Skyrim Special Edition

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Enodoc

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Enodoc

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73 comments

  1. megnoeu
    megnoeu
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    Hi Enodoc!

    I was checking for conflicts in xEdit, and I saw 2 of my mods load after some of Location edits of your mod. As I don't know how the game treats these records, like "ACSR - Actor Cell Static Reference (aligned)" or "ACID - Actor Cell Marker Reference (aligned)" etc, I wonder if this would be a problem?

    Are these records loaded into the game from only the last plugin, or do they get combined on runtime?

    Sorry, I couldn't find any info online.
    1. Enodoc
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      I think xEdit shows those as benign conflicts (white text)? So IIRC that implies they would get resolved at runtime. From what I remember, the actual data for Actor Locations is stored in the Actor record, rather than the Location record.
    2. megnoeu
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      Thank you for clarification. Correct, they are white. That's a relief!
  2. toby861
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    Greetings again. I have discovered that Finale Sieges has a minor incompatibility with Immersive Citizens - AI Overhaul regarding Brunwulf, which is the reason he didn't become jarl naturally and, in turn, Eastmarch didn't become pro-Imperial. This is easily fixed by loading Finale Sieges after Immersive Citizens. Thought it'd be best to inform you of this.
    1. Enodoc
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      Okay great, thanks for the update!
  3. grimmbros1214
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    I have an issue right off the bat: as you approach Solitude, at the archway through the first city wall on your way to the main door, there is now an iron gate, but it won’t open. It shows “E Open Door” when you hover over it, but the gate is unresponsive. I’ve even tried using console commands to unlock and even disable it but nothing happens. Is this a known issue? Any idea what might be wrong?
    1. Enodoc
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      This is the new "Open the Exterior Gate" objective. There should be a ladder around to the left. (Not sure how to remove the Interact prompt...)
    2. grimmbros1214
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      Ah, got it. I went searching for the ladder and still couldn't find it, but I immediately suspected the small building added for the Solitude terminus station by the Clockwork mod. Sure enough, it was blocking the bottom half of the ladder and I had to use "tcl" to get to the exposed upper half. However when I used it, it brought me back down to the bottom, I'm assuming because using it up at that height counted as being at the top, so I just used tcl to get the rest of the way above the parapet.
  4. lenova
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    Hello,
    Thank you for this mod. is it compatible with Military Camps Begone ?
    I'd like to use "Military Camps Begone", "Serious Civil War Finale Sieges" and "After the Civil War - Siege Damage Repairs" in my next Playthrough
    1. Enodoc
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      Should be fine. What I'm hoping to do at some point is add some proper objectives to the vague requests of the Generals after the final battle to "clear out the military camps in the hills", so I have barely touched the camps yet in any of my mods. (Although those objectives will likely be based on the functionality of Civil War Aftermath, rather than the one you mention.)
  5. toby861
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    Greetings. I have an issue where after winning the war on the Imperial side Windhelm, Fort Amol, Kynesgrove, and Darkwater Crossing don't update to replace the guards with Imperial soldiers, instead they remain as Stormcloaks. Along with that Brunwulf doesn't become jarl, though Captain Lonely-Gale becomes the new steward. I don't use any mods that make changes to the listed locations, and the only civil war mod I use is Open Civil War. I don't know if the same issue happens with Solitude, Fort Hraggstad, and Dragon Bridge not having Stormcloaks replace the usual guards, but I'm assuming it does.
    1. Enodoc
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      What do the flags on the war map table say? You also need to make sure you stay out of the hold for a few days to allow the script to run; let me know if it still hasn't worked after that!

      I don't edit the script that changes ownership though, so if it doesn't work after a few days, my best suggestion would be to reload a save from before the battle and try again.
    2. toby861
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      Thanks for the reply. On the war map Windhelm, Fort Amol, and Kynesgrove remain blue and listed as Stormcloak, and the Eastmarch Imperial camp remains, though the Windhelm military camp leaves after getting some distance from Eastmarch itself. I'll try both of what you suggested.
    3. Enodoc
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      Something else to try would be to pop open the console and type
      sqv cwsiegeand
      sqv cwfinaleand
      sqv cwto see whether those quests are showing as "Stopped", and if not, what Stage they're on.
    4. toby861
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      Got it. I'll try that if waiting and reloading doesn't work.
    5. toby861
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      Hello again. Waiting (5+ days) didn't work, nor did reloading and waiting (5+ days).

      sqv cwsiege shows the state is "stopped" and the stage is "255".
      sqv cwfinale shows the state is "stopped" and the stage is "500".
      sqv cw shows the state is "stopped" and the stage is "50".
    6. Enodoc
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      Hmm... reloading a save from before the Battle for Windhelm is the only failsafe solution that I know of, so if that didn't work, I'm not really sure what else to suggest.

      One other thing you could try is this, which is to force the hold through a hook used by the Season Unending quest
      setstage mq302test 100
      setstage mq302test 8
      but I have no idea if that would actually work, or if it could cause problems elsewhere.
    7. toby861
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      Good news, what you suggested worked. Brunwulf is jarl and Windhelm, Fort Amol, Kynesgrove, and Darkwater Crossing are occupied by Imperial soldiers.
  6. megnoeu
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    Is this okay to go with After the Civil War - Siege Damage Repairs? I guess so, I read on its page that if the CWFinale is set to 500 in the end, it should be compatible. I am a muggle on these issues.
    1. Enodoc
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      Yeah should be fine, I don't edit the stages themselves, just what happens in each one.
  7. wolf57
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    dose this work with jks skyrim
    1. Enodoc
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      Untested. Depends how much it edits the core layout of streets and buildings in Solitude or Windhelm. If the vanilla buildings are generally in the same places, and that only adds extra stuff, it's more likely to work.
    2. wolf57
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      ok thank you ill run it with them enabled and report back
    3. Harzark
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      did it work bro
    4. heresyxwx
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      is bro still alive
  8. GeoNL
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    Noticed there are some Landscape and Navmesh conflicts around Windhelm with BUVARP SE RE.
    Would there be an easy fix depending on which one loads lasts?
    1. Enodoc
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      I think all I did was delete a tent at the Military Camp and navmesh over the gap, so if BUVARP does something more important then that can probably win the conflict.
    2. GeoNL
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      Thanks! That's a relief, I really need desire this one in my load order, but I also like BUVARP.
  9. TheBone98
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    Hey, that's a great idea! Were the new lines already in the game files? Or did you add them through xVASynth or ElevenLabs? Just curious to know this for consistency!
    1. Enodoc
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      Yeah the new lines were already there.

      If you mean the lines I added in 1.0.2, their conditions required both the final hold to be captured, and the Civil War quest to still be running, which is only possible for about 5 seconds between the enemy leader's death and the surviving leader giving you their sword, and the dialogue for the sword takes priority.

      If you mean the dialogue from Ulfric and Tullius at the start of their respective sieges, they were also present, but conditioned so that it was impossible to hear them. Brunwulf's dialogue (and Tullius's follow-up) in the final Windhelm scene are vanilla lines too, just copied and repurposed.
    2. TheBone98
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      That's awesome! Also, do you know any console command to trigger the sieges for testing?
    3. Enodoc
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      I'm sure console commands for the Civil War exist somewhere, but I never looked into what they are. Unfortunately you can't just do the normal "StartQuest" command because CW quests are started by Story Manager script event, so the console command won't do anything.
    4. TheBone98
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      Ah damn... Oh well, thank you anyway! :D
  10. SanuraG
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    How well does this play with extensive city modifications? (cities of the north or great cities of jk's north, for example)
    1. Enodoc
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      Depends what the changes are. I haven't tested it with any city overhauls, but if anything significantly edits the core layout of streets and buildings in those cities, it probably won't play nice. If they only add buildings into existing gaps and don't move vanilla buildings around, it's much more likely to be okay.
    2. Kulharin
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      disregard