PLease Report any bugs with the mod here, I will try to resolve them as soon as possible or on future releases.
The Last Altar Bug Reporting
Started by
KhalEdos
, Jan 08 2014 09:36 AM
131 replies to this topic
#1
Posted 08 January 2014 - 09:36 AM
#2
Posted 11 January 2014 - 10:37 PM
I have a bug where I cannot use the dialogue option "Thank you" that it has given after Olmary has opened the passage for me into her hovel. I do hope you can fix this bug and I give you the best of luck with this mod.
(Edited)
I have found the fix to the problem, I left the hovel and entered it again and the dialogue was fixed. Not to worry.
(Edited)
I have found the fix to the problem, I left the hovel and entered it again and the dialogue was fixed. Not to worry.
Edited by HACification343, 11 January 2014 - 10:47 PM.
#3
Posted 12 January 2014 - 04:59 PM
fixed it (just me being dumb)
Edited by Firetorn, 12 January 2014 - 05:16 PM.
#4
Posted 12 January 2014 - 07:47 PM
I am still having the Olenveld Dragon attack problem but it seems that some other people aren't having that problem, so I don't know why I have this problem
Edited by ninjaFusRoDah, 14 January 2014 - 12:59 AM.
#5
Posted 13 January 2014 - 01:35 AM
when I try to use the new shouts dispel or silence my game crashes
#6
Posted 13 January 2014 - 05:06 AM
Still having issues at the Olenvald Mages Guild.
#7
Posted 13 January 2014 - 06:24 PM
IS FISS required, for the spells to be created?
I read and re-read and it doesn't read a firm YES! - but - it doesn't say NO! either.
Reason -
Tried to make a basic spell - no thrills RUIN spell - Shock - easy peasy.
Go through the set up - keeping everything time and duration on the low end .. just to see ..
When it comes to name, I just gave it: Destruction Spell 01.
It goes into Console Command .. So I type in the name: Destruction Spell 1 and exit. Asks me to confirm in the Skyrim Window Prompt - Destruction Spell 1? Confirmed.
Done??
- so got to book Inventory to see if TOME? No tome.
- go magic inventory, Destruction - no spell.
- go to ALL magic Inventory - no spell.
I read and re-read and it doesn't read a firm YES! - but - it doesn't say NO! either.
Reason -
Tried to make a basic spell - no thrills RUIN spell - Shock - easy peasy.
Go through the set up - keeping everything time and duration on the low end .. just to see ..
When it comes to name, I just gave it: Destruction Spell 01.
It goes into Console Command .. So I type in the name: Destruction Spell 1 and exit. Asks me to confirm in the Skyrim Window Prompt - Destruction Spell 1? Confirmed.
Done??
- so got to book Inventory to see if TOME? No tome.
- go magic inventory, Destruction - no spell.
- go to ALL magic Inventory - no spell.
#8
Posted 13 January 2014 - 09:15 PM
Using "unlock effects" doesn't seem to be unlocking any effects for me. Perhaps its a mod conflict?
Also I had a conflict issue with the Dragon Combat Overhaul during the scene in front of that one spoilerific mages guild. I got some... weird behavior out of that dragon and then was permanently stuck in the wounded position before I removed DCO.
Also I had a conflict issue with the Dragon Combat Overhaul during the scene in front of that one spoilerific mages guild. I got some... weird behavior out of that dragon and then was permanently stuck in the wounded position before I removed DCO.
#9
Posted 14 January 2014 - 05:20 AM
Okay I realized - tonight I had the "Shards" all the time - no wonder I could not find them:
Question: (BUG??)
Attune Arcane Shard - Flame Shard - Frost Shard - Spectral Shard - Vamperic Shard - Wraith Shard.
>> These are the shards for the Quest, right? Because the Quest Marker shows 0/12 and yet I have (IF) these are the ones: 6/12.
Another Question: (BUG??)
What is Merrar's MageTallow Candle for? It has no enchantment on it and I cannot lose it from my inventory. Is there a purpose for it???
Finally - The Book - that started the Quest - I cannot remove it from my inventory and I've finished the Quests - and trying to figure out why the SpellMaker is not working.... There should be away to remove - sense it is no longer active for the Quests ...
Question: (BUG??)
Attune Arcane Shard - Flame Shard - Frost Shard - Spectral Shard - Vamperic Shard - Wraith Shard.
>> These are the shards for the Quest, right? Because the Quest Marker shows 0/12 and yet I have (IF) these are the ones: 6/12.
Another Question: (BUG??)
What is Merrar's MageTallow Candle for? It has no enchantment on it and I cannot lose it from my inventory. Is there a purpose for it???
Finally - The Book - that started the Quest - I cannot remove it from my inventory and I've finished the Quests - and trying to figure out why the SpellMaker is not working.... There should be away to remove - sense it is no longer active for the Quests ...
#10
Posted 14 January 2014 - 05:25 AM
I loaded FISS and still cannot save my Spells - No Spell Tome, in my inventory - No Spell in my magic inventory ....
In the other forum - I have to agree with something - A Basic Frost Ruin made with SpellMaker - the same as you get OTC (over the counter) from any mage costs seriously higher than it should (*BLINKS*) I think the 'cost factor' should be re-looked at.
I can understand if you have a BASE - for all spells - Skyrim Vanilla cost --- then add to it the base cost of any additions to the spell - based on/off the Vanilla Cost ... IE: Frost Ruin costs - say 100 points of magica ... so that should be the cost. Then you add say "Fire" to it - that should be equal too the base cost and/or 1/2 the cost since it's added to it. The "COST" factor is, well like I said - The Base for a Vanilla Frost Ruin and the Spell Maker are not even close ....
In the other forum - I have to agree with something - A Basic Frost Ruin made with SpellMaker - the same as you get OTC (over the counter) from any mage costs seriously higher than it should (*BLINKS*) I think the 'cost factor' should be re-looked at.
I can understand if you have a BASE - for all spells - Skyrim Vanilla cost --- then add to it the base cost of any additions to the spell - based on/off the Vanilla Cost ... IE: Frost Ruin costs - say 100 points of magica ... so that should be the cost. Then you add say "Fire" to it - that should be equal too the base cost and/or 1/2 the cost since it's added to it. The "COST" factor is, well like I said - The Base for a Vanilla Frost Ruin and the Spell Maker are not even close ....



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