I have the heart stone and 3 empty greater soul gems to deliver to Lahar to build the staff enchanter but no dialogue can be found to do it. I rebooted the game with no change. At the very least can I get the quest name and stage so I can clear it from misc quests?
Okay, I had a quick look in SSEEdit and the dialogue option should be behind that one, so that sounds like random script engine failure, I'm afraid. Please see the FAQ for more info.
To say "I love this mod" doesn't do it justice, every playthrough this is the house i use, I judge every other player home against it.
That being said......Man I do not look forward to running through the quest for the 8th time when making a new character. its a great mod, but with the pack im using the enemy levels are static, and the gilded are level 25. Would there be a command to just complete the quest or advance the state of the mansion? It sucks having to either cheese my way through, or wait 40 hours into the game to get the house I love.
it's super weird, but after quest 2 ends, quest 3 doesn't start for me. No new dialogue with Lahar after speaking with Lamashtu, so I'm pretty much trapped at the castle haha. I reloaded and replayed a few earlier saves, but the same thing. I went into SSE edit for the quest id and tried setstage CLWstory03quest 10 (and some of the later stages) somehow that didn't work either! I can start the fourth quest with the console, just not 03. I do have sneak tools, but only the lite version so no masks or anything. not sure what else to try, I'd love to finish the quest but if there are no other fixes or ideas then it is what it is haha
The frustrating thing is that I really can only repeat what I've already said in the FAQ.
Without being able to know exactly where the script engine tripped over itself (since it seems random), I can't give any more specific advice - and the advice would likely be the same anyway: "load an earlier save".
It's going to depend on what you want, but see the Supported Mods section in the readme/description for some mods that Clockwork has (or should have) automatic support for.
Does additional clockwork (or some other mod/method) fix your spouse only being in the master bedroom? I don't necessarily mind it but I'd like it if they were able to walk around the place
Edit: I should add I'm using the multiple adoptions mod (mostly for spouses living in custom homes)
I think Additional Clockwork adds some more idle markers to the castle interior, so it might help with that?
Adoption and marriage in Skyrim aren't things I've ever been very interested in, so while I followed the instructions for adding Multiple Adoptions support and tested it (and it worked), it's not part of how I play the game myself.
I absolutely love this mod, and the quests that go with it are pretty good as well, with an interesting story . My only complaint is, what I assume are the servant's quarters, in the living quarters area, look fairly out of place, as does the kitchen. Like the rest of the house is stylish and pretty opulent, the servant's quarters are very dim and plain and in my opinion, don't match up very well with the rest of the house. I get that they're supposed to be for followers/servants, but come on, give them nicer living quarters, lol .I feel the same way about the kitchen, it should match up better with the overall style of the house. I obviously I mean no disrespect, I can tell that a lot of thought, care, attention to detail and love was put into this mod, and I thank you for this experience. It adds so much more life to my game. And despite the fact that some people don't like the fact that you can't return to Skyrim until you finish the quest, I actually like that feature. It makes you commit to the quest and enjoy it properly, instead of only doing some of it, then leaving it on the back burner and forgetting about it.
That the areas of the castle that were only used and seen by the servants are relatively basic and squalid was very intentional. It's as that caravaneer said in their journal; Ludwig's father didn't get to be a trader baron by way of being overly free with his money.
This doesn't come up explicitly in the mod's story, but while I don't think the castle servants would have been mistreated, exactly (depending on your point of view), neither were they given any special treatment.
That definitely makes sense, and that's of course most likely how it would have been in real life. It would be cool, however, especially with the overhaul mods that are for this, if someone made something that covered these areas for people that wanted it. A cool way to do something like that would be to have an option where you can ask Lahar to make those areas look different, depending on ones tastes. Like keeping them the way they are, or making them fancy, like the rest of the house. Either way, I thoroughly enjoy this mod and its atmosphere.
Great mod. Absolutely love it. I will say that not being able to return to Skyrim until you've completed the questline is a little annoying. I also had several crashes while in Nurndural. Also, where is the autosorter in the Armory? Thank you and great work!
There's no auto-sorting of weapons and armour - in the armoury or elsewhere - if that's what you mean. (Like I said in the FAQ, I thought it would be annoying.)
Love this mod (especially the quest. I'd never have guessed my favourite horror quest would come from a housing mod) it's a staple in my load order. Just having one problem: My daughter (I'm using Hearthfire Multiple adaoptions and one mod that adds non-human kids but they use the vanilla programming) adopted a fox but the fox just stads there in the spot it spawned in. Is there a navmesh issue for pets? And is there a fix? (Help me fix the fox lol)
Navmesh is navmesh as far as I'm aware; it should work for all creatures unless potentially they're too big to fit through a tight spot.
I've never used Hearthfire very much, so I have limited experience with pets in it. (I forgot that was even a thing until you mentioned it, to be honest.) I don't recall having a report of that before, though.
Sorry I'm not much help there. You could try searching around to see if anyone else has mentioned issues like that with Multiple Adoptions generally.
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That being said......Man I do not look forward to running through the quest for the 8th time when making a new character. its a great mod, but with the pack im using the enemy levels are static, and the gilded are level 25. Would there be a command to just complete the quest or advance the state of the mansion? It sucks having to either cheese my way through, or wait 40 hours into the game to get the house I love.
Thanks for all your work!
And yes, BellCube wrote a guide on how to skip the quest-line in Clockwork. It's linked to in the FAQ.
Without being able to know exactly where the script engine tripped over itself (since it seems random), I can't give any more specific advice - and the advice would likely be the same anyway: "load an earlier save".
Edit: I should add I'm using the multiple adoptions mod (mostly for spouses living in custom homes)
Adoption and marriage in Skyrim aren't things I've ever been very interested in, so while I followed the instructions for adding Multiple Adoptions support and tested it (and it worked), it's not part of how I play the game myself.
It's set dressing/back-story.
That the areas of the castle that were only used and seen by the servants are relatively basic and squalid was very intentional. It's as that caravaneer said in their journal; Ludwig's father didn't get to be a trader baron by way of being overly free with his money.
This doesn't come up explicitly in the mod's story, but while I don't think the castle servants would have been mistreated, exactly (depending on your point of view), neither were they given any special treatment.
There's no auto-sorting of weapons and armour - in the armoury or elsewhere - if that's what you mean. (Like I said in the FAQ, I thought it would be annoying.)
I think Additional Clockwork adds that, though.
Navmesh is navmesh as far as I'm aware; it should work for all creatures unless potentially they're too big to fit through a tight spot.
I've never used Hearthfire very much, so I have limited experience with pets in it. (I forgot that was even a thing until you mentioned it, to be honest.) I don't recall having a report of that before, though.
Sorry I'm not much help there. You could try searching around to see if anyone else has mentioned issues like that with Multiple Adoptions generally.