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CptTrollahkiin

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  1. Kudos to sghitman, I want to confirm that this works. This was also the only fix for this bug I could find by googling. In short, read a black book. I used The Winds of Change, the one you get in Bloodskal Barrow, as it has some green acid in the starting area. Step into it for a brief moment, step back and read that book again. The bug should be gone then, you should be able to fast travel, sleep etc.
  2. Endorsement otw, :D as soon as the 15 minute cooldown wears off. T_T Edit: 1h cooldown. Bummer.
  3. Post link to mod on Nexus when you are done, please. Thanks to both of you btw! :D
  4. Seconded, even with the latest patch which should supposedly fix the issue of this quest not starting, it cannot start on my second character. On my first character, I managed to start and finish it successfully without any problems. Some things I checked: All of the NPCs needed are alive I didn't join Dark Brotherhood I entered Windhelm a lot more than 4 times Also I tried stalking Calixto at night. It appears he waits outside the Candlehearth Hall, but Susanna the Wicked simply never leaves that inn. If I pickpocket the Key to Hjerim and enter it, I get inactive investigation targets with "Investigate InvestigationTarget" prompt. Picking up Butcher journals and fliers doesn't help either. I would very much appreciate a fix (bat command also acceptable) which would set up the murder scene starting the quest properly. EDIT: I even reverted to a very early save (was lvl 8, Windhelm not even discovered), took the carriage to Windhelm, entered and exited 4 times at night, didn't work. Entering and exiting Windhelm by fast travelling to Whiterun didn't work either.
  5. That's why I have my wife also as my companion follower, lol. :P
  6. Yeah, the method of attracting the attention of the Dark Brotherhood could have been thought out better. For example, faking a murder. BTW, a good character would destroy the assassin cult, not join it. *werewolf hunters. If you looked around Silver Hand forts and read books/pieces of paper better, you would see that the Silver Hands are actually bad guys. They torture and conduct experiments on werewolves. And not all werewolves are inherently evil (are the Companions evil?), they are simply bound by the terms of Hircine's "Daedric deal". At the end of the Companion questline, you have the option of lifting the Hircine's curse both from you and Kodlak, to allow him to pass to Sovngarde.
  7. Aka Anduril (Narsil reforged). :wink:
  8. He attacks you if you don't attack first, so it is self-defense. And later on, when you are really required to do a bad thing in order to complete that questline, nobody forces you to do that. Just leave the quest unfinished. As for the "mercy" animation, it is a bit out of place. However, you can always let them recuperate (a galant thing to do, like when knights let their enemies pick up their swords) and treat the rest of the fight, when they continue attacking you, as self-defense. While it is true that you are required to become a werewolf in order to finish the Companion's questline, you don't have to stay a werewolf, plus you also heal the companion's leader of lycanthropy. I suppose that Daedra summoning staff can be sold? If not, throw it away ("R" on PC when having it selected in your inventory screen) if it annoys you. It seems that, regarding some quests, there are only the "Daedra servant" and "pretend-to-be Daedra servant" options, but then the latter (or leaving the quest open) seems to be the "good guy" option. This is not Star Wars. :wink:
  9. Has there been any progress on this? I'd like to have my wife-companion wear this. :tongue:
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