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Post by Emma on Mar 15, 2010 14:31:41 GMT
*BIG THANK YOU* Candesco! I'm ever so thankful to anyone that helps me fill in questions and answers here and in the other threads - as well as start and continue on other subjects, of course - I'm sure there are lots of useful stuff over at the old forum that would be great to have.
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Post by Emma on Mar 13, 2010 16:17:40 GMT
QUESTION:
I just rescued Constance's uncle and the last journal entry for this quest says that we have no idea where to look for Yanna.
I had found the hideout quite some time ago but can't get in so I am guessing I am missing a journal entry or something. From what I have read in search results, Constance is supposed to say something about this in Caldera or Balmora. I've been walking around with her for the past hour and keep clicking on her but she hasn't said anything to move the quest along.
ANSWER:
Location does not plays a part. Eventually Constance will talk about Yanna again and tell you of a 'plan', until that happens you can't enter Yanna's hideout.
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Post by Emma on Mar 7, 2010 14:35:47 GMT
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Post by Emma on Mar 7, 2010 13:24:12 GMT
Posted by Kateri:
Ah... the thing is, that there are two versions of this situation:
1. When you have doubling due to having used PlaceAtPc, Resurrect, or maybe having both an esm and esp loaded, with Lokken, something like that, where both copies are properly recognised by the game. In this case, you are right, the game will only ever recognise the original -0000 copy.
But what we have here is:
2. When the mod has been moved in load list position, after another mod was added or removed. In this case, there is a double, but the object reference of the original is *wrong* - as they are in a new cell - and the reference of the copy is *right* because they are back in the starting cell. Thus, the game tries to decide which is the correct reference, and chooses the copy, as it's "closer" in data to what it's looking for. And the copy becomes the one the game chooses for its teleport scripts, etc, and the original stops working.
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Post by Emma on Mar 7, 2010 13:21:17 GMT
Yes, you are right, Morovir - returning to a "good" save is the best solution, unless you have played for a while before noticing the problems.
There might be mods affected that causes by far worse problem than Laura - although it's easily spotted with her, as she is with you.
The reason for the duplicate of Laura, btw, is that in the constructionset she is in one area, but in your game she is elsewhere. When changing the modlist without cleaning with Mash, the engine gets "confused" because Laura isn't where she ought to be. It's the same with the door - if it was closed when you added the new mod, it might not be duplicated. but if it was open (which it isn't in the CS) then it will be duplicated.
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Post by Emma on Mar 7, 2010 13:09:09 GMT
If she's really been dupe'd, then so has her house. This is generally manifested with a "magic door" - the door to her bedroom is also duplicated. It's resolvable in the same way, but it can be kind of confusing - since you can open the door, and it's still closed. Sort of like having your cake and eating it too, I suppose.
I always try to jump back to a "good" saved game, since I don't know what else has been duplicated.
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Post by Emma on Mar 7, 2010 13:08:31 GMT
Yeah Kateri that seems to be what I'm leaning towards right now.
The duplicate is the one that works perfectly. Original seems strangely rewired for good. lol.
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Post by Emma on Mar 7, 2010 13:07:53 GMT
quote Kateri
In my experience, the simplest way to fix this is to delete the original and keep the copy, annoying as this is. The scripts always seem to default to the new copy and leave the original "broken".
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Post by Emma on Mar 7, 2010 13:07:03 GMT
I double checked and yeah its the duplicate Laura that works ok with kissing as I originally stated. (The duplicate ends with a 1 on its id as you said.)
I tested out the following but did not save the game: I deleted the duplicate but it didn't seem to fix the problem with the original's kissing. And even before I deleted one of them, I tried the lover's teleport ring with both of them following me, and I teleported to outside her cottage and it seems the duplicate is the only one that shows up with me. And when I tried Laura's ring with both of them following me, it seems the duplicate is the only one that teleports to vivec foreign quarter plaza. So yeah...all things considered with the scripts only acknowledging the duplicate maybe its the original that I should delete.
Thoughts?
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Post by Emma on Mar 7, 2010 13:06:20 GMT
Question is which is the right Laura. The right one should behave properly during kissing script, but not the duplicate. Still, it's the ID you see in the console that tells the truth about original and duplicate.
Hopefully, the kissing will work OK once the duplicate is removed. That's however not a reliable promise - it was very long since I last heard about someone having two Lauras, but I can't remember that that person had any problems with her kissing behaviour.
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Post by Emma on Mar 7, 2010 13:05:31 GMT
I think you should get rid of the duplicate Laura, to make sure she doesn't add any future problems.
Open up the console and click on the Lauras. That will make her ID show up at the top of the console. The "right" Laura will have an ID-name that ends with 0. The duplicate will have an ID-name that ends with 1 or higher.
Make sure the console has the ID-name of the duplicate at the top. Type: disable set delete 1
She is now gone and won't cause any further problems. As you have the duplicate problem (probably, like Kateri says, because you have added or removed a mod), you will most likely also find duplicate doors inside Lauras house. You can safely remove the duplicates the same way as you removed the duplicate Laura.
I can confirm that Laura and Romance mod aren't compatible at all. A part in her travelling scripts will set the romance to 0 all the time, and the generic romance mod dialog will screw up her not-generic personal dialog.
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Post by Emma on Mar 7, 2010 13:03:53 GMT
Companion doubling generally occurs when you add or remove from your load list. How much of a problem it is depends on the companion, but it might be ok if you've finished Laura's quests, and she seems to be behaving normally.
The Romance mod is *not* compatible with Laura, it may cause her to attack you or break off your "romance" (your romance-mod romance, that is) so I wouldn't recommend trying it.
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Post by Emma on Mar 7, 2010 13:03:32 GMT
Hello Emma, First off I want to say your mods are great. I enjoyed your Laura Craft mod a lot as well as your Prophecy of the Lost Heir mod. Anyway I have a strange occurrence to ask you about as well as a question about a particular mod and whether it is compatible with Laura. Anyway I finished the quest with Laura when I popped the question and gave her an exquisite ring to seal the deal. After that, when we both traveled back to Vivec to her cottage, there was a duplicate of Laura standing right outside. ' This duplicate Laura had the default clothes and equipment that she starts with. I just asked one of the Lauras to teleport to Mournhold where she would be out of sight and I just decided to pretend as if this strange event never occured lol. But anyway, is that normal? Do you know what could have caused that? But anyway, that was just to report on that strange glitch I found. Now for my main question. Do you know if Laura Craft is compatible with the Romance mod?: planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4699Hopefully she is. It would be cool if my player character and laura actually could get married and not just be engaged forever.
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Post by Emma on Mar 7, 2010 12:29:55 GMT
If you just met her, she's probably just small-talking about food and other things.
Later on she will be offering you a meal, but then she will give you directions on what ingredients to get for her.
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Post by Emma on Mar 7, 2010 12:25:32 GMT
No, it depends on which mode she is in...
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