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I have experienced this exact problem because of an experimental mod I made for myself and therefore I know one possible reason for the problem described in the OP. If you have an interfering AI package running on the player character at the time you try to use a crafting station, the crafting action gets interrupted just as described in the OP above. This is probably why one person above posted player.tai as a solution. It's certainly NOT a solution and I doubt it would work. The reason people experience this problem is most likely because of a bugged quest either in a mod or in the vanilla game. To put it simply, your PC have an active AI package which would run if PC was AI driven. This is what interferes with the crafting actions. In my experimental mod, this problem was caused by a sandbox AI package I had added to the Player NPC, which is a type of AI package that runs all the time. Normally, this isn't much of a concern as AI packages attached to the player character (PC) are only activated when the PC becomes AI driven, in other words controlled by the game itself, which usually happens very rarely and for a short time in the game, unless you activate it yourself either by a script or a console command. Also, while some NPCs have their own default AI packages, it doesn't make much sense for the PC to have a default AI package, what is more common however, is to attach an AI package or a list of AI packages to the PC via a quest. If you have this kind of a (most likely bugged) quest in your game, you could simply stop it or reset it, in order to fix the problem. Could be a vanilla quest or a quest in one of your mods. How does one find that quest? Well, I personally haven't tried it myself but one possible way is to load your entire plugin list into TES5Edit and find the quest aliases with AI packages referencing to the Player NPC with base ID 7. You could also try disabling mods one by one and find out which mod contains that quest. In any case, if this is also the situation for you, what you need to do is to find the mod, or the quest with the interfering AI package and disable it, either by stopping/resetting the quest, changing the quest alias to null etc., there are multiple ways to fix it, as long as you know that is what's causing the problem. Hope this helps.
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I've had this problem for years and I almost always run into it in a lengthy play-through, yet I still don't know what causes it, but I can assure you, it's not your graphics card or your INI settings or your sky texture. I currently have two subsequent saves, one with the stuttering night sky and one without. There's absolutely no change in any settings between them, the timescale value is the same and absolutely no change in mods either. I just finished my business in Torvald's Cave and then went to Mzulft. I noticed the problem when I got out of Mzulft but then I realized the problem had already started as soon as I entered the place. There's about 10 minutes between these two saves and sometime in between Torvald's Cave and Mzulft entrance the stuttering started. I'm not saying that these two places have something to do with the problem, but it's very likely a bug caused by the game itself. Could also be a bugged script (either a vanilla script or from a mod) or too many of them, or a script or some FX attached to something it wasn't supposed to. Whatever it is, it's a bug.
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It is impossible to display the second magnitude. Placing a <4> does nothing but displaying a number 4 in bold beside the actual magnitude value (e.g. mag=30 and 304 is displayed). The game only considers <mag> alone as a tag in the description field. If you take a look at other effects using the Dual Value Modify archtype, such as the one for shock damage, they all use phrases like "half of", "twice as much" etc. because of the same reason, they cannot display the second actor value in the description field.
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I've fixed the link. Well, what can I say, it's just pathetic.
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This is a really annoying problem and probably caused by the game engine itself as mentioned above. Well, at least I'm now aware of what causes the problem. So, if you want to prevent the game from inverting your SHIFT key functionality: - Do not activate anything (e.g. container, loading door, inventory/spells menu, NPC dialogue with options etc.) while holding down the SHIFT key. And if you currently have the inverted SHIFT key functionality: - Activate anything (e.g. open up your inventory, a container, etc.) *without* holding down the SHIFT key, and then close it while holding down the SHIFT key. Same for loading doors (i.e. doors that take you another cell), activate the door without holding down the SHIFT key, and then upon seeing the loading screen hold down the SHIFT key until you're transferred to the destination cell.
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Yes I keep seeing that myself. Don't know if there's a fix but there's already a thread about that. http://forums.nexusmods.com/index.php?/topic/926440-help-npcs-sinking-into-bar-stools-screenshot-and-load-order/
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The problem seems to be in the game's executable, so only Bethesda can really fix the problem, with yet another patch.
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Just noticed this issue today. My character no longer blinks, her eyes are always open. When I use showracemenu command, she blinks just once then stops blinking again. I had a backup copy of 1.8.151 files and when I used 1.8's executable instead of the latest, my char started blinking again. I changed nothing else, just used the older TESV.exe.
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Also getting a static (corrupt sound file?) when I talk to Sinding in his werewolf form but I'm pretty sure Sinding had a proper sound in Skyrim 1.6. Either one of the later patches (official/unofficial) or one of the DLCs broke it.
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You might have noticed that the stars at night, actually the night sky itself rotates (around the planet whatever it's called), almost like a ticking clock. I find it quite distracting. Is there a way to stop that or at least make the movement more subtle (without changing the timescale)? Update: It seems this is either a mod issue or a performance related problem caused by running scripts, again might be mod related. Started a new game and the movement looks much more subtle, barely noticeable. :confused: I also notice that in the new game I started stars in the night sky sort of twinkle, unlike my current game. :confused:
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Hi there, Been using a follower mod of my own that adds several generic followers to the game. Recently added a few new relationships between these followers. For example, I made two of them sisters as well as allies of each other and three of them have become "friends" with each other etc. I notice that if one of the "friends" die and the others around see her/his corpse lying on the ground, they fall into a great depression, which is of course just the thing I wanted to achieve. Sometimes however, they panic and run away, hide themselves under a rock etc. in that situation which is definitely not a good thing for me and I'm worried that they would do the same in the middle of a fight. :) How would you set these sorts of relationships between followers you create for the purpose of making them more "real"?
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I left one of my followers near the river in Riverwood. She was a follower I created in the CK who simply uses the default sandbox package. Anyway, after I left her there, she started filling up a bucket with water from the river and she kept doing that. Perhaps there's an idle marker at that point, haven't checked it in the CK, but no idea what exactly she did there. Was she searching for gold or something or perhaps she was very thirsty. :) Has anyone seen such a thing in their game?
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Having the same problem with skyrim.nexusmods.com, it keeps logging me out.
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When I disenchant one of these I get to learn "Fortify Magicka" enchantment, however in the item description of these robes it says "Magicka regenerates 75% faster" aka. "Fortify Magicka Regen". Is this some kind of a bug or am I missing something here? BTW, I already know "Fortify Magicka Regen". This page kind of suggests that the robes have both of the effects. :wacko: http://elderscrolls.wikia.com/wiki/Necromancer_Robes_(Skyrim)
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Had the same problem. My double enchanted sword looked fully charged before I quit the game. When I reloaded the same save, half of the charges was gone. :down: The two massive enchanting bugs, apparently still not fixed... http://elderscrolls.wikia.com/wiki/Enchanting_(Skyrim)