Now, see, this doesn't make any sense from a lore perspective. The Dreamstride is an artifact of, or at least an important set of ritual instructions for the worship of, Vaermina. Daedric Prince of Nightmares. It is also an alternative name for her daedric realm, Quagmire- a land of eternally shifting nightmares, each more horrifying than the last. I wouldn't want to live there. :/ Of course this mod wasn't exactly lore-friendly to begin with, and it's a neat playerhome.
how exactly is the quest triggered. ive had the mod installed for a while now and still no quest. is there a level requirement, or someone specific i need to talk to?
No, actually, I'm not done. I'm working on a REALLY cool autosorter that lets you pick in-game which containers get which items - not just containers in Dreamstride, but any container anywhere in Tamriel!
I'd love to include a display setup for claws and masks. I'm trying to figure out how to make it display any item, not just specific ones, but each item requires a different rotation, so it's getting complicated. There are settings in the NIF that I believe are used to rotate the item correctly for inventory display, which should work for shelf display too, but it's complicated.
Yes, it can get overwhelmed. There doesn't seem to be anything I can do about that, though. It's the script engine itself bugging out.
I wonder if something like Dragon Claw rack Dan the geek used would work for your display rack. You may remember Dan from the Underground Hideout homes for Fallout 3 and New Vegas. He did make a house mod for Skyrim, called Heimsgaror, before dropping out of the community.
WTF? It worked fine last night when I tested it. Now I'm getting the same problem.
Here's what I did that worked for me.
1. Open the console, and enter player.removeitem(9de3d) 2. Close the console, wait a second or two (probably not necessary) 3. Open the console, and enter player.additem(9de3d) 4. Close the console and read the book.
I renamed the script on the book, and I think the extant book in your inventory still looks for the old script. Deleting it, so there are none left in the world, and recreating it seems to establish a link to the new script.
(I guess rename the scripts for consistency wasn't such a good idea... sorry about that.)
Actually, that's what I have been wanting. A pocket plane with everything you need. I would prefer a spell/power to get in, but the book is fine. At least it's not as script-heavy as the Tesseract.
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Of course this mod wasn't exactly lore-friendly to begin with, and it's a neat playerhome.
still looks like a really cool mod though :3
I was hoping for named containers for weapons and armor, sanitation facilities, and racks for Dragon Claws / Masks.
I also found out that the auto-sorter can get overwhelmed if you drop in a lot of items and put items into the wrong containers.
I'd love to include a display setup for claws and masks. I'm trying to figure out how to make it display any item, not just specific ones, but each item requires a different rotation, so it's getting complicated. There are settings in the NIF that I believe are used to rotate the item correctly for inventory display, which should work for shelf display too, but it's complicated.
Yes, it can get overwhelmed. There doesn't seem to be anything I can do about that, though. It's the script engine itself bugging out.
If you teleport out and forget to recover it, well, you just locked yourself out.
Nothing happens when I read the book, and when I use COC DreamStride in the console nothing happens. Making a clean save did not resolve.
Use COC 000 (those are zeros).
Here's what I did that worked for me.
1. Open the console, and enter player.removeitem(9de3d)
2. Close the console, wait a second or two (probably not necessary)
3. Open the console, and enter player.additem(9de3d)
4. Close the console and read the book.
I renamed the script on the book, and I think the extant book in your inventory still looks for the old script. Deleting it, so there are none left in the world, and recreating it seems to establish a link to the new script.
(I guess rename the scripts for consistency wasn't such a good idea... sorry about that.)