfire with that daedric quest for the ebony blade since farenghar is tied with the kids in that quest and the mage apprentice quest has some wacky stray code.

Stray code?

 

I will double check for accidental edits to the kids.

Posted

I looked into a couple of things today.

 

The player safe storage was indeed missing the Player ownership flag. I fixed it in the next version.

 

I also renamed the MCM script to avoid a conflict with SL Drunk... but Skyrim being Skyrim, the old version of the script is baked into your saved game, so if your game did NOT have this issue, you will have to start a new game to benefit from future changes to the script. And if your game DID have the issue, you may or may not have to do a new game anyway since I am unable to test if the change works.

Posted
On 9/5/2019 at 6:52 AM, Sampon said:

Interface\Translations\ ... .txt ... none? Please upload...

Thank's.

Sorry... adding a Translation file is something that I would like to do eventually to all of my mods, but that will require a lot of changes to the scripts and I don't have that kind of free time right now.

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