nutluck Posted January 15, 2015 Posted January 15, 2015 The life of a modder, which is why I am nice and helpful as I can to modders. Cause I am surprised you all don't just throw up your hands in disgust and quit. So you are saying we are not ?.... Because that's how i took it Did I say you wasn't? You can't say there are not demanding people that only bitch, complain and demand stuff from modders. Most mod users are not jerks about it, but their are some mod users who are. I could totally see with the sheer amount of work modders put into these mods where it could get to them and I wouldn't blame them in the slightest. Which is why I try to be as helpful, nice and supportive as I can, as do some other people. Which was my sole point of that post.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Did I say you wasn't? You can't say there are not demanding people that only bitch, complain and demand stuff from modders. Definitely not disagreeing with you, but LL seems way more reasonable than most communities in regards to this. Steam Workshop, on the other hand... *shudders*
Arhon Posted January 15, 2015 Posted January 15, 2015 Did I say you wasn't? You can't say there are not demanding people that only bitch, complain and demand stuff from modders. Definitely not disagreeing with you, but LL seems way more reasonable than most communities in regards to this. Steam Workshop, on the other hand... *shudders* In terms of good community only 1 thing comes to mind : City Of Heroes... ah how i miss it.
nutluck Posted January 15, 2015 Posted January 15, 2015 @WraithSlayer oh I agree LL is one of the best, but even here you see a few. My only point was I understand the hard work you guys do and could totally see it getting to you. Spending all your time fixing bugs instead of playing or even modding. @Arhon No worries, the one down side to the internet is text does not carry tone of voice or body language making it easier to misunderstand people. Yes I miss CoH a lot, it was a great game and great community.
TnTTnT Posted January 15, 2015 Posted January 15, 2015 @WraithSlayer Didn't see anyone report this maybe just me, during Whiterun town guard solution dialog - after 1st sex act the guard still prompt 2nd dialog with only sex option to select again (double sex scene). This also occur in original Solution. Do you fix anything for this case in your takeover?
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 @WraithSlayer Didn't see anyone report this maybe just me, during Whiterun town guard solution dialog - after 1st sex act the guard still prompt 2nd dialog with only sex option to select again (double sex scene). This also occur in original Solution. Do you fix anything for this case in your takeover? I'm pretty sure I haven't, I'll take a look at it now.
karlpaws Posted January 15, 2015 Posted January 15, 2015 I noticed this before, but the toll at Valtheim hasn't worked for me for a while. I might have something that disables it, or a mod conflict, but I haven't been asked to pay up. The bandit that stands outside by the cooking pot just comes to kill me when I am visible / caught sneaking. The MCM menu does load right away for me, but then I'm loading recent saves to try the new Solutions bits and it was the only thing added/updated so there is not much delay. I have had MCM stuff load after a few minutes when I've made more than a couple changes at once, or started a completely new game.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 @WraithSlayer Didn't see anyone report this maybe just me, during Whiterun town guard solution dialog - after 1st sex act the guard still prompt 2nd dialog with only sex option to select again (double sex scene). This also occur in original Solution. Do you fix anything for this case in your takeover? Confirmed as bugged. In this case, you can use TAB to exit the dialogue when the second greet is triggered, no harm done. The only reason this is happening is because quest state is being updated when the animation ends, and the guard can sometimes catch you a second time after the animation has finished but before the quest has been updated to let the guards give you access. I'll include a proper fix for next version. I'll also take a look at the Riften guard dialogue since it probably has the same problem. I noticed this before, but the toll at Valtheim hasn't worked for me for a while. I might have something that disables it, or a mod conflict, but I haven't been asked to pay up. The bandit that stands outside by the cooking pot just comes to kill me when I am visible / caught sneaking. Could be a mod conflict, but it sounds more likely that you just pissed off the Valtheim faction by sniping them at long-range before they had a chance to greet. It should fix itself next time that area is purged and respawned.
TnTTnT Posted January 15, 2015 Posted January 15, 2015 Confirmed as bugged. In this case, you can use TAB to exit the dialogue when the second greet is triggered, no harm done. The only reason this is happening is because quest state is being updated when the animation ends, and the guard can sometimes catch you a second time after the animation has finished but before the quest has been updated to let the guards give you access. I'll include a proper fix for next version. I'll also take a look at the Riften guard dialogue since it probably has the same problem. OK, thanks. I always accept 2nd dialog again to be sure.
Destynova99 Posted January 15, 2015 Posted January 15, 2015 I noticed this before, but the toll at Valtheim hasn't worked for me for a while. I might have something that disables it, or a mod conflict, but I haven't been asked to pay up. The bandit that stands outside by the cooking pot just comes to kill me when I am visible / caught sneaking. The MCM menu does load right away for me, but then I'm loading recent saves to try the new Solutions bits and it was the only thing added/updated so there is not much delay. I have had MCM stuff load after a few minutes when I've made more than a couple changes at once, or started a completely new game. Did you have a quest to kill the bandit leader at Valtheim, or maybe Amran's family sword was there? If you have a quest involving Valtheim, they'll be hostile when you approach and won't even do the toll dialogue. Vanilla behavior.
karlpaws Posted January 15, 2015 Posted January 15, 2015 I noticed this before, but the toll at Valtheim hasn't worked for me for a while. I might have something that disables it, or a mod conflict, but I haven't been asked to pay up. The bandit that stands outside by the cooking pot just comes to kill me when I am visible / caught sneaking. The MCM menu does load right away for me, but then I'm loading recent saves to try the new Solutions bits and it was the only thing added/updated so there is not much delay. I have had MCM stuff load after a few minutes when I've made more than a couple changes at once, or started a completely new game. Did you have a quest to kill the bandit leader at Valtheim, or maybe Amran's family sword was there? If you have a quest involving Valtheim, they'll be hostile when you approach and won't even do the toll dialogue. Vanilla behavior. The last few times I tried, I had no quests there, and did not even try to attack from a distance. I just tried running blithely by, to see if they would trigger the same way the encounter Thief does. Instead I just got the red dot on the compass and the watching bandit came running down to attack me.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 The last few times I tried, I had no quests there, and did not even try to attack from a distance. I just tried running blithely by, to see if they would trigger the same way the encounter Thief does. Instead I just got the red dot on the compass and the watching bandit came running down to attack me. Start the game, and without loading any game, open the console and type coc ValtheimKeepExterior01 . If the bandit goes hostile on sight, then it's one of your mods causing your problem. If the toll demand goes through as intended, something happened on your existing character's save that's preventing the toll approach from occuring.
karlpaws Posted January 15, 2015 Posted January 15, 2015 Either save corruption or I changed a faction standing in some way, a fresh save did work. Then when I went through the door into the tower they all went hostile, which I'd expect. I loaded my quicksave from after making the new game, coc'd back, it worked a second time. I ran down the hill, came back, and the bandit was friendly until I activated her to see if she had any dialog options, but she went hostile at that point. Behavior as expected?
maledic Posted January 15, 2015 Posted January 15, 2015 Either save corruption or I changed a faction standing in some way, a fresh save did work. Then when I went through the door into the tower they all went hostile, which I'd expect. I loaded my quicksave from after making the new game, coc'd back, it worked a second time. I ran down the hill, came back, and the bandit was friendly until I activated her to see if she had any dialog options, but she went hostile at that point. Behavior as expected? I could be wrong, but, i think this mod only gives you the option to pass on the road, not to enter on the tower. And i think is not meant for you to talk with the bandit, because, if i recall, he/she says to you leave quickly before change his mind. If you dont leave and interect with them, ofcourse they will be hostile. But like i said, i could be wrong. I didnt have any problem on the tower
Sacremas Posted January 15, 2015 Posted January 15, 2015 I'm liking this mod a lot, trying it in my current immersive (Frosfall etc) playthrough. However I think I found a bug; when you return from placing Torygg's war horn to Elisif she invites you to join her in bed later... but that overrides the comment that "you have more than earned the right to purchase property" which in turn leads to the Thane question. As it was I could still buy the house from Falk Firebeard, but I was never able to become Thane without Setstage console commands. Note that I have a very big mod list, so it could be something else, but it worked fine the previous load list which wasn't that different except for not having this mod. If anyone else runs into this, "Setstage Favor252 10" fixes it.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 Either save corruption or I changed a faction standing in some way, a fresh save did work. Then when I went through the door into the tower they all went hostile, which I'd expect. I loaded my quicksave from after making the new game, coc'd back, it worked a second time. I ran down the hill, came back, and the bandit was friendly until I activated her to see if she had any dialog options, but she went hostile at that point. Behavior as expected? Once you deal with the bandit (either by paying, persuading, or sex), you have 60 seconds to leave the area until they turn hostile. This is why the bandit says "get out of here before I change my mind" if you attempt to talk to them again. As for what happens if you go through the door, I just tried it and they do instantly aggro as soon as I enter, so it looks like this is intended vanilla behaviour as well.
JohnNewton Posted January 15, 2015 Posted January 15, 2015 Amran's family sword was there? If you have a quest involving Valtheim, they'll be hostile when you approach and won't even do the toll dialogue. Vanilla behavior. Was just about to report the same "bug", but I guess that explains it. Thanks.
Sacremas Posted January 15, 2015 Posted January 15, 2015 The last few times I tried, I had no quests there, and did not even try to attack from a distance. I just tried running blithely by, to see if they would trigger the same way the encounter Thief does. Instead I just got the red dot on the compass and the watching bandit came running down to attack me. Start the game, and without loading any game, open the console and type coc ValtheimKeepExterior01 . If the bandit goes hostile on sight, then it's one of your mods causing your problem. If the toll demand goes through as intended, something happened on your existing character's save that's preventing the toll approach from occuring. I have this, haven't been able to talk to that bandit for quite a few playthroughs, but I'm pretty sure it's one of the ERSO mods that does it, likely "Populated Forts and Towers" which places more bandits there, one of the new ones goes automatically hostile, then pulls along the girl asking for a toll. Other mods that could easily do it is OBIS - Organized Bandits in Skyrim, and any number of AI mods that simply make the archer on the bridge have a longer line of sight and spot you and go hostile, making all the others hostile as well.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 I'm liking this mod a lot, trying it in my current immersive (Frosfall etc) playthrough. However I think I found a bug; when you return from placing Torygg's war horn to Elisif she invites you to join her in bed later... but that overrides the comment that "you have more than earned the right to purchase property" which in turn leads to the Thane question. As it was I could still buy the house from Falk Firebeard, but I was never able to become Thane without Setstage console commands. Note that I have a very big mod list, so it could be something else, but it worked fine the previous load list which wasn't that different except for not having this mod. If anyone else runs into this, "Setstage Favor252 10" fixes it. Hm, Solutions doesn't overwrite that dialogue in the manner you're describing. Additionally, I did this quest a while back with Solutions V2 and had no issues, so unless I accidentally broke it recently, it should be working correctly. This is how it's working, at least in the current version: Player: I've placed the horn at the shrine. Elisif: Falk said I could count on you. Elisif: You have more than earned the right to purchase property and take the next step to becoming a Thane. Elisif: Speak to Falk when you have the funds. And thank you.* <Invisible Continue to SSv2ElisifsTributeTopic> Elisif: Also, you should come visit me in my chambers after midnight. *A vanilla script will execute GetOwningQuest().setstage(30) as this line finishes, which ends Elisif's Tribute, and, if I'm not wrong, qualifies you to start the Thane quest next time you speak to Elisif. (You'll have a dialogue option about something like "Is there anything else you need, Jarl?", to which she'll reply "Yes, there is room in my court for a new Thane.") If your Elisif's Tribute quest isn't ending correctly after Elisif mentions property purchasing, then you likely have another mod that overwrites the script responsible for this task.
karlpaws Posted January 15, 2015 Posted January 15, 2015 Either save corruption or I changed a faction standing in some way, a fresh save did work. Then when I went through the door into the tower they all went hostile, which I'd expect. I loaded my quicksave from after making the new game, coc'd back, it worked a second time. I ran down the hill, came back, and the bandit was friendly until I activated her to see if she had any dialog options, but she went hostile at that point. Behavior as expected? Once you deal with the bandit (either by paying, persuading, or sex), you have 60 seconds to leave the area until they turn hostile. This is why the bandit says "get out of here before I change my mind" if you attempt to talk to them again. As for what happens if you go through the door, I just tried it and they do instantly aggro as soon as I enter, so it looks like this is intended vanilla behaviour as well. I was pretty sure going through the door would be trespassing style change of legality expected behavior stuff, but I thought I'd mention it. I did not know about the 60 second timer, and thought her comment was the usual reused dialog that litters Skyrim. When I ran off, and then came back, she did have a comment about should have left or should have stayed away or something, which I thought was the same thing. I was expecting the same behavior as the thieves that accost you.. after taking their thrills and then taking your stuff they just kinda wander off, (and then with my playstyle, get an arrow in the back, one of the downsides of playing a steath and heavy on a big opener attack type character). The last few times I tried, I had no quests there, and did not even try to attack from a distance. I just tried running blithely by, to see if they would trigger the same way the encounter Thief does. Instead I just got the red dot on the compass and the watching bandit came running down to attack me. Start the game, and without loading any game, open the console and type coc ValtheimKeepExterior01 . If the bandit goes hostile on sight, then it's one of your mods causing your problem. If the toll demand goes through as intended, something happened on your existing character's save that's preventing the toll approach from occuring. I have this, haven't been able to talk to that bandit for quite a few playthroughs, but I'm pretty sure it's one of the ERSO mods that does it, likely "Populated Forts and Towers" which places more bandits there, one of the new ones goes automatically hostile, then pulls along the girl asking for a toll. Other mods that could easily do it is OBIS - Organized Bandits in Skyrim, and any number of AI mods that simply make the archer on the bridge have a longer line of sight and spot you and go hostile, making all the others hostile as well. OBIS might be the cause of my issues.. I did have it but removed it when I had a few problems with some of the camps, and found it just wasn't as much fun as it was trouble. There are no extra bandits in the tower in my setup, but some changes might still be in place. I think the modifications I've made to bow distance and sight only affect the PC, not NPC AI. Playstyle wise, that toll isn't something I'm all that concerned about since my style is typically to snipe off guards anyway, or play with calm, fear and frenzy and let them kill each other. I just wanted to see if the new addition worked and then wondered why it did not.
Sacremas Posted January 15, 2015 Posted January 15, 2015 Yeah probably another mod doing it then, or even vanilla being a bitch and protesting again (as it does too much, I think I'm not feeding it enough) just thought I'd report it in case. After the exchange I was able to buy the house just fine, but I never got the next dialogue with Elisif to progress to Thane. As I said I fixed it with console, so no worries. Anyway, thanks for the mod, it's been fun so far and an interesting complimentary mod to Amorous Adventures which kinda does the same thing but in a different way.
Sacremas Posted January 15, 2015 Posted January 15, 2015 OBIS might be the cause of my issues.. I did have it but removed it when I had a few problems with some of the camps, and found it just wasn't as much fun as it was trouble. There are no extra bandits in the tower in my setup, but some changes might still be in place. I think the modifications I've made to bow distance and sight only affect the PC, not NPC AI. Playstyle wise, that toll isn't something I'm all that concerned about since my style is typically to snipe off guards anyway, or play with calm, fear and frenzy and let them kill each other. I just wanted to see if the new addition worked and then wondered why it did not. Also keep in mind that combat AI mods like Duel - Combat Realism, SkyRe - Enemy AI, and ERSO's Better Enemy AI extends visibility of archers as far as I know, at least the badguys have been sniping me a lot more since I started using them. I'm not using any bow range/visibility extending mods at all, and the archer (and/or mage) on the bridge is always attacking me as I'm moving up towards the tower, whereas if I run vanilla unmodded the archer only attacks me once I actually go up the stairs to the bridge. Oh and I also removed OBIS, but did so because it does tons of papyrus damage that slow down other scripts, it's not dangerous normally in a low-mod game but it is if you're running a heavily modded and scripted game. If you removed it mid-playthrough, expect to see a lot of leftover crap, there's a very good chance your save is ruined and you have to start over again. As a replacer I can recommend ERSO*s Radiance, Populated Towers and Forts and Populated Dungeons, they actually add to the challenge while doing a minimum impact on your save and performance; http://erkeilmods.altervista.org/skyrim/r-s-o/
Starfire12 Posted January 15, 2015 Posted January 15, 2015 I'd like to request a change to A Chance Arrangement. I liked to fail this quest on purpose so as to not loose Brand-Shei as a vendor nor his quest. Passing it via sex with Brynjolf seemed ideal. Unfortunately after picking that option Brand-Shei still got arrested upon the quests completion. Also it's quite unrealistic for that to happen at all, if the Dragonborn has sex with Brynjolf instead of them framing him together. If completing the quest will always cause Brand-Shei to get arrested and that's not moddable, you could always have the quest fail after picking the sexlab option. After all in Skyrim completing a quest doesn't give XP or anything and you can then continue with the Thieves Guild questline even after it's officially failed, since the game does allow that to begin with.
WraithSlayer Posted January 15, 2015 Author Posted January 15, 2015 I'd like to request a change to A Chance Arrangement. I liked to fail this quest on purpose so as to not loose Brand-Shei as a vendor nor his quest. Passing it via sex with Brynjolf seemed ideal. Unfortunately after picking that option Brand-Shei still got arrested upon the quests completion. Also it's quite unrealistic for that to happen at all, if the Dragonborn has sex with Brynjolf instead of them framing him together. If completing the quest will always cause Brand-Shei to get arrested and that's not moddable, you could always have the quest fail after picking the sexlab option. After all in Skyrim completing a quest doesn't give XP or anything and you can then continue with the Thieves Guild questline even after it's officially failed, since the game does allow that to begin with. If you have the unofficial patches, Brand-Shei will only be arrested for a limited time (one week, I think?), after which he'll return to his usual merchant routine. As for bypassing the arrest scene, I only took a quick look for now, but it looks like I can avoid Brand-Shei getting sent to prison without having to edit the quest, if you take the sex route. I'll include this in the next version if doable.
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