Currently im using the Unofficial Skyrim Legendary Edition Patch, and i cant get this mod to work, when i activate it, when the savegame is loading, the game crashes to the desktop.
I tryed loading it first of the legendary patch (like i have read in some comments), but i cant get it to work
Hi, sorry but it's impossible to make mods compatible with all mods, if the patch changes the area of the Ragged Flagon then that will be why. All you can do is use TSEDIT to try and fix any conflicts. Guides are on the internet as to how to do it
Hello! I'm in a different playthrough, and whenever I activate this mod (and only this mod), when I try to load my save, it crashes to desktop (I've tested it several times). The game itself will load, and I can pick a save. Once I pick a save, it'll go to the loading screen, but eventually crash to desktop. I looked at this in TES5Edit to see if it was conflicting with something, but it isn't; it's winning any conflicts it gets into. My load order is in the spoiler. Any ideas what could be causing the issue?
Hi, you say it's winning the conflicts, I have to be honest the conflict thing in TESEdit confuses me. If this mod is winning the conflict doesn't that mean something is losing it? Have you tried identifying the conflicting mods and trying to use a merge patch? I can't think of anything else unless it's something in your save. An old mod you no longer use which is still in your save cache for example. Have you tried a new game, just as a test? If it doesn't crash when you start a new game then there's something in your save game files that it doesn't like
Oh, that makes sense. It's conflicting with Unofficial Skyrim Patch on some temporary placed objects under the "Cell" category, and this mod is winning the conflict. That may be the issue, since other folks have reported issues with USKP. What's weird is that I don't have this problem on my first playthrough, where I installed this mod a while back, and my first playthrough also has USKP installed.
Ok thanks, that did the trick! Since I use MO, I couldn't actually set it before USKP in the load order because it treats USKP as a master file, but I put it at the highest load order (right after all the master files), and then moved this mod above USKP in the priority list. (I don't know if you use MO, but priority and load order are 2 different things in it.) TL; DR it works again without crashing to desktop!
Thank you so much for this mod! I'm happy it's also compatible with the ragged flagon remodeling mod I have (Rags to Riches - Thieves Guild Edition), I was worried it wouldn't. It's so convenient!
No it should be there, it's in front of the ladder on the floor, in a later update I am going to find a better way of getting the key to the player. Maybe I'll make Brynolf give it to you after you have chatted to him.
If the ladder is there then the key should be , if it definitely isn't there let me know and I'll find the console code for you
I've encountered another problem though. When I take on a job from Vex or Devlin I can get out via your trap door but when I travel to another city and come back I have to "use" a rock in front of Mistveil Keep to "open Riften" before the trap door appears. So now I have two load screens again :/ Could it be that the "Open Cities" mod interferes with yours?
I've never used the open cities mod so it's possible. But I can't see how, there are no scripts in my mod. You simply go to the ladder and exit into Riften. Open cities may mess with it but I've never used that mod
Very useful mod, though I just encountered something very weird that I'm not sure comes from vanilla Skyrim(First time it happens, I installed the mode very recently): In the Ragged Flagon, to the left of the door that leads to the Ratway Warrens, there's a little passage with a room at the end, where the thieves sleep; I just tried to go there, and there's no such passage, it's just a wall, and worse, I can hear Delvin and Dirge talking behind that wall, even a quest marker is telling me to go there, and the room also shows on the map.
Have you done the thieves guild quest yet? That passage is opened after a quest or two in the Theives Guild series when Devlin shows you around and introduces you to Mercer Grey.
Nothing in my mod changes that area of the Ragged Flagon
I've been to that room before in this play-through, and I've finished the TG questline. I don't know, I assumed it was your mod because of the coincidence with the time of installation, the UESP doesn't offer any mention to this, and this the only mod I have that involves the Flagon (Other than Realistic Lighting, but I've been in the room before with RLO).
I don't know of this categorizes as a "bug", certainly isn't probable to be caused by your mod, but it is weird I felt I should mention it.
I was doing the quest "A cornered rat" though, I'll check later if is back to normal.
Yeah this has really confused me because I never went near that area when making the mod and the door as you say should be available as soon as you finish the first quest (terrible with names, the one where you get money from the 3 people) So I don't know what can be causing it. All I can suggest is maybe alter the load order, check how many mods you have that change the thieves guild quests or area. Failing that you could always disable the door with the console but I'd be interested in finding out what is causing it
If I'm seeing the same bug brailefurtess is, I think you guys aren't quite on the same page. In vanilla Skyrim, you go through the sewers into the flagon, walk past the area where Delvin and Vex usually hang out, and walk towards the back of the room. Now you're staring at the door into the Ratway Vaults. To your right is the false door that eventually opens up and reveals the way to the Cistern. This opens up once you're accepted into the guild. Now, again staring at the door to the Ratway Vaults, to your left is normally just a closed off wall. Version 1.3.3 of the Unofficial Skyrim Patch made the following change.
Dirge, Vekel, Delvin, Tonilia, and Vex will now have beds in a new room attached to the Ragged Flagon, down a new passage to the left of the door to the Ratway Vaults. This room will also improve as expected with the guildhall itself. (Bug #1261
This is where the conflict starts. With both mods installed, a conflict occurs and the path to the new room doesn't open up. However, Vex/Delvin/etc are still scripted to head back there to sleep, so if you go to the flagon late at night, you end up with instances where you're supposed to check in with them, but they're "stuck" behind the wall. A workaround used to be to swap the load order so that yours ran before the patch, but the new version changes...something...so that you can't do that anymore, at least not that I can see. Anyway, assuming braile is also running the unofficial patch, I *think* that's the situation you're talking about here.
TLDR: Neil, I think you can duplicate this by installing the newest version of the Unofficial Skyrim Patch.
I have never used the unofficial patch so I wouldn't have been able to make my mod compatible with it. If it's a conflict between the two mods then load order changes might help. But again my mod didn't change anything in the area you mention. All that changed in that location was the ladder and key being added which is nowhere near the place you mention.
I don't use the unofficial Skyrim patch so I won't be able to update this mod to be compatible with it. All I can suggest is that if you find that you can't have the conversation because he's not there then use the console to move him to you. Then you should be able to speak to him.
65 comments
I tryed loading it first of the legendary patch (like i have read in some comments), but i cant get it to work
Update.esm
Unofficial Skyrim Patch.esp
Dawnguard.esm
Unofficial Dawnguard Patch.esp
HearthFires.esm
Unofficial Hearthfire Patch.esp
Dragonborn.esm
Unofficial Dragonborn Patch.esp
ApachiiHair.esm
ApachiiHairFemales.esm
SPERG.esm
CompanionArissa.esm
SkyUI.esp
RaceMenu.esp
RaceMenuPlugin.esp
ZZNoLeavesv1.2.esp
Weapons & Armor Fixes_Remade.esp
Weapons & Armor_TrueOrcish&aedricWeapons.esp
Weapons & Armor_TrueWeaponsLvlLists.esp
Bishop.esp
Clothing & Clutter Fixes.esp
Weapons & Armor_DragonPriestMasks.esp
SkyrimURWL.esp
Purewaters.esp
Immersive Sounds - Compendium.esp
Convenient Horses.esp
SwiftPotion.esp
dD-No Spinning Death Animation Merged.esp
SPERG.esp
Tembtra Thief Armor.esp
Acquisitive Soul Gems.esp
Feminine Females.esp
GuardsNoShoutStop.esp
Run For Your Lives.esp
TemptressVixen.esp
When Vampires Attack.esp
zzzSXP.esp
Apocalypse - The Spell Package.esp
ASG Apocalypse Patch.esp
Apocalypse - SPERG Compatibility Patch.esp
Warmer Magic Lights v2 - Big.esp
Warmer Magic Lights v2 - White - Big.esp
Warmer Magic Lights v2 - White.esp
Warmer Magic Lights v2.esp
NoAnimalsReportCrimes-DG+DB.esp
AMatterOfTime.esp
thievesguildexit.esp
Remove Interior Fog V2 - Full Version.esp
What's weird is that I don't have this problem on my first playthrough, where I installed this mod a while back, and my first playthrough also has USKP installed.
TL; DR it works again without crashing to desktop!
Glad it worked for you
The first mod I've ever made that has reached 100 endorsements, none of my FO3 or New Vegas mods have reached 100.
Thanks
If the ladder is there then the key should be , if it definitely isn't there let me know and I'll find the console code for you
Thanks very much for this great mod
Could it be that the "Open Cities" mod interferes with yours?
Nothing in my mod changes that area of the Ragged Flagon
I don't know of this categorizes as a "bug", certainly isn't probable to be caused by your mod, but it is weird I felt I should mention it.
I was doing the quest "A cornered rat" though, I'll check later if is back to normal.
Otherwise, the mod works like a charm, thank you.
Dirge, Vekel, Delvin, Tonilia, and Vex will now have beds in a new room attached to the Ragged Flagon, down a new passage to the left of the door to the Ratway Vaults. This room will also improve as expected with the guildhall itself. (Bug #1261
This is where the conflict starts. With both mods installed, a conflict occurs and the path to the new room doesn't open up. However, Vex/Delvin/etc are still scripted to head back there to sleep, so if you go to the flagon late at night, you end up with instances where you're supposed to check in with them, but they're "stuck" behind the wall. A workaround used to be to swap the load order so that yours ran before the patch, but the new version changes...something...so that you can't do that anymore, at least not that I can see. Anyway, assuming braile is also running the unofficial patch, I *think* that's the situation you're talking about here.
TLDR: Neil, I think you can duplicate this by installing the newest version of the Unofficial Skyrim Patch.
I have never used the unofficial patch so I wouldn't have been able to make my mod compatible with it. If it's a conflict between the two mods then load order changes might help. But again my mod didn't change anything in the area you mention. All that changed in that location was the ladder and key being added which is nowhere near the place you mention.
Completely solves conflict with Unofficial Skyrim Patch.
Have sent author fixed version.