@NinjaRabbits Thank you! Regarding the CH issue, I'm not sure it has anything to do with this mod. There are quite a few folks who use CH (but mainly with EFF or AFT rather than UFO, as UFO has it's own riding function built-in already, and that could be the cause of the issue, as you would have two different, possibly competing/conflicting riding code from different mods), and have uploaded several images of Ceri on horseback in the Images area. You may want to ask in the main thread to see if others have run into this before.
Cerwiden Beta Versions - Bug Reports
Started by
Mujuro
, Jul 30 2012 01:00 PM
91 replies to this topic
#21
Posted 01 October 2012 - 04:15 PM
#22
Posted 10 October 2012 - 12:37 AM
@NinjaRabbits and @Mujuro I have a similar mod set up and have noticed that when mounted combat for followers is turned on in CH... CH gives the follower a fake weapon for them to 'use' and the damage is scripted not real.... and... if Ceri is set to not use any weapons... she will trash the CH added weapon when given to her during combat then the script must think she is disarmed and gives a new weapon. Leading to a cycle of weapon/no weapon and Ceri is locked from any action due to this. I also noticed that if she takes damage during fight she will fall off horse and go to a knee then try to remount and cycle begins again. .....SO is there a way to maybe exclude Ceri in CH from being given that fake weapon? Otherwise what I did was to just turn off mounted combat for all followers in CH, I guess allowing Ceri to use weapons would work too. Also CH adds UFO horse turn off option so I don't think that is conflict.
Hope that helps.
LOVE this mod, Ceri is awesome. I look forward to more about her questline!!
-Jebbalon
Hope that helps.
LOVE this mod, Ceri is awesome. I look forward to more about her questline!!
-Jebbalon
#23
Posted 10 October 2012 - 01:38 AM
@Jebbalon Thanks for letting me know; I don't use CH personally because I use UFO, but had been meaning to try out CH. I wasn't aware the mounted combat scripts the fake weapon; and you're right, if CH keeps giving Ceri the fake weapon, she'll keep junking it. That said, are you looking for other followers to fight while mounted, but not Ceri?
#24
Posted 10 October 2012 - 02:29 AM
@Mujuro Well yeah it would be nice to use the mounted combat of CH for other followers and not have to configure Ceri every time. Pretty much she is my only healer and CH does allow her to do that on horseback.. in fact I think Ceri was able to squeeze in a heal between weapon switching once or when knocked off horse
- Honestly I have only had CH installed for couple days now and Ceri with UFO not real long time before that. When I saw NinjaRabbits post I was like hey I just had that happen to me last night
As far as UFO horses go... I think CH does way more and is compatible. Looting Talking harvesting and the fighting too is nice. Got to get Ceri in on the action.
Side note... Ceri in her default dress (vidalia i think, leather and white) looks great with light colored horse and leather horse armor from CH.
-Jebbalon
As far as UFO horses go... I think CH does way more and is compatible. Looting Talking harvesting and the fighting too is nice. Got to get Ceri in on the action.
Side note... Ceri in her default dress (vidalia i think, leather and white) looks great with light colored horse and leather horse armor from CH.
-Jebbalon
#25
Posted 10 October 2012 - 02:43 AM
Thought that I'd put this in separate post... For some reason I clicked to turn off Ceri's NPC dialogue detection. So now she talks over (under actually) other characters. It's funny cause I find myself wanting to hear what she is saying not the guard one liners or npcs that I just click through because it's 100 times I have heard it.
Anyway... the option to turn it back on is not there for some reason. Is there a console command to set it back on?
Thanks,
-Jebbalon
Anyway... the option to turn it back on is not there for some reason. Is there a console command to set it back on?
Thanks,
-Jebbalon
#26
Posted 10 October 2012 - 02:48 AM
@Jebbalon One of these days I just need to get past my aversion of horses (I've been avoiding them since Oblivion simply because they were more of a nuisance than anything else, but people keep telling me that with Skyrim's mounted combat, and now CH for followers, horses are actually somewhat useful for a change). In any case, I've actually built in the framework for an exception system to Ceri's weapon override already (in fact, I've had it there since I created the override, simply because I figured one day I'd need to use it). I basically have an 'ignores' list set up, so if you can get me the FormID in decimal format, I can get it added. Or I should be able to toss in a check to determine whether Ceri is mounted/on horse, in which case, she could ignore the weapon junk rule.
Regarding the NPC detection, thanks for reporting that. I just checked, and realized I had the menu option tied to the wrong condition (basically, depending on your setting, it shows the "opposite", so if it is currently OFF, it should show "ON" and vice versa). This will be fixed in v1.7. In any case, to turn it back on, go to the console, type "set kcfCommentPolite to 1", without the quotes, and hit enter.
Regarding the NPC detection, thanks for reporting that. I just checked, and realized I had the menu option tied to the wrong condition (basically, depending on your setting, it shows the "opposite", so if it is currently OFF, it should show "ON" and vice versa). This will be fixed in v1.7. In any case, to turn it back on, go to the console, type "set kcfCommentPolite to 1", without the quotes, and hit enter.
Edited by Mujuro, 10 October 2012 - 02:53 AM.
#27
Posted 10 October 2012 - 03:35 AM
@Mujuro Thank you so much! This really is an awesome mod / addition to Skyrim!
The formid?? I understand what you are looking for but have no idea how or where.... That said I'm thinking the ignore junk rule if on horse would be better because what if CH changes or other mounted combat mod has same issue. This way Ceri would handle the issue herself, ...Smartly!
-Jebbalon
The formid?? I understand what you are looking for but have no idea how or where.... That said I'm thinking the ignore junk rule if on horse would be better because what if CH changes or other mounted combat mod has same issue. This way Ceri would handle the issue herself, ...Smartly!
-Jebbalon
#28
Posted 14 October 2012 - 07:27 PM
@Jebbalon I added a check in v1.7 (currently in beta with the volunteer testers) against being mounted so, in theory, it should account for the CH 'fake weapon' if you have it set for follower mounted combat.
#29
Posted 16 October 2012 - 06:22 PM
I have really enjoyed this mod. I bumped up my difficulty settings since I have come to rely on Ceri to keep me out of too much trouble. I recently ran into a couple issues I thought I would report. I have been working on gaining Ceri's friendship to find out more about her. When I first asked her about the assasins, I got the standard brush off that you get early in the relationship, however, recently when I ask about the assasins, all she says is "Let's get going then," or "You lead, I'll follow." There seems to be a slight delay before she says anything, so I wonder if there is a corrupt voice file or something like that. I tried reinstalling the mod and moved it to the bottom of the load order in case another mod was interfering. No luck.
The second issue has come up twice in the 40+ hours I have been playing this run through with Ceri. Both times, I have progressed through a dungeon and suddenly discovered that Ceri wasn't with me anymore. I back-tracked and found her (usually at the scene of our last fight) standing still, in combat mode. I cannot talk to her or interact with her in any other way. Both times, I just proceeded into the dungeon and used the Call Ceri spell. She appears as usual and no adverse behavior is exhibited after that.
I don't run any other companion mods and I started a new game with the Ceri mod. I use NMM and BOSS to order the mods.
Thanks for a great mod and I'm looking forward to future development on this mod. Keep up the good work!
The second issue has come up twice in the 40+ hours I have been playing this run through with Ceri. Both times, I have progressed through a dungeon and suddenly discovered that Ceri wasn't with me anymore. I back-tracked and found her (usually at the scene of our last fight) standing still, in combat mode. I cannot talk to her or interact with her in any other way. Both times, I just proceeded into the dungeon and used the Call Ceri spell. She appears as usual and no adverse behavior is exhibited after that.
I don't run any other companion mods and I started a new game with the Ceri mod. I use NMM and BOSS to order the mods.
Thanks for a great mod and I'm looking forward to future development on this mod. Keep up the good work!
#30
Posted 16 October 2012 - 06:55 PM
@merlin453 Glad you're enjoying Ceri's company! Regarding the 1st issue, this is an oversight on my part with some of her dialogue conditions. The fix is in for v1.7, which is currently in the closed beta (so far, no reports of this issue recurring, luckily
). Regarding the 2nd issue, it's actually an infamous Bethesda bug that's been around since day 1 of Skryim: Spellcasting followers sometimes get 'stuck' after combat. There are a few ways to get around this: Go to the console, click on Ceri to get her PRID (or type it manually, it should be xx001d14 where "xx" represents your load order), then type "resetai" without the quotes and hit enter. This should put her back to normal 99.99999% of the time. If it doesn't, you can either do a "openactorcontainer 1" and remove/readd a piece of what she's wearing or fast-travel, and that will force her out of the combat stance. Finally, you can use the Cerwiden's 'Call Companion' spell, and that should also get her out of that mode.



Sign In
Create Account
Back to top









