Jump to content
⚠ Known Issue: Media on User Profiles ×

kadath

Members
  • Posts

    30
  • Joined

  • Last visited

Nexus Mods Profile

About kadath

kadath's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Sorry for the shameless bump, but this time checking the papyrus log after having one of these issues (mentioned in the second edit, when Delphine should have given me the Horn of Jurgen Windcaller) right before quitting the game I might have found a good trace. Scripts are a bit beyond me though, as such I hope someone will be able to point me in the right direction. [02/05/2015 - 10:56:05PM] ERROR: Cannot call Enable() on a None object, aborting function call stack: [MQ105 (000242BA)].QF_MQ105_000242BA.Fragment_57() - "QF_MQ105_000242BA.psc" Line 418 [02/05/2015 - 10:56:05PM] ERROR: Cannot add None to a container stack: [ (00000014)].Actor.AddItem() - "<native>" Line ? [MQ105 (000242BA)].QF_MQ105_000242BA.Fragment_57() - "QF_MQ105_000242BA.psc" Line 419 [02/05/2015 - 10:57:09PM] VM is freezing... [02/05/2015 - 10:57:09PM] VM is frozen Seems like the vanilla quest script is failing to identify the needed quest item, which returns as a null object, and obviously can't be added to the player inventory in the next line. As for the reason why... :ermm:
  2. Ok, I'm at my wits' end, and I hope someone here can point me in the right direction. Sorry for the wall of text, but I'll try to be as detailed as possible, as the problem really seem quite odd (and I'm a TES player since Daggerfall, I'm quite used to bugs :laugh: ). I had a relatively issue free game 'till now, ~100 hours mainly spent doing the various city quests (I'm keeping the faction storylines, MQ and DLCs for last) and messing around with the added content from mods. However I'm beginning to notice that several quests are becoming glitchy for me: it's always related to quest items and how the game handles them. At first it was the Gauldur Amulet fragments: the game didn't recognize I had picked the second one up and the quest didn't advance. Those fragments are known to be glitchy however, so I wasn't worried. Then the quest from the Khajit caravan guard to recover the Moon Amulet in a cave: no quest marker to the cave, and guess why? Because the amulet wasn't generated in the chest and thus the quest marker had nowhere to point to. Even Mehrunes' Razor quest was a bit odd, with the quest markers pointing back to Dawnstar after I recovered the first piece, and the quest objectives not updating when I recovered the other two before coming back: it all went fine though, although in the end I had those other 2 quest items stuck in my inventory (nothing new under the sun for Skyrim). Now, however, I'm encountering the same kind of issue in several of Riften's misc quests: Alessandra's Dagger, for instance, isn't given to me after the dialogue in the Hall of the Dead, when I find Reyda's body in Ivarstead the game doesn't recognize when I pick up her amulet from her satchel, and the second quest for the Temple of Mara is just like Alessandra's: Yngvar doesn't give me the "Love Poem" book, although the quest does advance and points me to Faleen; adding the poem via console lets me continue, but then again, Faleen herself doesn't give me her letter to Calcelmo. Wylandriah's items had a similar issue: no quest markers on the map (the objectives did appear in the journal though, and all three of them could only be activated or deactivated together, don't remember if that detail is how it's supposed to be), and the quest didn't update when I picked them up. Bringing them back to her, however, still worked. EDIT: Just noticed the same happened with the Lexicon from the Unfathomable Depths quest too: the disturbed argonian gives me the quest but not the actual lexicon item. And this seems like a bad one, since the receptacle at the end of the related dwemer ruin won't activate with a lexicon added via console. :confused: While some of the aforementioned items are known to give similar troubles from time to time, usually when picked up before taking the actual related quest (the Gauldur fragments, Wylandriah's items, Reyda's Amulet), for all the other ones there's no mention of recurring bugs of the sort in any online wiki. As you can see, the issue is always related to quest items, either not being generated, given by an npc or recognized by the quest when picked up. So as first thing I looked into Tes5Edit to see if those specific items or related quests had some conflicts between my mods (I obviously suspected item and quest related mods, like the crafting overhaul or cutting room floor): several had no conflict at all and others are at worst green "conflicts" (usually with the unofficial patch). I then saved just before bringing the poem to Faleen and went the old route of disabling mods in chunk to see if I could spot the culprit. Nothing. Now I've even tried to disable every plugin, DLCs and unofficial patches included, made a clean save (as clean as such a save could be anyway, still I also removed all the orphaned scripts with the save editor) and tried again (with and without SKSE, and even starting from before the whole quest is taken): no luck. I really don't know what to try next: given the aforementioned behaviour, I guess it has to either be a script issue (It's lingering in the save, even after being cleaned) or somehow a vanilla bug that's not - as far as I could find - well documented online (which seems quite unlikely though). The only similar thing I found were bug reports from 3 years ago about an issue caused by the Cidhna Mine quest not completely closing, which isn't my case (I still verified just to be sure). Please note that this doesn't always happen (although it's gotten worse now in the Riften area): I pretty much cleared every unaligned city quest except for Riften, which I kept for last, and I'm also the thane of every other city (except Windhelm which needs faction quests). So I've had many similar quests working fine, recognizing the items, giving them to me when intended and so on. Most of these cases are easily - although annoyingly - solvable with the console, but as they begin to happen a bit too often for my tastes, and during quests that usually (AFAIK) don't have common known glitches, I'm worried some longer questline might break where the console won't be able to help. EDIT2: Eeeeyup, happens with the main quest too. When I get to Delphine after looking for the Horn of Jurgen Windcaller the quest does advance and points me to bring it back to the Greybeards, but I don't receive the actual horn from her. Yet everything worked fine just a bit earlier with Klimmek's supplies (which are received through the same dynamic, although something under the hood might be different) while doing The Way of the Voice. I begin to suspect I'm screwed. :dry: My game is indeed heavily modded (~200 plugins + a few texture/model replacements), but carefully LOOTed, BASHpatched and so on, based upon the STEP core guide and maintained with Mod Organizer, with a few additions here and there, mainly followers (and AFT), houses, outfits, the usual body, armor, NPC, animation replacers et similia. The only major additions to the STEP core are a couple things like Immersive Creatures, Climates of Tamriel, Deadly Dragons, no real big "overhaul" when it comes to gameplay mechanics, locations or quests. I do have a few NPC replacers, but they don't touch the mentioned quest givers/receivers. In the spoiler, more walls of text the load order: So, before I get a well deserved arrow in the knee for this obnoxious wall of text, is anybody familiar with this kind of issue and has suggestions on what might be the cause?
  3. Thank you very much Destynova: I actually saw Exeter's main replacer but I skipped it as the sticky post made me initially think it was left unfinished. A better look at it now just made me realize I was quite wrong. In the meanwhile I'm playing around with bodyslide and the amount of possible customization is indeed quite stunning. I made some conversions to the slim preset: works quite fine and the body does more or less work without too many texture issues even when throwing in the odd UNP exclusive outfit on followers, so I guess I might stick to CBBE for the time being. Through some work it should let me differentiate between outfits so as to make an "illusion" of greater variety among common npcs (which is definitely one of my main goals other than them simply looking nice: I play as a male and my main followers are mods with standalone race/bodies like Sofia anyway).
  4. Hello everyone. I came back to Skyrim after a long time, and my current game is going strong at almost 200 mods already (and it's - somewhat - stable! :ohmy: ), yet there's one thing I seem to be unable to find: a good, comprehensive armor/clothing replacer for either CBBE or UNP that isn't ridiculously skimpy. I'm currently using the one that comes together with the CBBE body itself (which I picked over UNP even though I like it less exactly because it has this replacer), but it covers only a selected bunch of vanilla outfits, and it's also missing all content from the DLCs. Isn't there any replacer (or package of several mods) that covers a good bunch of outfits like Killer Keos' or ChronoTrigger77's mods do, without it being a bikini/thongs galore? I don't mind the odd skimpy armor here and there, where it might feel (relatively) appropriate, but gals going around in ebony armors made by Victoria's Secret are a bit too much immersion breaking for me... :laugh:
  5. Hello, I'm putting this question here in the mod troubleshooting area even though my issue seems to be, technically speaking, a core mechanic one since I kind of noticed it only "thanks" to a mod. So, I've been back to Skyrim these past few days, and one of the new mods I tried is Immersive Creatures: it works flawlessly, however it made me notice an issue I never stumbled upon in my old playthroughs. One of the mod's features is a randomizer for the cell respawn times, which by default makes them be generally shorter than the 10/30 days in vanilla. What I noticed is that when a city cell resets because I've been away for several days, among the things which are reset is the npcs disposition towards me. This affects several things, from shop prices to generic greetings, but the most troublesome thing is that permanent potential followers you gained by doing them some "favor" lose their "follow me" dialogue option. This won't affect housecarls (which are handled differently), but it "breaks" non faction followers such as, for example, Uthgerd or Eola. This can be manually corrected with the setrelationshiprank console command, and of course I can at least delay the issue by setting longer cell respawn times, however sooner or later I'm bound to stumble upon the issue again. I kinda like to have short respawn times around Tamriel, but this issue is so annoying I'm actually thinking - if I don't find a better solution - of setting very high respawn times instead, at the price of having empty areas in the wilderness, so that my hard work isn't for naught after a couple ingame weeks. Is there any known way (maybe through a mod or script extender plugin) to completely prevent this behaviour on cell reset?
×
×
  • Create New...