Reishouteki Posted January 6 Posted January 6 On 1/4/2026 at 11:13 PM, brewmasterhal said: Have you tried just... waiting in the temple courtyard until after 11:00 AM? Yup, same result
MarioToscano Posted January 6 Posted January 6 On 1/5/2026 at 7:13 PM, MarioToscano said: I'm stuck on chapter 6 when I'm supposed to leave with the two soldiers for the road to Helgen: they're both at the exit of Falkreath, the soldier even makes the comment "why is that whore coming with us?", the corporal tells them to get going, but then they don't move...can anyone help? Thanks! Solve! The doors off the gate must be closed. Then after Open it, all NPC and player start moving. Thanks
MarioToscano Posted January 6 Posted January 6 (edited) I enter in Jarl's longhouse, but no Dreamcatcher above the bed. I try every way to enter in Jarl's bedroom, and in all off them, no Dreamcatcher on the bed to take it. I activate tcl to see throw the bed, and no object. Any idea? Thanks Edited January 6 by MarioToscano
shikimaru123 Posted January 7 Posted January 7 Is it fine to install this as long as I haven't gone to riften yet ?
brewmasterhal Posted January 7 Posted January 7 12 minutes ago, shikimaru123 said: Is it fine to install this as long as I haven't gone to riften yet ? The mod doesn't care if you've been to any of the mod locations. It will happily change things as required for the story.
dws89 Posted January 8 Posted January 8 (edited) Having an issue after starting the mod. PC can no longer jump. Changed the defualt keys in the MCM that were set to spacebar (jump), accessed a enchanter, sat down in an attempt to reset with no luck. Do have Better Jumping installed, but after removing it still cannot jump. Any ideas as to what would cause this? Thanks Edit: Nevermind.....fixed it with the reset in the debug menu in the MCM Edited January 8 by dws89
brewmasterhal Posted January 8 Posted January 8 3 hours ago, dws89 said: Having an issue after starting the mod. PC can no longer jump. Changed the defualt keys in the MCM that were set to spacebar (jump), accessed a enchanter, sat down in an attempt to reset with no luck. Do have Better Jumping installed, but after removing it still cannot jump. Any ideas as to what would cause this? Thanks Edit: Nevermind.....fixed it with the reset in the debug menu in the MCM There are also ZaZ devices (and Devious Devices) that will make you unable to jump while they are equipped.
farber12 Posted January 8 Posted January 8 (edited) Had anyone an issue with naming a child in pregnancy quest? I have tried disable and enable Hidara , but it seems doesn't work... Edited January 8 by farber12
MarioToscano Posted January 8 Posted January 8 In Chapter 6, after getting into the Jarl's room, the dreamcatcher shouldn't be above the bed? Is not...I can place the teleportation stone on a small table, but there's no dreamcatcher on the bed... It doesn't seem to be because of some "interiors" mod (would that only change the bed?), I've already used TLC to look through the bed and the room and nothing... Can anyone help me? Thanks!
brewmasterhal Posted January 8 Posted January 8 1 hour ago, gyug said: DO NOT OPEN LAST MESSAGE ABOUT UPDATED VERSION: THAT IS A SCAM/FISHING WHATEVER THING Good callout, but try not to repost the link to the virus.
gyug Posted January 8 Posted January 8 27 minutes ago, brewmasterhal said: Good callout, but try not to repost the link to the virus. right sorry my bad
Highborn Posted January 8 Posted January 8 (edited) A question to those who played the new version with the Imperials in Falkreath (I only played the old version before the new changes Dogma made). I always used Alternate Start - Live Another Life. I'm thinking about trying Alternate Perspective, but that mod keeps Helgen 'alive' in the game until you decide to start the intro quest with Alduin appearance. So, anyone tried the new sidequest with the Imperials in Falkreath with Alternate Perspective? I remember that we used to travel with them past Helgen if you manage to kill the Phantom before she attacks the Imperials, so if Dogma kept this part, will the soldiers manage to pass through Helgen without issues? Edited January 8 by Highborn
brewmasterhal Posted January 9 Posted January 9 5 hours ago, Highborn said: A question to those who played the new version with the Imperials in Falkreath (I only played the old version before the new changes Dogma made). I always used Alternate Start - Live Another Life. I'm thinking about trying Alternate Perspective, but that mod keeps Helgen 'alive' in the game until you decide to start the intro quest with Alduin appearance. So, anyone tried the new sidequest with the Imperials in Falkreath with Alternate Perspective? I remember that we used to travel with them past Helgen if you manage to kill the Phantom before she attacks the Imperials, so if Dogma kept this part, will the soldiers manage to pass through Helgen without issues? Have not tried that mod, but the path that the Imperials take through Helgen in Thief is expecting several gates to be unlocked, and at least one building be in ruins. Thief also expects that there are no enemies in the city, which is going to be an issue when a dragon shows up and the guys you're following run off to fight it because they're not part of the script. That is assuming they can even make it into the city, with the gate locked. Honestly I would be interested to find out how it goes. Worst case, you can take a quick detour to burn down Helgen in the middle of the quest if you discover that things break with the place still standing.
Highborn Posted January 9 Posted January 9 (edited) 1 hour ago, brewmasterhal said: Have not tried that mod, but the path that the Imperials take through Helgen in Thief is expecting several gates to be unlocked, and at least one building be in ruins. Thief also expects that there are no enemies in the city, which is going to be an issue when a dragon shows up and the guys you're following run off to fight it because they're not part of the script. That is assuming they can even make it into the city, with the gate locked. Honestly I would be interested to find out how it goes. Worst case, you can take a quick detour to burn down Helgen in the middle of the quest if you discover that things break with the place still standing. Thanks for the answer. Regarding enemies and dragons, as far as I know, Alternate Perspective will only trigger Alduin when you rent a room in the inn. I think the only issue is regarding navmeshes or buildings blocking the path. The town should be just NPCs sandboxing. Edited January 9 by Highborn
disdain18 Posted January 9 Posted January 9 (edited) Did the area to enter the cave that has Lunar Nirnroot change? Cause I m standing at the waterfall like before and nothing happens edit: For anyone that might experience the same issue just use coc bd_NC to teleport to the cave Edited January 9 by disdain18
farber12 Posted January 9 Posted January 9 20 hours ago, farber12 said: Had anyone an issue with naming a child in pregnancy quest? I have tried disable and enable Hidara , but it seems doesn't work... Still have a problem. I can't type child name. Textbox doen't appear ((
WaterRabbit Posted January 10 Posted January 10 On 1/8/2026 at 7:42 PM, Highborn said: Thanks for the answer. Regarding enemies and dragons, as far as I know, Alternate Perspective will only trigger Alduin when you rent a room in the inn. I think the only issue is regarding navmeshes or buildings blocking the path. The town should be just NPCs sandboxing. IMHO, it shouldn't be an issue unless for some strange reason the pathing is explicitly laid out. None of the gates are locked with Alternative perspective.
gyug Posted January 10 Posted January 10 What is the console command to increase the day limit cap of Silenwood before the main quest fails (the 14 days limit)?
brewmasterhal Posted January 10 Posted January 10 8 hours ago, gyug said: What is the console command to increase the day limit cap of Silenwood before the main quest fails (the 14 days limit)? Fourteen days? I thought it was seven. Anyway, there's not likely to be a command for that, as it's most probably implemented as a comparison between a value and a literal in a script. I think your best bet is going to be getting to like day 5, and then using the console to reset the day counter to 5 every subsequent morning. I'll have to look into how it actually works.
zenekzzz Posted January 11 Posted January 11 23 hours ago, gyug said: What is the console command to increase the day limit cap of Silenwood before the main quest fails (the 14 days limit)? In the console, type: "setpqv dft_congif sys_debugmode 1" This will give you access to an extended menu with the option to disable the day limit.
gyug Posted January 11 Posted January 11 thank you for both answer: 17 hours ago, brewmasterhal said: Fourteen days? I thought it was seven. Anyway, there's not likely to be a command for that, as it's most probably implemented as a comparison between a value and a literal in a script. I think your best bet is going to be getting to like day 5, and then using the console to reset the day counter to 5 every subsequent morning. I'll have to look into how it actually works. apparently in v1.9 its not 7days anymore but it is 14. Just to be safer, how do i reset the day parameter via console? 2 hours ago, zenekzzz said: In the console, type: "setpqv dft_congif sys_debugmode 1" This will give you access to an extended menu with the option to disable the day limit. the command "setpqv dft_congif sys_debugmode 1" made appear, under debug, a boolean "endless silentwood" parameter: is it what i have to set true to ignore the daylimit (14days) cap?
bunny3150127 Posted January 11 Posted January 11 Having trouble with making Risi work in the Noise room.After all the requirements being fulfilled and having her agree to it through dialogue, She is saying get out I dont want to see you, is it some kind of bug or have I missed some important things
disdain18 Posted January 11 Posted January 11 On 11/1/2025 at 7:13 AM, Deathwalker512 said: Fixed, was the dowloaded version of what I had installed. Another question, How do I fix dialogue stopping between 2 npc's in a scene is what im presuming is happening. Trying to help out viggi meat a milk distributor in the winking skeaver. Walk into the room conversation between the two npc's starts but then i'm left standing next to the other servant npc not being able to move or interact and the dialogue just seems to stop and I have to go back to a save to get out of the situation because it's not continuing. For Better clarification *Once you enter the suite, you stand around for a while as Viggi talks about making cheese. Eventually, Nubia becomes bored and demands that you strip for her, believing you to be a prostitute that Viggi hired to make himself look more legitimate. If you stick around, you'll end up dancing naked in the corner for a bit while more talk of the making of cheese takes place. Nubia grows bored once again, and this time demands that you put on a show by using an empty bottle as a dildo. After yet more talk of cheese, she finally gets too horny and wants to watch her servant fuck you.* Under side quests. I don't get any of this dialogue after the conversation between viggi and the woman we're meeting past Viggi thinking the meeting would have been with here father. Can I ask how you fixed this? I have the same issue in the newest patreon version
zenekzzz Posted January 11 Posted January 11 6 hours ago, gyug said: the command "setpqv dft_congif sys_debugmode 1" made appear, under debug, a boolean "endless silentwood" parameter: is it what i have to set true to ignore the daylimit (14days) cap? Yes.
MarioToscano Posted January 12 Posted January 12 I'm on chapter 7, the part where I go to the Blue Palace and meet Elisif. Elisif offers me, to stay in one of the guest chambers, which I agree to... but then nothing else happens... I think it should trigger a scene, because I can't move my player, but nothing else happens... I think it should lead to a room with a bathtub. Can anyone help? Thanks!
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