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Posted
9 hours ago, runingjack said:

It doesn't work like that; I have the new Skyrim SE modding and never played Thief on this, so if I ever skip, as I did, it brings me to Whiterun every single time and all things after catching the thief, as there was a thief missing, as I can't go further, so that's why I'm asking for the save game that would be more help. You say it only works if I complete the thief quests, and this unlocks that I can skip to the Falkreath. But this is the new Skyrim that I started modding, so there is problem even if I played from the start, I couldn't go to Falkreath because the thief chase can't work; he is missing on the map, and I asked this before, but no one answered, so a save game could be great.

You can definitely skip past Whiterun with the MCM menu. You just need to select the correct options.

Posted
Just now, Highborn said:

You can definitely skip past Whiterun with the MCM menu. You just need to select the correct options.

So I do select max karma and am going to auto-select the whole Silent Hill; whatever that's called, as it ends; it just drops me to Whiterun. Can you please help me with code or something to skip this part directly to Falkreath?

Posted
17 minutes ago, MorellosWonder said:

Don’t use the max karma option, you have to select decisions individually if you want to skip further than whiterun

Okay, let me try, as I will be coming back if it works or not :)

Posted
16 minutes ago, runingjack said:

Okay, let me try, as I will be coming back if it works or not :)

So I did all skip options as manuals, which took a few minutes, and then all over I spawned inside Whiterun. This is annoying. Why can't I skip all the way to Falkreath? Can anyone give me a command or a save file? That would be great at this point.

Posted (edited)

might be if its 1.9.0 you are using as that one was the Final Version Part 1 (Beginning - Whiterun) and if i rember right it cant go more then to whiterun skip as wanted to show the new stuff on that place tink you can skip past whiterun if you maby dont fail the rock papair game /dont do silenwood i tink

 

y if you use the one here on loverslab and you do silenwood skip parts it start at whiterun you need to not fail the rock papair game to skip past whiterun whit this verson

Edited by galned
Posted
1 hour ago, galned said:

might be if its 1.9.0 you are using as that one was the Final Version Part 1 (Beginning - Whiterun) and if i rember right it cant go more then to whiterun skip as wanted to show the new stuff on that place tink you can skip past whiterun if you maby dont fail the rock papair game /dont do silenwood i tink

 

y if you use the one here on loverslab and you do silenwood skip parts it start at whiterun you need to not fail the rock papair game to skip past whiterun whit this verson

Thanks, and it worked, as it let me skip the whole Whiterun and further; I just needed to hit the skip from the Rock-Paper-Scissors game to win lol

Posted
2 hours ago, khajitfish said:

In the new update, is there more scenes other than the beggars, drinking game, and madam petit corner scene?

Nope thats all for that update but Dogma is still working on Solitude and he confirmed scenes with bards and possibly with Viggy the Cheesemonger.

Posted

Idk why but this mod is causing me to have an infinite loading screen. Disabling this mod fixes the issue. I made sure I had all the requirements, reinstalled twice, still the same issue. This issue is on 1.9 of the mod.

Posted
8 hours ago, ReynaGade said:

Idk why but this mod is causing me to have an infinite loading screen. Disabling this mod fixes the issue. I made sure I had all the requirements, reinstalled twice, still the same issue. This issue is on 1.9 of the mod.

 

When you say you re-installed, did you download a fresh copy of the mod archive?

Infinite loading usually occurs when an asset added by a mod (a mesh or texture, usually) is corrupted in a way which causes an infinite loop in the routines responsible for parsing the asset data or rendering the asset.  I recently experienced one caused by a corrupted hair mesh in a different mod.  The data corruption occurs due to errors when copying the install archive from the download server, or when copying the files from one directory to another.

What that means is, if you're installing the mod from a corrupt archive, it will not fix the issue.

Posted (edited)
7 hours ago, brewmasterhal said:

 

When you say you re-installed, did you download a fresh copy of the mod archive?

Infinite loading usually occurs when an asset added by a mod (a mesh or texture, usually) is corrupted in a way which causes an infinite loop in the routines responsible for parsing the asset data or rendering the asset.  I recently experienced one caused by a corrupted hair mesh in a different mod.  The data corruption occurs due to errors when copying the install archive from the download server, or when copying the files from one directory to another.

What that means is, if you're installing the mod from a corrupt archive, it will not fix the issue.

Hello, thanks for responding. Yes, when I said I re-installed, I meant that I re-downloaded the mod itself again from the links provided. I originally downloaded it from the GDrive link but when the issue occurred, I installed it from the Mega link and still faced the same issue. What do you suggest I do to fix it? It might be worth mentioning that the title screen loads fine, it's when I try to start a new game that I face this issue. 

Edit: Fixed it by re-installing it from MEGA. Should I also download the CTD test fix file? Or is it for only those facing a specific issue? It's also conflicting with ZAZ; would appreciate it if you told me what should overwrite. Thanks!

 

Edit 2: Identified the problem. It was not the mod. PG Patcher was the issue, it was showing some errors pointing to the files in the mod. Removing the output fixed the issue.

Edited by ReynaGade
Posted
7 hours ago, Android155 said:

Hi, could someone please tell me the console command to get my items back? I've tried searching the topic but cant find it

Umm there is no command for it. You would need to finish the mod. Maybe if you have modex or id of the bags that spawn at the end of the mod with your stuff you could force spawn and loot them but that would involve some searching.

Posted
54 minutes ago, Voronves said:

Umm there is no command for it. You would need to finish the mod. Maybe if you have modex or id of the bags that spawn at the end of the mod with your stuff you could force spawn and loot them but that would involve some searching.

 

8 hours ago, Android155 said:

Hi, could someone please tell me the console command to get my items back? I've tried searching the topic but cant find it

 

The way that mods handle removing player items like this is usually the player.removeallitems function, which accepts a parameter reference to a container where the items will be transferred.  The quest bd_mq must therefore have an alias which references a container to store the items, otherwise the items would simply be deleted.  You could hypothetically use the sqv bd_mq command to look at the list of quest aliases and find the container, but sadly the list is so long that around 80% of the variables and aliases are pushed out of the console buffer.  Your best bet is to open the mod in xEdit and manually look through the list of aliases, or the VMAD data under script properties, to find the correct reference.

That said, if you have played through a significant portion of the quest, then all of your items will not be in that container.  At some point - only Dogma knows exactly when - the mod begins removing the coin and some of the items above a value threshold from the container and placing them elsewhere.  The only way to be certain that you get everything back is, in fact, to finish the main quest.
 

Posted
5 hours ago, brewmasterhal said:

 

 

The way that mods handle removing player items like this is usually the player.removeallitems function, which accepts a parameter reference to a container where the items will be transferred.  The quest bd_mq must therefore have an alias which references a container to store the items, otherwise the items would simply be deleted.  You could hypothetically use the sqv bd_mq command to look at the list of quest aliases and find the container, but sadly the list is so long that around 80% of the variables and aliases are pushed out of the console buffer.  Your best bet is to open the mod in xEdit and manually look through the list of aliases, or the VMAD data under script properties, to find the correct reference.

That said, if you have played through a significant portion of the quest, then all of your items will not be in that container.  At some point - only Dogma knows exactly when - the mod begins removing the coin and some of the items above a value threshold from the container and placing them elsewhere.  The only way to be certain that you get everything back is, in fact, to finish the main quest.
 

 

Thank you for your response. I didn't realize I would be going this long without all my items when starting the mod which I guess is my fault 

Posted

I finish the part 9 in walkthrougt.. 

So how do I get the Solitude Orb to appear in the Law and Order side quest?

I've done the previous requirements, but the orb doesn't appear.

Any command for that? 

Posted (edited)

How to use this with Dogma mod and Pandora Behaviour Engine related mods.

 

This is a guide on how to use Dogma mod together with mods that only work with Pandora Engine, like MCO mod.

You will need FNIS Engine, Pandora Engine, and A-Pose Fix (https://www.nexusmods.com/skyrimspecialedition/mods/168903)

 

First, in MO2, enable only Dogma and the regular FNIS compatible mods.
Run FNIS Engine, then put the generated files into a separate folder, for example ‘Dogma FNIS Output Folder’.

1fnis.jpg.84543650ee55accb346bbaf9d7f93d4f.jpg

***When using FNIS, it is important to run it through the MO2 Tools menu. This ensures that all newly generated files are stored in a separate folder.

 

 

At this point, you only need the newly created ‘Dogma FNIS Output Folder’.
You can now disable FNIS Engine, since it is no longer needed.

 

Now enable all the mods you want to use, including Dogma, FNIS related mods, and Pandora Engine related mods, for example MCO, TK Dodge RE, TDM, and Paraglider.Then run Pandora Engine and move the generated files into a separate folder.
For example, you can name it something like ‘Dogma Pandora MCO Output Folder’.

 

That’s it, the setup is done.
In MO2, arrange them at the very bottom like in the screenshot, then launch the game.

nomalout.jpg.22ecbb10d3c93fc11f7a7854e0430c0e.jpg

In this state, most Dogma mod animations should work just fine.
However, you may still encounter the A-pose bug in some scenes.

 

For example, you might see the A-pose bug in scenes like the Skunkway push-up scene or when taking screenshots.

Aposebug.jpg.97efdf4d4bda61b4adb57d96776f619f.jpg

 

When the A-pose bug happens, load a previous save and exit the game.
Then, in MO2, enable the mods as shown in the screenshot and launch the game again.
It should work properly without the A-pose bug.

dogmaApose.jpg.b7779fe7f1b2cb48d2980818a7409633.jpg

 

After watching the scene, save and exit the game, then switch back to your original setup and relaunch.
Since this is just a simple file swap, it does not cause any issues with your save file.
The only downside is that having to close and restart the game is a bit annoying.
In this state, Dogma animations will work perfectly, but Pandora Engine related mods may not function properly.

 

It’s inconvenient, but until the Dogma moder adds support for Pandora, this is the best way to play.

 

Lastly, who created Pandora Engine and the A-Pose Fix mod, is genius.

Edited by pyoh1350
Posted
2 hours ago, junior55 said:

I finish the part 9 in walkthrougt.. 

So how do I get the Solitude Orb to appear in the Law and Order side quest?

I've done the previous requirements, but the orb doesn't appear.

Any command for that? 


There is a list of all memory orbs and how to force them to appear in the FAQ linked in my signature.

Posted
4 hours ago, brewmasterhal said:


There is a list of all memory orbs and how to force them to appear in the FAQ linked in my signature.

Already try it, but won't work... The command say "compiled script not saved"

Even i already try all six code for solitude

Posted
2 hours ago, junior55 said:

Already try it, but won't work... The command say "compiled script not saved"

Even i already try all six code for solitude

Ok what are you purring in the console? you need to change the xx in the id for your plugin number for thief

Posted
12 minutes ago, Voronves said:

Ok what are you purring in the console? you need to change the xx in the id for your plugin number for thief

Oh damn, i already figure out after put the plugin number... Thank you 😁

Posted (edited)

I made the mistake of trying to chase the thief on horseback out of Whiterun early on. However, despite catching up to him several times, there's no way to interact with him through speech or anything else. I can't dismount. Can't draw a weapon.  I can herd him against terrain and keep him pinned there but that doesn't help either. 

Eventually he moves away and at some point will outrun me and then the entire quest fails. O.o

Edited by Darsie
Posted
45 minutes ago, Darsie said:

I made the mistake of trying to chase the thief on horseback out of Whiterun early on. However, despite catching up to him several times, there's no way to interact with him through speech or anything else. I can't dismount. Can't draw a weapon.  I can herd him against terrain and keep him pinned there but that doesn't help either. 

Eventually he moves away and at some point will outrun me and then the entire quest fails. O.o

 

Just follow him until the bandits knock you off the horse?

Posted (edited)
8 hours ago, brewmasterhal said:

 

Just follow him until the bandits knock you off the horse?

Wait. That was a scripted event?

I did get that far once. Only I messed it up somehow. I better have another go. 

Edit: Well, I tried again. I got knocked off my horse. He gets too far away almost immediately and the quest fails. I've just discovered the Walkthrough and my best bet is that Convenient Horses is making the horse essential and stuffing up the quest. I will see if uninstalling it trying the chase again works. 

Edited by Darsie

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