updated to 1.1 version - this versions is Boss checked, TESV cleaned and actually tested on the 1.9 game version. You can still have navmesh deletion mess using boss, there is no worries to have about, it is a ck bug and is harmless.
---------------------------------------------------------------------------- Thanks to everyone supporting my work.
Thanks, I love your work! I'm glad you are bringing more of your steam mods to the nexus and even upgrading them...there too many people leaving cool mods unfinished (I'm not saying that your mods are unfinished). Thanks again!
Thanks and you're not wrong : With all the updates the game and the ck had since it s release, to maintain a mod in good conditions is a never ending story, a real survey job and takes time. Not to excuse some modders but many left their ancient mods away, cause files were too much broken by the numerous ck updates, and were going buggy.
endorsed and finally this is the best home for my followers (enough good beds etc..)
Sincerely I love all your mods but I have in the four -fight against the Thalmor- (nothing about the Snake Pit) the same warning.
BOSS : Warning: This file contains 4 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author.
I think I have more than 15 CTD in the quest.. Grrrrrrrrrr I hope the problems will find a solution.
1) Don't have a lot of unfinished quests in your journal. Each quest has one or more scripts running in the background using up computer resources and memory.
2) Don't use a lot of mods in your game. Each mod uses up computer resources and memory.
3) Find the correct mod order that works for your game.
These are just a few things that can help resolve CTDs.
MadFrenchie, I wanted to ask. Are you planning some updates for Fight with thalmor 2nd part? To be more specific, there is a mod conflict with Helgen reborn, which is also fantastic mod. I dont want to give up on either of those two. Mod conflict is around Thalmor prison, so I wanted to politely ask if you would try to make some sort of fix, which would allow both mods to coexist. Thank you for your great work, your mods are fantastic!
Hey MadFrenchie, absolutely fantastic job, loving it. But as you probably know, the mod causes music loss in game. Do you have a fix for this ? I couldn't find one, sorry if I missed it. Thanks again !
Have you reported the navmesh warning to the boss guys?...Just wondering, cause it's just killing my OCD lol . Great work though I have all your mods and love em!
Entering the mine impact selecting inventory and other functions of the game. See other posts here about different issues after entering the mine. Any fix?
I see that several people have reported the music problem, and I had my own particular variant of the problem. And I did find a solution, for me at least. Thought I should share it.
The problem was NO music was playing at all, except - occasionally I might hear a few seconds on the first load screen, but then it would fade; - during random minimize to toolbar glitches (I would bring the game back to full screen and combat boss music was playing. It would finish playing, then nothing again).
The solution was follow these steps: - force it to minimize (alt-tab) and bring it back to full screen, then pressing the 'window' key twice - when the game returns (and the combat music is playing) entering the console command "removemusic muscombatboss". After a few seconds the music faded, transitioned to the finale, and then regular music began to play! - I exited to room to an exterior, re-entered the room, saved, quit, reloaded (for good measure), and my music is playing again properly.
Halle-frickig-lujah - this plagued me for over a month.
Of course I can't guarantee this will solve your particular variant of the problem, but it worked for me. Maybe it will provide a clue for your solution. I stumbled across this in one entry in a forum thread.
If I may suggest, do a Google search of the forums and include in the keywords the above console command. Might help you find the relevant threads, but be prepared for lots of reading.
Your mods Fight Against Thalmor is released in parts. Is each part standalone or do I have to install part 1, part 2, part 3, part 4 to enjoy those mods?
Hi MadFrenchie, do you use any MUS Name in your Mod? I get a bug after playing Valgus Mine, and all my music Stop Playing, I'll try removeMusic in console, but need a name. I'm using immersive Music for a long time and never before have an issue like this. The bug happens exactly when you cross the right side bed of Ponios trying to open the door
A few words about the mod (and the entire "Fight against the Thalmor" series), and then my "solution" to the music bug. Playing almost always as an archer and particularly loving stealth, I have always used passing by Thalmors as my favorite targets, and discovering these four mods many years ago was a wonder to me.
Of course, this mod in particular is not without some flaws, such as for example the fact that I found the old CTDs with disturbing frequency (mainly in the "Grotto" of the Valgus Mine, to the point that I had to manually save practically after every single combat so as not to lose my achievements).
The mod had been cleaned up with TES5Edit, using as well a useful script to restore deleted navmesh (very useful, indeed), but nevertheless the CTDs were not lacking.
As for the music bug, I found it again after many years, and I remember it had also happened to me in Enderal and Beyond Skyrim: Bruma. I report here the thoughts I had at the time and the solution I found (which still worked today).
When you quicksave in Skyrim (and in Enderal as well), the saving function doesn't stop the scripts before saving (and that could result in a broken savegame, with broken scripts). So, if I quicksave (or the engine autosaves) while a Music Type (not "Music Track") is playing (as scripted in a special scene), there's a real possibility for it to remain stuck for this reason. Then, I think that using Autosave Manager, properly configured, can prevent this issue, stopping all scripts before saving (opening the menu to make a hard save stops scripts as well).
After some wandering around the Bruma territory, I noticed a strange music change: when I entered any building (houses, taverns, castles, dungeons), I happened to hear always the same music. Actually, a vanilla Skyrim tavern music, mus_tavern_04.xwm, (MUSTavern04 in the CK) to be precise. It never happened to me before installing Bruma, so at first I thought there could be some incompatibilities with my hundreds of mods installed, but, as I remembered, a similar case happened in Enderal as well (with very few mods installed), in a specific place at a specific stage of a quest, and I found a fix to that in a Reddit post.
So, I did a quick check of the Music Track in question. Basically, there's a console command that stops the music playing right now, resetting at the same time the entire music system to its default (nothing is deleted or changed, it's only a reset). After a while, the music starts playing as usual, the right music at the right time in the right place.
The console command is: 'removemusic', and initially I thought I had to type the Music Track as it's shown in the CK ('removemusic MUSTavern04'), but to no avail. So I typed 'help mus' in the console, to see all the music tracks in the game, and tried many of them, but it didn't work, again.
So I googled around, and finally found the solution: you must type the Music Type (category), not the Track itself. As it's clearly said in the linked post, the specific tavern music "actually belongs to three different categories namely: MUSTavernB; MUSSpecialHallOfValor and MUSSovngardeHallOfValor."
So, I had to type all the three Music Types and, as I am a bit lazy, I decided to use the wonderful 'bat' command, making a text file, named "resetmusic.txt", and typing the following lines in it:
I saved the file in the Skyrim\Data directory, and once in game, opened the console and typed:
bat resetmusic
And it worked.
Now, being particularly lazy, I decided to fix the issue at the root and in the resetmusic.txt file I put all the 48 Music Types present in Skyrim, plus the only one from the mod in question (of course you can see them in the CK, or for those using Wrye Bash as a Mod manager, by clicking on the mod with the right mouse button, selecting "details" and looking under the MUSC category)
I opened the console in game and typed "bat resetmusic" but I didn't hear any change (for me the bug this time was "silence"). Then I saved, closed and restarted Skyrim, finally hearing the right music at the right time in the right place.
Sorry sir but at blacksmith forgot there a tint i don't know what mod i have installed caused that ( i thought it's rigmor of bruma but I'm not sure) , but can you tell me? Because it blocks the way and ctd , help me please Thank you
Any fix for the stupid tavern music loop? This mod quest is great - all those four chapters. Until this tavern loop ruined everything. I tried deleting the music scripts using TES5Edit, but only outdoor music were fixed. Now everytime I enter indoors with its own music like dungeons, jarl halls, caves, this tavern music plays.
I don't know how to do it without talking to them, but it takes barely a couple of seconds, and imo that's time well spent in Skyrim. Even if I'm playing a peaceful healer who has never killed anything, I just "confess" and let my followers resolve the issue, lols. It's always satisfying to relieve Nirn of some of it's fascist thalmor.
S.O.S. music problem. 1- tried with the commands and the solution by blairinkw. 2- eliminated all the mods "fight against thalmor". 3- re started with a previous save, before installing this mod Combat music is ok, dragon music seems too. but... the first time i play a random dungeons the tavern music starts. if I go out, if I go to other locations, it continues to repeat itself infinitely.
Dragonmourn Inn is the first place where I can't bear to take everything off the shelves. I wish it could auto-refill. The foodstuffs and items makes the inn look lived in and comfortable, I really love it. Great object placement :)
388 comments
updated to 1.1 version - this versions is Boss checked,
TESV cleaned and actually tested on the 1.9 game version.
You can still have navmesh deletion mess using boss,
there is no worries to have about, it is a ck bug and is harmless.
----------------------------------------------------------------------------
Thanks to everyone supporting my work.
MadFrenchie
to maintain a mod in good conditions is a never ending story, a real survey job and takes time.
Not to excuse some modders but many left their ancient mods away, cause files were too much broken
by the numerous ck updates, and were going buggy.
Sincerely I love all your mods but I have in the four -fight against the Thalmor- (nothing about the Snake Pit) the same warning.
BOSS : Warning: This file contains 4 deleted NavMesh records that TES5Edit cannot repair automatically and it may cause problems with your game. NavMesh deletions should be reported to the mod author.
I think I have more than 15 CTD in the quest.. Grrrrrrrrrr
I hope the problems will find a solution.
1) Don't have a lot of unfinished quests in your journal. Each quest has one or more scripts running in the background using up computer resources and memory.
2) Don't use a lot of mods in your game. Each mod uses up computer resources and memory.
3) Find the correct mod order that works for your game.
These are just a few things that can help resolve CTDs.
Nonoodles made a new version WITHOUT SOUTH DRAGONBRIDGE plus many fixes.
http://skyrim.nexusmods.com/mods/13608/
(See his post with the download link.)
Any fix?
The problem was NO music was playing at all, except
- occasionally I might hear a few seconds on the first load screen, but then it would fade;
- during random minimize to toolbar glitches (I would bring the game back to full screen and combat boss music was playing. It would finish playing, then nothing again).
The solution was follow these steps:
- force it to minimize (alt-tab) and bring it back to full screen, then pressing the 'window' key twice
- when the game returns (and the combat music is playing) entering the console command "removemusic muscombatboss". After a few seconds the music faded, transitioned to the finale, and then regular music began to play!
- I exited to room to an exterior, re-entered the room, saved, quit, reloaded (for good measure), and my music is playing again properly.
Halle-frickig-lujah - this plagued me for over a month.
Of course I can't guarantee this will solve your particular variant of the problem, but it worked for me. Maybe it will provide a clue for your solution. I stumbled across this in one entry in a forum thread.
If I may suggest, do a Google search of the forums and include in the keywords the above console command. Might help you find the relevant threads, but be prepared for lots of reading.
Good luck.
Thanks for your help
Of course, this mod in particular is not without some flaws, such as for example the fact that I found the old CTDs with disturbing frequency (mainly in the "Grotto" of the Valgus Mine, to the point that I had to manually save practically after every single combat so as not to lose my achievements).
The mod had been cleaned up with TES5Edit, using as well a useful script to restore deleted navmesh (very useful, indeed), but nevertheless the CTDs were not lacking.
As for the music bug, I found it again after many years, and I remember it had also happened to me in Enderal and Beyond Skyrim: Bruma. I report here the thoughts I had at the time and the solution I found (which still worked today).
When you quicksave in Skyrim (and in Enderal as well), the saving function doesn't stop the scripts before saving (and that could result in a broken savegame, with broken scripts). So, if I quicksave (or the engine autosaves) while a Music Type (not "Music Track") is playing (as scripted in a special scene), there's a real possibility for it to remain stuck for this reason. Then, I think that using Autosave Manager, properly configured, can prevent this issue, stopping all scripts before saving (opening the menu to make a hard save stops scripts as well).
Now, being particularly lazy, I decided to fix the issue at the root and in the resetmusic.txt file I put all the 48 Music Types present in Skyrim, plus the only one from the mod in question (of course you can see them in the CK, or for those using Wrye Bash as a Mod manager, by clicking on the mod with the right mouse button, selecting "details" and looking under the MUSC category)
I opened the console in game and typed "bat resetmusic" but I didn't hear any change (for me the bug this time was "silence").
Then I saved, closed and restarted Skyrim, finally hearing the right music at the right time in the right place.
Thank you
Possibly down to 'Immersive cell reset no enemy respawn'
Nice 'Room' at the Inn :D
Managed to Sneak away without trouble.
Even if I'm playing a peaceful healer who has never killed anything, I just "confess" and let my followers resolve the issue, lols. It's always satisfying to relieve Nirn of some of it's fascist thalmor.
1- tried with the commands and the solution by blairinkw.
2- eliminated all the mods "fight against thalmor".
3- re started with a previous save, before installing this mod
Combat music is ok, dragon music seems too. but...
the first time i play a random dungeons the tavern music starts.
if I go out, if I go to other locations, it continues to repeat itself infinitely.
Please Help!