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kittytoaster

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  1. Assuming you cured your lycanthropy with the console commands. I'm not entirely sure whether this option becomes available with the Dawnguard DLC or with vanilla Skyrim, but it doesn't really matter. Yes, that's supposed to happen. Beneath this line of dialogue, there's just a condition check, if you have been a werewolf for any days and whether you're still a werewolf or not and if you've cured yourself, the option to regain your werewolf status is made available. If by 'I did this and it worked' you meant something other than curing your lycanthropy, please let us know. Also, if you happen to have the Dawnguard DLC, all these fixes listed in this thread are still working, but the game itself has been fixed to a point where the console commands are almost obsolete.
  2. You could try deleting the RelationshipRank and the keyword conditions altogether for your mod. That's the easiest way to solve the keyword and relationship problems. Another thing I just realized is that maybe the quest has to be active for the dialog to appear. Don't remember the quest's name but you can find it in the windows header when you look at the two lines of dialogue. Reactivating a quest is described in the first post.
  3. The vampire comments (pale as the snow, bad hunger) have a number of conditions. First there's a random percentage calculation (25%), then the subject has to have a Relationship rank of 0 with the player, then the playerRef has to have the Keyword 'Vampire' and last but not least, the subjects voice type must be in the list of allowed types for that line of dialogue. So basically, to get it to work, you have to find a guard or someone whose voice type is in the FormList VoicesPCVampireCommon, then you have to pass the random check (roughly 1 out of 4), your player must have the Keyword 'Vampire' toggled on and the relationship rank must be 0. From the bottom, I don't remember what the RelationshipRank is about, you could fins some info on the wiki's though. Next, adding the keyword is pretty simple, I might have mentioned how to do it in the first post, maybe in the forcing lycanthropy section. Anyway, you can use the 'help' command in-game to find the right command to change the Keyword status, and maybe find something about the RelationshipRank too. This might be as simple as doing 'player.addkeyword vampire', but I'm not sure. There's also a command o either list all of see if a ref has the keyword, which you could use to check if your char has the vampire keyword. The suitable voice types are 5 male voices and 3 female, all uncommon so you're bounb to find someone suitable. You can change the 25% chance to something else (80 - 90) to raise your chances. Hope any of this is of any help finding the cause of your problem!
  4. Sorry, forgot to check that. To ensure the vampire comments are back, use the creation kit the same way described above to find the comments and make sure all of the conditions are met with your character. For example if the conditions are that the PlayerIsVampire == 1, use the ingame command to make this true. I'd say its both in technical terms. First you have a very buggy and not very well thought through technical background for the quests and then you have 'randomly' occurring bugs. They aren't really random because they do have certain roots in certain parts of the game, but then again, Aela not giving the player a certain quest because she is married to him/her and the player has completed a few quest not related to the companions questline, could be described as random. Most of the problems with lycanthropy are related to the so called randomness of the game. If you cure your character o nthe go with Kodlak, your chances of getting some problems later on are low, only memory fuzzes. But if you leave your character be and decide to cure it later, you might get stuck, because the quest's that lead to the curing quest are supposed to be random and different each time, scripted in a stupid loop that might give false quests, already completed objectives or nothing at all. So most of the lycanthropy related bugs come with the complete mess of a disease. Everyone keeps wondering why they had to model it like this and wouldn't just copy-paste vampirism and change the appearance. Almost everything related to lycanthropy is tied to the questline. People see you as a werewolf after you've completed a quest, not when you're actually a werewolf. In my opinion this is an absolutely moronic flaw and I haven't encountered anything like this in the previous Bethie games. It looks like an early draft that didn't ever get repaired. And at the same time, they're wasting space on global values, 'just 'cause'. Instead of doing everything by the questline, they add a global value, just to track the days as a werewolf. So everything important goes by some quest stages or variables that might get bugged and are illogical in the end (people calling you a werewolf after youve been cured), and the day counter counts the days the global value has been 1. If you read this, Bethesda's lead programmers, yes I am saying I could do your job better than you. Period.
  5. To fix the guard commenting issue, all you have to do is get yourself the Creation Kit and mod the game a bit. If you don't know how to operate the Kit, you should take a look at the tutorials. If you feel comfortable with the kit already here's a quick tut on how to disable those comments. After you've loaded the master file, goto Edit>Find text and search for 'out of your ears'. there should only be one result. Double click on the result (or Info text). this will open the Quest dialog for DialogueGuardsGeneral and highlight the fur out of ears dialogue line. As you can see from the table, the conditions are stupid: the first part (GetStageDone) checks whether you've gone past the point in the companions questline where you become a werewolf and the second part GetInFaction checks whether the speaker is in fact a guard, not just a random person. What Bethie did wrong, was leave out the part where it should check whether the player is a werewolf or not. To fix this, doubleclick on the line in the table and this will open the dialogue editing dialog. Now find the table with the conditions and click on the 'New' button below it. From the Condition function dropdown menu select GetGlobalValue. Now click on the Parameters button labeled 'INVALID' and from the list, find 'PlayerIsWerewolf'. After clicking them OK's, the condition is addedto the list. Now the game checks for the global value to be positive before commanding the guards to talk such rubbish. You can also fix other comments like that, note that most of the werewolf comments are bunched up in the quest table. A trick you could also do if you're a vampwolf, is that instead of selecting 'PlayerIswerewolf' you could choose PlayerIsVampire and set the target to 0.0000 instead of 1.0000. This way you wont get the furry comments when you're a vampire. Using the same method described above, you can disable all annoying comments. To completely disable a line of random dialogue, add a GetIsID condition with the subject being the player. That way the dialog would only be spoken by the player, but as the player is a silent character, there wont be any dialogue at all. Will copy this to the first post as well.
  6. I haven't encountered anything like that. Lycanthropy should NOT alter the appearances by any means. Looking at the beta, my first guess would still be that something else broke your characters face.Any chance you cna provide us with a screenshot of the face? To fix it [Make a separate save before trying this] , however, you can use the 'showracemenu' command, but DO NOT alter the race or presets. Changing race or preset will reset or change your stats. After opening the menu, you can try and change the face back to normal. If it's glitched and FUBAR and you can't fix it with the showracemenu command like that, you should mark down all of your stats, try showracemenu again and change the race this time. Mingle with the parameters until you're satisfied with the result, enter the name and you're done with the face. Now, for the hard part. You'll have to 'player.setav *statname*' all your stats back to the ones you had before. Eg. if your Block was 67 before and after changing the race back and forth it's down at 20, use 'player.setav block 67'. And if all that isn't tedious enough, there's a chance that other things reset too. Other things like dragon shout statuses, quest statuses, counters, etc - so you can't really be sure whether this 'fix' doesn't break the rest of the game, much like some of the fixes in the official patches. Now, 4 months later, after they've released 3 underperforming patches, I'm glad I got dropped from the QA team. And on a similar note, I'm working on a title Bioware will be releasing later this year so I'm not doing any testing regarding the lycanthropy anymore. There are people working on script mods and after patch 1.4 and release of the CK, this thread might become obsolete.
  7. The way the powers stack and which scripts apply which powers, is very messy and prone to individual bugs, related to who-knows-what. You have to remember that it was not intended that a players character had both of the diseases and by the looks of how Bethie implemented lycanthropy, they didn't want players to have any freedom at all after becoming a werewolf. The Only thing I can suggest right now, is adding the power manually, the code should be somewhere in this thread if you cant find it in the wiki's.
  8. Have you tried changing your keyboard layout in Windows settings? Changing it to EN international or EN US or a different variation might work.
  9. The Thieves Guild's main quest will eventually force him to become a fence. This might help you, but there have been reports about Enthir not selling anything after becoming a merchant. I couldn't find any mages college quest variables that would obviously be related to Enthir's flags. There is a way to use the console to force Enthir becoming a fence without doing the Thieves guild quests, but it will probably wreck the guilds questline for good.
  10. Sorry, don't know the actual fix, but if you're playing on PC, you could select the different parts of the door with the console can disable them to proceed. I had a similar issue in the gauldur amulets dungeon, but couldn't place the claw in the slot. The text saying that I didn't have the correct claw wouldn't appear and neither would any text in the bottom when targeting the keyhole. So I disabled the whole door and went on.
  11. Hi If you want to try curing and re-contracting vampirism, here are a few instructions on how to force it via the console. http://www.thenexusforums.com/index.php?/topic/462784-skyrim-lycanthropy-cure-using-the-console/
  12. It's all possible and since this gets asked a lot, I'll include simple instructions for becoming a werewolf and vampire plus curing vampirism, in the first post as soon as possible. @SecretStash So your problem now is that your character is a werewolf, you can't cure him and can't take any followers? I wouldn't suggest trying to force the 'Cure Vilkas and Farkas' quest named 'Purity', as forcing the quest isn't working as well as expected. You'd still have to interact with buggy features when doing the questline. I do suggest using the steps covered in the first post. To get the followers bug fixed, you'd hopefully just have to change one global variable from 1 to 0. Try: set PlayerFollowerCount to 0 If you think I got the problem all wrong or want to use some specific fix and need help, leave another reply.
  13. Hi @kurupt: Just asking this because you didn't mention it. Did you try the completeallobjectives command before using any of the setstage commands? Some of the quest scripts or post-scripts were not triggered properly, thus leaving Solitude in the bad state and if none of the quest-related console commands work, there is little hope of a quickfix before the SDK is out. Had similar problems with the companions questline. Once a particular objective was given, the rest of the current quest and the rest of the questline were bugged beyond return so only loading an earlier savegame and skipping the bugging objective would let me continue. Trying to fix the broken line after it's been obviously broken didn't work. You can find the quest stages in uesp's wiki and then you can try to skip stages one by one (setstage) until you're past the broken part. Though you would have to load an earlier save and start skipping from the very beginning of the quest. This way you can find the bit that causes the quest to break. Example with the companions questline: On the bright side, the SDK is due to release this week! Might either get specific directions from the data files or create a hotfix.
  14. Care to send me your latest savegame? Might be something specific I've never encountered before and you might not be the only one. [email protected] PS, even after getting rid of all kinds of lycanthropy traces, random npc's continue to comment on your appearance as if you were a werewolf. This either points to flawed dialogue conditions or to some hidden values that we haven't found yet.
  15. I've encountered similar bugs with equipment in oblivion, but they were never permanent. Re-equipping or reloading the game wouldfix the issues and they seemed to be random, not related to any player states. As far as the engine is concerned, the probable direct cause of the oblivion bugs should be related to your's. Tt seems more clear with every bug report that they haven't been able to get rid of the old bugs. I delved into the data files and couldn't find any connection between the ebony shields and vampirism. Nothing to suggest the shields get disabled by some script. Can't be sure before the sdk is released, but it's more likely invalid memory triggers or functions. Just curious, what would happen if you would be cured of sanguine vampirism before actually becoming a vampire, then contracting the disease again and then becoming a vampire? What if you would skip the first stages of vampirism via the console?
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