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Posted

Alright, so here's the results for turning in potions to Danica: 

(Only listing numbers that have a 1)

0

50

60

65

70

player.inv shows 10 *Rejuvenation potions that have an id of ff00150a

 

Using (additem 8407db27 10) gives me the option to complete the quest and stage 68 gets a 1.

 

I'm now guessing it's the potion id's where crafted potions have a "ffxxxxxx" id and yours are "xx047db27".

Posted
2 hours ago, DomoSlave said:

Alright, so here's the results for turning in potions to Danica: 

(Only listing numbers that have a 1)

0

50

60

65

70

player.inv shows 10 *Rejuvenation potions that have an id of ff00150a

 

Using (additem 8407db27 10) gives me the option to complete the quest and stage 68 gets a 1.

 

I'm now guessing it's the potion id's where crafted potions have a "ffxxxxxx" id and yours are "xx047db27".

I ran into an issue where I could not detect crafted items in quest dialogues conditions, so I am not technically checking if you have 10 potions in your inventory.

 

What I am checking is if you have crafted at least 10 potions ... of any kind.

 

Adding the items by console will not help.

On the other hand, crafting 10 potions of anything will help you go past that stage.

Posted
18 hours ago, DeepBlueFrog said:

I ran into an issue where I could not detect crafted items in quest dialogues conditions, so I am not technically checking if you have 10 potions in your inventory.

 

What I am checking is if you have crafted at least 10 potions ... of any kind.

 

Adding the items by console will not help.

On the other hand, crafting 10 potions of anything will help you go past that stage.

I crafted at least 20 potions of rejuvenation that time but I'll try again. Could just be skyrim jank.

  • 3 weeks later...
Posted

So I noticed that this mod adds two rich clothing cupboards in the Temple of Kynareth that are owned by the player. Not a big problem but it's free loot and storage in a place that doesn't belong to you, if you choose to exploit. They look good, but the question is why they were added at all if they don't contribute to immersion. I would appreciate it if you set the ownership correctly in case you decide to add more containers. I've already had enough of this with JKs Skyrim and his free-for-all containers everywhere.

  • 2 weeks later...
Posted

If I'm correct this is the mod that adds the Rest anywhere spell, just to report that it is broken, at least on my game, it used to work fine on past versions, now when I try to wake up after sleeping, my character gets stuck on falling animation... sometimes I can move, sometimes I don't, and the only way to get out of the stuck animation is to trigger other animation like, sitting on a chair for example, but If I get nowhere near any object I can activate to do an animation I get permanently stuck.

  • 3 weeks later...
Posted
On 10/16/2020 at 8:31 PM, donttouchmethere said:

Very very super important question here ?

Why does SD Dialogues change anything on "bloody rags"?

So far the only effect ingame is that I can't recycle them, do I have to blame USLEEP ?

  Reveal hidden contents

 

You can override the change. That won't affect anything important.

On 10/30/2020 at 9:40 PM, Aensland_src said:

If I'm correct this is the mod that adds the Rest anywhere spell, just to report that it is broken, at least on my game, it used to work fine on past versions, now when I try to wake up after sleeping, my character gets stuck on falling animation... sometimes I can move, sometimes I don't, and the only way to get out of the stuck animation is to trigger other animation like, sitting on a chair for example, but If I get nowhere near any object I can activate to do an animation I get permanently stuck.

Strange... it was still working the last time I played.

I will keep an eye on it but I have not changed anything in that part of the code in a long time.

 

Maybe an interference from another mod?

Posted

I just want to make sure I am reading all the posts correctly. In order for any of the dialogs to work beyond greetings and gifting and asking the get to know each other better and help me. I have to have SD+ installed to get any of the master slave lover dialogs?

Posted
1 hour ago, nitrovegeta said:

I just want to make sure I am reading all the posts correctly. In order for any of the dialogs to work beyond greetings and gifting and asking the get to know each other better and help me. I have to have SD+ installed to get any of the master slave lover dialogs?

Not quite.

 

Dialogues includes base interactions between a master and slave. They are triggered by other of my mods, like Mind Control or Hormones for example, but SD+ is needed if you want the full range of interactions for your "player as a slave".

Posted
40 minutes ago, DeepBlueFrog said:

Not quite.

 

Dialogues includes base interactions between a master and slave. They are triggered by other of my mods, like Mind Control or Hormones for example, but SD+ is needed if you want the full range of interactions for your "player as a slave".

Ok so I have dialogs installed but the only interactions i get are give gift, insult, greetings, follow me, get to know each other. No matter how many times I talk to them. So what am I doing wrong?

 

  • 1 month later...
Posted

I'm having trouble with the potions for Farengar.

He's given me 10 x Powdered Blisterwort and told me to make 10 x Rejuvenate Health potions. At the alchemy bench the entry for 'Rejuvenate' (without 'Health') is greyed out so I cannot do anything. Am I missing something?

Thanks.

Posted
6 minutes ago, Grey Cloud said:

I'm having trouble with the potions for Farengar.

He's given me 10 x Powdered Blisterwort and told me to make 10 x Rejuvenate Health potions. At the alchemy bench the entry for 'Rejuvenate' (without 'Health') is greyed out so I cannot do anything. Am I missing something?

Thanks.

 

You need Ground Wheat and Powedered Blisterwort. 

I made a note to add a couple of improvements - 1/ make it more clear how to create those potions and 2/ add a way to create the special ingredients if you use them or sell them by mistake.

 

I think I added a dialogue with Farengar to ask for more ingredients but I am not sure I got around to do it.

 

I had to add my own ingredients because of mods that change food and alchemy.

 

Also, there is a workaround if you are unable to make the potions.

I discovered that crafted potions are not detectable in dialogue conditions, so Danica cannot check you have them or not.

Instead, I had to go by total of potions crafted, so make sure you craft 10 potions, any potions, and the dialogue with Danica will work just as well.

Posted
1 hour ago, DeepBlueFrog said:

2/ add a way to create the special ingredients if you use them or sell them by mistake.

Make them quest items? Had a similar problem with the seed stone from Harmugstahl. I'd already cleared the fort before I got the gig from SL Parasites. Luckily I'd stashed the stone and book in a secure chest.

Posted
20 minutes ago, Grey Cloud said:

Make them quest items? Had a similar problem with the seed stone from Harmugstahl. I'd already cleared the fort before I got the gig from SL Parasites. Luckily I'd stashed the stone and book in a secure chest.

 

That means attaching them to a quest or creating a new quest since restarting a quest in flight can be problematic.

Posted
58 minutes ago, DeepBlueFrog said:

That means attaching them to a quest

Would they not be attached to the Broodmaiden quest?

 

I used AIM to get the ground wheat and everything went okay apart from the quest update being happy with 6 potions rather than the 10 asked for.

Posted
37 minutes ago, Grey Cloud said:

Would they not be attached to the Broodmaiden quest?

 

I used AIM to get the ground wheat and everything went okay apart from the quest update being happy with 6 potions rather than the 10 asked for.

 

The mod looks for the total number of potions ever created. If you created 4 potions in your game before that quest stage, 6 potions are enough to get to the 10 potions required.

 

The problem with making objects Quest items is that I have to attached them to a quest using Quest Aliases.

Quest Aliases are filled only when the quest starts.

That means, in order to add them to an already running quest, I would have to force the quest to stop and restart.

That can cause additional issues with running scripts.

 

This is one of the reasons why some mods updates require a new game by the way.

  • 3 weeks later...
Posted

Hey Hey , first things first .. i love SL Dialogues so far ... but i ran into an issue ... 
im using the mod Andromeda Unique Standing Stones of Skyrim 
https://www.nexusmods.com/skyrimspecialedition/mods/14910

and that mod changes how the Standing Stones work .. or replaces them ... and now i cant progress in the Blacksmith Apprentice quest line ... 
i made sure to check without Andromeda and then it works .. so it is definitely a compatibility issue with Andromeda and maybe other Standing Stone mods too.. 

so my question is now ... how would i go about making a patch , so it works with Andromeda ... since i really dont want to ditch SL Dialogues or Andromeda .. 
i love both mods ... but my Patching skills arent really great yet ... so im happy for any advise i can get .. and sorry for my bad english .. im not a native speaker 

Posted
1 hour ago, Doboulgyser said:

Hey Hey , first things first .. i love SL Dialogues so far ... but i ran into an issue ... 
im using the mod Andromeda Unique Standing Stones of Skyrim 
https://www.nexusmods.com/skyrimspecialedition/mods/14910

and that mod changes how the Standing Stones work .. or replaces them ... and now i cant progress in the Blacksmith Apprentice quest line ... 
i made sure to check without Andromeda and then it works .. so it is definitely a compatibility issue with Andromeda and maybe other Standing Stone mods too.. 

so my question is now ... how would i go about making a patch , so it works with Andromeda ... since i really dont want to ditch SL Dialogues or Andromeda .. 
i love both mods ... but my Patching skills arent really great yet ... so im happy for any advise i can get .. and sorry for my bad english .. im not a native speaker 

 

There is a workaround already.

 

Look around the standing stone. There should be a Nord Amulet on the side facing the lake.

Take that amulet back to the smith and it should help you progress.

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