Hi, I believe that your fix to FSMQ06ReturnScene [SCEN:XX05861B] [ACHR:XX058620] (places FSMQ06WoundedBandit [NPC_:XX05861C] in GRUP Cell Persistent Children of [CELL:XX023974] (in Falskaar "Falskaar" [WRLD:XXA1CF42]) at -12,-13) could be inaccurate. I don't know what's trying to fix exactly, but you change the actorbase BanditBase property object to a reference, and make the bandit reference always enabled while the script enables it while the scene is running. Adding the script source so you can have a look at it, if you wish.
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scriptName FSKR_SF_FSMQ06ReturnScene_0105861B extends Scene hidden
actor property Thorlogh auto actor property Agnar auto objectreference property Dest auto actor property BanditRef auto objectreference property Ulgar auto actorbase property BanditBase auto idle property IdleWounded auto idle property ReadIdle auto idle property IdleSalute auto book property HeartBook auto objectreference property Svegard auto
function Fragment_15(ReferenceAlias akAlias)
game.GetPlayer().RemoveItem(HeartBook as form, 1, false, none) endFunction
It's not a fix. It's just a workaround, to make sure that one of the scenes will be played correctly. Sometimes that bandit didn't appear and you had no possibility to continue the quest.
I would also like this esp back or some other fix for it.
edit: Apparently it is still in the manual download so I just added it to my "Falskaar - Addons and Patches" folder and it worked. I am going to assume it works fine but I don't know.
It's an easy fix, the fomod needs to be adjusted: Extract from the archive ModuleConfig.xml (just move it with drag and drop to your desktop) -> open (edit) with Notepad++ or your standard text editor -> paste this right beneath <plugins order="Explicit">
You can simply manually download the mod and place the fast travel folder in your data folder. Don't simply place the .esp file though. You need to also place the scripts folder. Hopefully that helps!
The lack of the removed ESPs are causing a continuous CTD upon trying to load as it wasn't a clean game save. I don't suppose the removed ESPs can be added a misc files?
After the quest of power wisdom in the main quest After the meeting is over and then we have to go to the place called Viza Muntsted Ask the monk to ask him, but there is a quest to ask him To summarize, the wisdom of power does not go over to the next quest after completing the quest. Thank you.
Hmm - not getting the iNeed water sales happening (yet). But I'll give it a chance - they might kick in. Very handy mod meanwhile and thank you! Update - nope still no iNeed water...
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Development: ENDED
Support: ENDED
I'm not using Falskaar anymore, so don't expect updates or new patches any time soon.
FINAL VERSION
-1.6-
***
Compatible list:
Compatible || Semi-Compatible || Incompatible
Everything should be compatible.
I do not see it referenced in the bugs plugin anymore but it gets installed...
Thanks!
Thx for fixing stuf, the original mod author didn't fixed!
100+ Mods active for me so it should work for most mods on Nexus!
FSMQ06ReturnScene [SCEN:XX05861B]
[ACHR:XX058620] (places FSMQ06WoundedBandit [NPC_:XX05861C] in GRUP Cell Persistent Children of [CELL:XX023974] (in Falskaar "Falskaar" [WRLD:XXA1CF42]) at -12,-13)
could be inaccurate.
I don't know what's trying to fix exactly, but you change the actorbase BanditBase property object to a reference, and make the bandit reference always enabled while the script enables it while the scene is running.
Adding the script source so you can have a look at it, if you wish.
scriptName FSKR_SF_FSMQ06ReturnScene_0105861B extends Scene hidden
actor property Thorlogh auto
actor property Agnar auto
objectreference property Dest auto
actor property BanditRef auto
objectreference property Ulgar auto
actorbase property BanditBase auto
idle property IdleWounded auto
idle property ReadIdle auto
idle property IdleSalute auto
book property HeartBook auto
objectreference property Svegard auto
function Fragment_15(ReferenceAlias akAlias)
game.GetPlayer().RemoveItem(HeartBook as form, 1, false, none)
endFunction
function Fragment_9(ReferenceAlias akAlias)
BanditBase.SetEssential(false)
endFunction
function Fragment_12(ReferenceAlias akAlias)
Thorlogh.PlayIdle(ReadIdle)
endFunction
function Fragment_11(ReferenceAlias akAlias)
(Svegard as actor).MoveTo(Dest, 0.000000, 0.000000, 0.000000, true)
(Ulgar as actor).MoveTo(Dest, 0.000000, 0.000000, 0.000000, true)
Thorlogh.MoveTo(Dest, 0.000000, 0.000000, 0.000000, true)
Agnar.MoveTo(Dest, 0.000000, 0.000000, 0.000000, true)
BanditRef.Enable(false)
BanditBase.SetEssential(true)
utility.Wait(1.00000)
(BanditRef as actor).PlayIdle(IdleWounded)
endFunction
function Fragment_14(ReferenceAlias akAlias)
(Ulgar as actor).PlayIdle(IdleSalute)
endFunction
If I'm wrong, sorry for wasting your time.
non-applicable
Skyrim version 1.580
edit: Apparently it is still in the manual download so I just added it to my "Falskaar - Addons and Patches" folder and it worked. I am going to assume it works fine but I don't know.
Extract from the archive ModuleConfig.xml (just move it with drag and drop to your desktop) -> open (edit) with Notepad++ or your standard text editor -> paste this right beneath <plugins order="Explicit">
<plugin name="Fast Travel ">
<description>ESPLite plugin (ESPs with the ESL flag).</description>
<files><folder source="01_travel_esl" destination="" priority="0"/>
</files>
<typeDescriptor>
<type name="Optional"/>
</typeDescriptor>
</plugin>
save -> move it back into the archive (drag and drop) -> load the mod in to your mod organizer and install.
Is it a big deal? Does it need a compatibility patch?
After the meeting is over and then we have to go to the place called Viza Muntsted
Ask the monk to ask him, but there is a quest to ask him
To summarize, the wisdom of power does not go over to the next quest after completing the quest. Thank you.
Update - nope still no iNeed water...