I have not yet tried this mod. I have currently done Totems of Hircine and am still lugging around those witches heads, but neither Farkas or Vilkas will offer me Purity quests. In response to "Is there any work to be done?", I get NOTHING but Dragon Seeker quests. I wonder if this mod would help that? Frankly, what I would really love to see is a mod where you got only the "special quests" after you become Harbinger. Beating up Maramal over and over is not that much fun.
But those Purity quests won't come up for me. Did almost 40 Radiant Quests with Farkas and almost 30 with Vilkas. I tried things like having 3 Witch-Heads in inventory and also with just one head.
I have finished Totems Of Hircine before installing this mod. I still have not received Purity quest from either Farkas or Vilkas, how many quests should i be doing to receive Purity quest? or i can no longer receive the quest?. thanks.
Hi there! First of all i'd like to thank you for your efforts and for bringing us this fix! Will have to try this out, then endorse! But i have a question to you! Does this mod also fixes Aela not giving "Retrieval" quest to go after three freagments? I mean right after we both discover Skjor's dead, she complains and then when i approach her she should provide me with "Retrieval" quest right? Well...that doesn' t happen to me at all! She gives me "Stealing Plans" instead and then the other one, which tells me to go eliminate silver hand leader! And when i do so and come back to tell her, it finishes this quest and then Blood's Honor is started when asked for "work available"! She just redirects me to Kodlak and then i can't do anything to start "Retrieval anymore! So does this mod fixes that?...OMG i wouldn't care for this quest so much, if not for one thing - One of the three special bonuses for my werewolf form, that boosts werewolf abilities depending on what exactly of those three bonuses were chosen! The thing is that "Totems Of Hircine" quest wouldn't be given, if "Retrieval" isn't done before, so "Retrieval" acts as a prerequisite! Because if i understand it right, each of the three totems should be placed before corresponding fragment! Three totems for three fragments = three bonuses! Needless to say how i'm screwed if i won't find a way to force "Retrieval" quest to start!...
That's one of the main reasons that Nemesis wanted to make this mod in the first place. The Totems Quests should be available after you finish the Companions questline, as long as you remain a werewolf. Make sure that you do not currently have an active Companions Radiant Quest when you install this and you should be fine (unless you're using another mod that affects the Companions Radiant Quests which might prevent this from working). It may not work straight away, you may need to take & complete a Radiant Quest to kick start things.
WOW! So it actually does fix that??! I didn't play yet to the point to find out! And no i have no radiant companion quest active at this time thank God! I'm now at the stage where i have to go to the tomb (forgot the name, i'm very bad at remembering those pesky Nordic names LOL...so you gotta excuse me that!), you know where i should place fragment!...So it seems i'm free to just complete it without fear i'll screw something over?...good to know! Oh and thanks!
Is there a possibility of some sort of compatibility patch for Cutting Room Floor being made? It also enables the animal pelt quest and I fear that the 2 may not be playing nice together in my game right now. I would very much like to have both mods going but I may be forced to forgo yours if needed
Arthmoor has taken a different approach with CRF which makes them incompatible. If you want to use both, I'd recommend using TES5Edit to go through CRF and remove everything that conflicts with CRQA.
Hey man. I'm having issues with my companions. I can't get them to give me quests (radiant) an I'm getting this error in my papyrus log: [08/01/2013 - 05:38:23PM] Error: CR13 (000E3163): attempting to start event scoped quest outside of story manager. stack: [CR13 (000E3163)].cr13questscript.SetCurrentStageID() - "<native>" Line ? [CR13 (000E3163)].cr13questscript.SetStage() - "Quest.psc" Line ? [CR13 (000E3163)].companionsradiantquest.Setup() - "CompanionsRadiantQuest.psc" Line ? [CR13 (000E3163)].cr13questscript.Setup() - "CR13QuestScript.psc" Line ? [CR13 (000E3163)].QF_CR13_000E3163.Fragment_10() - "QF_CR13_000E3163.psc" Line ? Aela, Farkas and Vilkas won't have the dialog option "I'm looking for work". Then, if I use your mod, Aela gives me the option. But Farkas and Vilkas don't. Do you know why is this possibly happening? I know it's something related to the quest Purity, but I don't know what to do.
Unfortunately the way the Companions quests were written was pretty borked to begin with. This Mod does what it can to fix it in a limited way as a proper fix would have to re-write the entire Companions quest line. You're not the first to have this problem and there are a couple of ways to fix it, but, unfortunately, it's not guaranteed but it may work. First and most effective is to go back to a save before you cured Kodlak (it's always best to keep a save before embarking on that particular quest for future reference) then go through the quest and, hopefully, it will clear the problem. The other, if you can't do that, is to try taking other radiant quests (any radiant quests, not just Companions ones) and that can sort them out, checking back with the twins after each one to see if the "I'm looking for work" dialogue lines have become available. Best of luck
I can only get one from Aela and that's if she's not a follower. Once I accept her quest then the dialog pops up for Vilkas and Farkas but they say I'm already on one, then when I complete Aela's they don't have the dialog anymore. Very frustrating.
Yeah, I know, it sucks! Try the suggestions I've mentioned. Dumb as it sounds, doing other radiant quests (other factions etc.) can reset the borked dialogue and allow you to carry on without having to go back to a save. I know it's a pain, but it should eventually work if you don't mind doing a few other side quests. I've suffered that particular problem myself, I completed the quest for Aela, no joy with Vilkas or Farkas, went off and did, I think the Alembic quest for Tolfdir at the college, came back and the twins were available again.
With Aela's quests I changed the probabilities around. If you qualify for the Totem's of Hircine Quest, then there's a 50/50 chance you'll be offered it, otherwise, there's an equal 1 in 3 chance of the other quests she offers. You shouldn't be getting offered the Animal Pelt Collection quest every time, if you are, then something's not working properly in your game (most likely it's unable to fulfil the criteria for the other 2 quests)
Hi, I was digging for some bug with Thieves Guild jobs and I believe I found proof pointing at Vilkas. http://forums.nexusmods.com/index.php?/topic/932322-sendstoryeventandwait-not-returning-either-true-or-false-what-can-it-mean-clone-topic-from-bethsoft/ I'm curious if you found something while sorting those radiant quests that may support my claims. Also if with your mod it would still be possible to get that issue.
That's a consequence of the way the Story Event Manager has been implemented. Without a rewrite of pretty much the whole of the Story Event Node category, this bug will, from time to time, occur if you try to use the function SendStoryEventAndWait, sorry. It's not specific to Vilkas, it just happens to be because you had a Story Event Quest open that he had given you and all the other data passed in the function was valid for CR!4, it could happen with any number of quests with possibly bizarre consequences. My advice would be to try to find a work around where you don't need to use that function. Good luck!
SendStoryEventAndWait was just an atempt of mine to figure what's happening with the TG quest. It normally uses SendStoryEvent when the bug appeared. The bug appears in vanilla, not in my mod. Does Vilkas use SendStoryEventAndWait? Still in my case I had a quest from him and the event was still in the SM. What I'm asking you is if you noticed that event fired from Vilkas twice or something like that. And since you touch his radiant system you may try to clear his code that does that...would be a big plus to this mod if that's the case.
Sorry, but the problem is not something that can easily be addressed as it's part of the underlying system that the game uses. What's happening is, essentially, a case of mistaken identity on the part of the Story Event Manager. When you're calling it for your TG quest, it's mistaking it for a call to the CR14 companions quest on the Vilkas branch. The reason it's doing this, is because a Vilkas quest is running and his keyword is still active when the Story Event Manager is trying to identify a valid quest for the event you're sending it and, as it's above the TG node, it's activated first and the other data is valid enough that it's trying to activate the quest erroneously and repeatedly as it cannot fill Vilkas quest alias because he's locked awaiting the fulfillment of the quest that you haven't yet finished. The easiest way to prevent this is to simply finish that quest which will deactivate Vilkas' keyword. There isn't a problem with Vilkas' firing the quest again, the problem is the SM is reacting as if YOU have tried to fire it again, it's trying to fire the wrong quest when you call it. The reason that locking Vilkas out conditionally (as you did) worked, is because it prevented the SM from making that mistake again. There's nothing that anyone can do to fix this without putting such exclusions on virtually every branch in the SM Node and altering every single script that calls the SM node to manage these extra conditions. It's an intrinsic problem with the way the game works, not something you, or anyone else, is doing wrong.
I understand what you say, exactly my point too. But you sound like you knew about it, yet I don't find any info around...can you point me to some relevant links? But, even if this is a SM internal bug, I still believe is triggered by something in Companions radiant system that can be tweaked to avoid it. This is why I contacted you, seeing your mod I tought you are familiar with it. I think something like calling SendStoryEvent twice in a dialogue or something...like the last call to that method from CompanionsHousekeepingScript#KickOffReconQuests which is after the one in the loop on the same keyword maybe...
The only mod that I have which have any impact on this mod is alternate start as it provides one option to start the game as a companion would it be best to load after that mod or before? Or would it be better to be placed with my other quest mods as load order wise the mod Enhanced skyrim factions the companions altered the number of quests required to unlock each main quest/whether each main companion had to provide quests etc got placed by BOSS with the quest mods i.e. sorcery/icicle valley etc
It shouldn't have any problems with Alternate Start. As for Enhanced Skyrim Faction - Companions Guild, place CRQA after it in the load order and it should work fine. ESF-CG will reduce the likelihood of receiving the Totems of Hircine quest. If you want to retain the full effects, simply load ESF-CG into TES5Edit and remove the Story Manager Quest Node and Story Manager Branch Node from it. If you're using ESF-CG option to use MCM to switch off the Animal Pelt Collection radiant quest, place CRQA above ESF-CG, but, in this case, you must remove the two story manager nodes from ESF-CG
I should note that there are two versions of ESF: Companions Guild. The "requirements only" version should be compatible with this without any issues, and regardless of load order. It doesn't touch Story Manager at all. The "full version" will need this mod loaded after it, for this mod's changes to have any impact--and in the long term, they probably won't be compatible, as I'll be editing the same Story Manager branches as this does when I add new quests. Since the full version of ESFC will pretty much do what this mod does, there's not much need in the long term to run both. But this seems like a nice option for players who don't want all the changes that the full version of ESFC makes: choice is good. Cheers!
Have you done anything to cure the issues (vanilla bugs) with the Purity quests? Look here for examples: link. In your mod description you say that Farkas won't offer his Purity quest until you've done Vilkas' Purity quest. How does that work with the recommendation "do Farkas quest first to avoid bugs with Vilkas quest" (from that page I linked) ?
Also, Aela's pelt quest has been restored before in the ESFCompanions mod (that mod adds/changes other stuff with the Companions too though). If there would be any issues with the quest, you might be able talk to that mod author? (There was a problem with pelts spawning in the mead hall - is that problem present in your mod?)
I have changed the way in which quests are assigned (they were a bit messed up), so that bug on the Purity quests shouldn't be possible anymore. Thanks for the info, I am aware of the other Mod, but, rest assured, that bug does not occur in my version. Thanks for the help and best wishes
Then it is all good then! Nice to know. And good that there's no pelt-spawn-bug with Aela's restored quest (the next update of ESFC will have fixed that problem too - if anyone here did wonder). A fine day to you! And anyone else who might read!
37 comments
Companion Main-Quests - Done
3 Totem Quests - Done
But those Purity quests won't come up for me.
Did almost 40 Radiant Quests with Farkas and almost 30 with Vilkas. I tried things like having 3 Witch-Heads in inventory and also with just one head.
Any ideas ?
thanks.
The Totems Quests should be available after you finish the Companions questline, as long as you remain a werewolf.
Make sure that you do not currently have an active Companions Radiant Quest when you install this and you should be fine (unless you're using another mod that affects the Companions Radiant Quests which might prevent this from working).
It may not work straight away, you may need to take & complete a Radiant Quest to kick start things.
[08/01/2013 - 05:38:23PM] Error: CR13 (000E3163): attempting to start event scoped quest outside of story manager.
stack:
[CR13 (000E3163)].cr13questscript.SetCurrentStageID() - "<native>" Line ?
[CR13 (000E3163)].cr13questscript.SetStage() - "Quest.psc" Line ?
[CR13 (000E3163)].companionsradiantquest.Setup() - "CompanionsRadiantQuest.psc" Line ?
[CR13 (000E3163)].cr13questscript.Setup() - "CR13QuestScript.psc" Line ?
[CR13 (000E3163)].QF_CR13_000E3163.Fragment_10() - "QF_CR13_000E3163.psc" Line ?
Aela, Farkas and Vilkas won't have the dialog option "I'm looking for work".
Then, if I use your mod, Aela gives me the option. But Farkas and Vilkas don't. Do you know why is this possibly happening? I know it's something related to the quest Purity, but I don't know what to do.
I was digging for some bug with Thieves Guild jobs and I believe I found proof pointing at Vilkas.
http://forums.nexusmods.com/index.php?/topic/932322-sendstoryeventandwait-not-returning-either-true-or-false-what-can-it-mean-clone-topic-from-bethsoft/
I'm curious if you found something while sorting those radiant quests that may support my claims. Also if with your mod it would still be possible to get that issue.
But, even if this is a SM internal bug, I still believe is triggered by something in Companions radiant system that can be tweaked to avoid it. This is why I contacted you, seeing your mod I tought you are familiar with it. I think something like calling SendStoryEvent twice in a dialogue or something...like the last call to that method from CompanionsHousekeepingScript#KickOffReconQuests which is after the one in the loop on the same keyword maybe...
Also, Aela's pelt quest has been restored before in the ESFCompanions mod (that mod adds/changes other stuff with the Companions too though). If there would be any issues with the quest, you might be able talk to that mod author? (There was a problem with pelts spawning in the mead hall - is that problem present in your mod?)
Just trying to be helpful! Best of luck to you!
Thanks for the info, I am aware of the other Mod, but, rest assured, that bug does not occur in my version.
Thanks for the help and best wishes
A fine day to you! And anyone else who might read!