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Posted
13 hours ago, okthen1234567 said:

is it supposed to be an .txt mod?

 

and if so, how do you to make it work

 

ok im so stupid its actually funny

ohhh thanks man... after bme patch it worked

Posted

hello can anyone please send their skyrim.ini and skyrimprefs.ini who has a lots of outift mods and this mod and runing game stable... i might have messed up my settings a lot... and now even without this mod and just sexlab im facing annoying ctds and teleport to giant camp bug a lot...

Posted
30 minutes ago, sagar123 said:

hello can anyone please send their skyrim.ini and skyrimprefs.ini who has a lots of outift mods and this mod and runing game stable... i might have messed up my settings a lot... and now even without this mod and just sexlab im facing annoying ctds and teleport to giant camp bug a lot...

check Sinitar's ini files: https://drive.google.com/uc?authuser=0&id=10ZKMb0F4Q_7IKf2tir4_NPxt-rHFLkE_&export=download

 

he makes a great guide to mod Skyrim with stability: https://www.sinitargaming.com/skyrim_graphics.html

 

 

Posted

There are some scenes in this mod that play out an animation where clicking or pressing a button during the animation changes the scene. For me, a little grey symbol in the bottom right appears. Sometimes, though, that appears when one has to click to advance the scene. Other times, no symbol appears but one can still click to modify the scene.

 

Does anyone else have that grey symbol? It looks like a tiny version of the bar Dogma uses to fill up during minigames, but it never fills--does it fill up for anyone else?

Posted
1 hour ago, theliddtin said:

There are some scenes in this mod that play out an animation where clicking or pressing a button during the animation changes the scene. For me, a little grey symbol in the bottom right appears. Sometimes, though, that appears when one has to click to advance the scene. Other times, no symbol appears but one can still click to modify the scene.

 

Does anyone else have that grey symbol? It looks like a tiny version of the bar Dogma uses to fill up during minigames, but it never fills--does it fill up for anyone else?

Yeah, in some scenes it's supposed to be an indication that you need to press any key to advance to next animation, but sometimes it works as a 'timer' for your character to decide which is the next branch, so if you press a key, you stop the animation and enter a certain branch, if you don't stop, the animation advances to another branch.

Posted

im on the bit where zoe gives you the slow time scrolls to kill the phantom, but how the fuck do i kill the phantom? theres nothing there when i use free cam, and when i get close i just die, harder than dark souls. 

Posted
1 hour ago, Highborn said:

Yeah, in some scenes it's supposed to be an indication that you need to press any key to advance to next animation, but sometimes it works as a 'timer' for your character to decide which is the next branch, so if you press a key, you stop the animation and enter a certain branch, if you don't stop, the animation advances to another branch.

Yeah so for you are both of those indications identical (i.e. the same whether on a timer or not)? I was wondering if SkyUI or some other mod I have was causing them to all appear to be the same, or if Dogma made them identical on purpose.

 

Quote

im on the bit where zoe gives you the slow time scrolls to kill the phantom, but how the fuck do i kill the phantom? theres nothing there when i use free cam, and when i get close i just die, harder than dark souls. 

It can be a bit tough, but if you can get one hit on the phantom she will be knocked down, so I recommend using a bow or magic at range. Definitely use quicksaves when approaching--her weapon is basically a bow, so hiding behind cover will work most of the time.

Posted
Just now, theliddtin said:

Yeah so for you are both of those indications identical (i.e. the same whether on a timer or not)? I was wondering if SkyUI or some other mod I have was causing them to all appear to be the same, or if Dogma made them identical on purpose.

Yeah, it looks the same.

1 minute ago, eeeeeee77 said:

im on the bit where zoe gives you the slow time scrolls to kill the phantom, but how the fuck do i kill the phantom? theres nothing there when i use free cam, and when i get close i just die, harder than dark souls. 

For issues with the mod and walkthrough, you check the FAQ on page 156.

 

Here a part of it

 

"If you can get into melee range of the Phantom, one hit of any kind will knock her out and allow you to interact with her to continue the quest.  The most effective way of doing this is by setting the scrolls that Zoe provides you with to one hand, and your fist in the other.  Once you can see the tower from the road, cast your scroll and keep refreshing the effect when it fades, then sprint up the hill and punch her lights out.

 

If all else fails, open the console and type help phantom and note the formID that it returns, should be XX06F2E6 where XX is the hexadecimal index of the mod.  Now type prid XX06F2E7 and moveto player and punch the bitch in her invisible face.  "

Posted
3 minutes ago, Highborn said:

Yeah, it looks the same.

For issues with the mod and walkthrough, you check the FAQ on page 156.

 

Here a part of it

 

"If you can get into melee range of the Phantom, one hit of any kind will knock her out and allow you to interact with her to continue the quest.  The most effective way of doing this is by setting the scrolls that Zoe provides you with to one hand, and your fist in the other.  Once you can see the tower from the road, cast your scroll and keep refreshing the effect when it fades, then sprint up the hill and punch her lights out.

 

If all else fails, open the console and type help phantom and note the formID that it returns, should be XX06F2E6 where XX is the hexadecimal index of the mod.  Now type prid XX06F2E7 and moveto player and punch the bitch in her invisible face.  "

ima just cheat it, cant even see the phantom 

Posted
5 minutes ago, Highborn said:

Yeah, it looks the same.

For issues with the mod and walkthrough, you check the FAQ on page 156.

 

Here a part of it

 

"If you can get into melee range of the Phantom, one hit of any kind will knock her out and allow you to interact with her to continue the quest.  The most effective way of doing this is by setting the scrolls that Zoe provides you with to one hand, and your fist in the other.  Once you can see the tower from the road, cast your scroll and keep refreshing the effect when it fades, then sprint up the hill and punch her lights out.

 

If all else fails, open the console and type help phantom and note the formID that it returns, should be XX06F2E6 where XX is the hexadecimal index of the mod.  Now type prid XX06F2E7 and moveto player and punch the bitch in her invisible face.  "

well cant do that since it doesnt work, what else can i do?

Posted
11 minutes ago, eeeeeee77 said:

well cant do that since it doesnt work, what else can i do?

It works, it's a console command that comes within the game. It will teleport you to the Phantom, and you just need to hit her with a punch. If you still fail, then only setstaging the quest would work and I don't know the stage.

 

If you don't know how to find the hexadecimal index, download Get Over Here and using the MCM menu you can find NPCs in game and teleport to them, so use it to find the Phantom: https://www.nexusmods.com/skyrim/mods/79123

Posted
8 hours ago, eeeeeee77 said:

im on the bit where zoe gives you the slow time scrolls to kill the phantom, but how the fuck do i kill the phantom? theres nothing there when i use free cam, and when i get close i just die, harder than dark souls. 

for me using tlc solves the problem... near the encounter use tlc and go straight to fantom... easy kill.. did 3 times it just works

Posted

so i dont know whats messed up here... load order is good, overrites are clear and done fnis...latest skeleten is there... but this particular animation is misaligned... what might be the issue??   

help.jpg

Posted
5 hours ago, sagar123 said:

so i dont know whats messed up here... load order is good, overrites are clear and done fnis...latest skeleten is there... but this particular animation is misaligned... what might be the issue??   

 

Is it consistently like this?

Posted
37 minutes ago, brewmasterhal said:

Is it consistently like this?

yep... i tried my old copleted save too... happens during second time when u lose game... 1st time where farmers watch it works normally... 

Posted
2 hours ago, sagar123 said:

yep... i tried my old copleted save too... happens during second time when u lose game... 1st time where farmers watch it works normally... 

You can try re-installing the mod.  This kind of error is usually a single flipped bit - in this case the bit is in the part of the script that defines the X or Y coordinate that Kust should be moved to when the scene starts, thus shifting him in space by a few feet.  If the bug only happened once we could assume that the bit error was the result of a faulty load of the script during runtime, but since it's a consistent issue your file system manager must have introduced the faulty bit while copying the .bsa archive into your Data directory.  When you see things like this or this, it's a safe bet that a bit error is the cause.

 

You can also try to re-position Kust during the scene by targeting him with the console and using the getpos x and setpos x commands.

Posted
41 minutes ago, Delzaron said:

no update planned for this amazing mod ?

Yeah, probably by the end of summer. It should be the biggest update yet.

Posted
12 hours ago, brewmasterhal said:

Is it consistently like this?

 

11 hours ago, sagar123 said:

yep... i tried my old copleted save too... happens during second time when u lose game... 1st time where farmers watch it works normally... 

It was like that on every one of my playthrus as well, going back to the very first thief i did like a year or so ago.  Such a great mod i just shrugged it off.

Posted
21 hours ago, brewmasterhal said:

You can try re-installing the mod.  This kind of error is usually a single flipped bit - in this case the bit is in the part of the script that defines the X or Y coordinate that Kust should be moved to when the scene starts, thus shifting him in space by a few feet.  If the bug only happened once we could assume that the bit error was the result of a faulty load of the script during runtime, but since it's a consistent issue your file system manager must have introduced the faulty bit while copying the .bsa archive into your Data directory.  When you see things like this or this, it's a safe bet that a bit error is the cause.

 

You can also try to re-position Kust during the scene by targeting him with the console and using the getpos x and setpos x commands.

thank you... gonna try it

Posted
21 hours ago, Highborn said:

Yeah, probably by the end of summer. It should be the biggest update yet.

Didn't he say October/November?

Posted
1 hour ago, kakaer said:

Didn't he say October/November?

Did he? I don't remember him saying when it's going to be ready.

 

I'm using the speculation brewmasterhal posted on the FAQ:

 

Putting all of that together, we get the following:

  1. Earliest reasonable date for the v1.0 beta: Sept 5th
  2. Average estimated date: Oct 14th
  3. Latest reasonable date: Nov 6th

Summer ends in September 22th, so it could be around this date if we are optimistic, or a little further. In the worst case scenario, we wait until mid Autumn.

 

 

Posted
4 hours ago, kakaer said:

Didn't he say October/November?

2 hours ago, Highborn said:

Did he? I don't remember him saying when it's going to be ready.

 

I'm using the speculation brewmasterhal posted on the FAQ:

 

Putting all of that together, we get the following:

  1. Earliest reasonable date for the v1.0 beta: Sept 5th
  2. Average estimated date: Oct 14th
  3. Latest reasonable date: Nov 6th

Summer ends in September 22th, so it could be around this date if we are optimistic, or a little further. In the worst case scenario, we wait until mid Autumn.

The only reference Dogma has made to a release date is in a post a couple weeks back that mentioned a "deadline" which I take to mean November 19th, the release date of Cyberpunk 2077.  Whether we should interpret that as when the beta needs to be done, or when v1.0 needs to be released, is not clear.

 

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