Imatterial Posted June 30, 2018 Posted June 30, 2018 2 hours ago, powerking85 said: After passing the dream catcher to joe, i went out. After the fight starts and the monsters summoned are killed, I can not beat the fight with joe. Even if I use tgm, it will died. How do I proceed? Some of the attacks will deal damage even with godmode enabled, if you need to cheat, the effective was is just do 'player.setav health 100000' to give yourself too many hitpoints for it get through before you kill it.
axz2 Posted June 30, 2018 Posted June 30, 2018 I can't find the clues near the hotspring  Edit - Does Interesting NPCs conflict with this mod?
axz2 Posted July 2, 2018 Posted July 2, 2018 OK it wasn't Interesting NPCs, I guess I just didn't find the person I needed to find at first, went looking further and eventually they left. I started a new play-through (haven't done much but this mod in this particular game so I didn't lose too much) and finished that part of the quest.Â
axz2 Posted July 8, 2018 Posted July 8, 2018 Now I'm at the part where I'm trying to find the witch. I think I know where she is supposed to be but when I Spoiler "examine something" under the bed in the cabin, or when I examine the bed or anything else I can find in the cabine nothing happens
flosseggy Posted July 8, 2018 Posted July 8, 2018 when in the cabin: Spoiler once you notice the trap under the bed, you have some coments from your pc, then active the bed to remove it. Â
killthesun Posted July 9, 2018 Posted July 9, 2018 Whenever a deathbell is added to my inventory, it disappears right away. Same happens with all alchemy ingredients that have any of the following properties: -weakness to fire, frost, shock, magic, poison; -waterbreathing. Afaik any ingredient that doesn't have one of these property is fine.  This bug goes away when I remove this mod.  Mod list is: USLEEP no bethesda intro skyui realistic ragdoll n force fuz ro doh racemenu alternate start fnis xp32mse sos papyrusutil thief Â
Aref_king Posted July 10, 2018 Posted July 10, 2018 On 10/21/2017 at 5:19 AM, doghouse said: Anyone know why my game would be crashing no matter what save I load or even if I start a new game? I just installed the new one 0.8.1, and it keeps CTD on new game and loading any other save. When I turn the mod off my game is able to load just fine.  Edit: I was able to fix it by getting rid of some animations. Must've overloaded. Can you tell us how exactly you fixed it?
darkevilhum Posted July 11, 2018 Posted July 11, 2018 On 7/10/2018 at 3:35 AM, Aref_king said: Can you tell us how exactly you fixed it? Means he hit the animation limit. Had to delete some animations from other mods.
axz2 Posted July 14, 2018 Posted July 14, 2018 On 7/7/2018 at 11:28 PM, flosseggy said: when in the cabin:  Hide contents once you notice the trap under the bed, you have some coments from your pc, then active the bed to remove it.  I don't get any comments.   I see it, there is no comments. I inspect it, there is no comments, I inspect the bed, no comments, I sleep on the bed, no comments.
flosseggy Posted July 15, 2018 Posted July 15, 2018 should have, everytime you inspect something there's a little animation followed by comments if i remind correctly ( played the mod months ago ). Script might be broken somehow, may be conflicts or papyrusUtil version. Sorry can't help more.Â
axz2 Posted July 16, 2018 Posted July 16, 2018 On 7/14/2018 at 10:56 PM, flosseggy said: should have, everytime you inspect something there's a little animation followed by comments if i remind correctly ( played the mod months ago ). Script might be broken somehow, may be conflicts or papyrusUtil version. Sorry can't help more. Does it show the comments only after the first time you interact with each item?  I might try deleting and rebuilding my FNIS setup.  It also might be a problem with PapyrusUtil v3.3, which I have installed for another mod.  Not sure about unsinstalling the during a playthrough. If I decide to start over I'll uncheck that (and the mod that depends on it) from my mod organizer setup for that profile.
Amrovich Posted July 16, 2018 Posted July 16, 2018 8 hours ago, axz2 said: Does it show the comments only after the first time you interact with each item?  Yes only first time. When you check under bed ... comment then you need to inspect bed .. the screen fades and the bed is moved away from trap door. As far as I remember
agiz19 Posted July 16, 2018 Posted July 16, 2018 hi people, i would like to pinch into this, i played it since ver 0.7 , and also had some problems and the only way that this works fluently and without any ctds, getting stuck, stuff not triggering is when i start a new game with ONLY Visual mods installed ( enbs, textures, bodies, mesh repalcers, water, weather, DONT USE ANY HORSE MODS.....) its pretty pointless to play it in your regular mod load order because this mod has no other dependencies and as when it ends you have nothing to gain from it but the cool experience you had while playing it, so therefore its the best option to create a new profile only for this mod in you MO with only the visual stuff , fnis, skeleton, skse, and alternate start to start directly in riften... i had absolutely not one problem with mod profile only for THIEF. hope this helps anyone with problems it worked for me.  Any updates on new version? there could be some new animations implemented and some old ones replaced or upgraded with new anims like from milky animations or ayasato animations, maybe even some rohzima ones, that could really upped the already very good quality of this mod.  cheers and happy playing
Highborn Posted July 16, 2018 Posted July 16, 2018 1 hour ago, agiz19 said: hi people, i would like to pinch into this, i played it since ver 0.7 , and also had some problems and the only way that this works fluently and without any ctds, getting stuck, stuff not triggering is when i start a new game with ONLY Visual mods installed ( enbs, textures, bodies, mesh repalcers, water, weather, DONT USE ANY HORSE MODS.....) its pretty pointless to play it in your regular mod load order because this mod has no other dependencies and as when it ends you have nothing to gain from it but the cool experience you had while playing it, so therefore its the best option to create a new profile only for this mod in you MO with only the visual stuff , fnis, skeleton, skse, and alternate start to start directly in riften... i had absolutely not one problem with mod profile only for THIEF. hope this helps anyone with problems it worked for me.  Any updates on new version? there could be some new animations implemented and some old ones replaced or upgraded with new anims like from milky animations or ayasato animations, maybe even some rohzima ones, that could really upped the already very good quality of this mod.  cheers and happy playing If you want to follow the news regarding the next version you might join Dogma’s patreon. There are previews for some of the mods next animations. Â
grumbler Posted July 16, 2018 Posted July 16, 2018 Have a strange issue: In the horse chase, the thief gallops all the way to just past the bridge at halfmoon mill, turns around, gallops back to Whiterun, then repeats this behavior. Any clues as to what is happening?  Mods: Skyrim.esm Update.esm Dawnguard.esm HearthFires.esm Dragonborn.esm Unofficial Skyrim Legendary Edition Patch.esp OrientalEyes.esm ApachiiHair.esm EB-Races.esm OrientalBrows.esm OBlHairFinal.esm ApachiiHairFemales.esm hdtHighHeel.esm actorEvents.esm DogmaEngine.esm TheEyesOfBeauty.esm Auto Unequip Ammo.esp SkyUI.esp NewmillerPiercings2.esp FNIS.esp vAutosaveManager.esp UIExtensions.esp Proper Aiming.esp N_43 Hair Pack.esp dD - Realistic Ragdoll Force - Realistic.esp Headbomb's Better Sorting - Ammo.esp Headbomb's Better Sorting - Soul Gems (PseudoVanilla).esp DLCDawnGuard.esp Headbomb's Better Sorting - Ingredients.esp Headbomb's Better Sorting - Potions (Light Weight).esp RealisticNeedsandDiseases.esp Headbomb's Better Sorting - Food (Normal Weight).esp ZaZHDTWorkshop.esp JContainers-optional_installation_validator.esp OrientalBPAelawMannequin.esp Mart's Savegame DeBloatifier.esp Lenhador.esp DLCDragonborn.esp OrientalBPAela.esp RaceMenu.esp RaceMenuPlugin.esp Headbomb's Better Sorting - Spells.esp Book Covers Skyrim.esp Dogma - Thief.esp BanneredMareExtension.esp ShowRaceMenuAlternative.esp DLCHearthsFire.esp Headbomb's Better Sorting - Miscellaneous.esp anklet.esp towHarvest.esp AK- Namira for Good Guys.esp HouseOfHorrorsAlternateEnding.esp Skysan_GlassNTGBow.esp RaceMenuMorphsUUNP.esp FNIS_PCEA2.esp RealisticNights.esp XPMSE.esp RealisticNightsDB.esp RealisticNightsDG.esp 12FemaleBrows.esp AddItemMenu.esp KS Hairdos - HDT.esp OrientalbeautyNPC.esp SFO - Dragonborn.esp Run For Your Lives.esp Populated Lands Roads Paths.esp Populated Cities Towns Villages.esp Ghostifish-Magical Alchemy Harvest-o-tron.esp Hideout_HF_Main.esp Place2Sleep.esp Skyrim Flora Overhaul.esp RND_Dawnguard-Patch.esp RND_Dragonborn-Patch.esp Dogma - Thief Fixes.esp OrientalbeautyMod.esp LiFE.esp RND_HearthFires-Patch.esp WhisperingTreeCottage_1-3_Story.esp RND_AnimalLoot.esp Headbomb's Better Sorting - Books.esp zarias_restraints.esp Alternate Start - Live Another Life.esp  Â
Reesewow Posted July 16, 2018 Posted July 16, 2018 Just now, grumbler said: Have a strange issue: In the horse chase, the thief gallops all the way to just past the bridge at halfmoon mill, turns around, gallops back to Whiterun, then repeats this behavior. Any clues as to what is happening? The *end* of the horse chase is supposed to happen just before that point - it sounds like one of your mods is breaking the event that is supposed to happen there. Horse mods are known to cause problems if they make horses invincible or essential (your horse is killed just before Half-Moon Mill) and if you have mods that alter the area around that point they may be interfering with the NPCs that are supposed to spawn there.
grumbler Posted July 16, 2018 Posted July 16, 2018 18 minutes ago, Reesewow said: The *end* of the horse chase is supposed to happen just before that point - it sounds like one of your mods is breaking the event that is supposed to happen there. Horse mods are known to cause problems if they make horses invincible or essential (your horse is killed just before Half-Moon Mill) and if you have mods that alter the area around that point they may be interfering with the NPCs that are supposed to spawn there. No horse mods and no mods that alter that area. There were some dead bandits around there, though - I think that the random spawn wolves may have killed the mod's bandits. Thanks for confirming it was something to do with the bandits themselves.
grumbler Posted July 16, 2018 Posted July 16, 2018 Tried it again, same thing happened. This time, though, a bandit with an axe stepped out and started chopping on my horse, while the thief galloped away back towards Whiterun and the bar filled and the quest failed (upon which the axeman vaporized). I'm not sure what is supposed to happen at this ambush, but I'm pretty sure it isn't what does happen in my game. There were several wolves in the area (I think they chased the two of us from the plains outside Whiterun) and they may be interfering.  The chase scene is so long and boring, though, that I'll just start over and skip to Falkreath. I'd like to see the bandit scene payoff, but I've spent too much lifespan on failed attempts as it is.
Reesewow Posted July 16, 2018 Posted July 16, 2018 Just now, grumbler said: Tried it again, same thing happened. This time, though, a bandit with an axe stepped out and started chopping on my horse, while the thief galloped away back towards Whiterun and the bar filled and the quest failed (upon which the axeman vaporized). There is a scripted "kill" of your horse with an arrow - I don't believe the arrow itself needs to be fired, your horse should just die on the spot and the quest continue with the bandits. I've had creatures aggroed to me before for that part of the race and they haven't stopped the horse kill event from happening, they just keep the bandits occupied (usually I just killed the aggroed creatures with console to get the bandits back in place so they can force-greet the player). So for whatever reason your horse kill trigger isn't happening, no clue why.
grumbler Posted July 16, 2018 Posted July 16, 2018 3 hours ago, Reesewow said: There is a scripted "kill" of your horse with an arrow - I don't believe the arrow itself needs to be fired, your horse should just die on the spot and the quest continue with the bandits. I've had creatures aggroed to me before for that part of the race and they haven't stopped the horse kill event from happening, they just keep the bandits occupied (usually I just killed the aggroed creatures with console to get the bandits back in place so they can force-greet the player). So for whatever reason your horse kill trigger isn't happening, no clue why. Yeah, that trigger won't fire (tried it again a few minutes ago, for no good reason). The guards try to arrest the MC (though not the thief!) when the thief rides back to Whiterun. Makes the second loop fun because everyone on the road is trying to kill the MC!  Thanks for the explanation, anway.
ffffggggffffg Posted July 17, 2018 Posted July 17, 2018 I had the scene with the troll and when the cave crumbles down my player wont run, I keep on dying please help Â
DatBoy Posted July 18, 2018 Posted July 18, 2018 You are supposed to die, because you let a troll fill you up. 1st solution, don't get fucked. 2nd solution, maybe try to spend some time outside of the cave until you can sprint properly again or get a Whirlwind Sprint shout. 3rd solution, use a console command to teleport your character outside of the crumbling cave. Â The correct command for teleporting is "coc cellname". I think Eldergleam Sanctuary's cell name is just "eldergleamsanctuary", but you can check it by typing something like "help eldergleam" to get a list of cells with eldergleam in their names. It's propably the best destination, it certainly didn't break the event in my playthrough.
Reesewow Posted July 18, 2018 Posted July 18, 2018 3 hours ago, DatBoy said: You are supposed to die, because you let a troll fill you up. While I'm sure it is more difficult, you definantly aren't 'supposed' to die if you choose to have sex with the druid, since there are a lot of extra dialogues for the rest of the mod that reference it happening. Â Don't remember ever having issues with that scene myself, but yes whirlwind shout or waiting till you heal enough to run may be the best non-cheating options.
brewmasterhal Posted July 18, 2018 Posted July 18, 2018 29 minutes ago, Reesewow said: While I'm sure it is more difficult, you definantly aren't 'supposed' to die if you choose to have sex with the druid, since there are a lot of extra dialogues for the rest of the mod that reference it happening.  Don't remember ever having issues with that scene myself, but yes whirlwind shout or waiting till you heal enough to run may be the best non-cheating options.  You definitely can make it out after troll sex. The tunnel collapse sequence had the timer extended in the latest version to allow enough time to escape.
death8981 Posted July 19, 2018 Posted July 19, 2018 Hello can anyone help, after I collect the moon nimroot (sry maybe wrong name), there is only one thing in quest log , which says "feedback" thats it. And I can't enter in jarl's house. What should I do. (Sorry for bad english)..
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now