I also get this long after I took the helmet away, and getting it off from the inventory. If I recall correctly, I broke one of the Arbiter helmets I got, to learn the Operators Will enchantment, and applied it to some armor I use. Don't know if this is what causes the effect to trigger. To take it away, temporarily, I search for the imod causing it (with 'help imod', on console), get the ID for the 000FCArbiterHelmetImod (usually the first of the list), and the use 'rimod <IMOD ID>'. 'Sisme 0' doesn't always work. It would be great to have this fixed.
Great mod, lots of fun and ways to complete it. I however came across one issue that I believe not to be covered in the bugs section. I noticed after completing the quest and leaving the music will continue to play, even over the standard games music. It stops when I enter combat but after that it continues again. I tried to quicksave then quickload, but this didn't help.
I am on the most current version, and a reboot of the game has not resolved it.
As the music shares the same composer with Legacy of the Dragonborn, it could be a conflict. EDIT: FOUND A PATCH FOR IT IN MODS THAT REQUIRE THIS MOD. Though, would be handy if this got implemented by the team. https://www.nexusmods.com/skyrimspecialedition/mods/54019
After going into the palace, every time I encounter a burned horror the game completely freezes. I am running quite a few mods, but I cant think of anything that would cause this.
Any Horror in the Abandoned Palace, or even the Skeever's just have a guaranteed chance to crash my game, and while I also have a load of other mods on at the time of play, I just... don't get what'd make these enemies specifically lock my game up.
I had to step away from the game, so I saved and quit, and now whenever I load any save that was in the forgotten city, a few seconds later it acts like I killed the jarl and sends me back forward in time. Is there any way to fix this?
I found two bugs that I think are worth mentioning. Spoilers ahead. 1 - Altrius dissappered in the arbiter helmet ending. We just leave the underground tunnel and he just isn't there anymore. Taking the elevator reveal Casia in the script waiting for him show up to talk to. 2 - If you free the slave while wearing the immaculate armor, go back to the true timeline, but instead of taking the pipe, you go down into the city and enter the tunnel, you can find the arbiter, who still talk as if you're from the future. You can go through the dialoge, after which you will be teleported to the statue, this time Altrius isn't' there. I didn't go deeper than this so I don't know if this is planned as a third ending or a bug.
Crashing in the abandoned palace at the locked gate straight ahead after grabbing the gauntlets. Very consistent, only happens when activating the door or, strangely, opening the console.
Came Across Something: Game Crashes on entering the Forgotten Ruins to meet Cassia for the first time. I have tried removing mods, animation mods, everything to no evail. unable to even start the mod at all: Every time i do i get this in my script log:
[ (0005A2DC)].Actor.GetAnimationVariableInt() - "<native>" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [05/04/2023 - 09:43:11PM] error: (000C24BA): cannot fetch variable named FNISaa_shout of type int, returning 0. stack: [ (000C24BA)].Actor.GetAnimationVariableInt() - "<native>" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ? [Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line ? [05/04/2023 - 09:43:25PM] VM is freezing... [05/04/2023 - 09:43:25PM] VM is frozen [05/04/2023 - 09:43:25PM] Saving game... [05/04/2023 - 09:43:27PM] VM is thawing...
no idea whats going on. addition, i have indeed played this before with no problems at all till coming back to skyrim from years ago.
I came across a new bug, and nothing has resolved it.
When getting the looter quest, only exactly 2 looters will spawn. No more.
I have tried:
>TCLing up the shaft to see where they are at. >TCLing up the shaft, exiting to skyrim, and coming back in. >Resetting to a save prior to the looter quest activation. >Setstage 000FCQuest02 700 >Setstage 000FCQuest02 710 >Re-entering the Main Area and entering the Entrance Area again. >Doing the former multiple times. >Resurrecting one or both of the Looters and killing them again. >Letting a looter enter the city and then killing them before entering the Entrance Area again. >Setobjectivecompleted 000FCQuest02 710 1 >Setobjectivecompleted 000FCQuest02 700 1
NONE of these solutions worked. The only solution I haven't tried is resetting to a save before even entering the Forgotten City... Which, if I have to do that? No, I'm not playing this modded campaign at that point; the save before is a whole hours worth of progress.
REPORT BUGS HERE (157 comments)
If I recall correctly, I broke one of the Arbiter helmets I got, to learn the Operators Will enchantment, and applied it to some armor I use. Don't know if this is what causes the effect to trigger.
To take it away, temporarily, I search for the imod causing it (with 'help imod', on console), get the ID for the 000FCArbiterHelmetImod (usually the first of the list), and the use 'rimod <IMOD ID>'. 'Sisme 0' doesn't always work.
It would be great to have this fixed.
I am on the most current version, and a reboot of the game has not resolved it.
As the music shares the same composer with Legacy of the Dragonborn, it could be a conflict.
EDIT: FOUND A PATCH FOR IT IN MODS THAT REQUIRE THIS MOD.
Though, would be handy if this got implemented by the team. https://www.nexusmods.com/skyrimspecialedition/mods/54019
After killing the jarl and escaping with altrius, he is not in the room to talk to his sister, i cannot complete the quest. Fixes?
1 - Altrius dissappered in the arbiter helmet ending. We just leave the underground tunnel and he just isn't there anymore. Taking the elevator reveal Casia in the script waiting for him show up to talk to.
2 - If you free the slave while wearing the immaculate armor, go back to the true timeline, but instead of taking the pipe, you go down into the city and enter the tunnel, you can find the arbiter, who still talk as if you're from the future. You can go through the dialoge, after which you will be teleported to the statue, this time Altrius isn't' there. I didn't go deeper than this so I don't know if this is planned as a third ending or a bug.
SPOILERS BELOW.
Problem now is that the Arbiter also causes this crash. Seems to be a problem with Furry Age of Skyrim, at least, that's my best guess.
Added the Arbiter's helmet to my inventory to avoid combat and do what I would have done anyway. It worked. Good ending :)
I have tried removing mods, animation mods, everything to no evail. unable to even start the mod at all: Every time i do i get this in my script log:
[ (0005A2DC)].Actor.GetAnimationVariableInt() - "<native>" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[Active effect 5 on (0005A2DC)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[05/04/2023 - 09:43:11PM] error: (000C24BA): cannot fetch variable named FNISaa_shout of type int, returning 0.
stack:
[ (000C24BA)].Actor.GetAnimationVariableInt() - "<native>" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.GetAnimVar() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.SaveFNISData() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.Restyle() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.onBeginState() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.GotoState() - "ActiveMagicEffect.psc" Line ?
[Active effect 5 on (000C24BA)].XPMSEWeaponStyleScaleEffect.OnEffectStart() - "XPMSEWeaponStyleScaleEffect.psc" Line ?
[05/04/2023 - 09:43:25PM] VM is freezing...
[05/04/2023 - 09:43:25PM] VM is frozen
[05/04/2023 - 09:43:25PM] Saving game...
[05/04/2023 - 09:43:27PM] VM is thawing...
no idea whats going on.
addition, i have indeed played this before with no problems at all till coming back to skyrim from years ago.
When getting the looter quest, only exactly 2 looters will spawn. No more.
I have tried:
>TCLing up the shaft to see where they are at.
>TCLing up the shaft, exiting to skyrim, and coming back in.
>Resetting to a save prior to the looter quest activation.
>Setstage 000FCQuest02 700
>Setstage 000FCQuest02 710
>Re-entering the Main Area and entering the Entrance Area again.
>Doing the former multiple times.
>Resurrecting one or both of the Looters and killing them again.
>Letting a looter enter the city and then killing them before entering the Entrance Area again.
>Setobjectivecompleted 000FCQuest02 710 1
>Setobjectivecompleted 000FCQuest02 700 1
NONE of these solutions worked. The only solution I haven't tried is resetting to a save before even entering the Forgotten City... Which, if I have to do that? No, I'm not playing this modded campaign at that point; the save before is a whole hours worth of progress.