Sometimes i see chains that still look vanilla and they are broken and unusable. Like the one in Silent Moons camp or during Red Eagle quest in Sundered Towers.
You need to make sure the files of this mod are not overwritten by any other mod and esp is not above any other esp that modifies pullchains. If pullchains are not interactive, that can only happen if the meshes are overwritten or if the esp records are overwritten.
Hi ! really good mod which add immersive action, but I found an issue with Daedric Quest: Waking Nightmare ! I couldn't active the chain needed to lunch the orc poison !
Can you explain? Was the pullchain grabbable or not? Or you pulled it, but it did not activate something? Or was the pullchain not reachable? Please give details of the issue you were having.
I just encountered the the same issue in the quest. It is a grabbable chain from this mod. I was able to pull it, but the usual gear movement and activation action did not happen.
By the way, I thought I couldn't proceed with the quest because of the issue, but it somehow showed me the activation button like non-modded chain somewhere on top of the chain and I was able to click the button to activate it.
Funny issue, the mesh from this mod conflicts with JKs skyrim. The cranes in places like dawnstar and riften look pretty awful. I'm sure patches are out of the scope of this mod, but I figure I'd bring attention to this.
https://files.catbox.moe/ed8hzr.png
XJKcrainChainSnow XJKpullchain Both of those point to GenPullChain01.nif
Makes no sense to use the vanilla pullchain path for those. Kind of a problem of that mod. If you want to make a patch, you can simply copy the vanilla meshes from bsa's to some other directory and point the meshes used in jk's skyrim to that path I guess.
That was my thought as well, which is why I thought it was funny. Those cranes are really cobbled together when you inspect them up close. Almost tempted to remove them instead of patching them. Anyway, I planned on taking a look at it myself when I got the chance, just wanted to run it by you guys & give a point of reference for people who are having the same issue. Thanks
Seems to be incompatible with something in my list - I have the latest version of this mod, BOS, and HIGGS. My guess is that it's SMIM (I think it's the only thing I have in the list that's making changes to objects) - I've tried putting this after everything in the load order, but it's as if the chains don't exist; can't grip them, hands go straight through.
(Oddly they're positioned lower with this mod enabled so it's doing something. Not sure if the repositioning is meant to happen, but if it is can you also make it optional - pulling them down when they're at waist level is awkward!)
Just wanted to let you know that in Volkihar Keep, there is some odd placement of pull chains.
If you enter through the side entrance and continue through to Valerica's study, you will see one pull chain half stuck in a wall, and one behind a gargoyle that is so high up you have to jump to grab it.
Yeah, vanilla game pullchains are not placed for grabbing, just activation. It would need adjustment one by one to fix those placements. If you find one that's out of reach, you can use higgs gravity pull on it.
Love this mod and how immersive it is. Wanted to let you know about a bug/interaction I found.
In Dead Man's Respite (mini dungeon), during a Bardic College quest (Tending the Flames) you run into a ghost that you follow through the complex. After following him twice, you come to a rotating door with a pull chain. When you pull the chain, the rotating door opens and the ghost you see beyond is then supposed to move forward through a closed door at the far end. You solve a little puzzle with the doors and advance. You need the ghost to move through all his actions because unseals a door later that is the only exit out and helps fight a army of undead and Olaf. (But you really just need him to open the door and trigger the Olaf fight).
The problem is, when you use the pull chain, the door opens, but the ghost doesn't move forward. There must be some trigger tied to that specific pull chain that cause the ghost to move forward again. I tried various console commands to move the quest forward, pushing, pulling the ghost, and hitting him. Nothing worked until I loaded a save before I entered with Interactive Pullchains VR disabled. Advanced through it all and at the rotating door, the 'normal version' pull chain did cause him to move onwards and I was able to complete the dungeon and quest.
Just wanted to make you aware.
The quest id is "MS05" and you get it from starting the Bardic College quest line in Solitude.
This was in MGO 3.5.5 which has version 1.0.2 of your mod baked in.
You need to use the latest version. The issue you mention (Vanilla scripted activations not firing) is fixed since version 1.0.3.
I see you mention that you tried 1.0.4 again and it didn't work for you in MGO discord, but it's possible you had an earlier version of this mod's script baked in your save which prevents you from updating the mod's script correctly.
I'll try to reproduce it myself by advancing that quest manually using the console to confirm it's working or not
If it works for me, you'd just have to use clean save method to update the mod. If it doesn't, I'll fix it.
I tried myself with 1.0.4 and can confirm that the mod works correctly for activating the quest events. Ghost follows me through all the doors and opens the sealed door in the end as well for the Olaf fight.
So I suggest the clean save method:
Disable the mod in your mod list
Launch the game without the mod.
Ignore the warning about missing esps
Save and quit the game (At this point you have a 'clean save')
Install updated version of the mod and enable it in your mod list again.
Launch the game and load the save from step 4
You can also consider using Resaver on your save from step 4 to make sure your save file doesn't have any records related to the removed file.
86 comments
Sometimes i see chains that still look vanilla and they are broken and unusable. Like the one in Silent Moons camp or during Red Eagle quest in Sundered Towers.
Looks like smim interfered with the mod.If pullchains are not interactive, that can only happen if the meshes are overwritten or if the esp records are overwritten.
Was the pullchain grabbable or not?
Or you pulled it, but it did not activate something?
Or was the pullchain not reachable?
Please give details of the issue you were having.
By the way, I thought I couldn't proceed with the quest because of the issue, but it somehow showed me the activation button like non-modded chain somewhere on top of the chain and I was able to click the button to activate it.
https://youtu.be/C7XB6FHoIgw?feature=shared&t=1065
https://files.catbox.moe/ed8hzr.png
XJKcrainChainSnow
XJKpullchain
Both of those point to GenPullChain01.nif
Anyway, I planned on taking a look at it myself when I got the chance, just wanted to run it by you guys & give a point of reference for people who are having the same issue.
Thanks
(Oddly they're positioned lower with this mod enabled so it's doing something. Not sure if the repositioning is meant to happen, but if it is can you also make it optional - pulling them down when they're at waist level is awkward!)
Just wanted to let you know that in Volkihar Keep, there is some odd placement of pull chains.
If you enter through the side entrance and continue through to Valerica's study, you will see one pull chain half stuck in a wall, and one behind a gargoyle that is so high up you have to jump to grab it.
https://i.ibb.co/b5GJqZQj/20250408191601-1.jpg
https://i.ibb.co/XxMJmjTP/20250408192527-1.jpg
In Dead Man's Respite (mini dungeon), during a Bardic College quest (Tending the Flames) you run into a ghost that you follow through the complex. After following him twice, you come to a rotating door with a pull chain. When you pull the chain, the rotating door opens and the ghost you see beyond is then supposed to move forward through a closed door at the far end. You solve a little puzzle with the doors and advance. You need the ghost to move through all his actions because unseals a door later that is the only exit out and helps fight a army of undead and Olaf. (But you really just need him to open the door and trigger the Olaf fight).
The problem is, when you use the pull chain, the door opens, but the ghost doesn't move forward. There must be some trigger tied to that specific pull chain that cause the ghost to move forward again. I tried various console commands to move the quest forward, pushing, pulling the ghost, and hitting him. Nothing worked until I loaded a save before I entered with Interactive Pullchains VR disabled. Advanced through it all and at the rotating door, the 'normal version' pull chain did cause him to move onwards and I was able to complete the dungeon and quest.
Just wanted to make you aware.
The quest id is "MS05" and you get it from starting the Bardic College quest line in Solitude.
This was in MGO 3.5.5 which has version 1.0.2 of your mod baked in.
I see you mention that you tried 1.0.4 again and it didn't work for you in MGO discord, but it's possible you had an earlier version of this mod's script baked in your save which prevents you from updating the mod's script correctly.
I'll try to reproduce it myself by advancing that quest manually using the console to confirm it's working or not
If it works for me, you'd just have to use clean save method to update the mod. If it doesn't, I'll fix it.
I'll let you know.
So I suggest the clean save method:
- Disable the mod in your mod list
- Launch the game without the mod.
- Ignore the warning about missing esps
- Save and quit the game (At this point you have a 'clean save')
- Install updated version of the mod and enable it in your mod list again.
- Launch the game and load the save from step 4
You can also consider using Resaver on your save from step 4 to make sure your save file doesn't have any records related to the removed file.