Needs a patch: -------------- At your own pace (that will be a challenge to patch) producers of skyrim there is no umbra (***need QF_DA03 source file to patch***) Wintersun (no source files..)
Thanks for your patience as your humble mod labourer worked tirelessly to attempt to resolve quest startup / dialogue bugs. Download 1.4.2 and add the CFTO patch if you use Carriage and Ferry Travel Overhaul.
First, thanks again for all your help! Another question, can I stop the Wayfinder quest somehow in the same save for when I start playing "Beyond Reach" (or DLC locations), and re-enable in Skyrim?
Wayfinder can be installed at any time. I'd install after back in Skyrim. In general, my mod should do nothing when in locations not covered yet (Solstheim, Beyond Reach e.g.) and will just add map markers as a failsafe when the locations aren't found in Wayfinder's system. Where it might be annoying (until I set up a check for what worldspace the player is in) is having dialogue options for locations the npcs will know nothing about because of their distance from the location. ie. "I'm looking for directions to a cave" might show up for a tavern owner in solstheim if they have a certain voicetype. Above all, the problem of e.g. stopping the quest is that the scripts (for various patches you may have installed for Wayfinder) will have wayfinder edits to them that will e.g. preclude a map-marker being added.
Sorry for dumping you with questions. Now, I am having trouble hiding my quest markers. I can ask for directions, start the wayfinder quest, write down directions in my book, but I can't hide my quest markers. If I activate a quest, the marker places down even if I haven't been there before.What can I do to troubleshoot this time? I have all your recommended mods, except for "Helps to Have a Map".
Just to clarify - you mean you're referring to map markers not quest markers, right ? This mod does nothing re: quest markers, which can be (and it's what I do) turned off in skyrim settings. If you meant map marker, there are a couple of possibilities. Which quest is it ? It's possible some mod is changing vanilla quest scripts and is over-writing my scripts. So, yeah, which quest ?
Just for background, when I made this mod for myself, I only patched conflicts I had in my load order (only 5 or 6). I then got well practiced in looking at mod organizer 2's data page, looking for script conflicts and seeing Wayfinder was winning those conflicts.
Ah yeah, I meant map markers. I've only tried with the quest Amren gives you to retrieve his sword in a random location. I haven't tried any other quests yet.
How can I use mo2's data page to make sure Wayfinder is winning conflicts? I would love to know! Or if you know about a video/guide or something.
Click on Data (between Archives and Saves) on the right side of the MO2 page. Then open the 'scripts' folder. Click on 'conflicts only' checkbox on the bottom, then sort by name, mainly looking for scripts starting in QF. If something comes up in red, something is being overwritten. Hover the mouse on the entry and it shows which mod is winning the conflict. "Also in" refers to the losing script. E.g. when installing patches for my mod, the associated scripts will show up here in red and hovering over them should show the mods they're winning the conflict with.
My mod definitely covers 'favor204' quest (Amren's). Either it's another mod overwriting OR you were sent to a location not YET covered by my mod. At the moment Wayfinder only covers vanilla skyrim locations + easierrider's dungeons (skyrim) and Hammet's dungeons.
Thanks for the detailed explanation on the data tab! I've found that many of Wayfinder's scripts are being overwritten by AYOP - Companions, with a couple from AYOP - College of Winterhold, AYOP - College Quest Expansion Patch, and AYOP - Main Quest. Mostly Companions tho. Should I let Wayfinder overwrite all AYOP? Or should I keep it this way? Since I know you mentioned in the description to let mods without patches win the conflicts.
Got it. I'll keep it this way. Although I did try, and my map marker still showed up. Do you know what else I can try? But I guess until I can figure it out, I can just not activate the quest in my journal lol.
great mod! i am having trouble starting this mod. quest markers keep appearing, and i can't ask the carriage driver for directions. what can i do to troubleshoot? thanks!
Ok, I've tried that the newest version, but I still can't ask carriage driver for directions. Is it because of "At Your Own Pace"? I've let AYOP overwrite Wayfinder. What else can I do to troubleshoot? Thank you again!
AYOP patch is done and will be in next (major) release. But that shouldn't affect my mod from starting up. Dialogue with (selected) npcs including the carriage driver re: asking for directions, should work regardless. Two possibilities if you're using 1.4.1: 1) make sure you have skse installed and working properly and 2) try a save-reload and try asking the carriage driver again.
That's great! I've tried save-reload but that did not work either. I have an older skse version that works for skyrim version 1.6.640.0. Is the latest skse version compatible with 1.6.640.0? Or, do I need to update my skyrim to the latest version to use the latest skse version?
I'm on 1.6.640 - so no, you definitely don't need to update to the latest. After talking to the carriage driver you should see 'I'm looking for some directions' as an option. If this isn't occurring, we should verify that the quest has started. In the console, try 'sqv csbmagellanquest02id'. The quest should be started (and at stage 0) before you talk to the CD and then after the first time you talk, the stage should be at 1. Check both and let me know what you get.
Thanks for another suggestion. The quest is enabled and running, but the state remains at 0 even after I talk to the CD, and I still do not get a "looking for directions" option. Could it be my dialogue mods such as RDO, "More to Say", etc. Or could it even be CFTO (Carriage and Ferry Travel Overhaul) interfering?
You could try disabling those mods and starting a new game and testing, but I doubt they're a problem--unless they change the carriage driver's voicetype. If disabling resolves the problem, let me know.
I've also uploaded a test version in the optional section--let me know if that changes things for you.
Disabling CFTO let's the "look for direction" option appear. I've tried with the test version and CTFO too, but I could not get that to work either. I've made sure (at least I think) to load Wayfinder after CFTO to see if that helps, but that didn't help either. I found this info on a sticky post from CFTO's mod page that might be helpful:
I think it's because my CDs have been replaced with different ones when using CFTO, so when I go to talk to them, I'm not talking to the CDs that your mod changes. So, CFTO's Bjorlam is not the same as Wayfinder's (Vanilla) Bjorlam lol. What do you think?
Thanks a lot for looking at this. You're totally correct. CFTO blocks the dialogue--which is very odd given that my dialogue conditions just checks if the npc is in the carriage driver faction. As far as I can see this mod doesn't change that. I'll have a look at this and have a patch as soon as I figure it out. Thanks again - CFTO is obviously a very popular mod so really worth resolving.
This sounds really great. I haven't played Morrowind very much but I've played it enough to appreciate the journal type Quest system. No magic map markers. No compass.
Will this work with Skyrim VR? I'm thinking that probably a paper map mod wouldn't work out. I don't know but I don't think that you can get rid of the satellite view map when playing in VR.
If it won't work for VR at all, well, good work anyway. I'm sure many many steadfast adventurers will enjoy it.
I honestly don't know how the VR version works. But given how this mod functions, I'd be surprised if it wasn't totally compatible. Oh - you can't use paper-style maps with VR ? I mean, it's not a biggie--it just means a very small number of the directions that include names of ponds or rivers etc. may not be as understandable without a good map's annotations.
Is there a way to make this a framework for better compatibility? I've never played Morrowind, but always had the feeling an open world navigation design of that nature would suit Skyrim better. Thanks a lot for this and keep the good work!
I'm only a hair's-breadth over midwit capabilities. But, yes, patching added locations and just in general patching script conflicts is indeed the challenge with a mod like this (or Even Better Quest Objectives). The thing to bear in mind is that as long as Wayfinder is overwritten by conflicting mods, the downside of the conflicts aren't catastrophic at all.
Hello, having an issue when asking directions. I ask a carriage driver for directions, he gives me the notebook, and I receive the quest. Then, I ask for directions to a location (example: asking the Whiterun carriage driver about Riverwood) but the book is empty. This is the same for other NPCs I have tried and other locations.
I dismantled my modlist, even down to where it was only Wayfinder active in MO2 and reinstalling SKSE, and the notebook was still not being updated. Testing was tried on new games.
Any idea what the issue could be?
Thanks for any help, looking forward to using the mod.
SKSE is listed as a required mod--do you have that installed ?
edit: ah, I see you re-installed SKSE. I wonder if it's a version issue. I'll look into that. But if the quest is running and the dialogue is showing up normally, then I'd bet it's about SKSE. The mod uses the SKSE function setname.
edit 2: I tried using a profile with only wayfinder, address library , skse. Directions worked fine.
Running Skyrim -1170, I tried reinstalling SKSE again, using version 2.2.6. Disabled all mods besides Wayfinder, but alas, there are no directions in the notebook. Also tried redownloading Wayfinder, and restarting my PC.
The only other things modifying my game with all the mods disabled (that I can think of) are ENB and the Skyrim INI files. Do you think one of the INI settings could somehow cause this issue?
Besides these two things, I suppose I chalk it up to a hardware issue.
When you download skse, there should be a folder containing .pex files that you have to drop into a particular folder on your system. You've done that ? It's possible skse is installed properly, but can't access its scripts.
Yes, I just tried installing SKSE again. skse64_loader.exe and skse64_1_6_1170.dll are in the root folder, alongside SkyrimSE.exe. As for the scripts, I copied the entire data folder from the SKSE archive to my root folder, overwriting all previous files. I also tried copying just the .pex files, and dropping them into Skyrim Special Edition\Data\Scripts, again overwriting what is already there.
Sorry, I guess this has turned into a "How to install SKSE" tutorial.
Hello, I just wanted to come back and provide an update. I tried the 1.4.1 version of the mod, and for some reason it works now. I also tried to use the 1.3.5 version of the mod to see if it was an issue with my modlist somehow, but that version still does not work. Thanks for the mod, its fantastic :)
I really appreciate your coming back and updating me on this. I think I found and fixed a very weird issue in the latest that may resolve the problem for many users. The really strange thing is that the previous version worked perfectly for me. Thanks again !
That's definitely possible to do. I avoided it because I wanted to create a game loop that involves having to do some level of work to find the npcs who would know where locations of a given type are. One npc with directions to everywhere feels a bit too wikipedia page to me and not very well integrated in the world or balanced.
But I'm open to the idea as a possible version in the future.
Oh, I was thinking they meant "a version that lets you find followers," like you ask locals "Do you know anyone around here who wants to go adventuring/needs a companion/needs a job?" which would be neat but pretty unrelated, I guess! XD
85 comments
Spoiler: Show
Needs a patch:
--------------
At your own pace (that will be a challenge to patch)
producers of skyrim
there is no umbra (***need QF_DA03 source file to patch***)
Wintersun (no source files..)
Sorry for dumping you with questions. Now, I am having trouble hiding my quest markers. I can ask for directions, start the wayfinder quest, write down directions in my book, but I can't hide my quest markers. If I activate a quest, the marker places down even if I haven't been there before.What can I do to troubleshoot this time? I have all your recommended mods, except for "Helps to Have a Map".
Just for background, when I made this mod for myself, I only patched conflicts I had in my load order (only 5 or 6). I then got well practiced in looking at mod organizer 2's data page, looking for script conflicts and seeing Wayfinder was winning those conflicts.
How can I use mo2's data page to make sure Wayfinder is winning conflicts? I would love to know! Or if you know about a video/guide or something.
My mod definitely covers 'favor204' quest (Amren's). Either it's another mod overwriting OR you were sent to a location not YET covered by my mod. At the moment Wayfinder only covers vanilla skyrim locations + easierrider's dungeons (skyrim) and Hammet's dungeons.
I'm on 1.6.640 - so no, you definitely don't need to update to the latest.
After talking to the carriage driver you should see 'I'm looking for some directions' as an option. If this isn't occurring, we should verify that the quest has started. In the console, try 'sqv csbmagellanquest02id'. The quest should be started (and at stage 0) before you talk to the CD and then after the first time you talk, the stage should be at 1. Check both and let me know what you get.
I've also uploaded a test version in the optional section--let me know if that changes things for you.
I think it's because my CDs have been replaced with different ones when using CFTO, so when I go to talk to them, I'm not talking to the CDs that your mod changes. So, CFTO's Bjorlam is not the same as Wayfinder's (Vanilla) Bjorlam lol. What do you think?
Will this work with Skyrim VR? I'm thinking that probably a paper map mod wouldn't work out. I don't know but I don't think that you can get rid of the satellite view map when playing in VR.
If it won't work for VR at all, well, good work anyway. I'm sure many many steadfast adventurers will enjoy it.
Thanks !
I dismantled my modlist, even down to where it was only Wayfinder active in MO2 and reinstalling SKSE, and the notebook was still not being updated. Testing was tried on new games.
Any idea what the issue could be?
Thanks for any help, looking forward to using the mod.
SKSE is listed as a required mod--do you have that installed ?edit: ah, I see you re-installed SKSE. I wonder if it's a version issue. I'll look into that. But if the quest is running and the dialogue is showing up normally, then I'd bet it's about SKSE. The mod uses the SKSE function setname.
edit 2: I tried using a profile with only wayfinder, address library , skse. Directions worked fine.
Running Skyrim -1170, I tried reinstalling SKSE again, using version 2.2.6. Disabled all mods besides Wayfinder, but alas, there are no directions in the notebook. Also tried redownloading Wayfinder, and restarting my PC.
The only other things modifying my game with all the mods disabled (that I can think of) are ENB and the Skyrim INI files. Do you think one of the INI settings could somehow cause this issue?
Besides these two things, I suppose I chalk it up to a hardware issue.
Thank you for helping me.
No prob !
Sorry, I guess this has turned into a "How to install SKSE" tutorial.
But I'm open to the idea as a possible version in the future.