I've done some testing and I truly have no idea why this happens but, when I start the game with this 50% of the time there is no dialogue on the cart ride, and the other 50% of the time the dialogue starts way too early, with Lokir saying "No this can't be happening!" instead of Ralof's "Hey you, you're finally awake"
Okay, I have checked, and so far the ONLY way I have been able to replicate this issue (cart ride with no dialogue) is if I have this mod installed without the original Opening Scene Overhaul SE installed.
I haven't replicated the "No, this can't be happening!" problem yet.
Edit: I take that back. Running this mod without the original just plays the original cart scene. I haven't been able to replicate the cart ride without dialogue problem yet. Hmmm......
At this point, my best guess is there is another mod interfering with this one, either through its plugin or one of its scripts. Without more information, my only suggestion is for you two (jcrawl16 and Lowlyframewastaken) to compare modlists, see if you have any mods in common besides this one, and see if one of them is the culprit.
This* and that stabilized the opening scene for me. Even the glitch where the character goes off randomly when called forward by Hadvar. ~800 mods in my LO.
Thanks!
*For some reason, the preferred version of this patch is stable for me but with the standard version I have a lot of random CTDs while traversing Helgen. Preferred version is better anyway.
Seems like if using ASLAL, this mod has to be disabled altogether (not just unchecked from LO in MO2 right pane) when starting new game, then enabled after first save. (OSO is similar but it can be left enabled in MO2 left pane.)
This is working flawlessly for me now! Turns out I needed to load it before Immersive Camera. No idea why that fixed it but I've just gotten all the way through Helgen with no crashes/glitches three times in a row.
Glad to hear you figured out what the problem was! I was just about ready to roll up my sleeves and try to figure out why the one worked and the other didn't!
That is a strange interaction, not sure why the two would have a problem. Of course, I haven't installed Immersive Camera, so there's that. :)
Herpaderp. I said Immersive Camera but what I meant was Improved Camera -- and the issue was actually from one of its patches that edited two of the MQ101 scripts.
Managed to solve my last bug with opening scene - the character walking in the wrong direction when called up by Hadvar. Turns out it happens because of True Directional Movement headtracking.
Fix: disable TDM headtracking OR make sure to be actively looking at Hadvar when he calls you up (kind of tricky but imagine that the character will move in the direction their head is tracked)
Good news, the latest version of TDM is fully compatible with this. :)
Not sure if you noticed yet, but the original Opening Scene Overhaul mod was just taken down yesterday due to being "not supported by the author(s) and/or has issue(s) they are unable to fix yet.". I don't know if you still work on this mod as the last update was 2 years ago, but a truly standalone version of it, (HONESTLY FEEL LIKE PAYING FOR IT), free from both the original AND USSEP (please.) would likely be the best possible solution to this dilemma.
To help some people out regardless, here's the DOWNLOAD LINK (Mod manager) for Opening Scene Overhaul, since Nexus mods only hides mod pages and not download pages: https://www.nexusmods.com/skyrimspecialedition/mods/168?tab=files&file_id=10207&nmm=1
I have attempted to contact elderscrolliangamer (the original author), but when I do, I am told by the system that that user "cannot receive messages".
I know of no other way to contact the original author, and without getting permission, I really can't do anything. :(
I made this mod aged 16 and didn't enjoy the development process like at all. Fast forward to now, aged 25, and I decided to just remove it out of creative embarrassment. But I'm flattered to see people who care about OSO. So I've put it public again cos while I might loathe it, I can see other people enjoy it. As a bonus, I've put the original version 1 live again for OG Skyrim.
Hey man, could you create a patch to make Lokir dialogue make more sense? Everything in opnening secene overhaul is interesting, except the fact that lokir speaks with Ulfric using "that" or screaming as if Ulfric wasnt face to face with him... It seems that the guy who did OSO is not updating it anymore... you are our only hope...
I have always taken Lokir's shouting to be a sign of how pissed off he is. I know I've been in situations where I've been face-to-face with someone and ended up shouting because I was really mad.
As for him using "that" (I assume you mean when he says "Who's that man in the cart?"), I'm really not sure what would sound better ("Who's this guy?"?) In any case, my talents to not really extend to sound file editing beyond the very simple (splicing or removing parts of a track). If I could, I'd have made Lokir keep his reference to being from Rorikstead. :)
Yeah I see...maybe if he changed places in the cart with Ralof would be better...But I imagine that is kind of hard. But maybe with splicing you could change the ... "who's that gagged fellow..." for "who's the gagged fellow" ....maybe there are a lot of "the" in the voice files of that voice actor that maybe one of them would be in the right intonation... and maybe deleting this part of the screaming: " Hey you, Ulfric! You..." and lefting only he screaming : "Traitor! You are the reason we are here" would make more sense.
Anyway, this is just a feedback and a sugestion, you already did a lot. Thanks for everything.
I'm sorta with HALTT77 here. While it makes sense Lokir would be... irritated (to put it mildly), given that he openly blames the Stormcloaks and the war for his being caught stealing a horse (in the vanilla opening, he literally says "if it weren't for you, I could have stolen that horse and been halfway to Hammerfell"), his delivery (and the precise wording of his dialogue) comes across more like Ulfric is in the other cart and the only way Ulfric will hear Lokir at all is by Lokir screaming, rather than Ulfric sitting on the bench opposite, less than a meter away, well able to hear Lokir speaking casually (let alone shouting at top volume). His voice doesn't rise over the course of a rant, it's more like he's shouting at someone in a different cart--or if he'd instead decided to yell at Tullius that he shouldn't be lumped in with the Stormcloaks.
All that said, I completely understand that you're not currently in a position to make such edits. I honestly salute your ability to create a mod at all, since it's beyond my personal skills at present. Just wanted to throw in my two cents, so to speak.
I'm uncertain if something or someone has fixed this, but I have repeatedly encountered an issue where General Tullius decides fighting something on the road (wolves? I don't know, I can't see it and the only thing I've seen him shoot at was Ulfric), dismounting his horse in the process and never returning to his original route (or even to his horse), is the thing he should be doing, which causes a domino effect (the gate won't open without him, so everything is just... stuck forever, while he fires arrow after useless arrow at Ulfric).
I don't know what to do about this issue. I've been able to get around it to a point thanks to Alternate Start: Live Another Life, but it effectively means the vanilla start is unavailable. Does anyone have advice, or know of a mod that can help? Does the Opening Scene Overhaul fix it (thanks, by the way, to ImMildlyConfused for posting the download link, since it's currently hidden)?
My best guess is either you have had a freak occurrence (Skyrim is known to be buggy, after all), or you have another mod installed doing one (or both) of the following:
1) Adding an enemy close enough to the cart's path that it's drawing attention from General Tullius. 2) Changing a faction (either on Tullius or something nearby) which makes something nearby an enemy that formerly wasn't. 3) Changing the general's behaviour (either through a package or some other means).
Since this has happened more once, I am leaning towards it NOT being a freak occurrence. Unfortunately, my best advice to you is to start disabling mods until you can run the vanilla opening sequence without the problem. At least then you can narrow down the culprit.
I downloaded Opening Scene Overhaul and your Preferred patch package. Now everyone just hangs out next to stationary carts. It's happened twice, so...
I honestly have no idea what I've done to mess with this. On the plus side, Tullius seems to be over his issues, although the opening is still... less than functional for me.
Thanks for the tips, though!
UPDATE: I'm making progress getting this to work. Most recently, Tullius reacted to something (I heard him talking trash to an unseen enemy), but stayed his course as far as I can tell and we managed to get into Helgen... then the cart got stuck on a house, because the gate hadn't opened immediately so the carts piled up and started glitching. Turns out the "enemy" Tullius deems so utterly important... is a rabbit. Not wolves, as I had assumed (apparently others have encountered issues wherein Hadvar gets waylaid when wolves attack him during the opening), not even something triggering his AI to regard the (captive) Ulfric as an enemy (he apparently hit me by accident and was actually trying to shoot me when I thought he was shooting Ulfric), a harmless little bunny.
Would it be possible to update the accommodation of skelton mods like XP32? When Alduin shouts, player becomes frozen on the chopping block. This mod is REALLY well made, thank you for working on it!
Hi Taffer! I wonder if its possible for you to add in Unbound. Its from the OST, but not present in the actual game anywhere, nor is it amongst the music files anywhere in the CK. Given how its composed, it DEFINITELY plays as you walk up to the block and the ending of this song is the cue for Alduin's attack. Shouldn't be TOO hard to add in.
I tried doing this myself with trying to make a wav and trying to make a trigger and such for the main quest after you get told to move to the block, but to no avail as I'm not really experienced enough in quest modding and such (I have modding experience where made my Crossbow mod and am currently working on a interior mod so each Jarl has a vault full of loot for you to steal, and a mod guide), so i figured you would have better luck if this is possible to add in.
I'm not quite sure why this happens but recently (this wasn't always the case), there's some issue that makes some of the vanilla lines unvoiced (for example Ulfric's "We need to move! Now!" or Ralof's "Up through the tower! Let's go!", the scene between Torolf, Hadvar and the kid is partly voiced or the confrontation between Hadvar and Ralof). Really bothers me by now (not your fault of course) because I've been trying to fix this issue through xEdit, resolve conflicts etc. but nothing seems to help it.
I am using Alternate Start and a patch for this mod I've made myself (uploaded it to Nexus once but it was reported and hidden for some weird reason).
Hmm... been a while since I looked at this. None of the voice files included in this patch affect those lines (as far as I can tell).
My best guess is you've got some other mod that's either overwriting the sound files, or making changes to the scenes so those lines aren't playing. I'm leaning more towards the second one, since one of the issues you're having is with the scene with the kid. I'm pretty sure that scene is modified quite a bit by Opening Scene Overhaul... if it's not working properly, the scene was probably changed.
I only mention this because you mentioned using xEdit... I am a die-hard xEdit fan... never do in the CK what you can do in xEdit. :) HOWEVER, I learned the hard way, some things are a LOT easier to do in the CK than in xEdit, and Scenes are one of those things. It's a lot easier to see the flow of the scene, to find bits that conflict with one another, and to find specific parts. I doubt I ever would have solved the "Ralof is stuck in sneak mode after the bear is dead" problem without using the CK to examine the scene!
Oh yeah, I remember having to use the CK for that Alternate Start patch and fixing Ralof - until I noticed you put out a mod that already fixed a few issues with the original, thankfully. :D
So far there's not much conflict in the Quest or scenes and even if, it comes from ezPG or Cutting Room Floor which are both overwritten by the original mod and this one. That's what makes it weird to me. I also wondered if one of the updates sort of messed up the files or their naming structure, so I tried to verify the game on Steam but still nothing.
To be fair, it is a relatively minor issue and not quite related to this in particular because I remember this not appearing before. The whole thing is still very playable and this is just one of those minor "weird things" happening (the second being the Tullius gets told about the Headsman waiting quite a bit early - that's due to the carriages needing a patch to not bug out and therefore driving slower). Thank you for the patch still!
111 comments
Pls tell me you found a solution
I haven't replicated the "No, this can't be happening!" problem yet.
Edit: I take that back. Running this mod without the original just plays the original cart scene. I haven't been able to replicate the cart ride without dialogue problem yet. Hmmm......
At this point, my best guess is there is another mod interfering with this one, either through its plugin or one of its scripts. Without more information, my only suggestion is for you two (jcrawl16 and Lowlyframewastaken) to compare modlists, see if you have any mods in common besides this one, and see if one of them is the culprit.
Thanks!
*For some reason, the preferred version of this patch is stable for me but with the standard version I have a lot of random CTDs while traversing Helgen. Preferred version is better anyway.
That is a strange interaction, not sure why the two would have a problem. Of course, I haven't installed Immersive Camera, so there's that. :)
Happy you're enjoying the mod! :)
Fix: disable TDM headtracking OR make sure to be actively looking at Hadvar when he calls you up (kind of tricky but imagine that the character will move in the direction their head is tracked)Good news, the latest version of TDM is fully compatible with this. :)
To help some people out regardless, here's the DOWNLOAD LINK (Mod manager) for Opening Scene Overhaul, since Nexus mods only hides mod pages and not download pages:
https://www.nexusmods.com/skyrimspecialedition/mods/168?tab=files&file_id=10207&nmm=1
I know of no other way to contact the original author, and without getting permission, I really can't do anything. :(
As for him using "that" (I assume you mean when he says "Who's that man in the cart?"), I'm really not sure what would sound better ("Who's this guy?"?) In any case, my talents to not really extend to sound file editing beyond the very simple (splicing or removing parts of a track). If I could, I'd have made Lokir keep his reference to being from Rorikstead. :)
and maybe deleting this part of the screaming: " Hey you, Ulfric! You..." and lefting only he screaming : "Traitor! You are the reason we are here"
would make more sense.
Anyway, this is just a feedback and a sugestion, you already did a lot. Thanks for everything.
All that said, I completely understand that you're not currently in a position to make such edits. I honestly salute your ability to create a mod at all, since it's beyond my personal skills at present. Just wanted to throw in my two cents, so to speak.
Thank you for releasing the patches you did!
I'm uncertain if something or someone has fixed this, but I have repeatedly encountered an issue where General Tullius decides fighting something on the road (wolves? I don't know, I can't see it and the only thing I've seen him shoot at was Ulfric), dismounting his horse in the process and never returning to his original route (or even to his horse), is the thing he should be doing, which causes a domino effect (the gate won't open without him, so everything is just... stuck forever, while he fires arrow after useless arrow at Ulfric).
I don't know what to do about this issue. I've been able to get around it to a point thanks to Alternate Start: Live Another Life, but it effectively means the vanilla start is unavailable. Does anyone have advice, or know of a mod that can help? Does the Opening Scene Overhaul fix it (thanks, by the way, to ImMildlyConfused for posting the download link, since it's currently hidden)?
1) Adding an enemy close enough to the cart's path that it's drawing attention from General Tullius.
2) Changing a faction (either on Tullius or something nearby) which makes something nearby an enemy that formerly wasn't.
3) Changing the general's behaviour (either through a package or some other means).
Since this has happened more once, I am leaning towards it NOT being a freak occurrence. Unfortunately, my best advice to you is to start disabling mods until you can run the vanilla opening sequence without the problem. At least then you can narrow down the culprit.
I honestly have no idea what I've done to mess with this. On the plus side, Tullius seems to be over his issues, although the opening is still... less than functional for me.
Thanks for the tips, though!
UPDATE:
I'm making progress getting this to work. Most recently, Tullius reacted to something (I heard him talking trash to an unseen enemy), but stayed his course as far as I can tell and we managed to get into Helgen... then the cart got stuck on a house, because the gate hadn't opened immediately so the carts piled up and started glitching.
Turns out the "enemy" Tullius deems so utterly important... is a rabbit. Not wolves, as I had assumed (apparently others have encountered issues wherein Hadvar gets waylaid when wolves attack him during the opening), not even something triggering his AI to regard the (captive) Ulfric as an enemy (he apparently hit me by accident and was actually trying to shoot me when I thought he was shooting Ulfric), a harmless little bunny.
I tried doing this myself with trying to make a wav and trying to make a trigger and such for the main quest after you get told to move to the block, but to no avail as I'm not really experienced enough in quest modding and such (I have modding experience where made my Crossbow mod and am currently working on a interior mod so each Jarl has a vault full of loot for you to steal, and a mod guide), so i figured you would have better luck if this is possible to add in.
I am using Alternate Start and a patch for this mod I've made myself (uploaded it to Nexus once but it was reported and hidden for some weird reason).
My best guess is you've got some other mod that's either overwriting the sound files, or making changes to the scenes so those lines aren't playing. I'm leaning more towards the second one, since one of the issues you're having is with the scene with the kid. I'm pretty sure that scene is modified quite a bit by Opening Scene Overhaul... if it's not working properly, the scene was probably changed.
I only mention this because you mentioned using xEdit... I am a die-hard xEdit fan... never do in the CK what you can do in xEdit. :) HOWEVER, I learned the hard way, some things are a LOT easier to do in the CK than in xEdit, and Scenes are one of those things. It's a lot easier to see the flow of the scene, to find bits that conflict with one another, and to find specific parts. I doubt I ever would have solved the "Ralof is stuck in sneak mode after the bear is dead" problem without using the CK to examine the scene!
So far there's not much conflict in the Quest or scenes and even if, it comes from ezPG or Cutting Room Floor which are both overwritten by the original mod and this one. That's what makes it weird to me. I also wondered if one of the updates sort of messed up the files or their naming structure, so I tried to verify the game on Steam but still nothing.
To be fair, it is a relatively minor issue and not quite related to this in particular because I remember this not appearing before. The whole thing is still very playable and this is just one of those minor "weird things" happening (the second being the Tullius gets told about the Headsman waiting quite a bit early - that's due to the carriages needing a patch to not bug out and therefore driving slower).
Thank you for the patch still!