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#61
blitzen

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Not sure if this will be considered a bug. I haven't seen any bad effects, but I don't think this should be happening either.

Papyrus log entries:

 

[07/14/2013 - 07:24:31PM] Warning: Property Merchant on script FSKR_SF_FSMQ04GoranOpenGateS_010415EB attached to  (110415EB) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property PlayerRef on script FSKR_FSMQ01PedestalScript attached to  (11025059) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property PlayerRef on script FSKR_FSMQ01PedestalScript attached to  (1102815C) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property FSMQ01PortalISM on script FSKR_SF_FSMQ01MeetGuardScene_0113E2D6 attached to  (1113E2D6) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property DGIntimidateQuest on script FSKR_BrawlSetupScript attached to FalskaarUniqueDialogue (11022334) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property DoorLook on script FSKR_SF_FSMQ08AgnarGoodbye_0107855F attached to  (1107855F) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property Meeting on script FSKR_FSMQ04PlayerChairSCRIPT attached to  (1104320C) cannot be initialized because the script no longer contains that property
[07/14/2013 - 07:24:31PM] Warning: Property Discussion on script FSKR_FSMQ04PlayerChairSCRIPT attached to  (1104320C) cannot be initialized because the script no longer contains that property


Edited by blitzen, 15 July 2013 - 12:28 AM.


#62
jason33w

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Hi! I must say this is one of the best MODs I ever played. However I am stuck. I am at the base of Fort Urokk and I cannot enter. I am supposed to meet everyone at the base of the cliffs. I am there, and so is everyone else. When I talk to the Jarl, he keeps telling me to meet them there. I've attempted to fast travel away and come back as well as waiting for a hour at a time but nothing works. I see the hatch that leads to the Fort, but it is locked. Any help would be great!

Also, Lydia won't follow me into the caves below the hotsprings. She is right there, but when I enter, she is not there. Thx again!

#63
moirai

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If, when talking to Henrik at the docks and asking him "What have you got for sale?", he happens to reply with:

"I'm sure I have just what you're looking for."

...no barter menu pops up.

Looking at this in CK, that dialogue option appears to have no script attached.

All the other random bater responses do have a script attached.

Edit: Looking at the conditions, that seems to be a generic trader response, as opposed to unique to Henrik.

Edited by moirai, 15 July 2013 - 01:43 AM.


#64
finalCrystine

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In response to post #8458796. #8458827, #8458996 are all replies on the same post.

Had the same issue with the guard. Reloading a save prior worked for me.

#65
moirai

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Navmesh not fully finalised in Falskaar worldspace cell:

-7,-12

...resulting in followers not following you over the bridge and having to swim across the river to catch up with you.

CK screenshot:

https://dl.dropboxusercontent.com/u/388610/Images/Skyrim/Falskaar/CreationKit%202013-07-15%2002-46-43-35.jpg

Finalised:

https://dl.dropboxusercontent.com/u/388610/Images/Skyrim/Falskaar/CreationKit%202013-07-15%2002-54-03-59.jpg

Edited by moirai, 15 July 2013 - 02:18 AM.


#66
prreeve

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Having a couple of weird issues hopefully someone can help me with.

First one is I can't return to Skyrim. When I do, I'm frozen in place. I don't even have a compass I can see or anything either but I can bring up my menu. The game around me isn't frozen. Just me.

Second issue. Followers won't follow me everywhere. They either won't follow me into a cell or won't follow me out. Or sometimes they will just stop when we're crossing through the woods and won't walk any further other then back the way we came.

Third issue. Wulf, the captain of the ship that takes you back to Skyrim. he is attacking me now. Not sure why. I never accidently hit a guard that I know of. Or hit him in fact. But he is hostile. I don't seem to have a bounty either and he is the only hostile NPC in the area. Everyone else at the docks is fine.

Forth issue. I came across the bandit attacked caravan. Found the poor npc wanting help but I can't interact with him.

#67
AlexanderJVelicky

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In response to post #8459191.

I battled with this all of development. The CK likes to un-finalize navmesh for some reason that I never figured out. I'll note this area and will fix it.

#68
AlexanderJVelicky

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In response to post #8459308.

I believe all of these are conflicts of one sort or another. I'm unsure of the first three, but the forth one is covered in the first question on the FAQ at the bottom of the description.

#69
AlexanderJVelicky

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In response to post #8458796. #8458827, #8458996, #8459150 are all replies on the same post.

Both of those definitely sound like compatibility issues, and the first one is for sure. See the FAQ, the first one covers that. Some mods are messing with the whole bounty setup and faction relations somehow, so we'll have to figure out what mod(s) is(are) doing that.

#70
moirai

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Another navmesh not fully finalised. This in Falskaar worldspace cell:

10,-21

...breaking the path over the bridge.

CK screenshot:

https://dl.dropboxusercontent.com/u/388610/Images/Skyrim/Falskaar/CreationKit%202013-07-15%2003-29-06-73.jpg

Finalised:

https://dl.dropboxusercontent.com/u/388610/Images/Skyrim/Falskaar/CreationKit%202013-07-15%2003-30-13-20.jpg

Edit: Whoops! Corrected the cell number. NOT -10!

Edited by moirai, 15 July 2013 - 02:39 AM.





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