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Posted
On 9/6/2019 at 11:08 AM, DeepBlueFrog said:

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

 

Thank you for the fix!

 

I found one more problem with the Riften blacksmith quest:  I cannot sleep on the Hay Pile in the Scorched Hammer at night because it says I'm trespassing, even though I have been given and enter the building with the key.  I can sleep inside during the day without problems.

 

Posted
6 minutes ago, Ethetrix said:

 

Thank you for the fix!

 

I found one more problem with the Riften blacksmith quest:  I cannot sleep on the Hay Pile in the Scorched Hammer at night because it says I'm trespassing, even though I have been given and enter the building with the key.  I can sleep inside during the day without problems.

 

That's a long standing issue I thought I fixed several time but that keeps coming back.

 

I try to give the player everything they need to be considered as part of the household. I added the player to the local household faction, made the area public, added to the local key form list... I don't know what else to do to prevent that kind of alerts from local NPCs.

Posted
51 minutes ago, urbon said:

Hi again! dunno why but I can't start skyrim with this mod. Anyone know why?

Forget it. I fixed it. I think is not compatible with sexlab submit or sexlab crime redux. Not sure which one but they're incompatible.

Posted
17 hours ago, urbon said:

Hi again! dunno why but I can't start skyrim with this mod. Anyone know why?

Experienced the same issue - SKSE will not launch SkyrimSE in Mod Organizer. Cannot pinpoint which mod is causing this issue. I do not have SL submit or SL crime redux like you do by the way.

 

I will stick to the previous version for now.

Posted
30 minutes ago, Sentri said:

Experienced the same issue - SKSE will not launch SkyrimSE in Mod Organizer. Cannot pinpoint which mod is causing this issue. I do not have SL submit or SL crime redux like you do by the way.

 

I will stick to the previous version for now.

What about AFT? I have it but doesn't works properly for me right now. 

Posted
37 minutes ago, Sentri said:

Experienced the same issue - SKSE will not launch SkyrimSE in Mod Organizer. Cannot pinpoint which mod is causing this issue. I do not have SL submit or SL crime redux like you do by the way.

 

I will stick to the previous version for now.

I'm using skyrim LE btw. 

Posted
16 minutes ago, Highborn said:

I assume no update on the apprentice quests? Just to be sure.

Minor tweaks to the Mage apprentice but nothing significant.

I am still testing the new system and working on the next stage of the quest in Windhelm.

Posted
7 minutes ago, DeepBlueFrog said:

Minor tweaks to the Mage apprentice but nothing significant.

I am still testing the new system and working on the next stage of the quest in Windhelm.

Thanks!

 

Are you developing the priest quest at the same time or you'll only start working on that after you finish the mage one?

Posted
9 minutes ago, Highborn said:

Thanks!

 

Are you developing the priest quest at the same time or you'll only start working on that after you finish the mage one?

I have the broad strokes lined up on paper but yes, I will start on the priest quest when I am done with the mage apprentice.

Posted
2 hours ago, urbon said:

What about AFT? I have it but doesn't works properly for me right now. 

Forget it again lol. I fixed it. I forget about to put AFT until the end. 

Posted

I realized too late that the mage quest was broken, and now i can't turn it off. Magicka is still 0/0 even if i use setav or modav magicka to 150. It helps for a little while and then goes back to 0. Magickarate is 200 and MagickaRateMult 95. That is even after sleeping some hours, to make sure there are no exhaustion debuffs from other mods.

 

In MCM the mage quest and magicka system are turned off, but the quest is still active in the log.

Posted
42 minutes ago, Zaflis said:

I realized too late that the mage quest was broken, and now i can't turn it off. Magicka is still 0/0 even if i use setav or modav magicka to 150. It helps for a little while and then goes back to 0. Magickarate is 200 and MagickaRateMult 95. That is even after sleeping some hours, to make sure there are no exhaustion debuffs from other mods.

 

In MCM the mage quest and magicka system are turned off, but the quest is still active in the log.

It is not broken... it is still experimental and the effect on Magicka is turned off by default.

 

Are you saying it still returns to 0 after you turned off the magicka system?

 

That would be a bug I need to fix.

Posted
1 minute ago, Chroom22 said:

So why am I finding a "Skyshard" at Bonestrew Crest? Console tells me it's from this mod and it doesn't do anything as far as I can tell.

Part of one of the quests you have activated in the SLdialog MCM.

My guess the Mage quest ;D

Posted
26 minutes ago, donttouchmethere said:

Part of one of the quests you have activated in the SLdialog MCM.

My guess the Mage quest ;D

I have those disabled. That's weird. Alright good to know I guess.

Posted
6 minutes ago, Chroom22 said:

I have those disabled. That's weird. Alright good to know I guess.

The skyshard is there even if you disable the Mage quest.

You can see it as a collectible curiosity.

It will only make sense as part of the Mage quest but that's not in the mod yet (except for the quest to go retrieve it for Farengar).

Posted

Is it just me or are the MCM files for this just not included anymore? I noticed the files aren't in the BSA or the Github anymore, so did they just...get absorbed into something else? The MCM isn't showing up at all in-game either.

Posted
30 minutes ago, h311h0und1134 said:

Is it just me or are the MCM files for this just not included anymore? I noticed the files aren't in the BSA or the Github anymore, so did they just...get absorbed into something else? The MCM isn't showing up at all in-game either.

Sadly it's just you.

SLdialog MCM still shows up fine, at least if your setup doesn't prevent it from doing so.

Posted
9 hours ago, iN7xus said:

Hello,

 

i get a instand crash with the newest version , so over mo it crash directly after loading skse

Sounds like a missing requirement too me.

Either from SLdialog or another mod in your LO.

Or you deinstalled another mod and forgot to remove a patch.

Alternative: too many animations installed

Changed load order too much during a running game?

HDD full?

Installation error?

For got to run FNIS?

Patches not rebuild?

 

or wrong version installed

or more than 254 plugins

or cracked game?

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