There seems to be a recurring issue (which I can't replicate) where the guards and jarls do not switch correctly once the battle is over. (Make sure you leave the city for at least three days to allow the script to attempt to resolve itself before trying these console commands.)
To switch Haafingar to Stormcloak after the Battle for Solitude:
I understand you sorta addressed the issue of the Windhelm bridge's self-defeating doorways with barricades but it still doesn't make sense why the bridge would even have them in the first place. If you're open to updating, do you think there's a more immersive solution? Maybe replacing the doorways with plain wall and instead directly breaching the gates somehow or crossing the White River to open the gates from behind while Tullius's frontal assault distracts the defenders? If that's a taller order than I realize, it's coming from my ignorance about modding.
My aim was to as best as possible restore cut content, and the cut content was definitely an assault across the bridge. It's quite likely the bridge was redesigned somewhat after they cut the battle, which is why it doesn't make a lot of sense (Solitude is the same), but the gates and levers were almost certainly part of the original siege somehow.
@enodoc Nah the siege of Solitude is believable enough since it's implied that the ladder at the first gate was placed by the besiegers, it's just not outright shown. It's only Windhelm that's immersion breaking.I nowunderstand my request is beyond rhe scope of the mod, but I really want to fix this. Is it possible you could help me figure out how to make the changes I want in the ck and then I could upload them as an addon or something? I'm still entertaining the river crossing but I'm no longer sure how well it would work. I think walling the doorways off and then adding a breach only when the siege starts (implied that one of the catapults did the work or something) would be a lot more doable.
Haha yeah I had to add the Solitude ladder myself because there were no obvious remnants of how you would get around the gate otherwise.
Could try blocking up the Windhelm bridge doorways with something but I'm not sure what would work (and I can't do 3D modelling to make something new). Something that could be interesting would be making some sort of plank bridge between the main structure and that weird front "window" that the side passages have.
@Enodoc Nah, those should be barred or something too, in fact some mods for the bridge do that. However the plank concept is still a good idea, just for a different crossing. What do you think of this one?
The besiegers cross over a makeshift bridge they threw down. I don't know if making a temporary navmesh is possible tho, is it? If not, the plank could just be a travel activator like a ladder. Ofc we could just scale the walls with a ladder but in Windhelm's case there's nowhere to put the ladder where it would make sense that nobody just pushed it away.
I'd need to jump into CK and have a look, but that could work. For navmesh, it can't be temporary, but you could put a navcut collision box over it which is inversely linked to the same enable marker as the plank.
Probably not, but it depends on specifically how the extra bits were added. e.g. if the vanilla components are still in their original positions then it could work. As with anything, try it and see - and if not, make sure you keep a save to roll back to. Otherwise, Czasior makes a load of patches for JK's Outskirts, so you could try making a request there.
Can't guarantee compatibility with any city overhauls as there's no telling where things may have been moved to. Anyone is welcome to create a patch of course.
Considering your response to my question on another of your mods, is it safe to assume dialogue added by this mod is either restored, reused, or spliced and not generative AI made?
Yes indeed, although the next update may have one line generated by xVASynth for Galmar, which is a vanilla line that was accidentally only recorded for Ulfric.
If this is safe to add during a playthrough? I'm always anxious when it comes to making changes to the notoriously buggy CW questline. I think this is the last part of your CW series I don't yet have, but some of the reported bugs/anomalies has me hesitant to include it in my load order from the get-go. I might add it before I do the final battles, that way I can revert to an older save if funky stuff happens.
Hmm, I haven't tried - theoretically this should be fine to install if you're after the Battle for Whiterun but before the Battle for Fort Hraggstad/Amol, I think.
Hey I'm also having the issue where after Battle for Solitude, all the guards are still imperial instead of stormcloak. I tried using the console commands you suggested in an earlier post but they didnt work either. I even tried reloading before the battle and playing it out again but the same thing happens. Is there any way to force the game to have Haafingar be stormcloak controlled?
I found the answer if anyone else has this problem. I was missing a certain command that would get this to work. You first need to put in startquest mq302test Then put in setstage mq302test 200 setstage mq302test 1Otherwise, great mod, loved the battle compared to vanilla. This game is just annoying sometimes.
So for anybody having issues where they destroy barricades but the objective does not complete; I may have found a fix, or more like a workaround:
In my attempts to complete the solitude siege I noticed that if I attacked the barricades the objective would not complete, however I noticed on one occasion that when an npc destroyed the barricades it worked as intended. After several more tests it seemed to be down to the fact that my character does way more damage than the npc, when I destroyed the barriers in one hit the objective would not complete, so then I tried using a weapon with much lower damage where the baricade would take multiple hits. Doing this caused the barricade quests to complete every time and I was able to play the whole siege through as intended.
There seems to be some kind of issue where if you destroy the barricades too fast then the quest script does not have time to fire its completion (maybe, I dunno, just spitballin here), either way, when I destroyed the barricades slowly there were no issues.
Maybe a fix would be to increase the HP of the barricades so that they cannot be destroyed fast enough to break the quest stage completion? Just a thought.
In the meantime going unarmed or using a bow to destroy the barricades slowly seems to work.
Also: When destroying the barricades slowly I noticed that when one of them has its health zeroed the other one explodes and the quest stage completes, and on the occasions that it didnt work I was basically destroying both of them at once with a sweep attack. So it may have been that destroying them both instantaneously causes the issue.
So TL:DR: Destroy the barricades slowly, one at a time, and you should be gravy.
Thanks for the insight! I've never had a situation during testing where the barricades are destroyed in one hit, so I didn't know that could be a problem. Was that a modded weapon? I'll see if I can find where the barricade health is defined, but I'd be hesitant to increase it across the board.
Modded weapon and using DMCO, Halberd with enchantment so one PA swing would hit multiple times for alot of damage. I was at the point where I could one shot all of the imperial defenders with a PA, likewise one swing obliterates both barricades. Though I dont think my general melee damage output is unusual for a level 50 character, just that there are extra hits in each swing due to my mod setup. The enchantment on the weapon was not esoteric either, just standard lighting attack.
Ide imagine that increasing the barricade health would be global to all instances of the barricades unless you created your own unique copies of the base records for use in the quest, so it may be overkill.
Also, on another note I have gotten the issue where after winning the siege Hafingar and Solitude have not updated to Stormcloak control. Going back to Solitude after the siege and there are imperial soldiers in Dour that attack me and turn all the Solitude guards hostile, had to sneak into the temple to donate to the reconstruction effort without getting aggroed.
I play with JK's Skyrim and they seem to work fine. Solitude siege worked no problem (outside the barricade issue that I detailed in my other post below)
Hello, I'm having some problems with this mod. The soldiers aren't spawnnig in the forts. I had to used the prompt to finish the mission Take Fort Dunstad, then when I started another mission, take Fort Greenwall, the soldiers didn't shown up again. I can't finish this mission and this is the only mod that I have that changes the civil war. Could you help me?
That sounds like a vanilla bug, this mod doesn't touch the Fort battles at all. Best thing I can suggest is to fast travel to the fort before accepting the mission to make sure it has Civil War soldiers in it and not bandits - it seems to be harder for the game to spawn the soldiers if the bandits still control the fort.
Hello, I've finished the Battle for Solitude, but the hold is still Imperial (Solitude and Dragon Bridge guards are Imperials, and the Stormcloak camp is still there). I saw someone had a similar problem but for the Imperial side and Windhelm, and the setstage command worked for them. Is there a way to use the setstage console command to force change Solitude to the Stormcloaks instead?
Yeah sure. Per the other comment, if you first check sqv cwsiege sqv cwfinale sqv cwand they all show "stopped", then you want to try setstage mq302test 200 setstage mq302test 1
119 comments
There seems to be a recurring issue (which I can't replicate) where the guards and jarls do not switch correctly once the battle is over. (Make sure you leave the city for at least three days to allow the script to attempt to resolve itself before trying these console commands.)
To switch Haafingar to Stormcloak after the Battle for Solitude:
startquest mq302test
setstage mq302test 200
setstage mq302test 1
To switch Eastmarch to Imperial after the Battle for Windhelm:
startquest mq302test
setstage mq302test 100
setstage mq302test 8
Could try blocking up the Windhelm bridge doorways with something but I'm not sure what would work (and I can't do 3D modelling to make something new). Something that could be interesting would be making some sort of plank bridge between the main structure and that weird front "window" that the side passages have.
The besiegers cross over a makeshift bridge they threw down. I don't know if making a temporary navmesh is possible tho, is it? If not, the plank could just be a travel activator like a ladder. Ofc we could just scale the walls with a ladder but in Windhelm's case there's nowhere to put the ladder where it would make sense that nobody just pushed it away.
I found the answer if anyone else has this problem. I was missing a certain command that would get this to work.
You first need to put in
startquest mq302test
Then put insetstage mq302test 200
Otherwise, great mod, loved the battle compared to vanilla. This game is just annoying sometimes.setstage mq302test 1
In my attempts to complete the solitude siege I noticed that if I attacked the barricades the objective would not complete, however I noticed on one occasion that when an npc destroyed the barricades it worked as intended. After several more tests it seemed to be down to the fact that my character does way more damage than the npc, when I destroyed the barriers in one hit the objective would not complete, so then I tried using a weapon with much lower damage where the baricade would take multiple hits. Doing this caused the barricade quests to complete every time and I was able to play the whole siege through as intended.
There seems to be some kind of issue where if you destroy the barricades too fast then the quest script does not have time to fire its completion (maybe, I dunno, just spitballin here), either way, when I destroyed the barricades slowly there were no issues.
Maybe a fix would be to increase the HP of the barricades so that they cannot be destroyed fast enough to break the quest stage completion? Just a thought.
In the meantime going unarmed or using a bow to destroy the barricades slowly seems to work.
So TL:DR: Destroy the barricades slowly, one at a time, and you should be gravy.
Edit: Looks like barricade health is 125.
Ide imagine that increasing the barricade health would be global to all instances of the barricades unless you created your own unique copies of the base records for use in the quest, so it may be overkill.
Also, on another note I have gotten the issue where after winning the siege Hafingar and Solitude have not updated to Stormcloak control. Going back to Solitude after the siege and there are imperial soldiers in Dour that attack me and turn all the Solitude guards hostile, had to sneak into the temple to donate to the reconstruction effort without getting aggroed.
sqv cwsiege
and they all show "stopped", then you want to trysqv cwfinale
sqv cw
setstage mq302test 200
setstage mq302test 1
setstage mq302test 1
setstage mq302test 200
You also need to not be in any Haafingar location.