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Posted
2 hours ago, Savannahyoung2014 said:

I remember there being a scene at the evening gathering with someone in Silent Wood. Like behind one the rocks during the gathering. Anyone know the steps to set that up?

It's with one of the fisherman, Hamvir. Search in my signature link for his events, there is a walkthrough.

Posted

The mod works fine if Im using a new save and do the mod from the start. But if i load up any save the mod would just break (etc... drinking animation starts, says im feel dizzy and then the conversation would just stop there and nothing works. Or my character would shove captain Stanius cock away and just stare at him without saying anything.) Im disabling so many mods but this problem doesnt seems to resolve

Posted

Just got Haelgas book its starts the scene but theres just two guards looking at the camera. whilst the heroine is making noise upstairs. Scene doesn't stop is there more or is my save broken?

Posted
3 hours ago, Deroderod said:

The mod works fine if Im using a new save and do the mod from the start. But if i load up any save the mod would just break (etc... drinking animation starts, says im feel dizzy and then the conversation would just stop there and nothing works. Or my character would shove captain Stanius cock away and just stare at him without saying anything.) Im disabling so many mods but this problem doesnt seems to resolve

NVM. Turns out the culprit is this mod "Open Your Mouth - Non-Ventriloquist Player SE".
So beware of it LOL now loading save filess finally doesnt break the dialogues

Posted
1 hour ago, hebree said:

Just got Haelgas book its starts the scene but theres just two guards looking at the camera. whilst the heroine is making noise upstairs. Scene doesn't stop is there more or is my save broken?

They should say some stuff and go up the stairs, and then another group and another. It implies that the whole barracks banged the heroine that night. Try to disable/enable them via console or tp them to the heroine.

Posted

Played through it the first time no problems, but didn't like some of my choices so i loaded an earlier save and redid the start of silentwood.

Suddenly got this message when going hunting for the first time. And now my game freezes everytime after finishing the mini-game.

Even when i reload my old save it still doesn't work.

 

Went over my list and didn't find any mod that changes the timescale other than this mod. So have no idea why this suddenly became a problem.


 

Spoiler

image.png.dca4b955ecf1ad3caf3a3edf1a0314fa.png

 

 

Posted
1 hour ago, Dr.Lefse said:

Played through it the first time no problems, but didn't like some of my choices so i loaded an earlier save and redid the start of silentwood.

Suddenly got this message when going hunting for the first time. And now my game freezes everytime after finishing the mini-game.

Even when i reload my old save it still doesn't work.

 

Went over my list and didn't find any mod that changes the timescale other than this mod. So have no idea why this suddenly became a problem.

 

A timescale value of 400 is clearly too high.  That will mean that an in-game day passes in just over 3.5 minutes.  The default value of 30 makes a full game day take 48 minutes to pass.

I know that Thief modifies the timescale a little, but I'm surprised it makes such absurd changes.  Seems more likely to me that a script is written such that the current value gets multiplied by some factor, and that is interacting with something else in an unexpected way.

Regardless, you can always use set timescale to X where X is any number in about the range (0, 10000) to change the timescale yourself.  I've just tested making changes to the timescale, and I can say with confidence that the game will have some issues if you go outside that range.

Posted (edited)
1 hour ago, brewmasterhal said:

 

A timescale value of 400 is clearly too high.  That will mean that an in-game day passes in just over 3.5 minutes.  The default value of 30 makes a full game day take 48 minutes to pass.

I know that Thief modifies the timescale a little, but I'm surprised it makes such absurd changes.  Seems more likely to me that a script is written such that the current value gets multiplied by some factor, and that is interacting with something else in an unexpected way.

Regardless, you can always use set timescale to X where X is any number in about the range (0, 10000) to change the timescale yourself.  I've just tested making changes to the timescale, and I can say with confidence that the game will have some issues if you go outside that range.

 

Nvm. Thought the error message was from this mod but it was a problem with "Advanced nudity detection"

Removed the mod and everything works now. Completely forgot i had even installed it...

 

Edited by Dr.Lefse
Posted

I'm having issues where I'm crashing upon exiting the warehouse in Silentwood. I tried disabling Autosave from the game and mod but no dice? I'm trying to find the Crypt's Coc but no luck so far. Any other help would be great

Posted
6 hours ago, puhpaluhp said:

is there a way to skip getting the ingredients for the witch? the cave is no where to be found to get the lunar ninroot.

it's behind the waterfall inside Eldergleam Sanctuary

Posted
9 minutes ago, Highborn said:

it's behind the waterfall inside Eldergleam Sanctuary

i've looked behind all 3 waterfalls and there's nothing there im not sure why

 

Posted
5 hours ago, Rockodock said:

I'm having issues where I'm crashing upon exiting the warehouse in Silentwood. I tried disabling Autosave from the game and mod but no dice? I'm trying to find the Crypt's Coc but no luck so far. Any other help would be great

what version are you playing on? i remember there used to be a bug due to a headdress a npc was wearing in silentwood that caused crashes but that was on a earlier version of the mod

Posted
1 hour ago, Highborn said:

it's behind the waterfall inside Eldergleam Sanctuary

ah its a bug. i fought him at first and nothing showed to dive in the waterfall. but then i did the sex route and then after the waterfall showed. weird. 

Posted
10 hours ago, puhpaluhp said:

what version are you playing on? i remember there used to be a bug due to a headdress a npc was wearing in silentwood that caused crashes but that was on a earlier version of the mod

Id have to check, but im fairly certain the newest. When I leave the warehouse after getting my robes, the screen loads once and then loads again then CTD

Posted (edited)

Is there any patches for TNG? There's lots of character in silentwood have hole in their crotch. The TNG MCM shows that these people are using special bodies and theres no way to apply normal penis on them

Edited by Deroderod
Posted
1 hour ago, espguy said:

can you play as male or female only?

 

Mod is designed to be played with a female, dialogues won't make sense if male. But I don't know if the quest is gender locked.

Posted

It looks like my mod bugged out. I put it aside for a while to do other quests, and now I can’t do anything. In the quest log it says “Talk to the thief”, but the thief is nowhere to be found.

I had already progressed past Solitude — the thief was supposed to be transported somewhere and I think I was supposed to kill the guard, but I didn’t (at least I don’t remember doing it).

I also recall having one extra scene with some guy on a tower.

Now the quest seems stuck. Does anyone know what to do?

 

P.S Is there any current guide for this mod?

Posted
16 hours ago, espguy said:

can you play as male or female only?

 

14 hours ago, Highborn said:

Mod is designed to be played with a female, dialogues won't make sense if male. But I don't know if the quest is gender locked.

 

Female only.  It's been tried before.

You can make some changes to the mod files to try to remove playersex checks from conditions, but the quest still won't start on its own.  You can use the console to force the quest to start, manually perform setup, force scenes to start, etc.  Basically every part of the quest will not work without direct intervention of the player via console commands.
 

40 minutes ago, M3dousa said:

It looks like my mod bugged out. I put it aside for a while to do other quests, and now I can’t do anything. In the quest log it says “Talk to the thief”, but the thief is nowhere to be found.

I had already progressed past Solitude — the thief was supposed to be transported somewhere and I think I was supposed to kill the guard, but I didn’t (at least I don’t remember doing it).

I also recall having one extra scene with some guy on a tower.

Now the quest seems stuck. Does anyone know what to do?

 

P.S Is there any current guide for this mod?

 

The walkthrough linked in my signature is still valid for the portion of the mod that you're on.  The "Talk to the Thief" quest stage you're describing should only be accessible if the guard is dead.  The prisoner (with a bag on his head) will then stand completely still forever waiting for you to talk to him.

It sounds like you may have allowed the guard and prisoner to walk from Solitude to Markarth unimpeded, and the guard was killed by bandits or something along the way.  If you're lucky, you can try to find the prisoner somewhere along the road and continue the quest.  It's pretty likely that whatever killed the guard will have been hostile to the prisoner and killed him as well, so that might be a bit of an issue.

If I were you, I would try the following:

  1. Use the console to look up the refID of the prisoner and then use moveto to summon him so you can talk to him.
  2. If that doesn't work, you can simply advance the quest stage.  There is a list of quest stages and quest IDs in the walkthrough.
Posted (edited)
17 hours ago, brewmasterhal said:

 

 

Female only.  It's been tried before.

You can make some changes to the mod files to try to remove playersex checks from conditions, but the quest still won't start on its own.  You can use the console to force the quest to start, manually perform setup, force scenes to start, etc.  Basically every part of the quest will not work without direct intervention of the player via console commands.
 

 

The walkthrough linked in my signature is still valid for the portion of the mod that you're on.  The "Talk to the Thief" quest stage you're describing should only be accessible if the guard is dead.  The prisoner (with a bag on his head) will then stand completely still forever waiting for you to talk to him.

It sounds like you may have allowed the guard and prisoner to walk from Solitude to Markarth unimpeded, and the guard was killed by bandits or something along the way.  If you're lucky, you can try to find the prisoner somewhere along the road and continue the quest.  It's pretty likely that whatever killed the guard will have been hostile to the prisoner and killed him as well, so that might be a bit of an issue.

If I were you, I would try the following:

  1. Use the console to look up the refID of the prisoner and then use moveto to summon him so you can talk to him.                                                   how can i find refid this prisoner?
  2. If that doesn't work, you can simply advance the quest stage.  There is a list of quest stages and quest IDs in the walkthrough.                                 i know, but i dont know how exactly use it. Can you help me?

 

Edited by M3dousa
Posted
59 minutes ago, M3dousa said:

If I were you, I would try the following:

  1. Use the console to look up the refID of the prisoner and then use moveto to summon him so you can talk to him.                                                   how can i find refid this prisoner?
  2. If that doesn't work, you can simply advance the quest stage.  There is a list of quest stages and quest IDs in the walkthrough.                                 i know, but i dont know how exactly use it. Can you help me?

 

Here:

Spoiler

image.png.2a532f3d6edab67431ddbeeafb3343f1.png

So the questID you want is bd_sq_help.  If you want to see the list of quest variables, you use the sqv command (see quest variables) by executing sqv bd_sq_help and the variables will be dumped into the console.  From here, you can use the pgup and pgdn keys to navigate up and down the list.  At the bottom of that list will be a set of aliases, one of which will be named something like "fake thief" - should be particularly easy to spot because there will be another alias right next to it for the guard.  The alias will reference a hexadecimal formID, which will likely be either ff00XXXX or XXXXXXXX where the X means any hexadecimal character.  You can target that NPC from anywhere using the command prid XXXXXXXX, providing the exact same sequence of X characters that you see in the list of aliases.  You can then use moveto player to have the NPC placed at your current position.  If he's dead, you can then use resurrect 1 to bring him back to life (probably followed by a disable and an enable to reset his AI).

If you can't get all of that to work or you just don't want to (he has something like three lines of dialog) you can instead simply use setstage bd_sq_help 29 and that should send you to continue the quest.

Posted (edited)
On 4/1/2025 at 5:55 AM, pyoh1350 said:

 

Dogma - Thief_1_9 version has been uploaded, so I worked on the newly added or modified dialogues. Additionally, I fixed some lines that weren't displaying correctly in the previous version. This kind of dialogue work is extremely difficult—it's like 'finding a needle in the ocean.' The amount of dialogue is enormous, and especially since Dogma mod has a lot of 'novoice' lines, finding them all is nearly impossible. But I did it. Some lines might still not appear, but the vast majority of them should work correctly. 

 

**Install Dogma Voice Mod 1.0.0.8 and my Dogma Voice 1.8+ version in order, then install the newly uploaded Dogma Voice 1.9+ version and place it at the bottom. Also, since DBVO - Dogma Thief_1_9_addvoice is a separate mod, it should also be placed below the DBVO - Dogma Thief_1_8 mod.**

 

The exact version I worked on for the voice mod is 1_9_0_1.

 

Anyway, have fun and enjoy!

 

 

PS: Dogma 1_9 version update is really great. Keeping the original story while improving the quality makes it feel very fresh and amazing.

 

Dogma - Thief_Voice_1_9 add.txt 90 B · 169 downloads

I have created a new voice for Dogma version 1.9.1.5. The installation method is the same as before, using the MO2 mod manager to add it. 

If you followed the instructions in the previous post for installation, you just need to place the three mods at the bottom of the left panel in MO2. This way, the mod will be applied by overwriting the previous lines.

 

Example) 

*******************

*Dogma The Thief (main mod)

*Dogma voice

*Dogma - Thief_Voices_AddVoice

*Dogma - Thief_Voices_1_9

*Dogma - Thief_Voices_1_9_heroine_selfvoice

*Dogma - Thief_Voices_1_9_1_5

*Dogma - Thief_Voices_1_9_1_5_heroine_selfvoice

********************(Just set it up like this.)

 

And place the DBVO Bella - Dogma Thief_1_9_1_5 mod under the Dragonborn Voice Over mod.

 

Example) 

*********************

*Dragonborn Voice Over

*DBVO Bella - Dogma Thief_1_8

*DBVO Bella - Dogma Thief_1_9

*DBVO Bella - Dogma Thief_1_9_1_5

********************(Just set it up like this.)

*If you are using a voice mode other than Bella mod for DBVO, you just need to change the folder name and the 'voicebella_voice_pack.json' file.*

 

And to reduce the echo effect in voices, I recommend using the NPC Dialogue Audio Enhancer mod.

https://www.nexusmods.com/skyrimspecialedition/mods/40040

Using this mod makes the voices sound clearer and easier to hear.

 

The installation process is a bit complicated, but since the updates keep coming, this is the only way to do it. Also, I don’t use the LE version, so I’m not really sure about that part. However, I’ve heard that you just need to convert all the voice files into loose file format.

 

*****I’ve fixed the missing lines and odd tones from the previously uploaded file, and reworked all the dialogue to improve NPC voice quality. Even if you’ve already downloaded the previous version, please download this updated one again.*****

 

PS) The story is good and enjoyable this time as well. However, it would be better if you could make the event scenes a bit longer. I sometimes feel it's a pity when some event scenes end too quickly after I've gone through the trouble of meeting the event conditions. I prefer long event scenes.

 

 

Dogma - Thief_Voices_1_9_1_5(update)_v2.txt

Edited by pyoh1350

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