iTeleportBread Posted March 25 Share Posted March 25 So I've been playing Skyrim SE again on Steam and one of my active quests, of course, is Lost Legends, where you can obtain Wraithguard and Sunder. I'm playing with mods, including the Legacy of the Dragonborn mod, which, if memory serves me right, may cause a clashing issue in the Abandoned Cave, where it becomes... difficult to access the Sightless Vault. Before I realized there was a patch mod I could install to fix this, I was admittedly using the console to disable and re-enable parts of the map to see if I could unearth something. It's possible I disabled the door and missed enabling it again but I honestly highly doubt that happened. I need help fixing this so I can enter the door to the Sightless Vault instead of looking beyond a light blue void, but I also have two solutions I can't solve on my own and I need help with, because an extensive search on the internet hasn't brought up either of what I'm looking for whatsoever: -My first solution involves using the console again. I need help knowing what the ID for the Sightless Vault door is so I can lock onto it and put in the 'enable' command. -My second solution also involves using the console. There's what's very basically a few teleport commands that are available, and one of them teleports the player to a specific location. If I can't bring the door back, I wish to teleport to the Sightless Vault, but I will need location ID of the Vault for me to be able to teleport there. I've tried other things in-game such as using the tcl command to move further out in the void, but the way into the Sightless Vault isn't there, because the way in wasn't implemented like that and requires the door on the other side of the gate you open that blocks the door via the Attunement Sphere. I will appreciate any help you can give me. If you have any questions, please feel free to ask. Link to comment Share on other sites More sharing options...
AaronOfMpls Posted March 26 Share Posted March 26 (edited) 10 hours ago, iTeleportBread said: -My first solution involves using the console again. I need help knowing what the ID for the Sightless Vault door is so I can lock onto it and put in the 'enable' command. I can think of a couple ways to do that. Either... Open Sunder & Wraithguard and Legacy of the Dragonborn in the Creation Kit, and look at the last 6 digits of those parts' RefIDs. Then grab the other two digits via help in the console -- help "<part of a name you remember>" -- or by looking at your load order in a program that shows it (e.g., a mod manager, Wrye Bash, xEdit, etc). If the console gives you an error message instead of help results, try adding a 4 after the query: help "<part of a name you remember>" 4. Or... (Probably easier:) Load an earlier save from before you disabled these parts -- or start a new character -- and go to that area again, either by playing through it or coc'ing to it (see below). Then grab the RefIDs while those parts are still enabled. I don't have the Sunder & Wraithguard creation, or I'd be tempted to go look the RefIDs up myself. (The only CC content I have is the few freebies included with SE now.) 10 hours ago, iTeleportBread said: -My second solution also involves using the console. There's what's very basically a few teleport commands that are available, and one of them teleports the player to a specific location. If I can't bring the door back, I wish to teleport to the Sightless Vault, but I will need location ID of the Vault for me to be able to teleport there. Yup, coc <cell name> or player.moveto <RefID> commands; coc <cell name> is probably the easier of the two. UESP's Sightless Pit article has the cell names in the sidebar: SightlessPit01, SightlessPit02, SightlessPit03, SightlessPitExterior, and CCBGSSSE008Vault. Edited March 26 by AaronOfMpls Link to comment Share on other sites More sharing options...
iTeleportBread Posted April 13 Author Share Posted April 13 On 3/25/2024 at 9:04 PM, AaronOfMpls said: I can think of a couple ways to do that. Either... Open Sunder & Wraithguard and Legacy of the Dragonborn in the Creation Kit, and look at the last 6 digits of those parts' RefIDs. Then grab the other two digits via help in the console -- help "<part of a name you remember>" -- or by looking at your load order in a program that shows it (e.g., a mod manager, Wrye Bash, xEdit, etc). If the console gives you an error message instead of help results, try adding a 4 after the query: help "<part of a name you remember>" 4. Or... (Probably easier:) Load an earlier save from before you disabled these parts -- or start a new character -- and go to that area again, either by playing through it or coc'ing to it (see below). Then grab the RefIDs while those parts are still enabled. I don't have the Sunder & Wraithguard creation, or I'd be tempted to go look the RefIDs up myself. (The only CC content I have is the few freebies included with SE now.) Yup, coc <cell name> or player.moveto <RefID> commands; coc <cell name> is probably the easier of the two. UESP's Sightless Pit article has the cell names in the sidebar: SightlessPit01, SightlessPit02, SightlessPit03, SightlessPitExterior, and CCBGSSSE008Vault. Hey, I know I'm really late to the party but I just did the quest and I wanna thank you for the information you provided. I'll also be sure to do your idea (which I should've thought of myself, frankly) of making a new game just to get the ID for the Sightless Vault's door, so I can put the info in here, for record's sake and anyone else who may be experiencing issues that require a RefID. Link to comment Share on other sites More sharing options...
AaronOfMpls Posted April 13 Share Posted April 13 (edited) 4 hours ago, iTeleportBread said: Hey, I know I'm really late to the party but I just did the quest and I wanna thank you for the information you provided. I'll also be sure to do your idea (which I should've thought of myself, frankly) of making a new game just to get the ID for the Sightless Vault's door, so I can put the info in here, for record's sake and anyone else who may be experiencing issues that require a RefID. No problem! Though keep in mind, RefIDs for mods and CC plugins will vary depending on load order. So someone who has more or less creations, or has them sorted differently, will still need to look up those first digits -- either from their load order in a mod manager, or by searching in the console (help "<name of something from the mod/creation>"). ESM- and ESP-flagged plugins have RefIDs starting with 00 through FD (00 is skyrim.esm, 01 is update.esm, and DLCs, CC mods, and the rest count up from there). ESL-flagged plugins have RefIDs starting with FE, with the next 3 digits counting up from 000 to FFF (again, varying with load order). And your save file has its own RefIDs starting with FF (such as randomly-spawned NPCs/creatures, or dropped items). Edited April 13 by AaronOfMpls Link to comment Share on other sites More sharing options...
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