Skyrim

2865 comments

  1. Malinson
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    DO NOT install this plugin on Anniversary Edition. If you have Special Edition, be sure that Steam does not automatically update the game to Anniversary.  You can disable auto updates and prevent steam from downloading them by launching the game through an SKSE loader or by simply being off-line.
  2. Malinson
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    DO NOT USE the Chameleon circuit. It WILL corrupt the workings of the TARDIS.

    If you wish to change your exterior model that's fine and works beautifully through the MCM menu.
  3. Trazmaball
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    IGNORE THIS I MEANT TO POST IT IN SSE
  4. step210
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    Thank you so much for this, truly one of the best mods in the game.

    Only question i have is how do i get Gallifreyan regeneration? is it in the Regeneration Temple?
    1. Malinson
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      That's a good guess. You must trigger each of the pilons on the top balconies when you enter this temple, ideally without getting lost hunting for it. The pilon will rise up if the activation is successful. When all of them have been activated, proceed to the central pillar in the center of the room. You will be given the ability once you get close enough.

      Remember that you only get twelve regenerations, just like in the original series, so don't fall into the habit of dying.

      Okay, so you can increase that amount by completing the Cracks in Time quest. However, that quest has been unstable, and while I patched it up, I believe it requires a major rework to perform correctly.
    2. step210
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      Interesting mechanic ngl. So the 12 as you say are finite and can only gain more by doing the mention quest? Buggy is always a problem so i suppose i'll have to use set stage to complete it?

      Lastly how do the revives work exactly(just an instant replenish of health or?) and does save scumming affect it :p
    3. Malinson
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      The concept is that you go into the MCM menu and change the regeneration threshold. In other words, you decide how low your HP points can fall before regeneration. Regenerating while in combat or taking damage is risky since I elected not to tag the player as important to prevent death because it may cause problems with other moderators.

      You can also force a regeneration by selecting the regeneration power from your abilities list. Activating will trigger the race menu where you create a whole new character, including a new name. When done, you will be at full HP with all your skills and levels intact.

      There might even be a Time Lord slow time power (not always as it is random) that allows you to slow time for a few seconds while fighting. It could be handy, but most experienced players don't require it.

      In terms of the cheat console, you should avoid hacking Cracks in Time without first giving it a shot. Even so, I doubt that switching the mission to completion via the console will help you. Indeed, it is possible that an orphan objective will be left in your quest log; permanently...
    4. step210
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      So i have to do the quest normally to get more uses then or is it just gonna be buggy regardless. It should be fine as there is a mod that lets you hide/remove quest in your journal. I use the Za warudo mod with customizable real time stop so that power won't be much help but good to know its available regardless. Really love this mod with how it fits right into skyrim and i can roleplay using its teleportation.

      Thank you
  5. TrogdorTheDino
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    not sure if you still read these but the dwemer guardian that has the key isnt spawning for me so i was wondering if you had any ideas on how to fix it or if you could tell me what the ID code for the tardis key is thx
     
    1. Malinson
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      If the Key Guardian, a custom monster added to the game, is absent, it indicates a significant issue with your installation. I can provide instructions on obtaining the key through the console, but I caution that this issue may invoke further detrimental consequences for your gameplay in the future.

      Access the console command and enter the command 'help TARDIS'.  Utilize the page-down button to locate the code for KEY, which will be the initial identifier in the code listings. Upon discovery, input the command: Player.AddItem XXXXXXX, 1

      Substitute the placeholder 'XXXXXXX' with the hexadecimal code discovered in the listing.

      Once you have obtained the key, you will have the ability to enter the TARDIS without any hindrance.  It is imperative to have the key in your possession at all times in order to get access to the TARDIS. However, as a precautionary measure in the event of key loss, simply save and reload your game.  Upon the completion of the game's loading process, the game will promptly replace your key in the event that it is absent from your inventory.

      Setting aside all other considerations, I strongly discourage you from playing your game due to the absence of the keymaster, which indicates a problem with your game installation.
  6. rstev448
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    how do i get pass buying the deed to the land ive done everything right and im stummped can anyone help me
    1. Malinson
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      In order to progress the questline where you can actually complete the land transfer from the Steward of Whiterun, you need to have unlocked the dragons and acquired your home in Whiterun. When the Whiterun home is obtained and furnished, additional dialog will be available with the Steward of Whiterun, provided that you have the letter given to you by the proprietor of Riverwood Trader in your inventory. 

      I cannot remember if I set the conditions where the player can obtain the request of transfer letter from the Riverwood Trader BEFORE the completion of the Golden Claw quest. I think you have to at least complete that quest before extra dialog become available at the Riverwood Trader.

      I do remember thinking that the Steward of Whiterun would never allow the player to own land unless they player proved his worthiness first. Thus, I believe you will simply need to check back for extra dialog features in both Whiterun and Riverwood as you progress the main quest and fully furnish your Whiterun home.
  7. DERPALOPE45
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    I can't for the life of me find this "Secret control room" I've even no clipped the entire dungeon and don't see a thing.
    1. Malinson
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      That's why it's a secret

      For a hint, go down to the bottom where the temple is at. As you approach it go to the right side of the building. Along that side wall, look for a small button hidden along the wall column perforations.
    2. Caboose343
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      the bottom of where? bottom of the temple where you get timelord powers?
    3. Malinson
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      If you are running the current version of this game, the door to the secret control room is located in Tiid Veysun; where the TARDIS is originally discovered.

      Do not attempt to enter the temple which is found at the bottom unless you wish to battle all the Dwemer. The door will be located on the outside of the temple; a small button along the wall will reveal it.

      If you see a graybeard statue, then be warned of a shout trap. Shout traps cannot be detected nor disarmed so you will either have to use magic to block the shout, go around it or just deal with it.

      Within the control room is a lever that will turn all the Dwemor against each other, making it vastly more easy to deal with them. In fact, it is possible to have all the dwemor  killed, including the boss, without attacking anything; boss can be dispatched by using the traps against him; good for pacifist plays.
  8. joshuacormier24
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    which old version would work best on xbox 360 that doesnt require to add the cube (hence the skyui bug)
  9. ForbiddenDuelist
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    Hey I can't figure out how to proceed in 2 things the first one is giving the Lucas's note to Avenucci it doesnt come up with any options to give it to him and activating the oculus it just says it's dorment
  10. pangoln
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    Regarding the oculus quest.
    I have restarted my game several times trying to complete the Tardis.
     
    Dark chamber is complete.
    Spider chamber is complete.
     
    Using live another life mod.
    Helgan vanilla quest started
    The adventurer's journal has been updated.
    Bleak falls barrow completed.
    Golden claw returned.
    Darkwater crossing searched.
    Darkwater pass cleared.
    Mistwatch cleared.
    Helgan returned and cleared.
    All around the steaming pools of the Atronach stone.
    Embershard mine cleared.
     
    [Forth Entry]
    ..... A patrol found me camped under a rock outcropping onthe edge of the volcanic marsh's.
     
    Player wings installed loot adjusted another clean start to search for the camp mentioned in the journal to start the quest.
     
    Reading the posts on here has been unproductive.
    The journal mentions several places,
    and the comments posted mention bandits.
     
    Where do I need to be looking to start these quests please.
     
    Great work, have been using this mod from way back, nice to see it still progressing.
    1. Malinson
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      Good job doing the Dark Chamber and Spider Chamber quests. As for the Oculus Quest, many had difficulty with that one. Main complaint was the inability to find things. For example, the bag containing an important note is hard to find if a grass mod covers it up at the Oculus ruins site.

      Another one is the bloody note that gets dropped in the Spider chamber while hunting down the Golden Claw; note coming from the guy that got trapped by the spider. When you read his diary is when the quest updates and enables the note to be seen.

      But, to decide to start the Oculus Quest, you need to be on track to unlock the Dragons. this means you give the Golden Claw back and defeat your first dragon at WhiteRun; not everyone wants the dragons unlocked before they are ready. Starting it though is easy enough, you zap the cracks you find inside the TARDIS, following your journal from there.

      There are a lot of resources that you must expend, with some footwork in retrieving various items, including a special hypercude held by bandits. This bandit camp will not exist until your are at the correct stage of your quest.

      In the end, you will have a second entrance to your TARDIS, a permanent and unmovable entrance. This will serve as apart of the requirements to make it a family home using another mod. Personally, apart from testing, I never bothered with building it during my plays. This was because I always had trouble getting my family to move in.

      I was going to just edit the vanilla scripts and quests, adding in the TARDIS as an addition to the other homesteads. This would have made it rather awsome, with all the fun stuff you would expect from a homestead. Yet, if I did that, it would make the Hearthfire patch incompatible, so say nothing about other mods that depend on those vannila assets...
    2. pangoln
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      Thank you for the reply.
       
      I have restarted a new game several times, the bloody note seems to be where it fails.
      I have tried not starting the main quest, and started the main quest before going into the barrow, but can not find the note, even with
      candle light/mage light turning it into a crime scene.
      As I have left the barrow to search elsewhere, the cell has reset and the body of the spider and Arvel have de spawned.
      I did make a save prior to entering the barrow or starting the golden claw quest to return to.
      I looked in the tattered satchel but it is empty, no doubt this is due to the quest not being started.
       
      What are the pre requites for Arvel to drop the note?
      Where should the note drop?
      I have searched all over the spider chamber, even clipping down into the pit to no avail.
      Arvels journal never updates only the one from the burn corps at Helgan.
       
      I only tried moving the adopted children into the Tardis once on an older version.
      The interior is so dark, and the children never went out to Riverwood to play, so I don't use it as a family home.
      I prefer leaf rest a player home in Riverwood or Blackwood manor build able town in Riften.
       
      Tardis reborn mostly stays at High Harothgar, with the gate from Riften making it easy to update word walls, I use shatteredsteels 1.8.2
      version to get about in.
      Two Tardia is better then one.
       
      I love the programmable doors, it really gives it anauthentic feel.
    3. Malinson
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      The Quest itself is earmarked for a facelift for pretty much that reason more or less.

      As for getting the note to appear, it all depends on the stage your are at in the quest. If for example you already done away with Arvel and the dungeon itself re-spawned,  it does not mean all is lost. In that instance, the note will be found at the entrance to that spider room where you first encounter the big spider; right on the floor.

      If you are entering the dungeon in search of the Golden Claw at the same time the Oculus quest indicates that you go into there as well, the note will spawn into existence as soon as you collect into your inventory Arvels diary; I believe the quest tags it so that you need to open the diary itself. Once closed, the quest will pop out its next phase message to go looking for that note.

      You will never find that note until the quest tells you in that objective, for wheather or not the dungeon resets, it will not effect the quest-line.

      Getting to that point requires prerequisite actions, such as visiting the Oculus ruins and then asking about it to the Merchant in Riverwood Trader.  Once that occurs, you should be able to locate more information back at the ruins site.
    4. pangoln
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      I tried every which way to start my game and get the first note to
      drop, all to no avail.
      In the end I had to setstage 1 and off we go.


      Everything seemed to work well up to the raid on the bandit camp, the hypercube was not in
      the tattered satchel and I had to console command one into my inv.


      I love the new addition of the quests, although the 20 sawn logs I had to buy the
      property at Flakreath to obtain.


      I’ll back up the game and see if I can move the adoptable children into the Tardis, I
      have done it before with no issue, I even had the addon area where
      they could go to play, but have since removed it.


      A great mod that isa must have in my load order.
    5. Malinson
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      Okay; it is unfortunate that the quest turned out the way it did. When I finish my work with the TARDIS Mystery Hatch, something you might like as an alternative, I will get back to this version of the TARDIS and revamp that quest.
    6. pangoln
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      I got it to work in the end so it's all good, I'll gloss over the console commands ;)
      I do have a fair number of other mods installed, so it could be any one of them causing a conflict.
      I did have a quick poke around in TesVedit but only found an FX mod effecting the lighting, I’m not a TesV expert.
      I did change thename of the sonic crystal 1974 that was listed as 2005.
      For anyone else,it’s not a bug, it just has the wrong name.

      I did adopted two of the kids who moved into the Tardis with no issue, I did wait until
      the oculus was built as I understand this is how npc’s’ enter and exit.

      I may have a look atthe hatch mod on another play through, I did see it, but it’s not compatible with Reborn, sounds very much like Haven bag, another must have mod for any budding hoarder.

      It’s great youstill tinker with this mod, it’s the sort of mod I might tinker with if I ever get around to learning how.

      I don’t know how many people still play Skyrim, or even Oldrim as I do, I see new mods still being created so their must be a few.
      Glad to see this mod is still alive.
    7. Malinson
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      They moved in without an issue?? Lucky; I had nothing but trouble with that, even though I was very meticulous  with its setup as prescribed by TMphoenix.

      My work with the new POET is nearly complete and when it is finished and ironed out, it will be incorporated into this mod as well.
    8. pangoln
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      Yup, not trouble to move them in.. I just adopted 2 to test.
      They even went outside to sit, didn't see then use the dummy's.
      I just bless the bedroom and go and adopt one child then go back home to the Tardis and trigger the new home bit, then go get the next one.
      I did find on other plays, that if I left it too late into the play through, they sometime break, so best to adopt as early as possible.

      I did try to install the CK but don't think the steam version works on LE anymore from what I have been reading.
    9. Malinson
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      If you have LE, the CK comes with it; located in the same base directory. You will still have to unpack the archive scripts otherwise you will not be able to do much of anything meaningful.

  11. TheDoctor221
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    How am i suppose to change which console room is the main console room?
    1. Malinson
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      Hit the [ESC] key to get the game menu. From there, Mod Options should be on that first page. Locate the TARDIS Reborn plugin options tab.

      From there, you can change your theme as well as what your TARDIS exterior will look like. 

      DO NOT toggle the chameleon circuit option - ever; will ruin your current play requiring a re-load from an earlier save.
  12. Justuser165
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    Hi! Please, tell me about quests in that mode. There are only in TARDIS, or we can have anything else in the open world, something about  Elder Scrolls lore\Doctor's story?
    1. Malinson
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      My quests were not designed to tell a story but to fuel the imagination for your own narrative; your own idea of the Elder Scrolls and how that should fit into the backstory of your character.
    2. Justuser165
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      Understood. Thank you for answer