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I'd wish madfrenchie would look at the problems here, but either way, I cannot reccomend this mod or the rest of the series.
░░░░░▐█▄█▌░░░░░░▀█▄░░
░░░░░░▀▄▀░░░▄▄▄▄▄▀▀░░
░░░░▄▄▄██▀▀▀▀░░░░░░░
░░░█▀▄▄▄█░▀▀░░
░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM
░░░░░░░▄▄▐▌▄▄░░░ SO HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER STEAM
░░░░░░▐▌▀▄▀▄▀▐▄░░ AND THAT WILL TELL VALVE
░░░░░░▐▀░░░░░░▐▌░░ TO GIVE US HALF LIFE 3
So i found a secret door (false pannel) in the dragonmourn inn and then another one that was in the wall.
1.is this a player home
2.what is the purpose of the secret wall door
and 3. how do i get into the thalmor barraks cuz i think i have tried everything. help wouldbe greatly appreciated, thx in advance.
ps i have cleared out the mine
It was a lot of fun to play through, although I was a little surprised at the amazing amount of loot that can be acquired with this mod. Not a spoiler I hope, but something that people should be aware of.
Also, having played through as an sneak thief archer character, I thought some of the battles were easier than intended - I'm quite a "sure shot" at a distance, and this gave me a distinct advantage in certain situations.
All in all, fully endorsed!
However, I've run into both of the major issues that people have mentioned in the comments thread for FAtV IV, and since I figured out definitive fixes for both of them, I thought it would be nice to share those with others ( WARNING : Requires knowledge of how to use either TES5Edit or Creation Kit to edit the contents of a mod's .esp plugin)
(Please see Part 2, below, to continue)
The first problem is that when you enter the mine that is part of the mod's quest, you may get a black screen after the loading screen finishes, and although you can hear your player's movements, there's no way to get our of the black screen. With the ENB preset I was using, I actually could see myself, but with a fog effect all over the screen, and things like trying to use my inventory or weapons wouldn't work properly.
The fog effect was the clue I needed to figure out that the loading screen wasn't finishing upon entering the mine's first interior cell. I had two followers at the time (one vanilla and one from Interesting NPCs), and found out that if I told the followers to wait outside, most of the time I could enter without getting "stuck" in loading screen limbo.
(Please see Part 3, below, to continue)
However, with the two followers still following, I could use the console coc command to enter the mine without getting stuck. From this I figured out the problem was related to the exact position of what's called the Teleport Destination coordinates that tell the game where to place you when you go from outside to inside (or vice versa).
So for that one, here's the fix, to be applied to DragonmournInn.esp in TES5Edit / Creation Kit:
In FormID xx02f821, change the XTEL - Teleport Destination coordinates to X 1967.909058, Y 2335.874023, and Z 6810.511719.
This changes the spot where your character appears inside the mine when you enter it from Skyrim.
In Form xx02F820, change the XTEL - Teleport Destination coordinates to X -115286.546875, Y 66846.140625, and Z -10837.288086.
This changes the spot where your character appears in Skyrim outside when you exit the mine.
(Please see Part 4, below, to continue)
The other problem is that all in-game music stops playing for some people after going through one of the areas in the mine (which is quite large.)
This has to do with some Add Music Triggers set up to play certain kinds of musical cues (for example, Reveal, Combat boss, or Reward) in certain places. For some reason, the musical cue never finishes, so your normal in-game music doesn't come back. To be honest, I have not found out why this happens, and only sometimes for some people.
Anyhow, there are two fixes for this, and the first one just involves using TES5Edit / Creation Kit to remove those Add Music Trigger records:
FormIDs
xx0569C6 - MUSReveal
xx0569C7 - MUSCombatBoss
xx0569C9 - MUSReward
(Please see Part 5, below, to continue)
Or, you can leave the records in the plugin, and if by chance your in-game music stops working, open the console, and type the following three lines:
RemoveMusic MUSReveal
RemoveMusic MUSCombatBoss
RemoveMusic MUSReward
This should make sure that any of those three music cues are cleared out. You may have to exit whatever cell you are in via fast travel and/or re-load your game save after this, but it worked for me. This second fix has already been mentioned but with just one of the three music cues, which may explain why it didn't work for everybody. I suggest running the RemoveMusic command for all three.
(Please see Part 6, below, to continue)
One last thing is that you should make sure to "clean" DragonmournInn.esp in TES5Edit, because there are a bunch of unneeded identical to Skyrim records that could cause overwrite "conflicts" with other mods. They are:
* 23 cell records which are identical to Skyrim.esm but had a Location Reference (XLCR) subrecord added by CK even though nothing was actually changed by DragonmournInn.esp. The CK adds the Location Reference to any cells that are edited, but even if the changes are reverted, the Location Reference stays in the mod plugin. You can read about this type of ITM here [code.google.com].
* 8 unnecessary NavMesh which are completely identical to Skyrim.esm