Gudulba Posted August 13, 2024 Posted August 13, 2024 On 8/8/2024 at 8:28 AM, Gudulba said: Update: I looked up the Falkreath guard's RefID in SSEEdit (bd_Falkreath_Guard_MainDoor -> NPC RefIDs show up on the right hand side in SSEEdit in the "Referenced By" tab after ACHR). With "prid RefID / enable", the guard indeed showed up to the left side of the Jarl's longhouse entrance with his corresponding dialog topics. (As a side note: Imperial soldiers also appear in Falkreath after having spawned the guard and proceeded with the quest although I have finished the Civil War on the Stormcloak side). I followed through with the "Falkreath citizen" quest branch, but I am now stuck again: when being transported into the longhouse together with Vikar, nobody is sitting on the throne and NPC dialog is obviously missing. Vikar eventually says something like "We' are not in a hurry, we'll come back" etc. and wants to leave, but then nothing happens anymore and I am stuck in the longhouse... With the debug option "Taking control", I saw that Dengeir (Stormcloak jarl) is sleeping in the adjacent room during the day. Whatever that means... Has anybody ever successfully played the Falkreath part after having finished the Civil War on the Stormcloak side?? I have managed to solve the issue and complete the Dreamcatcher quest (having had finished the Civil War on the Stormcloak side and with Dengeir as Falkreath's Jarl): These commands I found somewhere in this long thread: setobjectivecompleted bd_mq 330 1 setobjectivecompleted bd_mq 331 1 setobjectivecompleted bd_mq 332 1 setpqv bd_sq_ghost NC_QuestStage 4 setpqv bd_sq_ghost Df_QuestStage 2 startquest hp_FalkreathJarlHouseQuest XX042ff5.enable setpqv hp_FalkreathJarlHouseQuest IsJHAccess 0 setpqv bd_sq_ghost Dreamcatcher_QS 1 After issuing these commands, the longhouse entrance door was still closed. Therefore I additionally did: setpqv hp_FalkreathJarlHouseQuest DengeirQuest 1 player.moveto 0001981B (Dengeir RefID) -> Teleporting into longhouse, talked to room guard, entered Jarl's room and took the dreamcatcher. Horray! (after a quick test, these few commands instead of all the above may also work: setpqv hp_FalkreathJarlHouseQuest IsJHAccess 0 setpqv bd_sq_ghost Dreamcatcher_QS 1 player.moveto 0001981B) This was the reward for all the hours of troubleshooting 🙂 : Spoiler 2
Deroderod Posted August 14, 2024 Posted August 14, 2024 My pandora behavioral engine cant seems to load thief's animation. When the animation triggers in game it's either ctd or just t pose
Highborn Posted August 14, 2024 Posted August 14, 2024 10 hours ago, oscartw said: My pandora behavioral engine cant seems to load thief's animation. When the animation triggers in game it's either ctd or just t pose I didn't CTD, but some custom animations didn't work for me as well. I guess it's incompatible, at least for now.
sprite6969 Posted August 14, 2024 Posted August 14, 2024 Having an issue when naming my characters baby at the end of the Pregnancy Quest, the box does not appear for me to enter a name. The only thing I am able to do is open the console. I have tried disabling UI mods, and some other mods that I thought may cause an issue.
Deroderod Posted August 15, 2024 Posted August 15, 2024 9 hours ago, Highborn said: I didn't CTD, but some custom animations didn't work for me as well. I guess it's incompatible, at least for now. Thanks G, gonna switch back to fnis + nemesis
Ghostseyru160 Posted August 16, 2024 Posted August 16, 2024 Has anyone gone through the effort of patching Thief for DBVO Ciri? I'm not even sure that would work given the way Thief handles player dialogue (IIRC, it clones the PC and makes the clone invisible and adds the dialogue lines to it so that the lines appear one after the other like with NPC's and without having the need for a human player to keep picking dialogue options). But if it does, I know that would probably cost a fortune anyway, but it's worth asking in case someone figured it out.
Highborn Posted August 16, 2024 Posted August 16, 2024 4 hours ago, Ghostseyru160 said: Has anyone gone through the effort of patching Thief for DBVO Ciri? I'm not even sure that would work given the way Thief handles player dialogue (IIRC, it clones the PC and makes the clone invisible and adds the dialogue lines to it so that the lines appear one after the other like with NPC's and without having the need for a human player to keep picking dialogue options). But if it does, I know that would probably cost a fortune anyway, but it's worth asking in case someone figured it out. I don't think anyone has made it so far. Bella voice is the one I think with most nsfw patches but nothing for Thief so far. 1
Ghostseyru160 Posted August 16, 2024 Posted August 16, 2024 16 minutes ago, Highborn said: I don't think anyone has made it so far. Bella voice is the one I think with most nsfw patches but nothing for Thief so far. Fingers crossed 🤞
brewmasterhal Posted August 17, 2024 Posted August 17, 2024 9 hours ago, Ghostseyru160 said: Fingers crossed 🤞 Existing text-to-speech has never appealed to me. We either need a really good TtS system that allows textual direction as well, or speech-to-speech with accent conversion. I'll let you guys know if I get anywhere with those... 2
DreaM MakeR Posted August 17, 2024 Posted August 17, 2024 for some reason this mod adds a lot of animations and exceeded the OAR limit in my mod set
loler23rr Posted August 18, 2024 Posted August 18, 2024 On 8/8/2024 at 8:28 AM, Gudulba said: Update: I looked up the Falkreath guard's RefID in SSEEdit (bd_Falkreath_Guard_MainDoor -> NPC RefIDs show up on the right hand side in SSEEdit in the "Referenced By" tab after ACHR). With "prid RefID / enable", the guard indeed showed up to the left side of the Jarl's longhouse entrance with his corresponding dialog topics. (As a side note: Imperial soldiers also appear in Falkreath after having spawned the guard and proceeded with the quest although I have finished the Civil War on the Stormcloak side). Can you maybe tell me what the RefID of the guard is or is it different for everyone anyway? Because when I look it up on SSEE and type it the RefID with the commands it doesnt work. Also all the other RefIDS from other characters in this mod dont match up with the IDS SSEE shows me.
Highborn Posted August 18, 2024 Posted August 18, 2024 Guys, Dogma has found some serious problems within the Creation Kit. It might affect the work of the mod for real. I'm gonna post the Google translation and if someone has any idea how to fix this, be welcome to reply here or DM him on patreon. Again there was a problem with crashing from CK, and again because of the dialogue tab in the quest. Only this time it’s much more serious, and I’ve been trying to fight it for several days now to no avail. This started last week, but then the problem itself disappeared somewhere the next day. It crashed only in one quest, and not when opening a tab, but when editing dialogues there. Now the program crashes when opening the dialog tab of any quest. The problem is not in any individual dialogue, I figured it out by deleting completely different dialogues in different quests, then rebooting and checking. Maybe someone remembers, I once had a similar problem, which I solved by deleting all the dialogs from dragonborn.esm. I figured the problem was the number of them, and so far everything seems to indicate that it is, but what's strange is that I haven't yet added nearly the same amount of new dialogue that I removed from Dragonborn.esm, and the problem is already back. There may be something else here that I haven't figured out yet. I then hoped that when the problem returned one day, I would do the same with skyrim.esm, that is, convert it to esp, remove some part of the dialogue from the base game, convert it back, and continue working. But it’s not so simple, as it turned out - you can’t convert it, at least tes5edit doesn’t allow you to do this, but I managed to do it through wryebash, after which I uploaded it to the creation kit ( by the way, the download took a very long time, about 15 minutes ), after which I executed removing some dialogues from the main quests of the game, which I don’t need in any way for work, after which I converted it back to esm, and only then loaded my plugin, as usual. And yes - it worked, but, firstly, the loading of the plugin has increased significantly, it reaches 20 minutes, which will make the work almost impossible, but that’s not all, secondly, the game with this modified skyrim.esm does not load, for me you have to replace it with the original one before starting it. That is, if I decide to continue working like this, it will be something like this: I download the creation kit, wait 15-20 minutes, work, then to check something in the game, save, also wait 5 minutes for it to save ( this is also happens much longer than on the original skyrim.esm, apparently there were some optimizations that are lost when converting or editing in CK ), then I replace skyrim.esm so that the game can start, I check that everything I need in the game, then again I replace skyrim.esm so that I can continue working, etc. This does not take into account the fact that CK often crashes, for example, when trying to add a script. That is, work will turn into a complete nightmare. You can, of course, make an additional installation of the game, which I will test on, and create a bat file that will copy changed files from one installation to another, but this still does not eliminate other problems. And I just confirmed the fact of a successful launch, and it’s not at all a fact that my mod will not break from such a modified skyrim.esm, after all, it’s probably not for nothing that it was banned from editing in tes5edit. The crash itself is stable, it is not possible to determine the specific cause of which; I did not find any tools or plugins for this. The windows log in the creation kit error indicates a faulty module Windows\SYSTEM32\ntdll.dll, and based on the error code that was indicated there, I googled that this was something to do with a call stack overflow. I don’t really understand this, but apparently it has something to do with the amount of dialogue. Opening a dialog tab takes quite a long time, and the more dialogs, the longer, for example on a clean plugin just created: 1-2 seconds, for me: 10-15 seconds, probably some function double-checks them, or something that sort of thing, and when there are too many of them, something breaks. I also had hope that this method would work: create a separate plugin based on skyrim.esm, and remove some of the dialogue from the base game in it, then save this plugin and then convert it to esm, and then connect it when loading thief. But this also did not solve the problem, the quests are not actually deleted, but are simply marked as deleted, although they do not have dialogues, but apparently they are not deleted, and are also pulled up when the plugin is loaded. It’s a pity, if this worked, I would then simply remove this dependency on this plugin during release so that the original quests of the game would continue to work with the thief connected, but unfortunately this idea does not work. I decided to try again on Creation Kit SE, did a clean installation with a minimum of mods, but it had a similar problem. In any case, the plugin does not save on my SE, it also crashes, this problem has been around for a long time and has not gone away. So this option is out of the question. I also checked on different PCs, the problem is the same. In general, it’s a complete dead end for now, maybe one of you will give me more ideas. I know only one option, but it is very labor-intensive, which I would not like to resort to, but I will have to if I don’t find anything else in the near future. This means dividing the plugin into two separate ones, and this will need to be done in such a way that I can run them in the creation kit independently of each other, that is, there should be no dependencies between them. Otherwise, if they are both loaded, then the same problem will not go away, because all the dialogs will be loaded. That is, I can’t just take the current plugin as a basis and work on a new one, I need to clearly separate them, cut out Quiet Forest from one, and everything except Quiet Forest from the other, and carry out the interaction between them through a separate plugin, for example, display variables in dogma - engine.esm. Silent Forest is most suitable for being included in a separate plugin, since it is most isolated from all other content, except at the beginning, at the hot springs, these scenes are built into the main quest. The beginning will need to be recreated in a separate plugin. The big problem will be with the skip script; I have no idea how to implement it yet. There will also be problems with finalizing the pregnancy quest. Well, probably a bunch of other problems will emerge along the way, and in general, it will be inconvenient for everyone to work with this, but for now I don’t see any other options at all. And this is only in theory, it’s not a fact that it will work, there is a high probability that the problem will return again even after such a separation, if it is connected with something else. I don't want to do a lot of work for nothing. Therefore, you will need to first make some kind of draft version and test it a little. All this is only as a last resort, if no other options can be found. In the meantime, I haven’t given up yet, and every day I try a bunch of things. I once managed to make sure that after editing skyrim.esm behaved like the original one, that is, it loaded just as quickly, but it crashed when trying to save the thief. Now all the hope is that I will be able to figure out what this problem is, I am working by elimination and this is not a quick process at all, since every time I need to load plugins into CK and check. If nothing works out, and I decide to divide the plugin into separate ones, then it will take a huge amount of time, perhaps a month or more, it is unknown what problems I will encounter, it will be very easy to make a mistake, which will then be difficult or even impossible to correct, and I'll have to go back and redo it. And since the extended version is already so much delayed, here's what I think - at the moment, instead of doing this division, I can simply remove some part of the content temporarily, for example, pregnancy quests, and everything connected with it , there are quite a lot of dialogues, the removal of which will fix the crash problem, and this is perhaps the only thing that will not block the passage of the main plot, since it happens after its completion. This will allow me to complete Quietwood so I can release this expanded version as quickly as possible. And it will be easier to divide when Tikholesye already has a finished and streamlined look, and not as it is now - in the process of work, where a lot of things don’t work. Well, then, when I release the update, I will return to this point and from the backup I will make a version without Quiet Forest, and based on the latest version, I will make Quiet Forest separately and then somehow link it together. In general, if in the next few days I cannot achieve any positive results in searching for a simpler solution to the problem, then I will most likely do so so as not to stop working on the extended version. Well, if anyone needs it, the pregnancy quest can be played on the old version until I implement the separation. And as always, thank you so much for your support!
brewmasterhal Posted August 19, 2024 Posted August 19, 2024 4 hours ago, Highborn said: Guys, Dogma has found some serious problems within the Creation Kit. It might affect the work of the mod for real. I'm gonna post the Google translation and if someone has any idea how to fix this, be welcome to reply here or DM him on patreon. Let's see if the solution I posted will work out. 2
Highborn Posted August 19, 2024 Posted August 19, 2024 Good news: problem was solved, thanks to brewmasterhal's solution 2
brewmasterhal Posted August 20, 2024 Posted August 20, 2024 12 hours ago, Highborn said: Good news: problem was solved, thanks to brewmasterhal's solution Let's hope this is the last major hurdle. 2
DashMeUp Posted August 21, 2024 Posted August 21, 2024 There is a ruined building blocking the warehouse and what I think is the miner's house. Does anyone know why this happens? Ragna is meant to take me to the warehouse and she just stands there. What is the "Along the way" quest id?
brewmasterhal Posted August 21, 2024 Posted August 21, 2024 1 hour ago, DashMeUp said: There is a ruined building blocking the warehouse and what I think is the miner's house. Does anyone know why this happens? Ragna is meant to take me to the warehouse and she just stands there. What is the "Along the way" quest id? You have some other mod that adds to that area of the map?
Katgirl19 Posted August 21, 2024 Posted August 21, 2024 has there been any elevenlabs voice mod for this mod?
nothing2lose Posted August 21, 2024 Posted August 21, 2024 can anyone tell me how to get rid of "you must have had alot of good times" lines when talking to npc?
DashMeUp Posted August 21, 2024 Posted August 21, 2024 is the fishing game completely unplayable without a mouse? I don't see under the controls tab so I can change the wheel and m3 controls
Razor235 Posted August 21, 2024 Posted August 21, 2024 Guys, help, the mod is not working. the guy in the tavern offers you a drink and I agree and then I sit down at the table and nothing happens, the character control disappears and that's it. If anything, I'm playing version 1.7 on skyrim se and I ran all the animations through nemesis
Highborn Posted August 21, 2024 Posted August 21, 2024 11 hours ago, Katgirl19 said: has there been any elevenlabs voice mod for this mod? No. 2 hours ago, Razor235 said: Guys, help, the mod is not working. the guy in the tavern offers you a drink and I agree and then I sit down at the table and nothing happens, the character control disappears and that's it. If anything, I'm playing version 1.7 on skyrim se and I ran all the animations through nemesis See if you have the correct version of Fuz Ro Doh. If you are on version 1.5.97 SE, it's in the older versions, not the main one. If you are using the correct version, might be an incompatibility with Nemesis, try using FNIS.
redsky8096 Posted August 22, 2024 Posted August 22, 2024 After the threesome in the bandit camp, after the heroine was tied up, the screen turned black and the screen remained black, unable to proceed to the next step. . .
nothing2lose Posted August 22, 2024 Posted August 22, 2024 inside markarth barrow during belly of the beast quest the scene with two miners get stuck, darik tells a story about how they go out and talk to the NPC that sell dogs, while doing pouring animation, he stuck on that scene forever until he says "funny fellow". is there any console to skip this? i tried to disable and enable then do MCM debug option but it doesnt fix it
Skyrimor Posted August 22, 2024 Posted August 22, 2024 On 8/19/2024 at 2:21 AM, brewmasterhal said: Let's see if the solution I posted will work out. Man you're a freaking a hero with the walktthrough and everything and now saving us from a potential huge delay.
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