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

JanitorsLOL

Banned
  • Posts

    31
  • Joined

  • Last visited

Reputation

0 Neutral

Nexus Mods Profile

About JanitorsLOL

  1. Yes I saw the quest had been stopped. But theres no obvious reason for it. Probably a mystery error since the game doesnt actually tell you whats going on with script. There was no rushing in regards to waiting for the quest to start working. It had been perpetually broken for well over 6 real life human hours of gameplay. And running "completequest" on something which is in stage 255 is probably the only valid use for that command. Probably.
  2. dude tell us about your game what have you possibly been doing for 1200 hours
  3. Also just considered how stage 255 can be sort of a system designation for when the quest is operating, or waiting for something, or hasnt completed running the actual scripts for the quest, which would explain the inability to change anything, but again im unsure. Though given how the game is behaving, its probably possible.
  4. Im just going to assume this is an error stage and running "completequest cr09" will be ok. Im not sure what kind of error would return when the game runs this quest scripting since scripts are a mystery in skyrim. Might be a conflict with SKSE, who knows. I dont think running completequest is going to change whats already been done, so its probably ok. Would be nice if somebody could describe whats going on here
  5. Is this some kind of error state for a quest? Quest cr09 "striking the heart" bugged out for me in my game. No quest marker was given and the silverblood leader was not at the written location (the location described was in mainland skyrim and not in any dlc location). Im just going to assume there was a conflict with a mod and with the data needed to spawn the leader. Only mods which may conflict are the latest versions of the unofficial skyrim patch, high level enemies sse, and morrowloot ultimate, but with the patch which removes the encounter zones of MLU SSE The quest is locked in stage 255 when looking at the stages in console, and 255 is not listed as a quest stage for this quest on any website, but does list for its stages within the console. and trying to run setstage or resetquest in the console does absolutely nothing. Yes im using proper syntax and including the proper quest id with the command. The quest is just stuck and wont move. However I can run completequest which does work but im wondering if this is ok or if it will cause any problems? There is no information about this on the internet, about a quest which wont move at all through console and is also in stage 255
  6. yes unfortunately i forced myself to do this, there is a specific mod i had wanted to get rid of, "pick up books simple" though i had downloaded the "simpler" version of that mod offered without skse. the mod uses vanilla papyrus, and what looks to be invoked by silent quest, which then uses a perk type effect though its all in scripting. simple mod with only two entries, one quest and one perk, each backed with their own script and a few fragments. i was able to find the quest allocated in my game, but stopping it did nothing as it had no stages and was perpetually in the state of 0 for both its status and its stage. seemed like it was just a process for the script. removing the mod, then cleaning the save did get rid of it. was not able to find the perk anywhere, even before cleaning the save. again seems like it only existed in script, though it would be nice to confirm with someone else looking at the mod. though it seems like i had properly removed the mod, there is still the question of how the game treats scripting. we can visibly see how the game pretty much does everything through the console, but we cannot see scripting at all. though the script had been removed, i worry that the game might still be treating it as if it were still there. it would be nice if someone could explain how this actually works
  7. yes and nobody is going to bother chiming along and explaining anything. how convenient is there a simple way to determine which mods run which scripts and quests? like with an app such as xedit
  8. anyway, do you mind explaining exactly how save file corruption occurs then? this should be interesting. this is ultimately the point of why im here and what i wish to avoid. doesnt seem like this topic is as clear as it should be
  9. yes i see, i hadnt bothered thinking like the game because the game strangely doesnt consider mods to be something which should be properly uninstalled. you see? its somewhat deceptive. its quite ridiculous actually. pretty sure the ability to properly uninstall a mod goes along with the ability to properly install them in the first place. one might even philosophically consider weather this game has ever been compatible with mods since 2011, ho-ho
  10. my question is a bit silly, ide havent given it much thought until now. i suppose a better question would be how the game handles scripts, but since now that im actually thinking, i can also understand a bit more of it. so how does the game treat scripts? it has to allocate certain things for it, and im wondering how exactly this is all managed by the game. i know its a bit much to explain, but my guess is that the game detects scripts and does its "thing" with them, i dont want to call it compiling, but more of an allocation. and this "thing" it does is sort of monolithic meaning it builds its "table" (if you want to call it that, yes im over simplifying the architecture and functions of several things here) and this table is something which gets built and cannot be edited or reverted. and the game crudely just discards any broken or missing functions from this hypothetical table. anyway, i suppose my real question then, is that if theres any way to properly uninstall scripted mods by placing dummy files in their place, so that it is to not disturb however bethesda handles these things?
  11. Is it possible to stop a running script while in game, through the console, for the purpose of uninstalling a mod? How are scripts from mods invoked in game? Maybe through quests? Does stopping a quest also stop any scripts?
  12. far more simple request: just tell me how to delete all the merchent wares in xedit. step by step
  13. merchants dont sell anything. only buy your items for gold. this way the player must get everything through gameplay naturally and craft everything himself less simple request: you can customize what the merchants sell, or select different versions of the mod which include basic itelms supplies much less simple request: you cant loot weapons or armor from corpses, but can loot everything else. also customizable not simple at all: you can customize what can and cannot be looted all of the above would be ideal, but simply getting rid of the vendor stock would probably be the nicest and easiest one
×
×
  • Create New...