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Sorine Jurard won't give second "Ancient Technology" quest
GoldenAxe721 posted a topic in General Discussion
I've had this problem on a previous character, only this time I'm trying to do the quest before completing the Dawnguard questline, which I thought might be the problem. Now I'm on a different character and the problem still persists. If I ask other Dawnguard members "What can I do to help?", they give me the option to talk to Sorine about her crossbow project and either Gunmar, Florentius or Isran, but once I complete Sorine's quest, the miscellaneous objective to talk to her doesn't go away, and I can't ask her "What can I do to help?" in order to get another quest; the dialogue option to turn in the quest also doesn't go away even though I've already completed it. On my last character, I was unaware of the bug and completed the first "Ancient Technology" quest, then moved on to helping other Dawnguard members without going back to Sorine, but eventually got pointed back to her anyway, and it basically blocked me from completing any more side quests for Gunmar, Florentius or Isran. I'm on PS5 and I've tried disabling the Unofficial Skyrim Patch, disabling some of my mods, even tried using a quest stage mod that would supposedly help resolve the bug, but nothing works! I'm at my wits end here! Anyone have any solutions or experiencing the same problem? - Yesterday
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SiltStrider changed their profile photo
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one other guy had the same trouble on nexus as well
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I was never happy with the Tundra around Whiterun and no grassmod I ever used is satisfying. So guess what! Started to create my own grassmod. Here comes Tundra Grassification WIP! Grass is not so high and big like that in other grassmods, and it's very dense. I use mostly small filigran flowers and unique grass types. Pfffhh, I underestimated the huge area of the Tundra . This will take a while until it's finished. Update: yeah, I made progress! My intention is to create a mostly green tundra and to have the grass mainly short. The higher grass goes up to the bootleg, the short is like a carpet, covering just the feet. And it is very dense! I'm done with the whole area around Whiterun - Loreius Farm, Whitewatch Tower, Fort Greenwall, the area between Whiterun and Haltet Stream Camp, Silent Moons Camp, Sleeping Tree Camp, Swindlers Den. I guess I will not have enough time to cover the whole tundra up to the snowy regions of Skyrim, but I tried my mod together with SFO and it works nicely together. I replaced also the TundraRocks01NoRocks.dds and the Fieldgrass01NoGrass.dds with my terrain textures, but every other grass is overwritten only by changing the landscape data inside every single cell. Actual screenshots were taken in vanilla Skyrim with no other mods installed and no ENB. Enjoy!
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IDK if it may be related but I experienced this kind of issue (missing terrain square with no collision) when I 'cleaned' my official plugins with xEdit (Update.esm, Dawnguard.esm, Hearthfire.esm, Dragonborn.esm). FYI, if you ever cleaned your plugins with xEdit (removing ITM, more specifically) you have to know that it is strongly recommended to NOT do it anymore on SSE.
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Wasarion reacted to a file: Alternate Start - Live Another Life
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Offa957 started following Oblivion Remastered Knights of the Nine Delayer , Morthal VC + JKs Morthal Patch , Alternative Beginnings OBR and 2 others
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Me11Bangbang started following Expanded Towns and Cities SSE
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Version 2.0.8 Added support for my Village Pack VC if living at Lakeview Manor. The shop stand for Goldenhills Plantation has been moved to the south end of Rorikstead to avoid issues with the location data at the farm.
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Version 4.2.5 Added Inn Start support for my Village Pack VC. Fixed an issue with choosing the Telengard start option that wasn't exiting the dialogue menu.
- 89 replies
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- sse
- character generation
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(and 2 more)
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JanElizabeth reacted to a file: The Paarthurnax Dilemma
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jknjb reacted to a file: Expanded Towns and Cities SSE
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Ylva Nocturne started following Alternate Start - Live Another Life
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- 26 comments
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Fox-rpg reacted to a file: For the Love of Babette
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i see thanks
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Read through pages of comments on this mod and the missing / messed up landscape seems to be the most common complaint. An exact solution has never been determined and it looks like the mod is abandoned. Things to try; 1. Move the mod lower in your load order, near the end 2. Load all your mods into xEdit to find the conflict in that cell 3. Just uninstall the mod. Based on the comments it has lots of other issues. Sorry couldn't be of more help. Good luck.
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Ironscourge started following For the Love of Babette
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here my loot log
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sure will do can i do it as a file
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Based on the fact that doesn't look like Heljarchen at all, I'd say you do. Like, where did that covered walkway come from? If you post your load order (in spoiler tag) others can offer better advise.
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i cheek but there are none i installed
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Check for things like "Landscape Fixes for Grass Mods" as mods of this type often make sweeping changes to landscape which can cause what you're seeing here. If you have mods like that, move them higher in your load order so the farm can take precedence.
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i dont remember sadly i wish i knew
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Hana started following Heljarchen Farm missing ground
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Looks like a mod conflict. Do you have any mods that change the farm or the area?
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i wanted Heljarchen Farm to be great again but i ran into this issise missing ground anyway how do i fix it
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Thank you VERY much for this post, it helped me and I'm a seasoned veteran. I know you're a very busy person, so once again, thanks :)
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MERCVER started following missjennabee
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KingofOldSchool changed their profile photo
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Odd unknown bug causing random objects to spawn
Geta92 replied to Geta92's topic in Unofficial Fallout 4 Patch
I haven't really looked into this bug any more than I already did but somebody got it again and they posted about it here. I find it interesting they mention re-installing the game and the DLC. I assume this may be related to the bug happening? If the game had to remake all the quest aliases for the DLC, they would occupy very different areas than usual. -
[Relz] Unofficial Skyrim Special Edition Patch
Arthmoor replied to Arthmoor's topic in Unofficial Skyrim Special Edition Patch
USSEP 4.3.5 has entered public beta. There's a lot to consume with this one, second post has the details. Several things will need to be looked at before going live, especially to make sure the lighting fixes haven't done something unexpected. We anticipate this taking until at least the end of June, targeting a possible 4th of July go-live. -
Imperator Davidus Rufus changed their profile photo
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Growltiger reacted to a post in a topic: [RELz] Oblivion Gates in Cities
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Fallout 76 Max Playthrough
Images added to a gallery album owned by TrickyTrack00 in Members Albums Category
Came back to Fallout 76 for the first time since Wastelanders update (Spent around 270 hours between November, 2018 till May, 2020). New max playthrough with new lvl 1 player character from the beginning, just to see the changes and make some average screenshots. Started - 18.02.25 Finished - Not finished yet. For now no plans for modding F76, but we'll see. -
Hello, I am have an error when I try to run Wrye Bash through MO2 with the following message: Wrye Bash encountered an error. Please post the information below as well as your BashBugDump to the official thread at https://afkmods.com/index.php?/topic/4966-wrye-bash-all-games or to the Wrye Bash Discord at https://discord.gg/NwWvAFR Traceback (most recent call last): File "bash\bash.py", line 524, in main File "bash\bash.py", line 692, in _main File "bash\basher\__init__.py", line 3890, in Init File "bash\bosh\__init__.py", line 3525, in init_stores File "bash\bosh\__init__.py", line 3280, in __init__ File "bash\bosh\__init__.py", line 1598, in __init__ File "bash\bosh\__init__.py", line 3288, in refresh File "bash\bosh\bsa_files.py", line 510, in inspect_version File "bash\bosh\bsa_files.py", line 238, in load_header File "bash\bosh\bsa_files.py", line 214, in load_header bash.exception.BSAError: BeyondSkyrimMerchant.bsa: Magic wrong: got b'\x00\x00\x00\x00', expected b'BSA\x00' Here is the bashBugDump log: localize.py 82 setup_locale: cli_lang='' - target_lang=None - falling back to (en_US, cp1252) from default locale localize.py 86 setup_locale: wx gave back en_US localize.py 139 setup_locale: Set wxPython locale to 'en_US' loot_parser.py 54 <module>: Using LibYAML-based parser doc_viewer.py 57 <module>: pdfviewer using PyMuPDF (GPL) balt.py 57 <module>: wx.html2.WebView is missing, features utilizing HTML will be disabled bash.py 419 dump_environment: Using Wrye Bash Version 314 (Standalone) OS info: Windows-10-10.0.26100, running on Intel64 Family 6 Model 167 Stepping 1, GenuineIntel Python version: 3.11.9 (tags/v3.11.9:de54cf5, Apr 2 2024, 10:12:12) [MSC v.1938 64 bit (AMD64)] Dependency versions: - chardet: 5.2.0 - ifileoperation: 1.2.6 - lxml: 5.3.0 - packaging: 24.2 - PyMuPDF: 1.25.1; bundled MuPDF version: 1.25.2 - python-lz4: 4.3.3; bundled LZ4 version: 1.9.4 - PyYAML: 6.0.2 - requests: 2.32.3 - vdf: 3.4 - websocket-client: 1.8.0 - wxPython: 4.2.2 msw (phoenix) wxWidgets 3.2.6 Input encoding: None; output encoding: utf-8 Filesystem encoding: utf-8 Command line: ['I:\\SteamLibrary\\steamapps\\common\\SkyrimVR\\Mopy\\Wrye Bash.exe'] bash.py 716 _import_bush_and_set_game: Searching for game to manage: bush.py 191 _supportedGames: The following games are supported by this version of Wrye Bash: - Enderal (Steam) - Enderal Special Edition (GOG, Steam) - Fallout 3 (Disc, EGS, GOG, Steam, WS) - Fallout 4 (GOG, Steam, WS) - Fallout 4 VR (Steam) - Fallout New Vegas (EGS, GOG, Steam, WS) - Morrowind (Disc, GOG, Steam, WS) - Nehrim (GOG, Steam) - Oblivion (Disc, GOG, Steam, WS) - Skyrim (Steam) - Skyrim Special Edition (EGS, GOG, Steam, WS) - Skyrim VR (Steam) - Starfield (Steam, WS) Wrye Bash looked for installations of supported games in the following places: 1. Steam: The following supported games were found via Steam: - Fallout 4 (Steam): G:\SteamLibrary\steamapps\common\Fallout 4 - Fallout 4 VR (Steam): G:\SteamLibrary\steamapps\common\Fallout 4 VR - Skyrim VR (Steam): I:\SteamLibrary\steamapps\common\SkyrimVR - Starfield (Steam): G:\SteamLibrary\steamapps\common\Starfield 2. GOG (via Windows Registry): No supported games were found via GOG. 3. Disc Versions (via Windows Registry): No disc versions of supported games were found. 4. Windows Store (Legacy): No supported games with modding enabled were found via the legacy Windows Store. 5. Windows Store: No supported games were found via the Windows Store. 6. Epic Games Store: No supported games were found via the Epic Games Store. bush.py 258 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 264 _detectGames: Set game mode to Skyrim VR (Steam) found in parent directory of Mopy: I:\SteamLibrary\steamapps\common\SkyrimVR initialization.py 141 init_dirs: My Games location set to C:\Users\*****\Documents\My Games\Skyrim VR initialization.py 165 init_dirs: LocalAppData location set to C:\Users\*****\AppData\Local\Skyrim VR initialization.py 223 init_dirs: Game Mods location set to I:\SteamLibrary\steamapps\common\Skyrim VR Mods initialization.py 231 init_dirs: Bash Mod Data location set to I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Mod Data initialization.py 238 init_dirs: Installers location set to I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers initialization.py 241 init_dirs: Installers bash data location set to I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bash initialization.py 249 init_dirs: Checking if WB directories exist and creating them if needed: initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Mod Data initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bain Converters initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bain Converters\--Duplicates initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bain Converters\--Corrupt initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bash initialization.py 253 init_dirs: - I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Installers\Bash\BSA Cache loot_parser.py 87 __init__: Using these LOOT paths: loot_parser.py 88 __init__: Masterlist: C:\Users\*****\AppData\Local\LOOT\games\Skyrim VR\masterlist.yaml loot_parser.py 89 __init__: Userlist: C:\Users\*****\AppData\Local\LOOT\games\Skyrim VR\userlist.yaml loot_parser.py 90 __init__: Taglist (fallback): I:\SteamLibrary\steamapps\common\SkyrimVR\Mopy\taglists\SkyrimVR\taglist.yaml loot_parser.py 97 __init__: Initialized loot_parser, compatible with LOOT metadata v0.21 bush.py 280 __setGame: Using Skyrim VR (Steam) game: I:\SteamLibrary\steamapps\common\SkyrimVR patch_game.py 306 _import_records: Signatures [b'CLDC', b'HAIR', b'PARW', b'PBAR', b'PBEA', b'PCON', b'PFLA', b'PGRE', b'PHZD', b'PMIS', b'PWAT', b'RGDL', b'SCOL', b'SCPT'] lack an implementation - defaulting to MreRecord __init__.py 3450 initBosh: Looking for main game INI at C:\Users\*****\Documents\My Games\Skyrim VR\SkyrimVR.ini windows.py 1170 testUAC: Testing if game folder is UAC-protected __init__.py 1603 _init_store: Initializing BSAInfos __init__.py 1604 _init_store: store_dir: I:\SteamLibrary\steamapps\common\SkyrimVR\Data __init__.py 1727 _init_from_table: bash_dir: I:\SteamLibrary\steamapps\common\Skyrim VR Mods\Bash Mod Data\BSA Data Wrye Bash encountered an error. Please post the information below as well as your BashBugDump to the official thread at https://afkmods.com/index.php?/topic/4966-wrye-bash-all-games or to the Wrye Bash Discord at https://discord.gg/NwWvAFR The error report refers to the next mod in loading order each time I try to run the tool. I am using Wrye Bash 314 for Skyrim VR. Any help would be appreciated Thank you
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Thanks for the reply! I'm sure any timing issues are at least partially to blame on my setup. Any chance you could include bodyslide files for the (at least topless) outfits? So that the boobs don't look wonky. Thanks for this mod, its really cool. Edit: I just had a thought. Do the hunters have a package to go out hunting? Supposedly, the wood elf in Whiterun's marketplace has a package to do that, but I've never seen him do it. Not sure if it works or was never fully implemented or what, but its something you could look into if you wanted.
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Yarob's quest gets bugged if she's dislodged from the navmesh, and gets stuck. I may have to forcibly move her back onto it in a quest stage to avoid that. The part with not advancing if you previously found Hervik's lair may be a one-shot trigger that should be disabled until the right stage of the quest. I normally try to anticipate out-of-sequence actions, but sometimes one gets missed. The way you describe it, it seems that the rescue hunter quest won't start because it can't fill the Victim Alias. The Hunter(s) start at the longhouse, disabled, and whichever you chose in the dialog with Yarob is moved to the selected hagraven den, given a package that keeps them there until freed, and enabled. That means that the 'allow disabled' flag is needed to let them be matched, as that's the initial state. It also account for why enabling reveals them in post-quest location. They would normal get a package to travel back there after being freed, but it your case they never left. So the only thing I can see going wrong is if that 'allow disabled' option is off in the alias specification. I can't see any way that would happen, other than a one-bit error in the download. The Hunter's packages are defined for the base form, so once enabled, they're good. The development of the mod started with me manually enabling and the quest was inserted in the process later. It's remotely possible that I could do the same for the smith and guard later, but right now the dialog with Yarob does it directly.