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Posted

Thank you for your reply, but Sexual Fame is not installed. 

1 hour ago, Gimlord said:

Are you sure that you don't have any mod that removes child  NPCs?

In general I tend to have a problem with the carriage with pathfinding when it reaches a specific bridge, most likely because I have a mod that modifies the area.
For that part sometimes by luck I manage to pass from there if I use moveto command to move the horse to a different spot and by accident it finds the correct path then.
For the last part at Rorikstead, this usually happens when you have mod that removes child NPCs, because there dialogues from child NPC when you pass from there.
If you have SexLab Sexual Fame installed, it has an option in the mod menu to remove child NPC, which is by default enabled.

 

Posted
15 hours ago, Skyrim_WGuard said:

 

I’ve been struggling for about a month with the carriage scene from Falkreath to Rorikstead.

After blojob starts in the carriage driver’s seat, the dialogue and scene stop progressing entirely, and when the carriage reaches Rorikstead, it makes a U-turn instead.

As far as I know, I don’t have any mod installed that removes child NPCs, and I have no idea what could be causing the conflict.

if you have mods that changes Rorikstead, it can cause the scene to break like that

Posted

i found a bug in the part of the quest where you have to fight the phantom in order to get into the jarls longhouse.  the part of the quest that says to disarm the phantom is unable to be completed. I have tried to kill her and take everything, save her to turn into the imperials, and save her to turn into zoe and that part of the quest never completes all she has is a bow, necklace, and some armor but no sword to take. another problem i have is that whenever i capture her and turn her over to the imperial guard, the game flashes to a short scene where she is sitting in a chair and bound then it quickly goes to a scene with my character in jail and then screen goes black. none of the controls work and i can't get out of it. i could really use some help in trying to figure out why the "disarm the phantom" part of the quest won't finish andf what is going on with the scene of meending in jail and screen going black

Posted
50 minutes ago, Stella_911 said:

 

Я случайно телепортировался и нашёл это место. Хотелось бы узнать, как сюда попасть, или не полностью ли обновлено.

image.png.3e1731438393517736c8e57e6d093d3c.png

Здравствуйте! Это из части "Погоня за вором на лошади", по дороге из Вайтрана до Фолкрита. Один из тупиковых вариантов развития сюжета, когда героиня была захвачена разбойниками. В этом месте девушек продают в рабство - bad end.

Posted

Hiya been playing this for a while and after you follow the boy to Silentwood and complete the trials one of the characters tells me to meet the priest but very clearly i cannot find him the quest name is also different asking me to find the cellar of the chief of silentwood.. im playing on the newest version, can anyone help me out?

Posted
On 4/19/2026 at 1:49 PM, platypus101 said:

Hiya been playing this for a while and after you follow the boy to Silentwood and complete the trials one of the characters tells me to meet the priest but very clearly i cannot find him the quest name is also different asking me to find the cellar of the chief of silentwood.. im playing on the newest version, can anyone help me out?

Yea in the silentwood you wont have quest markers as the main quest there is to get into the chiefs cellar. The priest is at the very bottom of the nordic ruin. next to the showers/resting area there is a big hole in the ground go there and enter ruins then go straight and to the bottom of stairs.

 

4 hours ago, Stella_911 said:

In version 1.9.2, what’s new in the Silent Wood section? Does anyone know?

Nothing. Right now, Dogma is revisiting the whole mod polishing details and adding smaller stuff he had to skip due to technical issues and time. Last change to Silentwood was adding the dwemer ruins side plot and catching the Moustachioed Olaf for Orm.

 

1 hour ago, hev007 said:

Hi. I'm getting a crash when using items (stockings) from the YPS mod. Is there a patch for this?

Not sure what the conflict between this mods could be so crash is most likely caused by something else and not the Thief mod. 

Posted
Час назад Воронвес сказал:

Да, в Безмолвном лесу у вас не будет маркеров заданий, так как общее задание там — попасть в подвал вождя. Священник находится в самом низу нордических руин. Рядом с душевым/зоной отдыхом есть большая яма в земле, идите туда, войдите в руины, затем идите прямо и спускайтесь по лестнице.

 

Ничего. Сейчас Dogma пересматривает всю моду, дорабатывая детали и добавляя мелкие элементы, которые ему пришлось пропустить из-за технических проблем и нехватки времени. Последнее изменение в Silentwood — добавление побочного сюжета с даммерскими руинами и поимка Олафа с Усами для Ормы.

 

Непонятно, в чем может заключаться конфликт между живыми модами, поэтому сбой, скорее всего, вызван чем-то другим, а не модом Вора. 

Каждый раз, когда я включаю мод "Вор", игра вылетает. Я пробовал начинать новую игру и всё такое, но она всё равно вылетает, когда я надеваю чулки. Подозреваю, что анимация в моде "Вор" может глючить.

Posted (edited)

I see this in walkthrough, what the meaning of this in dwemer ruins section

 

"Also at the end of the scene between the brothers, if you linger, and don't leave until it's over, they will offer to join them in the evening to celebrate. But the heroine will knock on their door only if she hasn't gotten the information from Hokki yet and can't do it on that day, i.e. she hasn't arrived at the tree house and it's already night (you can't go deep into the night)."

 

 

 

if we choose this, we cant get the event in Korst house? 

Edited by junior55
Posted
On 4/19/2026 at 7:57 AM, Highborn said:

if you have mods that changes Rorikstead, it can cause the scene to break like that

I didn't installed mods that changed Rolikstead directly, but I suppose some mods include silent Rolikstead cell change...like USEEP or alternate start

Does anyone know the major mod changes rolikstead? or, how to investigate the mods? 

Posted
2 hours ago, Skyrim_WGuard said:

I didn't installed mods that changed Rolikstead directly, but I suppose some mods include silent Rolikstead cell change...like USEEP or alternate start

Does anyone know the major mod changes rolikstead? or, how to investigate the mods? 

 

Neither of those mods make changes to Rorikstead which would cause the scene to fail.

Scenes fail when NPCs who are involved in the scene fail to participate.  Thief uses a complex system of each scene phase waiting for another phase to complete before starting, as a means of preventing NPCs from talking over one another.  This also means that if an NPC is supposed to deliver a line but that NPC isn't loaded, then the scene gets stuck.

In order to ensure that the scene in Rorikstead completes correctly, nearly every vanilla NPC in the village must be enabled, alive, and active.  If you have a mod that disables children, it will fail.  If you have killed anyone in town, it will fail.

Posted

In version 1.9.24 of Dogma, I couldn’t progress the Viarmo-related event or the Viggi-related event during the PregnantQuest section, so I ended up resolving it by using the console command 'setstage hp_pregnantQuest 160'. In particular, Viggi disappears somewhere after the back treatment event and never shows up again. Why do these kinds of bugs keep happening all the time? 😥

 

At this point, the most stable version of Dogma is probably version 1.9.03. It’s already a year old, but you can play through perfectly from start to the final ending without any minor bugs.

However, I also managed to overcome numerous bugs in version 1.9.24 and eventually reached the ending.

It was fun.

Posted

Solitude content Spoiler:

Spoiler

In the new Solitude Content with the 2 Beggars they mention that one of their conditions for leaving you alone during the auction is that you return to them once a week, does such a scene actually exist though or is it just the auction scene + the one that lasts all night with them?

Posted
1 hour ago, Kryona said:

Solitude content Spoiler:

  Hide contents

In the new Solitude Content with the 2 Beggars they mention that one of their conditions for leaving you alone during the auction is that you return to them once a week, does such a scene actually exist though or is it just the auction scene + the one that lasts all night with them?

Dogma said that there is no returning scene at the moment. He said the dialogue is mostly a placeholder because he didn't decide yet if it's necessary to add this scene.

Posted

Anyone know what might be a workaround for the game bugging after the blue palace gigalo night? I've tried a few times and my saves are locked after the butler lets me out. Can't wait or anything, I assume some script is getting stuck but can't figure out what.

Posted
13 minutes ago, Leiafanman said:

Anyone know what might be a workaround for the game bugging after the blue palace gigalo night? I've tried a few times and my saves are locked after the butler lets me out. Can't wait or anything, I assume some script is getting stuck but can't figure out what.

You have to go to Vala and she gives you your item back. I think the mod stops all interactions unless you do it to show that its important to act immediately.

Posted (edited)
20 minutes ago, Voronves said:

You have to go to Vala and she gives you your item back. I think the mod stops all interactions unless you do it to show that its important to act immediately.

Hmm I've played all the way til she sets me on the gray fox stuff and still haven't had saving reenabled.

 

 

EDIT: It resolved, I kept playing. Went pee at Madam Petit's and it worked after, not sure if it was just a time thing or if some scripts got turned back off but we're good!

 

Edited by Leiafanman
Posted
8 hours ago, Leiafanman said:

Hmm I've played all the way til she sets me on the gray fox stuff and still haven't had saving reenabled.

 

 

EDIT: It resolved, I kept playing. Went pee at Madam Petit's and it worked after, not sure if it was just a time thing or if some scripts got turned back off but we're good!

 

You were stuck in a scene then. The Butler should have said something more or your character missed some trigger for dialogue and peeing just overtook that scene and reset you 

Posted

Hey everyone. Does anybody knows if the Skip function now lets you skip further than the Skunkway end/ return to Solitude?

 

I want to replay the Dragonbridge stuff but I don't have any compatible saves around that point.

Posted
4 hours ago, Dyno said:

Hey everyone. Does anybody knows if the Skip function now lets you skip further than the Skunkway end/ return to Solitude?

 

I want to replay the Dragonbridge stuff but I don't have any compatible saves around that point.

No but after the full skip to end of solitude just use command to finish the main Thief quest. All aliases should be applied correctly to the fathers and events and once the main quest stage is marked as finished you can go to Hidara in Draginbridge and do the pregnancy quest.

Posted (edited)

Do you know that the Dogma mod, oddly enough, ends up breaking the movement paths of NPCs in Riverwood?

That’s why, if you check my previous post, you’ll see that I mentioned there was a fix mod - namely SkyFix SE - Riverwood Redeveloped.

 

Using this mod fully restores the previously broken movement paths of NPCs in Riverwood. However, this mod also has an issue: it adds too many buildings and objects, which causes a significant drop in game performance (FPS).

Some users who have installed a lot of building-related retexture mods even report that the FPS drop is worse than in Whiterun.

 

So I modified and optimized this mod myself. I removed most of the added structures and objects, keeping only the part that restores the rough Riverwood walls in line with the mod’s original intent.

As a result, the NPC movement paths now work perfectly, and the FPS drop has been minimized.

 

Even aside from the Dogma mod, there are surprisingly many unrelated mods that end up breaking the NPC movement paths in Riverwood.

The solution is simple: just place this mod below the others in your load order so it overwrites them, and the issue will be completely resolved.

 

My modified version also fixes several inherent bugs found in SkyFix SE - Riverwood Redeveloped.

 

File contents:

1. Riverwood Redeveloped SE.ESP - this is the original mod that I personally modified.

2. Occ_Skyrim_SkyFix-Riverwood_patch.ESP - this is an eFPS patch for the mod. You can place it below the main file in your load order, and it also requires the original eFPS mod. However, the performance improvement isn’t very noticeable, so whether you use it or not is up to you.

 

Since this mod modifies a town, it works best if you rebuild using DynDOLOD. However, even without it, there shouldn’t be any major issues. You may notice a minor glitch where buildings briefly flicker when you step outside the town.

 

Since Riverwood is the first town most players visit, this mod will likely be essential for a better experience.

unfortunately, I don’t know how to modify LE, so I wasn’t able to port it to an LE version.

 

**This mod does not work properly on existing save files where NPC movement paths are already broken. To fully restore the NPC movement paths, you need to create a new character and start a new game.

 

Riverwood Redeveloped SE 1_2.7z

Edited by pyoh1350
Posted
19 hours ago, pyoh1350 said:

Do you know that the Dogma mod, oddly enough, ends up breaking the movement paths of NPCs in Riverwood?  That’s why, if you check my previous post, you’ll see that I mentioned there was a fix mod - namely SkyFix SE - Riverwood Redeveloped.

 

If this is an issue, there's a potentially simpler fix that doesn't add any new buildings.  Thief does make some very minor modifications to Riverwood, because at some point Dogma did some testing there.  The most direct fix would be to open Thief.esp in xEdit, find the worldspaces related to Riverwood, and delete all of the changes made to the cells by the mod.  This will effectively revert the changes, restoring Riverwood to its vanilla state.  This solution, however, will not un-do changes made by any other mod to Riverwood.

A more certain solution would be to open Skyrim.esm in xEdit - probably also load the DLC and the USSEP to capture any changes made by those mods.  Find the cells which define the Riverwood worldspace and use the 'deep copy as override' to make a complete copy of Riverwood and all its contents as a new mod file.  You can then move this file - which does nothing except reverse all updates to Riverwood to vanilla/USSEP baseline - to below whatever mods cause issues with that worldspace.

Posted

I'm having a weird issue where I cannot for the life of me find the cave entrance in the waterfall to get the lunar nirnroot. I've played through the mod before and don't remember this being difficult at all. I've combed every inch of the water, reloaded multiple times, tried all the branches with the druid but the entrance just doesn't seem to appear. I've no clipped to look, everything. Nothing works. And yes I'm interacting with the druid before looking. Also yes I've pulled up the local map and stood exactly where it is, but it's just not there to enter. I'm assuming its bugged. does anyone have the cell id to teleport into? or the lunar nirnroot id to spawn it into my inventory? Appreciate any help. Thanks.

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