xNeariax Posted February 18, 2012 Share Posted February 18, 2012 (edited) Hey everyone. My game is acting rather strange in the last few days and I desperately need help to even figure out the source of my problem(s) and hopefully a way to fix it. What I'm expiriencing: Quest Problems: * Radiant Quests not working properlyexpl.: Instead of "Get 10 Mammoth Tusk for Ysolda" the game will only put out "Get <amountof> <radiantquestitem> for Ysolda" (something like that). * Thieves Guild "Special Jobs" not working/unavailableStarted with locations of the items I was supposed to steal & records I had to alter not showing on the map anymore + when I was in the location pressing E to alter the records would not work. I had to use "setstage" via console to get the job done. Worked for a while. However, for some reason by now i don't even get the "I'd like some extra work" dialog from Vex & Delvin anymore. Same for the Dark Brotherhood: location of the guy I'm supposed to kill isn't viewable on the map. Same with some other quests. Strangely the latter only seems to be true for Thieves Guild/DB/College of Winterhold quests. Every other quest - that should - can have markers. And even ONE of the DB quests has one. Just the other doesn't (even though it should). If that makes sense.. NPC Problems: Aside from the one with Vex & Delvin not giving out their lines, obviously.. * Random quest related Characters not showing upexpl.: The Member of the Psijiic Order you're supposed to meet in the Archmage's Chambers. I get in, the sequence where everything goes "blue-ish" starts - but instead of the guy showing up "in my characters head" to talk to them, he just never appears. Neither does any dialog/voice. Even though both did the first time you meet him when you're with Tolfdir. Bit of the same thing in the Ruins of Mzulft with the body I'm supposed to loot the key from. Well, in fact that one DID appear - but 3 chambers further into the ruins, where I would have never found him if I hadn't gotten the key via console before to get in at all. * Original (Mod) NPCs don't have dialog at allThat problem does not concern for example the "Follow me." or "You're hired." dialog of new followers. They display that and follow as they should. Any *original* dialog however never appears. Yeah, I think that's basically it. I know it sounds like a lot, but I'm quite sure all of this is caused by the same thing or at least connected as it all appeared around the same time. Additional Info that might help: * My game version is 1.1.21 as I never ran into problems or bugs before that warranted updating* Game language is German* Patched TESV.exe to allow for 4GB* Run all my mods (except ENB) in Mod Manager* No conflicts between any of them are shown there* Exception: "meta.ini" is used by more than one mod. But that was the case before all this started. What I've already tried to fix it: * Took out all the mods that touch NPCs or Quests in any wayProblem stays (tried this by speaking to Vex or Delvin again - still no Job dialog.)* Took out ALL mods except for texture replacerssame result as above.* Started a new game with + without modsagain same result So, yeah.. as you can see I'm running out of ideas. Any suggestions anyone? Is there something I'm just not seeing? Edited February 18, 2012 by xNeariax Link to comment Share on other sites More sharing options...
niceguy19692000 Posted February 18, 2012 Share Posted February 18, 2012 my game has started to do the same things. after finishing the nocturnal key quest the extra work at the thieves guild no longer is an option. Also, my Ballimund in Riften now has an exact twin...not sure how he got duplicated. I suspect that perhaps some of the mods that we've been adding have contaminated some other stuff in our game. i haven't found a fix yet but will have to probably have to use console commands to fix everything......i dunno. i'm new at this game myself. i also removed my multi-marriage scripts and replaced them but still have no luck in marrying anyone....dialogue doesn't even show up and console commands seem to have no effect.... geesh! Link to comment Share on other sites More sharing options...
xNeariax Posted February 19, 2012 Author Share Posted February 19, 2012 (edited) Yeah, the thing about the mods was my first thought as well. The weird thing is: since I have all my mods installed in Mod Manager - not copied into the *actual* data folder, hence not *really* overriding anything, just "pretending to the game I was" - shouldn't the problem be fixed when I take them out, if it came from that? In my logical understanding the game should then just go back to using the original - untouched - files and any clash that came from mods should be fixed. But that isn't the case. A flaw in my logic? It's a little bit of a comfort knowing I'm not the only one this is happening to though. Would you mind posting how you reset things via console if it works? I know how to do some things, but not nearly all of them. No idea how to get NPCs to show up at the right time again for example - and always "skipping" a quest stage is getting kinda annoying. :\ Edited February 19, 2012 by xNeariax Link to comment Share on other sites More sharing options...
xNeariax Posted February 26, 2012 Author Share Posted February 26, 2012 Still no one else any idea? :\ Link to comment Share on other sites More sharing options...
ZS1 Posted February 26, 2012 Share Posted February 26, 2012 Well, the game stores some data in the savegame itself (hence the constant bloating), and if that data originated from borked/conflicting mods it may result in the NPCs staying bugged.If, however, you start a vanilla game (no data mods), play through without any mods, and still run into the same problems, then I guess we can add yet another point to the long list of to-investigate/to-fix bugs. Link to comment Share on other sites More sharing options...
nosisab Posted February 26, 2012 Share Posted February 26, 2012 Yeah, the thing about the mods was my first thought as well. The weird thing is: since I have all my mods installed in Mod Manager - not copied into the *actual* data folder, hence not *really* overriding anything, just "pretending to the game I was" - shouldn't the problem be fixed when I take them out, if it came from that? In my logical understanding the game should then just go back to using the original - untouched - files and any clash that came from mods should be fixed. But that isn't the case. A flaw in my logic? It's a little bit of a comfort knowing I'm not the only one this is happening to though. Would you mind posting how you reset things via console if it works? I know how to do some things, but not nearly all of them. No idea how to get NPCs to show up at the right time again for example - and always "skipping" a quest stage is getting kinda annoying. :\You are getting all wrong, the mod installed by mod manager gets its files installed into the "actual" /data folder from where they are expected to override files on the BSA if needed, exactly as it was installed by hand... the only real difference is, provided the mod is correctly packed, the files will always be at correct place and a huge bonus, the manager records the files it installed so to make easy uninstalling if wish. The problem reported in the OP looks like conflict indeed. That specific case of radiant AI failing to name the items (or in some cases the own NPC) is commonly associated to mods changing objects properties or names. General informationNMM does not affect the game in any way, mods do. Those entries Seen at it's "Plugin" table are ESPs/ESMs actually installed (which is called Activated in it). Files seen in the "Mods" tab are the packed files and aren't seen by the game and can't affect the game in any way. The activation process extracts the actual mod's files and place then inside the /Data in the correct subfolders, each file installed this way is recorded for that mod in to a XML so it is able to remove them precisely if the mod is deactivated. This mean that, once the mod is installed, the mod manager already did it's job and don't need to be active to play the game even, actually it should not be active while playing, for that reason there is an option in the settings, active by default that states "Close Nexus Manager after launching the game". So, if is not to "manage" mods, let's say to change load order or install a mod, NMM does not need to be started just to play the game, better creating a shortcut onto Desktop of your preferred launcher. My advice here is to launch the game always by skse_loader.exe "even" if not using skse mods/plugins, the reason is simply to avoid the original game and steam launcher which could potentially mess the load order and was reported doing some other nasty things. Anyway getting trough that launcher is as much losing time as activating NMM just to play the game is. Link to comment Share on other sites More sharing options...
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