Has anyone tried this with tamriel rebuilt? and so how does it work with factions introduced by that mod? i am yet to try TR but im planning to eventually and this mod has always been in my load order.
It would appear there is a bug with the chests found in the Confiscated Goods rooms. It works fine for the Antares Big Mod, but for Privileges and Services, on my game at least, the chests filled with confiscated items slip through the floor upon entering the room, and the "ra" command doesn't restore it either.
I tested it some more, and the Thieves Guild chest works fine. The problem is the Hlaalu guard chest. It spawns too close to the ground and clips through and falls forever.
Don't you confuse something? I just tested with OpenMW: - I steal objects in the Hlaalu House in Balmora: guard arrests me and send the objects to the Imperial Confiscated Goods chest in the Moonmoth Legion Fort - I steal objects in the Hlaalu Archive in Vivec: guard arrests me and send the objects to the Imperial Confiscated Goods chest in the Hawkmoth Legion Garrison
What's the "Hlaalu guard chest" you're talking about? Where it is?
I became Grandmaster of House Hlaalu. The Grandmaster can get a Hlaalu guard to follow around and arrest NPCs. Arrested NPCs have all their belongings confiscated and put in a chest. That chest clips through. If you hire a thief to do the same, it does not clip through the floor as it spawns higher on the ground.
The Privileges and Services mod seem to cause an error on my end. When I steal something and leave, find a guard and talk to him, I only have the option of Going to Jail or Resisting Arrest. Even if I have the gold to pay off the fine. And if I do resist, he doesn't attack me.
I have a bit of a problem with this mod. It's great, but I don't like the NPCs wearing robes that look almost the same so I decided to remove it. The problem is, this makes the NPCs naked even though they still have the old non-enchanted robes in their inventory. What can I do to make them wear the normal robes with or without removing the mod?
If you're familiar with the "Confiscated Goods" trap doors that the Thieves' Guild use, there's some interior cells edited by BCoM that leaves them floating outside in the void. Basically renders the services of thieves in those interiors useless
Another conflict involving the grand council: if you're a great house leader and talk to Vedam Dren to trigger the council meeting, it teleports you both and the representatives outside the interior to an area that would otherwise exist in the vanilla version of the castle
It's otherwise still playable if you avoid those features, and you can still get your thief services in interiors that still have the trap door
Hi, ArcimaestroAntares i have a question for you if you still read the comments. What happened to your gameplay mods like Go to Jail 3.5 or others? Could you reupload them please? They are hard to come by these days and were really good.
There is another bug (vanilla and OpenMW): Mercenaries / Shrine Seargents companions don't teleport when "casting Recall / Divine Intervention spell" (to flee, because this companion is badly wounded) The bug is in these 2 scripts: ABM_CompShrineSerScript and ABM_CompShrineSerScript
This is a solution for these 2 scripts:
[...] else; will try to cast a Recall / Divine Intervention spell setFlee 0 stopCombat ; this will stop also the enemies from attacking the companion. ; but looks like the only way to make him properly cast the spell set NpcFollow to 0 AiWander 0 0 0 0 set ABM_Companion to 3 set ABM_Companion to 2 Cast ABM_Intervention2 player return endif [...]
The scout service to the Ascadian Islands region did not work, to any of the places of travel. Only the screen went black but the player did not change places. In order to return to normal view, I had to wait 1 hour. It turns out that in the travel script to the region of the Ascadian Islands (SS_travelascadian_script and SSC_travelascadian_script), there was an extra point in a coordinate, and the script executed error. Just erase the extra point and it now works perfectly.
I try using omw 0.46.0 (on my old phone and idk it's because Antares' Privileges and Services - No Team Jackets and compatibility with clothing mods or not)this mods work fine, but using 0.47.0 and 0.48.0(nightly)on my phone, this T-pose bug appear even using Antares' Privileges and Services - No Team Jackets and compatibility with clothing mods
I don't understand what the problem is in this case
Oh and one again, I getting bug while make custom writs for MT, the dialog always loop/asking again and again about target description and can be done if I cancel it
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i am yet to try TR but im planning to eventually and this mod has always been in my load order.
I tested it some more, and the Thieves Guild chest works fine. The problem is the Hlaalu guard chest. It spawns too close to the ground and clips through and falls forever.
I just tested with OpenMW:
- I steal objects in the Hlaalu House in Balmora: guard arrests me and send the objects to the Imperial Confiscated Goods chest in the Moonmoth Legion Fort
- I steal objects in the Hlaalu Archive in Vivec: guard arrests me and send the objects to the Imperial Confiscated Goods chest in the Hawkmoth Legion Garrison
What's the "Hlaalu guard chest" you're talking about? Where it is?
Edit: Nevermind, it was another innocuous mod.
Antares' Privileges and Services - No Team Jackets
Also, take a look at this:
Privileges And Services - Put It Back Patch
Another conflict involving the grand council: if you're a great house leader and talk to Vedam Dren to trigger the council meeting, it teleports you both and the representatives outside the interior to an area that would otherwise exist in the vanilla version of the castle
It's otherwise still playable if you avoid those features, and you can still get your thief services in interiors that still have the trap door
https://modlist.altervista.org/mmh/?quick_filter=Arcimaestro%20Antares
The bug is in these 2 scripts: ABM_CompShrineSerScript and ABM_CompShrineSerScript
This is a solution for these 2 scripts:
[...]
else; will try to cast a Recall / Divine Intervention spell
setFlee 0
stopCombat
; this will stop also the enemies from attacking the companion.
; but looks like the only way to make him properly cast the spell
set NpcFollow to 0
AiWander 0 0 0 0
set ABM_Companion to 3
set ABM_Companion to 2Cast ABM_Intervention2 player
returnendif
[...]
I don't understand what the problem is in this case
Oh and one again, I getting bug while make custom writs for MT, the dialog always loop/asking again and again about target description and can be done if I cancel it
I'm mobile user and I don't have any PC, okay?