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Bug in "in my time of need" - guard missing.


larsbert

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This is a strange one. Upon entering Whiterun, the two Alik'r are talking to thin air (or rather, not talking at all) - after a couple of minutes, the guard appears. After some looking around, I found out that the guard frantically runs from the castle to start his part of the conversation, but of course, it's too late when he arrives. Now I have quite a lot of mods, but I couldn't find the culprit: When I disable everything except wet and cold and dD Blood (without those I can't load the game), it is still the same. However, if I take a clean save from the nexus, e.g. right after killing the dragon, everything works fine.

 

Ideas? Here's my modlist:

 

0 0 Skyrim.esm
1 1 Unofficial Skyrim Special Edition Patch.esp
2 2 RSkyrimChildren.esm
3 3 Update.esm
4 4 HearthFires.esm
5 5 Dragonborn.esm
6 6 Dawnguard.esm
7 7 Cutting Room Floor.esp
8 8 realistic-voice.esp
9 9 sptdiverseguardsskyrimse.esp
10 a nb-furhoods.esp
11 b CalienteVanillaArmorTweaks.esp
12 c KS Hairdo's.esp
13 d aMidianBorn_ContentAddon.esp
14 e AMB Glass Variants Lore.esp
15 f Differently Ebony.esp
16 10 aMidianborn_Skyforge_Weapons.esp
17 11 DSAMG - Miraak Music Fixes.esp
18 12 MorePowerfulAncientNordArmor.esp
19 13 Ancient Nord Light Armor.esp
20 14 Castle Volkihar Rebuilt.esp
21 15 Book Covers Skyrim.esp
22 16 original opening scene.esp
23 17 TheChoiceIsYours.esp
24 18 SMIM-SE-Merged-All.esp
25 19 Bring Out Your Dead.esp
26 1a HH Suite Pool Ext Smithy.esp
27 1b Diverse Horses SE.esp
28 1c Skyrim Flora Overhaul.esp
29 1d The Paarthurnax Dilemma.esp
30 1e Gildergreen Regrown.esp
31 1f ClimatesOfTamriel.esp
32 20 ClimatesOfTamriel-Interiors-Warm.esp
33 21 ClimatesOfTamriel-Nights-L1.esp
34 22 ApachiiHelmetWigs.esp
35 23 Ars Metallica.esp
36 24 Backshields.esp
37 25 ethereal_elven_overhaul.esp
38 26 BijinAIO_SSE-3.1.1-SV.esp
39 27 Bijin NPCs.esp
40 28 Bijin Warmaidens.esp
41 29 Convenient Horses.esp
42 2a Artifact_Update_SE_v_1.0.esp
43 2b Dawnguard Delayed - Level 20.esp
44 2c DiverseDragonsCollectionSE.esp
45 2d dD - Enhanced Blood Main.esp
46 2e dD-Larger Splatter Size.esp
47 2f Bijin Wives.esp
48 30 JS Armored Circlets SE.esp
49 31 Maevan2EyeBrows.esp
50 32 MorrowindImports.esp
51 33 NB-Scars.esp
52 34 RSChildren - Complete.esp
53 35 RSChildren_PatchUSSEP.esp
54 36 Serana.esp
55 37 Valerica.esp
56 38 Unique Uniques.esp
57 39 TrueBrows.esp
58 3a Water Special Edition.esp
59 3b WetandCold.esp
60 3c waves.esp
61 3d imperial_outfits.esp
62 3e Realistic Lighting Overhaul - Dawnguard Weathers.esp
63 3f Realistic Lighting Overhaul - Weathers.esp
64 40 Realistic Lighting Overhaul - Minor Cities and Town Interiors.esp
65 41 Realistic Lighting Overhaul - Major City Interiors.esp
66 42 Realistic Lighting Overhaul - Major City Exteriors.esp
67 43 Realistic Lighting Overhaul - Dungeons.esp
68 44 Realistic Lighting Overhaul - Dawnguard Interiors.esp
69 45 Verdant - A Skyrim Grass Plugin SSE Version.esp
70 46 Immersive Citizens - AI Overhaul.esp
Thanks for any help/ideas...
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Well, it is not the "real load order" (or so I hope, I copied this from loot, which somehow messes this up); in the nmm and ingame the patch is at the correct position.

 

Concerning the mods, I tried exactly this - deactivate everything except for db-blood and wetandcold, since the game couldn't be loaded without - and still, the guard was running from the castle. If I use a vanilla save from the nexus, and have all the mods added, the guard is where he should be.

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