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5 minutes ago, djkman12 said:

Does anyone know if they know how to console command the book pages? I just need the one in riften because I wanted to see the expansion of the guard captains choice but I got all the other pages.

 

player.additem [FormID] 1

 

FormIDs:

XX0BADFF    Riften Prison

XX0BC9B0    Elf 69 (not normally obtainable)

XX0BDA53    Hotsprings

XX0BAE02    Old Man

XX0BB942    Blacksmith

XX0BC9B1    Cowgirl

XX0BDA56    Tavern Anal

XX0BDA55    Troll

XX0BDA54    Jarl's Chambers

 

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Just now, brewmasterhal said:

 

player.additem [FormID] 1

 

FormIDs:

XX0BADFF    Riften Prison

XX0BC9B0    Elf 69 (not normally obtainable)

XX0BDA53    Hotsprings

XX0BAE02    Old Man

XX0BB942    Blacksmith

XX0BC9B1    Cowgirl

XX0BDA56    Tavern Anal

XX0BDA55    Troll

XX0BDA54    Jarl's Chambers

 

you da best man.

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5 hours ago, Mez558 said:

I've done that, I've even gone back to a clean save before the quest started and then skipped to 0.7 Falkreath, he still won't respond. Going to try new start. I've removed a lot of mods now and cleaned up the saves but maybe a fresh start now.

I might use SQS to skip past and see if anything else fails or if it's limited to Lod.

 

 

EDIT:

Issue was me... I had changed the appearance of the Boy and also amended a lot of dialogue in TESVEdit, I think it was the appearance change but I'm not sure. Working Lod has an Apron whereas non-working Lod is barechested.

 

In the future, if you use TESVEdit's "Copy as override into..." function, you can create a new .esp and make your changes there without running the risk of breaking the mod.  Then if the mod breaks, you can just click off your custom "patch" and try again to see if what you changed broke it.  If you make each change or set of changes into its own mod file, it makes it really easy to figure out which change is causing the problem.

 

Like, if you want to make changes to an NPC's appearance, you copy the NPC record into a new .esp as an override, then make changes in the new file.  If you want to change the dialog, you'll need to use the "Deep copy as override into..." function to get all of the necessary bits.

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4 hours ago, brewmasterhal said:
5 hours ago, Adisprox said:

What is the console command to finish the candle game(to win it) because of some problems i cant seem to complete it in a normal way? Thanks...

 

Unfortunately I haven't been able to find any way to cheese the candle game.  If you're having trouble getting past it, you may have to skip the quest stage.

 

To be specific, the console command is: bd_mq.setobjectivecompleted 290 1

This will set the quest objective "Arrange the witch's burial" to completed, and should advance you to the next objective.  It won't set any of the state variables for giving him the potion, stealing his money, or winning the game, so it's possible that you'll have some odd behavior in the follow-up conversation but it shouldn't be a big problem.

 

Alternatively, I believe you can just wait for an in-game week and he just runs out of money and goes back to work.

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Really liking this mod.  I'm having issues with the Chase scenes.

 

There are a ton of spoilers in the thread so I don't want to go through 60 odd pages of them.  It's night in the Bannered Mare when I leave to pursue the stranger.  When I load outside, it's bright daylight, I get the notification that I am trying to track him down as he must be close.  Then the game freezes.  I teleported to another cell and got the meter advising how close he was (I'm guessing).  When I left the call and entered Whiterun, it crashed.

 

I don't have AFT or anything that affects horses.  I do have EFF.  Is there a workaround for this?  I'm really liking this quest and would like to continue.

 

Thanks in advance.

 

Edit: I COC'd to Breezehome and was able to gt out to the stables.  I jumped on a horse and followed him for quite awhile.  On the first attempt my horse was killed by bandits, but then I just stood there for ages.  I reloaded and just kept chasing him for the longest time.  How is the horse chase meant to end?

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3 hours ago, RigBramler said:

Really liking this mod.  I'm having issues with the Chase scenes.

 

There are a ton of spoilers in the thread so I don't want to go through 60 odd pages of them.  It's night in the Bannered Mare when I leave to pursue the stranger.  When I load outside, it's bright daylight, I get the notification that I am trying to track him down as he must be close.  Then the game freezes.  I teleported to another cell and got the meter advising how close he was (I'm guessing).  When I left the call and entered Whiterun, it crashed.

 

I don't have AFT or anything that affects horses.  I do have EFF.  Is there a workaround for this?  I'm really liking this quest and would like to continue.

 

Thanks in advance.

 

Edit: I COC'd to Breezehome and was able to gt out to the stables.  I jumped on a horse and followed him for quite awhile.  On the first attempt my horse was killed by bandits, but then I just stood there for ages.  I reloaded and just kept chasing him for the longest time.  How is the horse chase meant to end?

The horse is supposed to be killed, and you should be force greeted by the bandits and that should lead to the next scene. If after the horse is killed you can still move and the game is not freezing, try to walk towards the bandits, that should make them greet you. If not, see if you have any mod that affects that location that could prevent the bandits to work properly.

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5 hours ago, RigBramler said:

Edit: I COC'd to Breezehome and was able to gt out to the stables.  I jumped on a horse and followed him for quite awhile.  On the first attempt my horse was killed by bandits, but then I just stood there for ages.  I reloaded and just kept chasing him for the longest time.  How is the horse chase meant to end?

IMO follow Highborn's advice, but one other issue I had sometimes with this scene was getting aggro from an animal spawn near the end of the chase scene, which caused the bandits to aggro onto them and not continue the scene.  What I did to avoid this was console-kill any random sabre cat or wolf that tried to chase while on horseback, so the bandits wouldn't have anything to fight after the horse was killed.

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12 hours ago, RigBramler said:

Really liking this mod.  I'm having issues with the Chase scenes.

 

There are a ton of spoilers in the thread so I don't want to go through 60 odd pages of them.  It's night in the Bannered Mare when I leave to pursue the stranger.  When I load outside, it's bright daylight, I get the notification that I am trying to track him down as he must be close.  Then the game freezes.  I teleported to another cell and got the meter advising how close he was (I'm guessing).  When I left the call and entered Whiterun, it crashed.

 

I don't have AFT or anything that affects horses.  I do have EFF.  Is there a workaround for this?  I'm really liking this quest and would like to continue.

 

Thanks in advance.

 

Edit: I COC'd to Breezehome and was able to gt out to the stables.  I jumped on a horse and followed him for quite awhile.  On the first attempt my horse was killed by bandits, but then I just stood there for ages.  I reloaded and just kept chasing him for the longest time.  How is the horse chase meant to end?

 

Make sure you don't have the mod "A Forsworn Story" running - it's been known to cause the chase to break in various ways.

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15 hours ago, Highborn said:

The horse is supposed to be killed, and you should be force greeted by the bandits and that should lead to the next scene. If after the horse is killed you can still move and the game is not freezing, try to walk towards the bandits, that should make them greet you. If not, see if you have any mod that affects that location that could prevent the bandits to work properly.

Whereabouts does the horse get killed? I've had it die just after the western watchtower, and another time a fair bit down the road.  On both occasions the bandits didn't engage.  I can't move my character.  If I release from it the bandits attack.  I have a lot of mods installed.  One does affect bandits (and I have the wenches series which also change them).  I don't think I'm going to be able to get through this section.  Do you know the quest ID to console past it?

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13 hours ago, Reesewow said:

IMO follow Highborn's advice, but one other issue I had sometimes with this scene was getting aggro from an animal spawn near the end of the chase scene, which caused the bandits to aggro onto them and not continue the scene.  What I did to avoid this was console-kill any random sabre cat or wolf that tried to chase while on horseback, so the bandits wouldn't have anything to fight after the horse was killed.

Yeah, there seem to be a lot of spawns.  I just can't get this to work.  I think it just won't be possible on this playthrough with this mod set up.  It's a shame, I was really enjoying it.

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6 hours ago, brewmasterhal said:

 

Make sure you don't have the mod "A Forsworn Story" running - it's been known to cause the chase to break in various ways.

I don't have a Foresworn Story installed.  I disabled EFF, but that didn't seem to help, either.  I don't think I can get it to run.  I can't find the quest ID to try to console passed this bit.  Given the scripted events, I'm not sure it would be possible to use the console to skip a section.

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1 hour ago, RigBramler said:

I don't have a Foresworn Story installed.  I disabled EFF, but that didn't seem to help, either.  I don't think I can get it to run.  I can't find the quest ID to try to console passed this bit.  Given the scripted events, I'm not sure it would be possible to use the console to skip a section.

 

Yeah, you're not going to be able to use the console to skip it.  You'll have to use the built-in skip feature.  It will allow you to make all the same decisions you made in the quest up to that point, and then you start at a point after you would have escaped from the bandits.  Load a save you made from before you started the quest, then go into the MCM options and hit the Skip button in the Thief submenu.

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1 hour ago, brewmasterhal said:

 

Yeah, you're not going to be able to use the console to skip it.  You'll have to use the built-in skip feature.  It will allow you to make all the same decisions you made in the quest up to that point, and then you start at a point after you would have escaped from the bandits.  Load a save you made from before you started the quest, then go into the MCM options and hit the Skip button in the Thief submenu.

Thanks for the confirmation.  The skip feature is actually pretty good.  Hopefully, I won't have missed much content.

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7 hours ago, RigBramler said:

Whereabouts does the horse get killed? I've had it die just after the western watchtower, and another time a fair bit down the road.  On both occasions the bandits didn't engage.  I can't move my character.  If I release from it the bandits attack.  I have a lot of mods installed.  One does affect bandits (and I have the wenches series which also change them).  I don't think I'm going to be able to get through this section.  Do you know the quest ID to console past it?

The horse should be killed near the Half Moon Mill in Falkreath hold.

3 hours ago, RigBramler said:

Thanks for the confirmation.  The skip feature is actually pretty good.  Hopefully, I won't have missed much content.

I think the skip option will lead you directly to Falkreath. You missed two sex scenes with the bandits if that’s the case.

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10 hours ago, RigBramler said:

Whereabouts does the horse get killed? I've had it die just after the western watchtower, and another time a fair bit down the road.  On both occasions the bandits didn't engage.  I can't move my character.  If I release from it the bandits attack.  I have a lot of mods installed.  One does affect bandits (and I have the wenches series which also change them).  I don't think I'm going to be able to get through this section.  Do you know the quest ID to console past it?

I had an issue there too. When you are at  the chase at some point you take a turn and the you start go up the road. After some seconds of chasing, you are supposed to get shot by the bandits so the horse get killed. I think there i got the problem where the horse didn't die but i was dismounted not sure what exactly happened, and also couldn't move my character too. So i used death alternative debug reset state, so i can move my character firstly and then i killed via console command the horse, and the scene continued as it supposed to go.
I like the bandit scenes :tongue:

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On 5/4/2018 at 1:49 AM, Gimlord said:

I had an issue there too. When you are at  the chase at some point you take a turn and the you start go up the road. After some seconds of chasing, you are supposed to get shot by the bandits so the horse get killed. I think there i got the problem where the horse didn't die but i was dismounted not sure what exactly happened, and also couldn't move my character too. So i used death alternative debug reset state, so i can move my character firstly and then i killed via console command the horse, and the scene continued as it supposed to go.
I like the bandit scenes :tongue:

Thanks for the suggestion. I finally got it working.  It's a very long scene to get to the next save point.  The bandit part is quite good; just far too long.  Maybe if after your horse was killed it went to a fade  out, then the next scene started at the camp away from the road things would go more smoothly.  I had to console kill quite a few things to get the bandit scene to trigger.  The chase scene is also more frustrating than exciting.  It's likely my fault with far too many mods and too many things spawning in.  

 

On a side note, it'd be good if the bandit scene could happen in usual game play.  Two people shagging, then a third joins in.  Those scenes were quite well done.

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On 5/7/2018 at 10:33 AM, Shane498 said:

new post on patreon page, is there anyone who can share?

 

edit: in the new update is only going to add the patreon's scene in riften?

 

Summary of the patreon updates so far:

 

Spoiler
  • The last major section of the quest is broken up into nine parts, each of which will involve at least one minor scene.
  • Dogma is grouping these nine subquests into two releases, presumably versions 0.9 and 1.0 respectively.  How those nine will be split between the releases isn't clear, but the next release will include at least the first three parts.
  • There will be a few new minigames involved, including one that's similar to the one in the jarl's bedroom, and one that involves playing dice in a casino setting.  The bedroom one will be sometime in the 0.9 release, and the dice will be used in the eighth and ninth parts.
  • There will be a bathhouse involved at some point.
  • A lot of progress has been made on the "0.9" portion, and Dogma is planning to try to wrap up that release soon.  There should be an announcement on when we might see a release around the beginning of June.

 

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14 hours ago, brewmasterhal said:

 

Summary of the patreon updates so far:

 

  Hide contents
  • The last major section of the quest is broken up into nine parts, each of which will involve at least one minor scene.
  • Dogma is grouping these nine subquests into two releases, presumably versions 0.9 and 1.0 respectively.  How those nine will be split between the releases isn't clear, but the next release will include at least the first three parts.
  • There will be a few new minigames involved, including one that's similar to the one in the jarl's bedroom, and one that involves playing dice in a casino setting.  The bedroom one will be sometime in the 0.9 release, and the dice will be used in the eighth and ninth parts.
  • There will be a bathhouse involved at some point.
  • A lot of progress has been made on the "0.9" portion, and Dogma is planning to try to wrap up that release soon.  There should be an announcement on when we might see a release around the beginning of June.

 

thanks for the update, what is the minigame in the jarl's bedroom? (can't remember) 

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13 minutes ago, Shane498 said:

i have to play again, i remember the scene but not the minigame:confused:

The minigame is the bar thing that you have to control in order to teach the guy how to be good at sex. The mechanic is similar to Kust’s minigame.

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1 hour ago, Highborn said:

The minigame is the bar thing that you have to control in order to teach the guy how to be good at sex. The mechanic is similar to Kust’s minigame.

i think that i will install the mod again, I did the scene but I didn't remember about the minigame :smiley:   (i'm getting old)

 

thanks for the explanation

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