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rhapsodios

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  1. I also have this problem. Mighty old thread, but it would be neat if somebody knew what this issue is about.
  2. I've run into one of the problems that's preventing thieves guild questline from progressing. I've already tried finding a solution but none of the issues reported seem to match the problem in my game. I'm (now) aware of the thief in thieves guild master armor which can appear during the first quests in the game and that killing them can cause problems. However, while I had to kill the thief at the start of the game, I've already invested over 100 hours into my current game and I'd appreciate it if anyone could help me solve this error without being forced to starting a whole new game. The problem is that immediately after completing Taking Care of Business quest, Brynjolf heads into the cistern but simply walks out to Riften via the secret entrance, offering only the infamous "Hmmm" dialogue. However, none of the thieves in the guild turn hostile towards me. Using console command to start or set stages of Loud and Clear quest won't work, though completing the quest does report quest completion but that doesn't allow me to progress in the questline. I've also tried forcing Brynjolf to move to the center of the cistern but that ended up only waste of time. And thus I'm at a loss at what to do. I'd hate to start (another) new game only for this. I'm running with many mods though I can't figure out why any of them should cause this kind of problem. I've not installed any mods which should alter thieves guild cells, Riften or Whiterun (as some players reported modifcations to Whiterun might cause problems in thieves guild). *SOLVED* After thorough testing, including completely reinstalling the game and all mods used, it seems that the problem was caused by the mod "NO NPC Greetings" (http://skyrim.nexusmods.com/mods/746), more specifically the "Slightly Reduced Distance" version. This mod prevented Brynjolf from starting his proper dialogue immediately after completing Taking Care of Business and preventing the next quest from starting at all. Deactivating the mod solved the problem.
  3. Once upon a time there used to be a mod which added cooked food to all those empty cooking pots with lid. Any idea if that mod yet exists? It's nigh impossible to find it on Nexus or by Google since most searched are related to "More Cooking Pots" mod and the like.
  4. Only thing I haven't tried is that startquest command. Sorry I forgot to mention that I am using all the unofficial patches. I have also already done the main quest, which might cause some problems regarding civil war quests (or perhaps that's the reason this quest is stuck... who knows). The quest console commands work to a some degree, though none of them can make my legate to give me orders and the Battle for Whiterun won't start (tried the exact command as listed on UESP page, with "1 1" but I'll try with just one 1 next time).
  5. Hello again, I'm unable to proceed through the quest Message to Whiterun. After returning Balgruuf's axe to him, Legate Cipius is not offering any dialogue to finish the quest nor starting the next one. I've already tried some workarounds like leaving the cell and coming back later, loading saves and disabling some mods. The bug seems to have happened to other players as well, though solutions to the bug vary as do the results of using the suggested workarounds. The problem is the same as demonstrated in this video: http://www.youtube.com/watch?v=3T5o7QOEhKA I'd appreciate any help I could get on solving this problem.
  6. I have this issue as well, though I never used Recruit more Blades mod. I can't find a way to induct Borgakh into Blades. Edit: Well, turns out that the issue was with using Multiple Followers Lite. So much for "lite" and compability.
  7. Well, color me impressed, it's all right now. :P I recently updated my SkyRe, and never had this issue before. I wonder if the problem is in the mod files or Dragonborn. At least it's caused by a pretty not-too-useful modifications, I'm actually fine getting rid of it. Thanks!
  8. I'm currently having a problem in my current game where I'm experiencing Night Eye-like effect on my screen while in Morthal or immediate distance. The effect is very similiar to Night Eye and other such screen effects such as those caused by Frostfall's freezing cold conditions. With a bit of testing I narrowed that the issue is caused when I approach the Morthal from the road and the effect wears off as I leave the area (it doesn't start or end at the same spot or such, maybe a weather effect?) though further attempts to explore the area of the glitch is difficult due to abnormally frequent CTDs which I believe are the effect of this glitch or simply due to moving too rapidly between areas as I've done while testing. The visual effect does not appear in map view, loading screens or anywhere else, and it is not caused by ENB or similiar injectors (what I use is SweetFX which can be turned on and off and I also tried running the game without it). I run plenty of mods which could cause the problem, but after deactivating several mods which could affect the glitch (Predator Vision, Frostfall, lighting and weather mods...) as well as deactivating every plugin (could still load the save) the problem persists. The blue/gray tint+blur also persists indoors in Morthal, but not in other areas (like coc'ing to Riverwood indoors straight from Morthal). My load order is a mess but Wrye Bash reports no conflicting mods and I have never had similiar issue until earlier the same day in Whiterun Tundra (supposedly caused by lighting effects, disappeared after loading a save). I have also rolled back and did clean install of my display drivers to no avail The graphical effect (easily seen in attached screenshot) is very similiar to Night Eye, and I've tried adding, removing, recasting and reapplying the different Night Eye effects but the result is either that nothing happens or that the new Night Eye effect just gets slapped on top of the glitch for really messed up image quality. I have also tried waiting a full day or for nighttime to see if the effect would go away with no dice. My latest not-autosave is in Highmoon Hall, and the effect is not yet present in that save. The first time it occured inside Highmoon Hall, after loading previous save it started occuring after exiting the hall, and the effect has continued to appear in all autosaves outside of Highmoon Hall in Morthal. Fortunately, I have some earlier, not-too-early saves available that I'm able to use to continue my game or at least perform further testing, but I'd like to hear if anyone here has had or heard of similiar issue. I'd greatly appreciate any assistance rendered. :)
  9. Hello Nexus, I made several attempts of finding similiar threads and topics by using Google Search, without finding any kind of mod or quick workaround for Skyrim to change position of two handed weapons from character's back to their hip/belt. What I have in mind is very much like this mod for Oblivion: http://www.oblivion.nexusmods.com/mods/39229 I have discovered many mods which alter the position of sheathed one handed weapons to character's back from their belt, but I have not found any to do so in reverse. The issue I have with stowing two handed melee weapons in my back is the many clipping issues with both cloaks (like those in Cloaks of Skyrim) as well as in various armor sets, from vanilla to mod armors. Stowing hammers and two handed battle axes in one's back is reasonable, but I think at least two handed blades should have the option of being sheathed on one's hip/belt. I'd greatly appreciate it if anyone could take the time to advice me (and possibly many other players) with this aesthetic problem, by either creating a mod similiar to one linked above from scratch or pointing me out a workaround (by editing game files, etc.) of some kind. Thank you in advance!
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