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enderes

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  1. So in other words, it can't be done. Not even with console commands. (BTW you all the parts of my post that tell I ALREADY GAVE the crown to TULLIUS. Past-tense. Done. Crown is no longer even in game.)
  2. I'm looking for a way to revert to an earlier point in a quest chain. I'd like to know if there are console commands that can do it. Most specifically I need to know how to change a "completed" quest to "not completed." I while back I started the Civil War questline & joined the Imperials, but l ended up regretting it because my character would be better off in the Stormcloaks (for roleplaying purposes). The last quest I did in this chain is "The Jagged Crown" which is the one where you ultimately join one faction or the other. I have the next quest in my journal already ("Message to Whiterun") but I haven't done it yet. I posted about this before, and someone responded telling some console commands to use. http://forums.nexusmods.com/index.php?/topic/1419340-how-do-i-switch-sides-in-the-civil-war-using-cheats/ I followed their instructions but it didn't work. They gave me the commands to end the current quest (Message to Whiterun) and to restart the previous one (Jagged Crown), and I could remove the Message quest from my journal but I could not get the Crown quest to start. I think the reason is that the Crown quest is already in my journal, but in the "completed" section. Even though it's not active, when I tried to start it again I think the game considered it to be a duplicate, & it won't let me have the same quest in journal twice at once. So puzzle here is "how to remove the Jagged Crown quest from my journal entirely, even from the 'completed' section?" How can I flag that quest as "undone", or un-flag it as "completed, or whatever? Is there a console command for that? P.S. Going back to an earlier save isn't possible. Even if I have such a save file, I finished that last quest many months ago & have gained a couple dozen levels since then, done a ton of other things, even played through the entire Dawnguard questline. That's too much progress to throw away.
  3. I just tried to open the pages for some mods that I've been meaning to try out, but just got to the "file not found" page. Might this problem be causing that? Or is it just a coincidence that I tried check out a couple mods that have been removed from the Nexus, & I happened to so on a day when the Nexus had been down?
  4. In response to post #12380210. #12384660, #12396105 are all replies on the same post. "Didn't have no telephone, didn't have no FAX machine All we had was a couple cans and a crummy piece of string Didn't have no swimming pool when I was just a lad Our neighbor's septic tank was the closest thing we had Didn't have no dental floss, had to use old rusty nails Didn't have Nintendo, we just poured salt on snails Didn't have no water bed, had to sleep on broken glass Didn't have no lawnmower, we used our teeth to cut the grass" --Weird Al Yankovic, "When I Was Your Age"
  5. It's not working :( I went in and typed the 3 commands, StartQuest CW02A ResetQuest CW02A StopQuest CW02A Nothing happened when I typed any of them. And the "Message to Whiterun" was still in my quest journal. It occurred to me that the commands you gave me were ONLY for the Jagged Crown quest. But since it's part of a quest chain, and MTW is the quest AFTER it, it's probably impossible to have both quests in my log at the same time. So I looked up the ID for the Message quest (it's CW03, which makes sense compared to the other). I then typed into the console ResetQuest cw03 And a message popped up onscreen to say that Message To Whiterun was completed (as if I'd just finished it normally). It was no longer showing in my journal. I then tried re-typing the commands for the Crown quest, but still nothing happened with any of them. No Jagged Crown quest in my journal. I also reloaded the save (without having saved after doing that part), and tried typing StopQuest cw03. It had the exact same result as when I used ResetQuest for it. But still the commands wouldn't work for quest cw02a. Nothing happens, no effect. I think the problem is that you're telling me how to force a quest to begin, but because it's a quest that's ALREADY COMPLETED, it can't just "begin" at all. The game won't let me start a quest that's already listed in the "completed quests" part of my journal. I think we need to use some sort of command that does the equivalent of changing "cw02 = completed" to "cw02 = not completed" or "cwo2 completed = false" or whatever. Need to remove Jagged Crown from the record of completed quests, THEN try to re-start it. Any clue how to do that?
  6. Well remember that my goal here is to join the Stormcloaks, so I'll be giving the crown to Ulfric. I haven't checked if Tullius still has the crown or if it was automatically removed from the game once the quest was completed (how do I even check? try to pickpocket him & see if it's in his inventory? Or does he walk around wearing it on his head? If both Ulfric & Tullius having a copy of the crown at the same time would interfere with the quest, then I better go do all that stuff to get rid of the first. If not, then I just won't worry about it. If this character can join the Stormcloaks & do the whole civil war on their side, then an extra crown in the general's hands won't ruin the immersion for me.
  7. First of all, THANK YOU for responding. Second, I manually back up my saves frequently (I even use multiple rotating saves). Regarding the commands you gave me, I assume I only need to type the middle 3 into the console: StartQuest CW02A ResetQuest CW02A StopQuest CW02A But the other 2: save backup save backup1 ...I assume that's just generally telling me to make backups of my saves, right? Or are those also console commands I should enter? I've never used the console for making or backing up saves (never even though it was possible), so if that is what it means, then how does it work? Might it conflict with my manual backps? And then I have a couple questions about items. I'm guessing that when I reset the quest, the boss draugr will respawn with the Jagged Crown on him just like before. I'm not sure if the object itself still exists in-game after I gave it to General Tullius, but hopefully that won't be an issue, as long as I can loot it again from the draugr. And the quest doesn't really give any reward item rewards as far as I can recall (there's none listed on the USEP). The quest I have now says I need to deliver "a message to Whiterun" but as far as I can tell there's no quest item involved (no letter in my inventory.) So that just leaves the Ebony Dragon Claw. I don't know if the claw is directly required for the quest, I think it's only used to open a doorway in the ruins that leads to the boss, and I believe it's counted as a "quest item" just until the quest is done. I have it in a chest along with other special items that I've kept from completed quests. When I reset the Jagged Crown quest, do you think the claw will respawn inside the ruins? Or if the door it opens will still be open from my previous run through there? And if I should drop & disable the claw that I already have, how exactly do I do so? Like what's the console command to disable it?
  8. A while ago I joined the Imperial Legion, but now I regret it & wish I had joined the Stormcloaks instead, and I'd like to know if there's a way I can "undo" that choice. My reasons: First of all I know the 2 factions are like total mirrors of each other, but it totally goes against my character. For one, she's a Nord. And though she doesn't care much about race, she's a devious & cunning kind of person, and things like taking part in a rebellion & killing a leader in order to take their place are right up her alley. And my next character is going to be a Breton fighter with a little bit of a moral code of honor, so siding with "the law" in this way would be right up her alley. And I'm dead-set on having each character take the opposite path wherever there is one (Stormcloak vs Imperials, Vampire Lord vs Werewolf, etc). I know that even after you join a side, you can choose to switch to the other while doing a certain quest (The Jagged Crown), but I already completed that quest (it's the last one I've done so far in this questline). So is there another way? Perhaps using console commands? Is it possible to use the console to remove character from the faction, and reset the questline (change all the civil war quests I've done to "not done"), and get the first 2 quests active again ("go talk to X about joining Stormcloaks" and "go talk to Y about joining the Legion")? Would that cause any conflicts from things done in the questline so far (such as NPC's killed, or items been retrieved & destroyed or given to NPCs, such as the aforementioned Jagged Crown), that would make the quests un-doable a 2nd time? Or would any such changes reset if the associated quests are reset? Could I perhaps just restart the Jagged Crown quest (as if I'd just picked it up in my journal to begin with) and then when I do it again, give the crown to Ulfric instead this time? I am guessing these things are doable, but my understanding of console commands is very basic. I know how to use them, but only if I'm told the exact text to type in (including which punctuation marks to use). It all looks like computer code to me, & I'm not quite that tech-literate. If someone can figure out the right combination of commands that can somehow do all this, and then write down the commands for me, I can go enter them into the console & see how things play out.
  9. In response to post #11887160. #11973800 is also a reply to the same post. I think the problem you're having may be caused by the mod, not by NMM. I tried a mod recently called "Breezeholm Basement" which added a 1-cell room accessible by a trapdoor inside Breezeholm, & that room was filled with tons of bookshelves (among other things). After I installed it I went into the game & tried it out, but it kept giving me CTD. Mainly when I'd try to enter or exit a cell (not just in Breezeholm, but other places too), it would CTD. I tried some troubleshooting to see if there was another mod causing it, but couldn't find any, & I couldn't get it to work right, so I uninstalled the mod. Was that the mod you were using? If so, then it seems to be a very buggy mod, regardless of NMM version.
  10. Rabbits have disappeared from my game entirely. My character is lvl 80, and I haven't seen a rabbit in several months.They're not spawning anywhere, it's as if they're extinct. I don't fully understand how enemy & creature spawning & level-scaling works, but I haven't read anything to indicate that lvl 1 creatures should stop appearing for high-level characters. And I still encounter wild foxes, deer, wolfes, goats, & the like, all the time. It's only rabbits that I'm noticing are gone. This particularly bugs me because I have a mod called "Achieve That" (link: http://www.nexusmods.com/skyrim/mods/30212/? ...and one of the achievements within this mod is called "Slaughterer", which you earn by killing a certain number rabbits, and rewards you with a permanent damage bonus. The only mod I have that affects rabbits at all (as far as I know) is one called "Rabbit Rage" -- http://www.nexusmods.com/skyrim/mods/30212/? -- but I deactivated that & played for a few hours, wandering all around the countrysides, but still never saw one rabbit. What else could be preventing them from appearing as they should? How can I possibly fix this? Has anyone even heard of a bug like this before?
  11. Thanks, that looks awesome! It might be exactly what I need! I'm gonna try it out. I've never heard of it, & I never would've found it just by looking for *magic* overhauls. BTW, I've asked this in the posts section of that mod's page, but in case I don't get an answer there, maybe you can tell me. Does the load order matter for this mod? Should it be higher or lower on the list than anything else in order to work right?
  12. Overall, magic in Skyrim is weak. Very weak. It can't hold a candle to physical combat, most of the schools are very difficult to powerlevel, and pretty much the only way to be an effectively powerful magician is to specialize your character in it. I need something that makes magic more powerful & effective to use, so I can sometimes chose it instead of a bow or warhammer because it's "a better choice" rather than for my current reason which is "so that I'm using magic" (because I always have my characters do as much as they can of everything). All the things wrong with the magic system in general are laid out in the description of this mod: http://www.nexusmods.com/skyrim/mods/4374/? I'd like to use that mod, but judging by the comments section, it seems to carry much too high a risk of breaking the game or conflicting with the many other mods I'm already using. Can anyone recommend an alternate? Maybe something with less bells & whistles? For the most part I just want to make magic spells more powerful (ESPECIALLY the damage done by destruction spells, but also the other schools in their own ways, such as longer-lasting alteration spells), and for them to cost less mana (without having to rely on gear that reduces the casting costs of one one school or another). Or maybe instead of making spells cheaper, just make it so that all characters have WAY more magicka by default, especially at higher levels. My character is level 76 right now, her skill levels range from 70 to 100 depending on school, but even the strongest destruction spell I can afford to cast barely scratches enemies anywhere close to my level, and some master-level spells cost nearly twice my maximum mana, & I won't be able to cast them until I'm closer to level 90. I know that I can use perks to reduce, casting costs, but to do that for master-level spells costs 5 perks per school, so it's still inefficient & still requires specializing more in magic & less in other skills. I'm not looking for something that adds new spells, I've got a few of those already. I'm just looking for something to make spellcasting easier & more worthwhile in general. An overhaul of magicka, spell costs, and spell magnitudes. Not overhaul of *perks*, because that would cause conflicts for me. I also looked at this mod, and it seems like an even better fit for what I want, but unfortunately it has some direct conflicts with other mods I use (changes to perks, & a problem with Categorized Favorites). http://www.nexusmods.com/skyrim/mods/11139/?
  13. There was a spell created for the game called "Spectral Arrow" that's pretty close to this (albeit without the homing part). http://www.uesp.net/wiki/Skyrim:Spectral_Arrow It wasn't included in the actual game, though there are several mods that add it, making it useable. I have it in-game, though I honestly don't know what mod I have that adds it; I only found out it's included in vanilla when I looked it up in the aforementioned link for you just now. But a quick search on the Nexus found these links that include it (I'm sure you can find more if you google it or search on the Steam Workshop): http://www.nexusmods.com/skyrim/mods/41390/? http://www.nexusmods.com/skyrim/mods/9998/? http://www.nexusmods.com/skyrim/mods/34620/? http://www.nexusmods.com/skyrim/mods/13146/?
  14. So you're saying that I can respond in such a way that the same kid won't do this repeatedly? That I'll only have to suffer through it once per child, & then not again?
  15. There's one thing about children in Skyrim that I find partiuclarly annoying. It's when one of them sees me cast a spell, and s/he starts talking to me. "Oh you're a mage! Can you cast a spell to turn me invisible?" I wish to have this feature, this interaction, disabled. It wouldn't be so bad if it was just something they said as I walked by. But when it happens, it stops what I'm doing & takes me into a dialogue box. It can be problematic if I'm in a hurry. And it's COMPLETELY pointless. You can't turn the kids invisible. It makes no difference what option you select, other than what the kid says in response. It's not like most automatic NPC dialogue where you get something (like a courier offering a note), or that progresses a quest, or where there may be consequences depending on your response (like a highwayman attempting to mug you, or a guard catching you committing a crime). It's just there to give random kids more "character", but there's no functional value to it so there's no reason it should stop you & open a dialogue box. Sometimes I'll be walking through a city, casing Muffle & Rally repeatedly to powerlevel Illusion, and if I see kids nearby then I'll put my hands away & wait until they're gone, just out of fear that they'll see me and come up asking me to turn them invisible. Even worse was when I was trying to do something sneaky (like break into a house, possibly for a thieves guild or dark brotherhood quest), & needed to re-cast Muffle since stealth was vital, and there was a kid close enough to see me who came up & did the dialogue. It almost ruined my stealth & made me get caught. Someone please tell me there's a way to get kids to just continue what they're doing & leave me alone I happen to pass by them while casting magic spells?
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