2023-06-14 - After cleaning up old comments and obsolete forums threads.
HOWTO mq302test: setstage mq302test {1..9} triggers a hold ownership change (to imperials) setstage mq302test 200 changes the above for (to stormcloaks) setstage mq302test 100 changes the above back (to imperials)
Avoid spamming these commands. If it does not work at all, it could be broken and you'll need to load an earlier savegame. Note that a hold flips over only after you travel far away from the hold.
I don't understand how to succeed with this mod. The Legion seems to have many more banners than my forces, and the only option I have been able to understand so far is to launch attacks on Fort Greenwall and the hold capitols. The odds, when I strike the cities, are always terrible and if I succeed I lose something else (or the same hold) very shortly thereafter.
Any tips? I would prefer to use either Standard or Wargamer mode. Fortuna seems random and then, what is point of the strategy part, anyway?
Your previous comments imply that some of the civil war mission quests (most likely) failed to fill aliases and wouldn't start. This prevents you from getting the full bonus (+7 = +3 for the completed missions and +4 for the rank), which tips the odds in hold battles in your favor (at the highest difficulty the enemy has +6). However, even with the full bonus, the civil war map raids are still rigged badly against your faction. So you would need to be tight with your attack schedule (and also city defenses, do not leave them abandoned).
Or, if the difficulty is too much, change the mode to "Wargamer", that should stop the enemy counter-invasions.
I have a different problem and I think I need to go back in time. When I battle for Markarth, the hostilities just stop when I enter through the city gate. No stormcloaks, no imperials inside. Just passive guards and gentle music. I have restarted the quest by loading ~5 times.
The quest stays in my quest log unfinished. Three objectives, all completed.
However, Ulfric promoted my rank (yay!), and Markarth changed sides on the map. What do you think I should do? Proceed or load to a good while before I targeted The Reach?
Well, honestly, read the sticky at the top. End a hold by running the quest in the console, do that for the hold you want to keep control over. I did this in wargamer mode, to stop the table to update itself so I could end it.
Is there a way in game to change the Difficulty? I did check the OCWWargameDifficulty global, and it was set to 16, so I guess it is binary setting, but I need it confirmed, as after a lot of battles I really wanna end this war and do something else. I did try Standard, Fortuna and now I try Wargamer and OCWWargameDifficulty was set to 16. Is it so that 1, 2, 4, 8 and 16 are the valid values? I did set OCWWargameDifficulty to see if I can get somewhere as soon as I won a battles as Imperial, Stormcloaks took back that city as soon as I left.
I did also try to start battles in Forts, but nothing changes, even if I wipe out every enemy at the forts. I also have this mod activated, Warzones.... Will it effect OCW??
The mq302test quest did solve everything and Ulfric is finally dead. Not that it made thr Dunmers happier though, as they still complains a lot. :D So I tested the quest at 4 holds that I had attacked a lot, and it worked great. So After each of the left holds was attacked and won, I ran the quest at that hold. I really wanted to end this questline now. Well from start it was fun, but to keep attacking the holds and loose them immediately felt pointless really.
"Your side's bonus strength is determined by your civil war soldier rank plus the number of completed civil war missions. Civil war missions and fort battles are optional with this mod."
I have completed Rescue From Fort Neugrad, but it was not in my log. I think it broke, so now I've reverted my game back to before that quest, and hopefully I can get that and the following quests to work properly.
I have completed Rescue from Fort Neugrad again and now it's shown in my completed quests. I haven't initiated any hold battles, neither offensively nor defensively. I'm going to the camp near Markarth and Galmar doesn't have the "Reporting in" dialogue option. That doesn't seem good... What can I do?
Started a new playthrough today and out of no where its saying CWMapActivatorScript.pex is being overwritten, i've not installed any new mods or messed with the load order since I last played. I'm unsure why its saying it .
Playing in Fortuna mode as a Stormcloak and the mod has worked more or less flawlessly up to the point of taking Ft. Sungard and Markarth itself. I have completed the raid on Ft Sungard, but upon attempting to start the city battle for Markarth, the quest hangs at the point of receiving orders from Galmar Stone-Fist, he does not give the orders to move the quest along and has no dialogue options as usual w/ the other battles. Waiting 24h ingame does not help, I have the option to start the quest once again, but get a message in top left saying "Alas, the Seige Quest did not start" despite it being in my questlist.
Hi, I really like the idea of extending the civil war questline and having all of the battle for the holds actually happen, but I also suck at strategy games. I also dont really understand how to fortuna version of this mod works. Is fortuna somewhat close to being the original questline with more freedom and fights and if not, is there some way to get an experience like that with this mod?
Entia non sunt multiplicanda, allow me to do that.
I gather you ported Enodoc's add-ons to Xbox. One of the changes in 2.8.0 is related to it, but as far as I remember players should be able to use OCW 2.6.3 with Enodoc's add-on all the same
Enodoc's add-on overwrites OCWWargameScript.pex which is by far the largest Papyrus script of my mod. If I'll have to ship a critical bugfix, odds are it will be fixed with a change in this file. In the unlikely turn of events that Enodoc abandons the modding community, and then some critical bug surfaces, I will release that fix nonetheless, and advise the PC players using OCW with Enodoc's addon to manually remove OCWWargameScript.pex in their installation of Enodoc's addon. (The underlying reason for OCW 2.8.0 update was that USSEP botched some other fix, but while doing that update I wanted to address potential future fixes like that).
XBox players won't be able to remove a single file from the installation, so it will be on you as the Xbox maintainer to push an update. I guess you can save yourself the hassle and have that file removed from the XBox port, but you need OCW on Xbox to be updated to 2.8.0 indeed. Up to you. Though probably it's best to wait with that until Enodoc removes that file from PC SSE version.
I see you port many mods to Xbox. For the time being I'm into making over my Non-Dragonborn Addon. Since it is an add-on to alternate starts (other than Skyrim Unbound of course), I want to make it a light plugin (ESP-FE) first. How are non-dragonborn mods on Xbox these days, I wonder?
Alright so I should just wait until the next update and then remove the OCWWargameScript.pex script right?
I don't hear of anyone using non-dragonborn mods unless Alternate Start counts, which is a popular mod.
I have seen a bug, not sure if its this mod or one of Enodoc's but the civil war map flags don't show up on the map so I can't play the wargamer mode, is this because of the OCWWargameScript.pex script in Enodoc's mod or is that just a bug?
Interesting. Guess I'm going to launch my XBox and try it out. I can't rule out it's a bug that only shows up on XBox, and on top of that it will be fixed by me pushing the 2.8.0, so this could be last chance to see that.
For the record, I just initiated the push of OCW 2.8.0 to bethnet PC. This is the new Creation Kit interface, and I don't know when it will show up on the bethnet (it still shows as UPDATE - PENDING), and if it will end up tagged as the 1.71 esp version (which is annoying, for example, for Skyrim VR users)
I couldn't reproduce the civil war map flags issue. There is a known vanilla bug causing a random chance of about 5% (on my PC) of a civil war map flags not showing up (and then going to another civil war map works fine). Possibly it no longer happens with USSEP bugfix #22948, or with OCW 2.7.1 (on Classic) or 2.8.0 (on SE) (each of these three use a different fix code in CWMapActivatorScript.psc; OCW 2.6.3 does not carry forward the USSEP fix).
Though it is hard to verify for sure that a bug is removed, if that bug only happens rarely in the first place. That's why it would have been useful if on Xbox this bug could be reproduced with a large chance of occurrence.
Yeah your one works, my mistake was compressing the archive with textures, so I have updated Enodoc's mods without compression. Do I have to remove the file cwprep_test02-SSE from Serious Civil War Defense for OCW?
Hey there, My holds don't seem to be swapping ownership.
I was tasked with taking dawnstar by the game. I took both the fort and engaged in a city battle. Won both, But even after resting a few days both the fort and dawnstar remain stormcloak. I've moved as far as whiterun and the holds still remain in stormcloak hands. Morthal too after raiding it. Any idea why?
Probably a vanilla civil war bug. If it can't be mended with "setstage mq302test ..." commands in the sticky, and there are no missing or messed up civil war flags on the war maps, then most likely the way to go is to reload a savegame from before the bug made the civil war questline stuck.
325 comments
HOWTO mq302test:
setstage mq302test {1..9} triggers a hold ownership change (to imperials)
setstage mq302test 200 changes the above for (to stormcloaks)
setstage mq302test 100 changes the above back (to imperials)
1-Solitude 6-Dawnstar 7-Winterhold
3-Morthal 4-Whiterun 8-Windhelm
2-Markarth 5-Falkreath 9-Riften
Avoid spamming these commands. If it does not work at all, it could be broken and you'll need to load an earlier savegame. Note that a hold flips over only after you travel far away from the hold.
Any tips? I would prefer to use either Standard or Wargamer mode. Fortuna seems random and then, what is point of the strategy part, anyway?
Or, if the difficulty is too much, change the mode to "Wargamer", that should stop the enemy counter-invasions.
I have a different problem and I think I need to go back in time. When I battle for Markarth, the hostilities just stop when I enter through the city gate. No stormcloaks, no imperials inside. Just passive guards and gentle music. I have restarted the quest by loading ~5 times.
The quest stays in my quest log unfinished. Three objectives, all completed.
However, Ulfric promoted my rank (yay!), and Markarth changed sides on the map. What do you think I should do? Proceed or load to a good while before I targeted The Reach?
Is there a way in game to change the Difficulty? I did check the OCWWargameDifficulty global, and it was set to 16, so I guess it is binary setting, but I need it confirmed, as after a lot of battles I really wanna end this war and do something else. I did try Standard, Fortuna and now I try Wargamer and OCWWargameDifficulty was set to 16. Is it so that 1, 2, 4, 8 and 16 are the valid values? I did set OCWWargameDifficulty to see if I can get somewhere as soon as I won a battles as Imperial, Stormcloaks took back that city as soon as I left.
I did also try to start battles in Forts, but nothing changes, even if I wipe out every enemy at the forts. I also have this mod activated, Warzones.... Will it effect OCW??
"Your side's bonus strength is determined by your civil war soldier rank plus the number of completed
civil war missions. Civil war missions and fort battles are optional
with this mod."
?
Playing on Stormcloak side.
How do I start Compelling Tribute?
I'm going to the camp near Markarth and Galmar doesn't have the "Reporting in" dialogue option. That doesn't seem good... What can I do?
Playing in Fortuna mode as a Stormcloak and the mod has worked more or less flawlessly up to the point of taking Ft. Sungard and Markarth itself. I have completed the raid on Ft Sungard, but upon attempting to start the city battle for Markarth, the quest hangs at the point of receiving orders from Galmar Stone-Fist, he does not give the orders to move the quest along and has no dialogue options as usual w/ the other battles. Waiting 24h ingame does not help, I have the option to start the quest once again, but get a message in top left saying "Alas, the Seige Quest did not start" despite it being in my questlist.
Any help is greatly appreciated.
Thanks
I gather you ported Enodoc's add-ons to Xbox. One of the changes in 2.8.0 is related to it, but as far as I remember players should be able to use OCW 2.6.3 with Enodoc's add-on all the same
Thanks for responding! :D
Enodoc's add-on overwrites OCWWargameScript.pex which is by far the largest Papyrus script of my mod. If I'll have to ship a critical bugfix, odds are it will be fixed with a change in this file. In the unlikely turn of events that Enodoc abandons the modding community, and then some critical bug surfaces, I will release that fix nonetheless, and advise the PC players using OCW with Enodoc's addon to manually remove OCWWargameScript.pex in their installation of Enodoc's addon. (The underlying reason for OCW 2.8.0 update was that USSEP botched some other fix, but while doing that update I wanted to address potential future fixes like that).
XBox players won't be able to remove a single file from the installation, so it will be on you as the Xbox maintainer to push an update. I guess you can save yourself the hassle and have that file removed from the XBox port, but you need OCW on Xbox to be updated to 2.8.0 indeed. Up to you. Though probably it's best to wait with that until Enodoc removes that file from PC SSE version.
I see you port many mods to Xbox. For the time being I'm into making over my Non-Dragonborn Addon. Since it is an add-on to alternate starts (other than Skyrim Unbound of course), I want to make it a light plugin (ESP-FE) first. How are non-dragonborn mods on Xbox these days, I wonder?
I don't hear of anyone using non-dragonborn mods unless Alternate Start counts, which is a popular mod.
I have seen a bug, not sure if its this mod or one of Enodoc's but the civil war map flags don't show up on the map so I can't play the wargamer mode, is this because of the OCWWargameScript.pex script in Enodoc's mod or is that just a bug?
For the record, I just initiated the push of OCW 2.8.0 to bethnet PC. This is the new Creation Kit interface, and I don't know when it will show up on the bethnet (it still shows as UPDATE - PENDING), and if it will end up tagged as the 1.71 esp version (which is annoying, for example, for Skyrim VR users)
When you update your mod in CK, you have to go to the mod on bethnet and publish the update.
I've pushed OCW 2.8.0 to XBox now, as well.
I couldn't reproduce the civil war map flags issue. There is a known vanilla bug causing a random chance of about 5% (on my PC) of a civil war map flags not showing up (and then going to another civil war map works fine). Possibly it no longer happens with USSEP bugfix #22948, or with OCW 2.7.1 (on Classic) or 2.8.0 (on SE) (each of these three use a different fix code in CWMapActivatorScript.psc; OCW 2.6.3 does not carry forward the USSEP fix).
Though it is hard to verify for sure that a bug is removed, if that bug only happens rarely in the first place. That's why it would have been useful if on Xbox this bug could be reproduced with a large chance of occurrence.
I was tasked with taking dawnstar by the game. I took both the fort and engaged in a city battle. Won both, But even after resting a few days both the fort and dawnstar remain stormcloak. I've moved as far as whiterun and the holds still remain in stormcloak hands. Morthal too after raiding it. Any idea why?