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El_Duderino

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  1. That is very unusual, I've never seen that happen in the decade+ that I've been playing Skyrim now. I can only vaguely guess what could have caused that (some enemies killed them? A mod overwriting the Riften exterior in an incompatible way? Your savegame is broken?) I am confident though that it's not my mod that caused the guards to disappear. There's more about the Riften gate guards here (3rd paragraph): https://en.uesp.net/wiki/Skyrim:Riften
  2. Ah thanks, I did misunderstand you. Hmm... that sounds like it might be a slot issue in the nifs then, after all. Perhaps the top has a naked body included which somehow conflicts? If that guess is correct, the only way to fix that might be through NifSkope or Bodyslide Outfit Studio.
  3. Hi, that sounds like vanilla behaviour to me. One of the gate guards should force-greet you? You may have to speak to them manually if that for whatever reason didn't fire. Actual spoiler if you get stuck:
  4. Hi, this is very likely a conflict with the Calves slot. Do the calves remain invisible when you strip all armor and only wear the DD cuffs and boots? Maybe the conflict happens already on the DDs and not the other armor pieces, but that's just a guess.
  5. Thanks for the heads-up, but thankfully there is a solid workaround. You can simply use an older version of CACO from the bottom of its download page: https://www.nexusmods.com/skyrimspecialedition/mods/19924?tab=files That should still work with the older AE and SKSE which so many SKSE mods still rely on.
  6. Hi, when you return to the quest giver at this point, you must have the correct specific items in your inventory. All are vanilla items: - BlacksmithTongs01 (x1) - BlacksmithHammer01 (x1) - WineBottle02AEmpty (x10) - Skooma (x1) OR WindhelmDoubleDistilledSkooma (x1) You should be given these exact items if you obtained them from Riften NPCs via this mod's dialogue. If you found them or added them via console, make sure that they really are the precise items the mod is looking for. The note which the lady gave you has some more details. You may have got the wrong type of wine bottles?
  7. That sounds like Skyrim just being Skyrim. Seriously, glad to hear that the issue seems to have resolved itself.
  8. Thanks! https://www.nexusmods.com/skyrim/articles/368 This ^article should have all the needed information for how to get the log. Feel free to send it via PM if you don't want to share it in public.
  9. Hi, Just saw this thread and am I glad I did. This looks very promising! I particularly like the artwork and graphics. That cyberpunk atmosphere and aesthetic on the screenshots looks fantastic! Keep up the good work.
  10. Is that crash reproducable? Otherwise, it's probably just Skyrim being Skyrim and exiting / re-loading can fix it. If the crash happens reliably at that point, check the crash log for any hints ("Possible Related Objects" list is of particular interest).
  11. Have you checked in the Drunken Huntsman? That's where he is supposed to hang out when off duty. In any case, the NPC's reference ID is ##0610BC. You should use "moveto" instead of "placeatme", as the latter places a new copy of the NPC.
  12. That's a really confusing issue. It sounds like something is disabling player controls and then not re-enabling them. It shouldn't be coming from this mod though -- there are a few instances where I used that (one near the very beginning of the training when the player gets outfitted), but not during this part of the quest. Do you happen to have a Papyrus log from when this happened?
  13. Thanks for reporting this. I must admit that I don't know why this might be happening. I've never heard of this before nor experienced anything like it myself. Unloading the rubble (by clicking the "dump" activator) fires a short sequence of simple base-game functionality: uneqip and remove the loaded backpack --- remove the rubble items from your inventory --- update quest objective and variables --- equip the empty backback I suspect some other mod might be interfering (maybe a camera mod or a player motion mod?) If a DD animation event like tripping can fix the camera state, then I guess any other animation event would likely do so, too. You could try to force this by using the console: Select an object or NPC close to you, then run the console command "pushactoraway player 1" Maybe try larger values if "1" doesn't do the trick -- switch on god mode ("TGM") if needed to prevent dying from too big a push. I know this is an ugly workaround, but alas the only thing I can think of at the moment.
  14. It's the Devious Bandit Overhaul. Seriously though, DD is the best framework by far that allows actors in Skyrim to be restrained in various fun and exciting ways. This mod makes use of that in certain situations when interacting with the bandits.
  15. Thanks for the kind words! I'm afraid I don't know why this might be happening. I'm using standard Devious Devices functions to handle the devices un-/equipping. Can you double check if they work in other mods (if you have any), like when triggering a trap in Deviously Cursed Chests, Deviously Cursed Loot or similar, or when another quest mod like Laura's shop equips you with devices? The inn tasks are all done through dialogue with the barkeep and the patrons. The intended behaviour is to walk around and speak to them, take their orders, get the food from the barkeep, bring it to the customer, take their payment, and so on. There are no quest markers in the inn quest IIRC; gotta remember their faces. 😉 Going out on a limb: Are you by any chance clicking through the dialogue quickly when the uniform is supposed to be equipped? I've seen it sometimes that dialogue-attached scripts fail to execute when one clicks through the NPC responses too quickly.
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