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dov7gr

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Everything posted by dov7gr

  1. Thank you !! I didnt know there is an unofficial patch for hearthfire too. I guess it'll have to wait for me now, since I decided that maybe its better to get all the main houses first and then apply hearthfire. So i disabled it. Skyrim has tones of bugs as it is. I dont need hearthfire's too lol. Thank god hearthfire doesnt have any quest lines, so i didnt had to loose any significant progress. I had no spouce and no children also, so in essence the only thing i lost was a house. I only wish that i had seen your reply earlier :D.
  2. I've found that it's a hearthfire problem. Dialogue options for changing the alchemy lab to a children's room havee been added for every house. But if the alchemy lab has not already been bought, it seems that it can't at all :dry:. Any help would have been apriciated
  3. Hello everybody. I have an issue with the house of Markarth. I've completed the conspiracy quest and the prison escape, so i am now a thane and i can buy the house. But the decoration option for the alchemy lab does not work properly. The npc recieves the designated ammount of gold, but the option remains in gray color in his dialog window, and the alchemy lab never appears in the house. After some searching i've found that this is a dawnguard bug, and that the problem is fixed by disabling the dlc. But i dont want to do that because all my progress in dawnguard will be lost. Also i've found that this issue is very similar with an old breezhome bug. For the breezehome problem though there are ids to be used with the console, so every room can be enabled accordingly. (see link) http://forums.nexusmods.com/index.php?/topic/748140-skyrim-breezehome-alchemy-lab-wont-add-to-home/ Does anyone know where i can find the ids for the Markarth house ?
  4. Hello everybody! Apparently the mannequins of the new homes, "save" the first combination of armor the player puts on them, and duplicate it if the player opens the mannequin menu, and remove/replace the armor. The duplication seems to occur when the player exits/enters the home. But i've noticed that when new items are placed in a mannequin, they remain stored, while the previous one sare duplicated and remain equipped. So maybe the removing mechanism is faulty, and just adds the same exact items to the player's inventory, while the ones in the mannequin just stay there invisible, and reappear when the room is reloaded (exit/enter home). Thus i decided to experiment with the "drop" command, and i think it worked. Follow these steps and post if this method works for you too, or if it doesn't :D. 1. Open the mannequin menu so you can have a list of all the items stored in the mannequin. 2. Open the console and with the console opened, click the mannequin, and make sure the ref id that appears, isn't the wall's on the background. 3. For every individual item stored in the mannequin, type: help "item name" and a list of items with similar name, and their base ids will appear. Use the very first id in the list, with the command drop (PageUp or PageDown to scroll the list). An example for Steel Plate Armor: drop 0001395c 1 (drops one Steel Plate Armor from the mannequin). You could also just type 1395c without the zeros. 4. After you "drop" all the items from the mannequin, click the mannequin again so it will be "untargeted" by the console, exit console and mannequin menu, and you'll see all the items drop on the ground. The mannequin itself, as to be expected wil be stripped. 5. Exit house, reenter, and hopefuly the mannequin will remain unarmored and with no items stored :D. 6. Put a full set of armor and shield on the mannequin (something different this time to confirm the fix). 7. Exit house, reenter, and fingers crossed the glitch will be history :D. Tested on Falkreath Lakeview Manor, with the cellar and second floor mannequins. PS: For the mannequin of the cellar, exiting and reentering the cellar, seems to have the designated effect. While on the other hand, for the rest mannequins of the house, exiting the house seems to be the only option, since entering/exiting the celar does not reload the entire house, but the celar only. Saving the game and reloading may also do the trick, although i didn't test that, so i can't confirm it.
  5. Hello, i had stopped caring about this bug for a long time. I dont even remember what i've did last time to fix it lol. Anyway, currently (i guess) i have a new chest of the same base id, spawned in the location of the original. And i only keep stuff that i dont care about inside (clothes to be exact). AND NO ARROWS xD So.. problem fixed :D Nevertheless, AngeGardien, Thank you for you assistance ! :D
  6. I was underwater, inside Reachwater Rock in my game, having this glitch with the water. I quick saved and alt+tab to google about it, and after some search, i found about the Green Water Fix mod that some of the pleople in this thread recommended. I alt+tab to resume the game so i can quit and then install the mod, but the game had fixed itself (?!). I can see normally in water now. Although i haven't confirmed it outside the dungeon yet. I have the following stuff in my NMM plugins: 0 Skyrim 1 Update 2 Dawnguard 3 Werewolf Revert Form by RolandSir for Dawnguard 4 Werewolf Revert Form by RolandSir for Dawnguard (main file) 5 Dovahkiin's Hideout So a first guess is that alt+tab fixes the problem :blink: :P
  7. So i did some more experiments to see what's happening with the ownership: help owner ----CONSOLE COMMANDS-------------------- ----SCRIPT FUNCTIONS-------------------- IsOwner -> get the ownership of the ref SetOwnerShip IsCellOwner -> get the ownership of the ref SetCellOwnership ClearOwnership ----VIEWER STRINGS NOT AVAILABLE-------------------- ----GLOBAL VARIABLES-------------------- ----OTHER FORMS-------------------- KYWD: CWOwner (0002A456) BOOK: (000F6899) 'To The Owner' DIAL: DA07RazorOwnersBranchTopic (00097399) 'I'm looking for pieces of Mehrunes' Razor.' FACT: (0006564F) 'Owners of the Common House' FACT: (000FFD65) 'Babette's Bed Ownership' usage: help <matchstring> <filter> filter: 0-all 1-fuinctions, 2-settings, 3-globals, 4-other forms It seems there are some useful commands there. I experimented with "IsOwner" and "ClearOwnership", with a chair in Breezehome, and the results were as follows: (i've changed my character's name to "Player" for discretion lol). isowner Player is not the owner setownership isowner Player is the owner clearownership isowner Player is not the owner So it seems that "setownership", if used with no parameter, sets the ownership to the player after all. I can't figure out how it's parameter is used though. My explanation to the chair not being owned by me in the first place, is that the chair is located in a safe house (having as a result for all the objects inside safe houses to react as non-respawnable). So there was no need for the game to set the ownership, of the objects inside Breezehome, to the player. So it leaves them ownerless. But i tried the same procedure with my horse, and it also didn't belong to me originally. lol. This is sooo confusing xD. EDIT: About non-respawnable containers. I'm considering the possibility that there's no way to set a container as respawnable or non-respawnable. And that the only way for a container to be set as non-respawnable is to be located in a safe area. Thus if it is located anywhare else it's set by default as respawnable. So i asume that someone could spawn a container in a safe area, and then move it somehwre else via console... Will it still be non-respawnable? I think i'm going to quit on the subject for now lol, and go kill some dragons for a change :D.
  8. Hello! Thank you for providing me this page, but i have to tell you that i had already read it lol :D :D. I know that the "setownership" command is supposed to set something as ownerless. But i couldn't skip over numerous posts on the internet, suggesting that this command has more depth, and that it somehow can set the ownership to the player. For example several pages suggest that "setownership", when applied, by default sets the ownership to the player. When i tried it to several objects it didn't seem to work that way, so i tried to give it a parameter "player". And the console returned the following: setownership player Invalid owner 'player' for parameter Owner(optional). Compiled script not saved! So it's clear that this command takes a parameter, and maybe it takes IDs instead of words like "Lydia" or "player". Maybe the player has he's own id? My guess is that this is the reason it sets things as ownerless. Because people use it without a parameter to specify the owner. As for a command to make containers non-respawnable... it's a big mystery. Someone suggested to me that maybe it's like Oblivion, and containers have their own construnction set, that can be modified with the creation kit. But i cant find information on the subject.
  9. My guess is that it's a bug :b. And i dont think there's much to do for a fix. I've read somewhare that patches only help so that known bugs will not occur in the future of someone's gameplay. Not if someone already has them. Sadly the only known way to fix rare bugs is to make new game, wich of course you wont do (i also do not agree with this solution), or to try and live with it :b. I would make a new save point, and then i would expiriment with the console, to try and increase/decrease my skills and then check if the problem persists. I know that u can add perks via console but i dont know about skills. check it out. If it's possible, then you should enter a new area or fast travel after you apply the commands, so that the game will reload and you can see if any changes occured. Or you can save after applying the commands and then load the new save. Now if someone has a different solution.. i dont know.
  10. I think this is the result of moding your game without being careful :b. In my opinion you should backup your saves and do a fresh install of the game.
  11. Have you tried Alt + Enter ? I've encountered this problem with some other games, and Alt + Enter fixed it. Don't know if it works with Skyrim though. Alt + Enter is for making applications like games, go fullscreen or window mode, but u'll have to have window mode disabled in the Skyrim options. (in case u've left it enabled from your tests).
  12. Hello, and thanks for the reply dude !! :) My game of course is fully updated, but it has been said that if the player experiences some bugs in his gameplay, those bugs may not be fixed by a patch and, as you've said, the only way to fix the problem would be to create a new game. The patches only help so these bugs will not occur in the future of one's gameplay, not if someone already has them. So i managed to apply a fix via console as you read above. But my problem now as i've said, is not wether or not i can store/take iron arrows from the new chest. I'm concerned for it being respawnable or not. I would hate to find all my items in that chest gone one day. I guess it isn't, as i run a small test on it with the waitting, using 'T' and stuff, and as u've said if it all seems ok, it is because i've done everything correctly. But i think that it's not the container itself that is non-respawnable but the entire house. I've read that all the player houses are considered safe locations, and non-respawnable areas. So this has as a result for all the containers, chests and stuff, in that area to react as non-reaspawnable. In conclution if i did all of the above with a non-respawnable chest outside the house, the new one would be set as respawnable. So we're talking about advanced game mechanincs here. That's why i asked for the advice of someone in here. Maybe someone has experienced these stuff before. Does anyone know a console command for setting a container as non-respawnable? Not much point to it though, since the specific chest is inside a safe house, and it seems that everything works well. But for the sake of 2 reasons. First because i'm a little paranoid and I don't trust the game system. So in a worst case scenatio, i wouldn't like to find that chest empty one day. And second, I like to mess around with that kind of stuff lol :D. Also how does the "setownership" command works exactly? I tried it on a horse and no matter what i did (save/load and stuff) it didn't display my name on the horse's name (like "Player's horse"). Thanks.
  13. Hello everybody. I've already posted all of this at bethesda's forums but noone replied. http://forums.bethsoft.com/topic/1362478-items-stuck-in-breezhome-chest/ So i hope i'll have a responce here. I would appreciate it. thank you all in advance. ----- ORIGINAL MESSAGE ----- I had 120 iron arrows in the bedroom chest of Breezhome in Whiterun. If i press 'E' to take them in my inventory, i can hear the usuall sound that the game does when you take arrows from a chest, but the arrows remain there. And theres no dialogue box to select the ammount of arrows. Just the sound. I've also tried to click the item name, double click the arrow animation, and even press 'R' to take all the items of the chest, but nothing. All the chest's items were transfered to my inventory but those 120 arrows remained in there. There is the triangle icon beside the item name, the one that indicates that the specific item is favorite. I tried to unfavorite the arrows that i already had in my invetory and then tried again to take the ones in the chest but no luck. The favorite icon still remains for the arrows in the chest but not for the arrows i have equiped. I also tried to put more arrows in the chest and then try to take them back again, but the same thing happend. Now i have 193 iron arrows stuck in that chest. So now i have to put iron arrows somewhere else, because if i store more arrows in that chest, they'll all be stuck there for good. Here's a screenshot. not much to show though: http://img571.imageshack.us/img571/4466/arrowsr.jpg Any ideas ? this is very annoying :( . Pls help, and thanks in advance. EDIT: Forgot to mention that i also tried to restart the game. no luck again. EDIT2: An observation i just made. If i load the game, and i try to take the arrows from the chest, it takes the item right above them and plays the according item sound effect. In that case an Imperial Sword (afterwards every attempt has the results i described above). But that sword does not show up in my inventory. And if i save and load the new save, then the sword appears in the chest again... ----- MY ATTEMPT TO FIX THE PROBLEM ----- So i had to "expiriment" with console commands, so i could somehow get rid of this annoying thing. I had to delete the whole chest. So what i did is "help chest" and I found that the second container id is the one of the Breezehome's chest, using "player.placeatme id". Then targeted the faulty chest from the console and did "placeatme id" to place a new chest at the exact location, and "markfordelete" to delete the old one. Went out of the house and back in, and only the new empty chest remained. Did a "setownership" on it, a "lock" and then lockpicked it, and to make sure its not respawnable, i made a new save point, filled it with rare weapons and stuff and did the following. I made sure the house is unlocked by giving the key to my housecarl Lydia (lol), and exiting and entering the house without it. Then set Lydia to follow mode and went to another town. By using 'T' i waited 15 game days (assuming that chests respawn at 10), and when i came back all the stuff was still inside. Kudos to these guys for the console commands: http://forums.nexusmods.com/index.php?/topic/477049-renovate-your-house-with-console/ So people, what do u think? are all of the above correct? Am I good to go? _
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