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Found 5 results

  1. I was farming for the Dawnguard cache random encounters and was able to find Saliah and Lynoit, but not Hakar. I checked the corresponding quest (DLC1_WESC06) and its entries in the Story Manager in the CK, to see if there were any specific conditions I wasn't meeting. I found out that this particular encounter is classified both as a wilderness encounter (WEQuests) and a road encounter (WERoadQuests), and that can only be found in the hold of Whiterun from 0:00 to 8:00 AM. After a while of still not being able to find it (I was also checking Frosfruit Inn in Rorikstead just in case, since it's supposed to be Hakar's destination), I went into the CK and deleted all the other road encounters from the Story Manager, only to find no random encounters at all in those WETriggers that are only associated with road encounters (which means that wilderness encounters can't be spawned). I tried to, instead of leaving only the Hakar encounter, leaving instead one with no conditions, such as Drinking Companions, that one in which you find three Revelers drinking Honningbrew Mead. After testing it in-game, every road encounter was either this one, or nothing at all. So, my next step was checking the quest stages for the Hakar encounter in the CK, to then use the command getstage only to find out that it was set to 255, which is the "shutdown stage". I waited for 10 in-game days to see if the stage would reset back to 0, but it didn't. Then, I checked out the DLC1_WESC06 main script, and I compared it with the scripts for the other two Dawnguard cache encounters: Saliah and Lynoit. Now, I have no idea about Papyrus and scripting in this game, but this particular line of code: (Alias_Trigger.GetReference() as WETriggerScript).ReArmTrigger() seems to be related to restarting the quest. I've found it to be preceded (or followed) by the use of the DeleteWhenAble() method on the references of the various aliases that form the quest. Now, when I used the resetquest command, the quest stage changed back to 0, which allowed me to find the random encounter on my first try (after deleting all the other road encounters from the Story Manager, as I did previously). At first, I thought that stage 255 had been set in my game at some point because the random encounter happened but I didn't notice it, and Hakar died. But, looking at the script, it seems that stage 10, not 255, is the one set when Hakar dies, stage 20 when one of the vampires dies, stage 30 when both vampires die and stage 40 after Hakar greets you and drops his armor, note and key. So, my questions are: 1. How does the quest reach stage 255? 2. Does this quest reset at some point or is it a one-time encounter that you can just miss forever if you don't realize that the game loaded it at some point?
  2. It's been out over a year, which was about how long it took for SKSE64 to be finished. SKSE VR has been out for awhile, and also SkyUI VR. What do we need to get USVRP/USSEP working? Creation Kit 2 can be made to work (according to forum posts), but the scripts don't match. Do we have a good direct contact at Bethesda? The reason that I'm asking is dozens of folks have asked for Touring Carriages VR. So I've recently purchased a Valve Index. OTOH, Steam Charts says that only hundreds of folks are running VR (280 at this moment), relative to the tens of thousands still running LE (7109) and SE (13788).
  3. Hello, I was working on a new worldspace. And while working I have generated the terrain and object lod several times through xlod-gen and oscape. But recently I stumbled down on a problem, where after generating lod I couldn't visit the cells (exterior cells). Every time I enter to a cell the game crashes to desktop. Well, I still can go to some cells of the world, but in most cells the game just crashes. Its a new problem I am facing. Although I can visit the cells if I delete the lod meshes and texture. Could anybody please kindly help me?
  4. Hello everyone, I've been trying to port a personal companion mod I'm currently working on from old Skyrim to Special Edition, where I'd like to continue my work having finalized her appearance. To do so I've tried several times now loading up my .esp plugin file in the new Creation Kit for Special Edition and simply save it so it becomes converted to the new format. Every time upon trying to save it, though, the Creation Kit immediately crashes. The only thing I noticed happens every time I do this is that a file with the extension ".tes" with the same name as my .esp plugin file is created in my Data folder. This issue is really beginning to give me a headache, so if anyone of you might be so kind to lend me a hand with it, I've attached my .esp file here and would greatly appreciate either any feedback on what to do or even the .esp file succesfully converted to the new format, in case someone actually manages to convert it. Greetings and a happy new year to everyone!
  5. As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?

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