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The quest is started once the Dragon Rising[www.uesp.net] quest is completed. A courier will then run up to you and give you a public notice that will begin the castle's quest. Also, sometimes the courier takes a little bit of time to come up and give the notice. I'm just letting you know so you're not worried the mod broken if the courier doesn't come up immediatley after completing the quest.
My guess would be the load order. The reason possibly being, my mod does reference the in-game courier, a main storyline quest, etc. So if you have any mod that changes how those things work, it may be causing the crashes. Try pushing mine to the bottom and see if that fixes it. If not, let me know and we will look at other possibilties :)
The quest should start by the in-game courier giving you a public notice soon after completing the Dragon Rising[www.uesp.net] quest. Sometimes the courier takes an abnormal amount of time to run up to you and I don't know why, as the courier was built by Bethesda, I just use him to deliver the message. The steward should be on the left side of the throne when you enter the keep (dessed in fancy clothes).
I have noticed sometimes in testing the NPC's will not load (this is also the case in Bethesda's buildings like the Drunken Huntsman). When that happens, just close the game and re-launch it (or maybe just quit and re-load your save) and the steward should appear. That's worked for me at least, so hopefully it helps you too.
thank you so much. fixed it right up
If you can't find it in your inventory (which is odd), you can add it via the console commands, but it won't progress you (since it wasn't the public notice the quest gave you). You will then have to jump to the next stage. So here's what you'll need to do:
1) In the game press the ~ button to open the console command
2) Type the following in the console: help "Public Notice"
3) Take the objectID it provides; the series of characters and numbers in the parenthasis in the following line:
BOOK: (-this is the ObjectID-) "Public Notice"
4) Type the following in the console: player.additem <objectID from step 3> 1
Now you have the public notice you can read :) But now we have to move the quest to the next stage (so it can continue)
5) Replace the xx in the next step with the first two characters in the objectID from step 3:
6) Type the following in the console: setstage xx038c66 15
So an example would be I type:
help "Public Notice"
and I get a line with:
BOOK: (08...) "Public Notice"
Then I type:
player.additem 08... 1
and to progess the quest I type:
setstage 08038c66 15
I am working on a way where all the user's have to do is add the public notice (step 4) and upon reading it, it will properly jump you in the quest. But just follow what I gave here and you should be good :)
Thx its worked.
I have a problem with Black Books. They aren't in my inventory. And I can't kill the Miraak yet . Can you help me?
++++ Problem solved ...
Thx for castle problem . Castle really good ...
That is odd, because the quest only increments a value I made for tracking the number of dragons killed. It doesn't do anything with the crafting tables at all...in fact nothing in this mod does anything with those tables, forge, etc. Do you have any other mods that mess with those tables, forge, etc.?