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So I installed Enderal mod and really this is beyond a mod, this is a full fledged game using the Skyrim engine. Very well made and virtually bug free *(so far).
However, when I tried to roll back my old skyrim directory and play the original Skyrim I had major issues. Most of the NPC's like guards and Maramal for weddings in Riften. Very odd that some quests were bugged all together and some were working.
WIth the install of Enderal one must also install SKSE. This tool has caused me pain in the past but I figured what the hell and installed it. As it turns out it is still causing major bugs and this is one of them.
FIX:
Apparently in my "Documents">"My Games">"Skyrim" folder there were remnant changes from SKSE. Once I deleted all these files (including the .ini but not the saves) and did a "Verify Integrity Game Cache" in steam on Skyrim, it finally fixed it. I also had to roll back to a save from before SKSE had ever been installed so keep that in mind.
PS
I was unable to find an answer for this anywhere I looked online. That is why I added this to my mod's FAQ. For my own personal use and maybe to help some of you out there who ran into the same problem finding an answer or figuring out what I did.
1.) YOU NEED TO READ everything the author of Marriable Serana has written about how his mod works. If you don't do that it's your own fault you might have issues.
2.) You'll need to install the correct mods:
First the main Marriable Serana
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=118464269
and if you have Hearthfires you'll need to install this as well:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=126038897
3.) MAKE SURE Marriable Serena mod is below Castle Volkihar Redux mod in the load list under "Data" of the first splash screen when starting up Skyrim.
Instructions (with screenshots) can be found here. However, it shows you how to put Castle Volkihar Redux last in the load list, instead put "Marriable Serana Mod" last (at the bottom).
-----------------------------------------------------------------------------------------------
DON'T SEE DIALOGUE FROM SERANA TO MARRY? (This should fix it)
------------------------------------------------------------------------------------------------
[Use the following console commands to force an NPC to marry you. This only works if the NPC has a follower dialogue voice type]
Find the NPC you want to marry. Open console with the tilde key. With the console open, click on the NPC. The NPC's ID will now show at the top of the console window.
In console type in the following and hit "enter" between each one:
addfac 19809 1
[hit the enter key]
Setrelationshiprank "NPC ID HERE" 4
[hit the enter key]
Player.setrelationshiprank "NPC ID HERE" 4
[hit the enter key]
*(Don't forget to un-select Serana in the console. Do this while the console is still open. Click on her again to toggle her id off. Having an ID selected in console during gameplay can cause issues)
---------------------------------------------
IF THE ABOVE DOESN'T WORK
---------------------------------------------
[Sometimes the marriage dialogue option will not appear until you reset the dialogue options]
Open the console > select the NPC so their ID is at the top of the console window > type the following lines into the console:
Disable
[hit enter key]
Enable
[hit enter key]
Resurrect
[hit enter key]
-------------------------
HOW TO DIVORCE
-------------------------
Select spouse (open console click on spouse you want to divorce so their number id shows at top of console)
Enter the following console commands:
removefac 51596
[hit enter key]
player.removefac C6472
[hit enter key]
resetquest 74793
[hit enter key]
resetquest 21382
[hit enter key]
setstage 74793 10
[hit enter key]
Wait in game for 24 hours.
(Congratulations, you are now divorced without any child payments or alimony! Aren't video games fun? You are now free to re-marry. Cheers!)
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YOU HAVE HEARTHFIRE'S AND SERANA HAS NO OPTION MOVE CASTLE VOLKIHAR
---------------------------------------------------------------------------------------------------------------------
I have Hearthfires installed and my wife won't move to Castle Volkihar.
Click the link below to fix this issue:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/129969995/846966336549220989/#c613941122745803471
------------------------------------------------------------------------------------------------------------
BE SURE TO READ INFORMATION ON MARRIABLE SERANA MOD HOME PAGE
------------------------------------------------------------------------------------------------------------
If all that doesn't fix the issue something else is going on. Google this issue, skyrim can sometimes be fickle, especially when adding ton's of mods and having tons of save games.
Marriable Serana mod works with Castle Volkihar Redux when Marriable Serana is last in the load order and in the worst case scenario the above console commands are used.
Here are some screenshots to prove I was able to marry Serana:
http://i145.photobucket.com/albums/r206/digitalcleaner/ScreenShot83_zps80d091d5.png
==========================================
MAKE NON FOLLOWER NPC INTO A FOLLOWER
==========================================
[this only works if the NPC has a follower dialogue voice type]
Find the NPC you want to make into a follower > Open console with the tilde key > With the console open click on the NPC > The NPC's ID will now show at the top of the console window
In console type in the following:
addfac 5C84D 1
[hit the enter key]
Setrelationshiprank "NPC ID HERE" 4
[hit the enter key]
Player.setrelationshiprank "NPC ID HERE" 4
[hit the enter key]
Somtimes NPCs dialogue will not appear until you reset the them. To do so, type the following lines into the console.
Disable
[hit the enter key]
Enable
[hit the enter key]
Inorder for some followers to fight enemies and instead of running away like cowards, you need to set their confidence and aggression level. To do this, open the console, click the NPC, and type the following lines into the console.
setav aggression 1
setav confidence 3
The last step you have to do is set your follower to essential, in order to do this you need to find the NPCs object ID Number (not the same as clicking on them in console). To figure out the object ID number you need to type the following into the console.
Help "NPCs Name" 4
This will give you the ID, along with a lot of other random data about the NPC, take the object ID you find and type in the line below.
setessential "The ID you found" 1
You might find your new follower weak, and that's because your new follower does not level with you. Chances are they are a very low level and will die very quickly to anything that attacks them. The easiest way to remedy this is to open the console, click your follower and type.
setlevel "Insert level here"
You now have your own essential NPC follower to do your bidding. Take note, if you do not set the NPC as essential, when they die, you may lose the NPC for good. Using resurrect on the NPC via the console will bring the NPC back to life, but the NPC will no longer follow you and may disappear from the game completely. So far, I haven't found a way around this, so setting the NPC to essential is, well...., essential!
I highly recommend you try this mod if you have Hearthfires.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=196709514
Hello folks I recently tested this mod out and was successful with bringing adopted children from a Hearthfires home. It took a few tries and I'll be making notes of where I put the markers.
1.) the front door was the actual front door to the castle
2.) the beds in the small hallway near the tavern in Valerica's Tower (very important)
3.) the chests I used just outside the doors. I believe this is what finally made this mod work. It can't mark dressers as chests (but Im not sure about this).
4.) added a play spot in bathing pool North tower
5.) added play area outside near pond in courtyard
6.) added dummies in east tower top level training room
7.) added chores in torture chamber in valerica's tower
8.) added doll playing spot in church of molag bal
9.) added dining area at bottom of valerica's tower
10.) added a tavern as the heavy traffic area
11.) added coffin on right in throne sleeping chamber for wife
Finding the soul carine was easy with this mod installed.
The original game made it easy, because of the broken areas of the castle, with this mod installed and the remodel of those broken areas now useable.
The way is slightly lost, due to all the new areas of the castle.
If you have enough black soulstones or grand soulstones, you can unlock all portals and rooms, giving you access from the portal room. I have done that, each time my game crashed, or I didn't like one mod and had to restart.
Just make sure that you unlock an power up all the portals in the astle, before complaining about not being able to find it. I've been in the mod's castle so many times, that I can find my way without a map. Which is why I removed the entire map from my game with another mod.
All the map removing mod does, is force no fast travel and no local map activation. Only shows the skyrim map the whole time. Locaton points are stll clickable, to make markers, that is all.
xD
People should just have patience when trying new mods. I learned that the hard way, and made some get upset over for what I can not take back. Having no patience will hurt some people new to developing mods.
It takes time to even comprehend the codes and programing of designs. It is a lot harder for some people to even understand advanced programing, or even use them.
Some programing functions may conflict with other mods, as an example; this mod has a unique method of A.I profiling the creatures that come with this mod. You may have to install another mod-program to fix this issue. FileAccess from Nexus can fix most of the conflicting issues with some mods.
Do some research before complaining please. It just may be a confliction within your own system, as each computer has different formats for functions that CAN and WILL conflict with mods by corrupting files meant for certain computer builds.
I am glad you got it working. Thanks for reporting back your success.
I've been supporting this mod for over three years now and I know this mod is solid. It's been fully tested with over 70,000 users. 100 of those were in direct contact with me for the first year. And because I researched every single issue personally. 99.9% of them turned out to be one of three things:
1.) Conflicting mods
A.) Broken game saves due to old deleted mods (fix: start a new save you are screwed)
B.) Load order (when there are conflicting mods, sometimes changing the load order can fix it).
2.) Corrupted local data (something bad is going on with your local install of Skyrim or your hard drive or something is wrong with your computer. Delete entire Skyrim install. Get a new computer, upgrade your computer components).
3.) Missing or corrupted files during download from Steam. (this reason has become more common since the paid mod debacle, but it use to be the very rare .01%)
Also keep in mind that no amount of doing anything can fix something that is broken, until the broken thing is fixed. If you didn't have to log into the Creation Kit and manually fix something in this mod, it is impossible that it is this mod causing the issue. It is then a local computer environment (as stated above in 1, 2 and 3) issue that is out of my hands.
So then over the last couple of years I have really been supporting Skyrim customers, not users of this mod. That is why many authors just give up and stop answering questions. Because we know this through years of experience. I have literally answered over 1000 subscriber questions unrelated to issues caused by this mod. Go look at this mods comments and other discussions history and you'll see it.
They all come out to working without me having to lift a finger in the Creation Kit. It's always a mod conflict or some damn thing like that which is NOT MY FAULT!
I've seen so many complaints about mods to authors about something not working, and not just mods for Skyrim. Many other modable games, the authors have the exact same problem of people complaining of the littlest thing not working just because they did not read the discription.
You've said everything that is needed to be said. Just because something doesn't work, don't go instantly complain to the most recent mod's author about it. Go to every mod you are using (of course not ones that you may have unselected) and read everything in the discription. 99.99% of the time it will clearify what exactly the mod does, and see if any of the mods do conflict in one way or another. If the mods do not seem to conflict, it would be the case of where as you put it DiGiTaL, a corrupt or missing file.
Why do people not read descriptions of mods.
If a mod does anything that changes something that is not the Castle Volkihar, then it would 99.99% be compatible. The bugs/crashes that would be really useful to report, are ones like say.. Somehow a pre-castle redux skeleton for some reason has respawned at like the boat docks, or maybe that you find a strange out-of-place bandit at the watchtower outside the castle. These have not happned, but they are just a couple of examples what could happen.
One other thing, about the Non-Follower to Follower thing.. There is the case where some NPCs have this trouble. Mostly has to do with the Nord Bandits/Thugs/ect. all the rest seem to be fine.
I know you can't do anything about it, but I'm just putting that little infomation out there.
I do have AFT where it does help out with this kind of situation.
AFT conflicts with this mod if you don't have this mod last (lowest) in the load order. The reason being is because AFT changes the vanilla (original) Skyrim scripts that control NPCs. The script my mod uses with NPCs is the original. When AFT changes that there is a conflict.
Once that error is a part of your game save not even changing the load order will fix it. You'll have to start a whole new game to see the issue you describe get fixed.
You are welcome :)
I'm just talking about that the Vanilla Nord Bandits/Thugs in general have the problem. I'm not blaiming either mod. If anything, I'd blame Bethesda.
You can read more about that here: http://www.uesp.net/wiki/Skyrim:The_House_of_Horrors
I didn't want to ruin the quest by giving the key before it was supposed to be given. Otherwise this mod is just a giant cheat.
*I could have had the teleporter go somewhere else in Markarth but for me I felt this would be the obvious Markarth vampire lair because it's where we first meet Molag Bal and do his bidding and get the "Mace of Molag Bal".
PS
Keep in mind that this is a Castle home mod. Any of these lairs are only for a temporary place to conceal while feeding at night.
PS PS
I made this mod for myself then uploaded it to steam to share it. It was not planned to be a pulic offering.
When this mod was made most people had utterly and completely finished every single quest and side quest when Dawnguard came out. Naturally I assumed anyone playing my mod had already unlocked the "House of Horros" through the quest and had gotten the key.
I used AFT and other follower mods in the past and they are really a lot of fun. However, any mod that changes original Skyrim script and object control files are going to cause conflicts with any other mod that is referencing those changed scripts.. that is when the ♥♥♥♥ begins to break.
That said I don't really "blame other mods", because its up to the subscriber to manage these conflicts in their own computing environment.
For example, if I own a large company with 200 employees and buy Apple OS for 100 and Windows 10 for the other half and they don't work together it's on me not Microsoft and Apple. That is the one simple truth people using mods never understood.