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dethkult

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Everything posted by dethkult

  1. I too started having this problem. I use vortex. I downloaded a bunch of lite follower mods and all of a sudden all my plug-ins are permanently disabled every time I load the game. I have to enable them in Bethesda.net every time I start the game. It's rather annoying. I've tried disabling an re-enabling all the plug-ins on vortex and it doesn't do anything. Skyrim simply won't load the mods and I have to enable them in Bethesda.net every time on start up. I think I read something about this being a safety feature if the game engine crashes? But I don't know the work around.
  2. I don't know if it would work but one of the work arounds for the dark face glitch is to open the console, click on the actor and enter the command setnpcweight 10. If a mod was made that set this command as a targeted spell maybe it could fix the face problem on console? You would have to cast it on npc every time you enter a new cell.
  3. Yes there's AFT and a change race mod by Esdemburdel, however in my experience, adding a vampire race to an npc causes the dark face glitch as the game no longer has the right face gen data. Vampire lord is different becuase it's just an eye change and the vampire lord spell. So here's what I'm proposing. A targeted spell or text option that gives the npc the vampire lord eyes, like in multimarraige and the drain life spell. That's it. No vampire race change.
  4. Fallout 4 bug,can't dismiss to settlements. I know this is an old thread. I just recently had this problem. 150 mod limit on xbox1. I disabled all the mods. Had a few sneaking suspicions. The mod culprit 4 me is Amazing Follower Tweaks and I like this mod so much that I won't delete it. Combined with a few other mods I can basically create my own follower with any preset I can download. But with the limit of 32 followers. So basically I can use aft to assign a home with that mod structure but if I don't they will always go to default location. I'm choosing to keep the mod, but that's where my issue lies. Hope that helps.
  5. You would need the console command CA_Romanced=1 on any targeted npc in the console. If the command I gave you isn't quite right then do a search for it. You target an npc by clicking on them with the mouse in the console. You should also look up affinity while you are at it. Some romance mods require the npc to have 1000 or more affinity. I don't remember that one off hand. A cheat ring for console users would be nice as console users don't have console command access.
  6. A ring that when you equip onto an npc gives them 1100 affinity and sets the relationship to true or CA_Romanced = 1. This is so you could use that npc with mods such as sleep intimate and see you sleep for console users. Ever wanted to have a Romance with Tina De Luca or Hawthorne? Skyrim's got multiple marriage dress rehearsal and Relationship Dialogue Overhaul.
  7. I think it's just a trial and error thing. I made 3 successful follower merges that work just fine. I made another follower merge and a spell/enchanting merge and the content isn't showing up in my game. So I think I missed a step. The merge was black, meaning good, I transferred the plug in and merge folder into my data folder, did not uninstall the original mods, only removed the plug ins, then enabled the merge plugin. The content is not showing up. So I guess I have to watch the tutorial video again.
  8. I'm finding the pull chain in the passage that opens after you use heart of Arkay doesn't work. Lol. I'm going to have to try turning clipping off and look around.
  9. Hi I'm posting this becuase I can't find much information on the topic of marriage in the Skyrim Beyond Bruma mod. I did find the article where the team decided not to put marriage in the current release of the mod becuase the reasoning was the marriage would have to take place in Bravil at the Temple of Mara which hasn't been done yet. However.... Playing around with the console it looks like there is a marriage quest available. type "help CYRMarriage" into the console brings up the quest id's for the quest. There is also a global variable that looks like a wedding scene takes place in the Bruma Temple. So far I'm unable to determine how to trigger the dialogue options to start the quest or if it's even possible to do so. The content may not be completed and could possibly bug out your game. Maybe. But it looks like it's all there. If anyone else has more information on this or has triggered the quest or the dialogue, I'd like to know. It also looks like there is a lot of content in the Bruma Beyond mod itself that is in preparation for the eventual Cyrodiil release. Npc's you could cheat in like guards for other towns, factions for other towns, etc.
  10. I've been entertaining this idea for about a year now. It would be nice if you could co-opt the Katariah after killing the Emperor. This may sound a little ambitious but it would be nice to be able to pilot it down (large) rivers, and once the Skyrim Beyond team get's their new lands out to be able to use it to fast travel to say cyrodiil and other places and use it to navigate Iliac bay for example. Maybe update patches as that progresses. The simple boat player home has been done in several mod's already such as Ana's NPC's and Maids 11: Deception. I'm curently looking at Travel by Boat for SSE which seems kinda like immersive carraiges. I think there are several pilotable boat mods for oldrim that haven't been ported over to SSE yet but an intriging idea in general. If the Katariah could be co-opted it might be interesting to be able to hire a crew (Although MHIYH could be used to m ake your followers live there,) or maybe an event handler with Imperial soldiers trying to arrest you for stealing the Katariah and possibly boarding it to try and take it back. Just some ideas I'm throwing around.
  11. Update. I managed to (setstage dbm_hauntedmuseumquest 75) and bypass the dream sequence altogether. Everytime I entered the cell with the museum being in the dream sequence with the red haze, the game ctd. I would wager there is something wrong with the cell. I'm not sure what the cell name is but if one coc'd into the cell and the game crashes, I'd say that's the problem.
  12. I'm also having this problem.I can try and troubleshoot by reloading from an earlier save perhaps, or mess around with sqs <questid> and setstage. Reloading from an earlier save is going to be slightly problematic for me as I left the museum and came back in several times before using the bed, as I was using my king of skyrim mod (which allowed me to enter dialogue with the moving mannequins) to appropriate the npc mannequins and using my home is your home to set their home to Solitude outside. I did thi9s becuase I thought it would be a cool idea to have mannequin golems patrolling the city for me. lol
  13. I'm having this problem too except the save becomes corrupted after season unending. It wont crash right away. Immediately... but after repeated saves after this quesr eventually it will ctd all the time. I've reloaded saves previous to season unending and the game works fine. But after season unending the game just starts crashing after a few minutes of play, entering a building, or fast travel. I've been looking on google on this topic and supposedly the royal armory mod is the culprit. Except I dont have that mod. I do have the Parathurnax mod or whatever. I also coc'd into Sovngard a little early. As long as I dont complete season unending my game is fine. But when I do the game starts crashing randomly.
  14. Open the console and do a search for alduin. (Help alduin. ) then page up until you find a global variable called "mqalduinignoredragonrend = 1.00" use the set (globalvariable) to # command to set mqalduinignoredragonrend to 0. Dragontend should then affect alduin normally.
  15. I used the to have and to hold mod to marry additional spouses (cap at 11 although I got away with 12 using addfac 10989 1 and setrelationshiprank player 4 on the jarl's daughter in Morthal.) After that I did some digging and used console commands to reset Maramel's quest and remarry via the amulet of mara. The commands are resetquest 74793, and plater.removefac c6472. I can also addfac c6472 and with the to have and to hold mod or possibly flower girls it change's pc dial options from kiss him/her and "would you like to have a go" or the real equivelant in game, to "Kiss your darling" and would you like to make love my dear. The npc response changes' depending on the married faction (c6472) but the npc dialogue when they are talking to you just being in the same room does not include "dearest" or "love." it did initially after I married 2 spouses in addition to the 12 from To have and to hold, but at some time I broke the game and only those married by to have and to hold have the non dialed npc dialogue. I'm not sure what faction or status sets an npc to spout the non dialed dialogue but the other console command factions I'm aware of are are addfac 51596, quest 21382, marriage asked faction 000ff7f3 and marriage courting faction 0007431a. also spouse service factions c6458 and c6468. I assume gold and homecooked meal although I am still having trouble figuring out what these factions do. I can essentially marry everyone and anyone in the game except for unique voiced npc's and view the wedding ceremony. What house to live in dialogue is broken and the npc goes back to their original place of residence eventually. I'd like to know what triggers the new marriage dialogue "love" and "dearest" and be able to get the homecooked meal/store options that I don't have even though we are technically married via faction c6472. Any help with this would be appreciated.
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