The Elder Scrolls V: Skyrim Catch-All

Yeah, I run it, mostly for the load order. It didn't complain about OpenCities, however. There are mentions of the error/bug on the nexus forums for OC, but no resolution that I could find.

Edit: well, forcing the setstage back to the start didn't help either. Running out of ideas. Sad times..

I've found the setstage trick rarely works. One of my daedric quests is glitched thanks to a required-but-not-immortal NPC dying, and I tried using setstage/reviving him to reset it but it failed.

This is why the STEP guide has a big warning at the beginning that fiddling with mods will frequently require starting completely over, and that includes removing mods and resolving conflicts.

EDIT: Speaking of which, I never posted about that, maybe someone here knows a solution...

Spoiler:

So it was the blacksmith, Lod, at Falkreath who died. He's required to start the Clavicus Vile quest, but apparently he frequently dies in a dragon attack (which happened to me). I used the console to revive him, and I set the quest back to the initial stage, but Barbas the dog won't appear. I can't jump to him with the console, the game says his ID doesn't exist yet, but I also can't spawn him.

Anybody had this happen before and successfully solve it?

Yeah, I can appreciate it getting messy when you've got guards expecting to do one thing (enter a city) when the city is open and in the world, so they can't. I've just hit an unforeseen consequence of killing Brynjolf early for destroy the thieves guild, as the main quest I'm on assumes he's alive (there's supposed to be other ways to advance the quest besides using setstage though).

Protip, make regular separate full saves.

ahrezmendi wrote:

I've found the setstage trick rarely works. One of my daedric quests is glitched thanks to a required-but-not-immortal NPC dying, and I tried using setstage/reviving him to reset it but it failed.

This is why the STEP guide has a big warning at the beginning that fiddling with mods will frequently require starting completely over, and that includes removing mods and resolving conflicts.

EDIT: Speaking of which, I never posted about that, maybe someone here knows a solution...

Spoiler:

So it was the blacksmith, Lod, at Falkreath who died. He's required to start the Clavicus Vile quest, but apparently he frequently dies in a dragon attack (which happened to me). I used the console to revive him, and I set the quest back to the initial stage, but Barbas the dog won't appear. I can't jump to him with the console, the game says his ID doesn't exist yet, but I also can't spawn him.

Anybody had this happen before and successfully solve it?

Don't know how to solve it, but a way to prevent it in the future is simply to get the run for you lives mod. It essentially makes NPCs run and hide during vampire and dragon attacks. Kinda makes sense when you think about it.

BlackSabre wrote:

Don't know how to solve it, but a way to prevent it in the future is simply to get the run for you lives mod. It essentially makes NPCs run and hide during vampire and dragon attacks. Kinda makes sense when you think about it.

Wish I had known about that one earlier. Riften is half depopulated in my game after a couple of vampires took out most of the merchants in the middle of town. And I don't think anyone lives in Dragonbridge anymore.

Oh man, me too tanstaafl. That mod would have saved me so much headache!

Installing first thing when I get home. Stupid civilians getting eaten by dragons...

Here's the link if you're feeling lazy:

Workshop

Nexus

Enjoy

So I'm becoming more comfortable with being a Stormcloak. Tonight I took back Falkreath for the Nords, and the new Stormcloak jarl is 100 times better than the playboy the Imperials put in as their puppet. I had a conversation with the new jarl as I asked to buy my first homestead plot, and found out he's doing a lot to help the locals instead of just spending all his money on booze and hookers like the old jarl. He also made a good point that the Imperials really offer little in terms of protection and that the emperor is completely out of touch with many of his subjects. In other words, even if Ulfric is a total douche who's commited his share of war crimes, many of the local Stormcloak jarls are halfway decent.

Whoops - double post. To which I say:

NO LOLYGAGGING!

misplacedbravado wrote:

(Note that the Morrowind soundtrack is $5.99 on DirectSong, as opposed to $9.99 on iTunes, and that DirectSong is run by Jeremy Soule and his brother and so presumably puts more of the purchase price into the composer's pocket.)

This. I bought all my Jeremy Soule soundtrack from there, and vastly prefer it to iTunes. And my Skyrim soundtrack was autographed too!! Will probably break down and order the GW2 soundtrack soonish as well...

BlackSabre wrote:

I can't jump to him with the console, the game says his ID doesn't exist yet, but I also can't spawn him.

I'm not 100% sure, but I think the refid of something (that would be listed on uesp.net or using "help thing" at console) and the instance of that thing in your game might be different. You should be able to test this by finding a named character, open the console and click on them which will give you the current instance id of them, and then go "help lydia" (for example) and comparing.

Soundtracks , I am probably wrong here as I havent done this with any TES games but dont you already have all the soundtracks in the game files already ? All you need to do is to take a copy and then use a free converter to transfer them from whatever format they were into a more media player of your choice friendly format like mp4/wmv etc.

Is that considered piracy ? I dont think so, you have the music files on your pc already, just that your media player cant read the format they are in.

Brownypoints wrote:

Soundtracks , I am probably wrong here as I havent done this with any TES games but dont you already have all the soundtracks in the game files already ? All you need to do is to take a copy and then use a free converter to transfer them from whatever format they were into a more media player of your choice friendly format like mp4/wmv etc.

True, and with Morrowind and Oblivion, they're even already in MP3 format.

I think of buying the soundtrack separately as something like tipping the people who made the music, plus the convenience factor of getting the MP3s pre-collected and tagged.

One thing that's good about this is I think previously the soundtrack was only available through Jeremy Soule's directsong shop, which I recall some bad things being said about from people who were getting the Guild Wars2 soundtrack from them, which was only available as physical CDs.

I bought Morrowind (download) and Skyrim (signed CDs) from Directsong, and didn't have an issue with either. A++ would buy again.

Actual music soundtracks are often cut differently than the files that come with the game because of all of the looping going on. Yeah, and it's always nice to throw a bone to the composer. Often, you can get lossless versions of game soundtracks these days which is nice. The actual soundtrack that's included with the game audio will usually be compressed.

Scratched wrote:

That it really, it's incompatible with how they set up the TES games conventions. I can't think of a good way to do it without Delphine seeming needy or passive aggressive. The only other way I can think of is to have multiple routes into and through the main story, or use more big systems (things that happen anyway as you're doing whatever you're doing), but again, that would be different from the TES conventions, and seeing as they backed down from their claim of "you can affect a town's economy" is probably too big for them to do.

When I wrote the post or two on the front page about my character who refused to go to Whiterun, this was the sort of thing I was hoping to call attention to. It wasn't perfectly done, but it wasn't awful, either.

Ok, I caved. I couldn't resist and pre-purchased Dragonborn for 20% off at GMG. Through in my GMG credit and it came down to £8-and-change.

In light of my Windhelm-breaking bug from above, I've been swaying between 'just dealing with it' or starting over. I have a feeling that getting Dragonborn on the go will make me completely forget about Windhelm and it's ongoing issue....

For what it's worth, on my second character given the way there's very little in the way of big world consequences for most quests and how everything scales it's not a big deal to me, and there's a few quests where you get different ways of getting through them to keep them fresh. You'll know more about the game, so you can power through stuff better, and try a new build.

There's some alternate/quick start saved games on the nexus (I used this one), and from there you can use various console commands to customise it further. If you really insist on having that modified town feeling, try this mod.

Why Skyrim’s most barren environment, the Reach, makes for a bountiful world

The Reach exemplifies the complicated politics that pervade all of Skyrim. While the Nords and the Empire both call the nation theirs, the Forsworn make for a sticky complication. Markarth’s bones, meanwhile, are a constant reminder that the Dwemer and the Snow Elves staked claim to the land long before any human race. By complicating our concept of just what Skyrim ‘is’, The Reach reminds us that for every group’s supposedly straightforward right to own the land, the reality is far more complex.
Gravey wrote:

Why Skyrim’s most barren environment, the Reach, makes for a bountiful world

The Reach exemplifies the complicated politics that pervade all of Skyrim. While the Nords and the Empire both call the nation theirs, the Forsworn make for a sticky complication. Markarth’s bones, meanwhile, are a constant reminder that the Dwemer and the Snow Elves staked claim to the land long before any human race. By complicating our concept of just what Skyrim ‘is’, The Reach reminds us that for every group’s supposedly straightforward right to own the land, the reality is far more complex.

Very cool read.

Fired up a new game last night. By god the intros are tiresome after the first playthrough.

Instead of heading straight down the narrative path I just picked a direction and headed out. Going for a stealth/wood-elf/bowhunter route this time. Will see if I can actually get into the story this playthrough, I got mired a bit last time.

The Alternate start mods (mentioned above) are great for new starts. Some of them add in a bit of backstory as to how you ended up in Skyrim... obviously it doesn't have a huge impact on the rest of the world, but it's better than going through the normal beginning again.

omnipherous wrote:

The Alternate start mods (mentioned above) are great for new starts. Some of them add in a bit of backstory as to how you ended up in Skyrim... obviously it doesn't have a huge impact on the rest of the world, but it's better than going through the normal beginning again.

Sadly I am a console peasant with no access to such wonders.

Sad times indeed...

I'm pretty sure you can import a PC save (unmodified) with a little bit of hackery and a USB key.

Blackreach is certainly a pretty looking place.

IMAGE(http://cloud.steampowered.com/ugc/919001647954821483/98F51A27AF0F160C0357E3E59AC0D4996CD0E9B9/)

IMAGE(http://cloud-2.steampowered.com/ugc/919001647954823047/0CE3253B57259AB060BDEB5121BBBE01D8BB2955/)

Blackreach felt like such a waste to me. Such a big area and nothing much to do there.

IMAGE(http://cloud.steampowered.com/ugc/921253447675720520/9970D51A6FDCAB8F518A63502B06F2886243804F/)

IMAGE(http://cloud-2.steampowered.com/ugc/921253447675718286/ACD19D82994B4DB5A2377E68D4FABF132DA32214/)