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  1. DaveElPersona
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    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?
    1. DaveElPersona
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      Update

      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 1
      Otherwise, great mod, loved the battle compared to vanilla.  This game is just annoying sometimes.
  2. Brickon
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    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?
    1. Enodoc
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      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.
    2. Brickon
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      Older versions should remain accessible for those who may not want to use any generative voices, yeh?
    3. Enodoc
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      Yep, and/or you can just delete the fuz voice files, which will be cwfin_cwfinthinkpeacewilll_00065c73_
  3. Carbon14C
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    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.
    1. Enodoc
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      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.
  4. skibadaa
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    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.
    1. skibadaa
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      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.
    2. Enodoc
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      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.

      Edit: Looks like barricade health is 125.
    3. skibadaa
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      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.
  5. lazloarcadia
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    Just curious if anyone has tried this mod with JK's Skyrim or Solitude overhauls?
    1. skibadaa
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      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)
  6. cavernadoj
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    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?
    1. Enodoc
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      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.
    2. cavernadoj
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      Thanks it help and the game worked
  7. fzzy1210
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    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?
    1. Enodoc
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      Yeah sure. Per the other comment, if you first check
      sqv cwsiege
      sqv cwfinale
      sqv cw
      and they all show "stopped", then you want to try
      setstage mq302test 200
      setstage mq302test 1
    2. fzzy1210
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      Thanks for the reply, but it didn't work sadly... this game can be a real pain sometimes lol
    3. Enodoc
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      Oh I might have got it the wrong way around, maybe it's
      setstage mq302test 1
      setstage mq302test 200

      You also need to not be in any Haafingar location.
    4. fzzy1210
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      I disabled my all my Solitude mods just in case and then used the commands. Lo and behold, it worked! Thanks for the help :)
  8. jupppo
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    Is this (and your other civil war mods) compatible with CIVIL WAR OVERHAUL - Redux?
    1. Enodoc
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      This one isn't, but Schofida directly borrowed elements from this mod for the city part of CWO-R's Solitude and Windhelm battles, so you'll get a similar experience either way.

      From what I remember, CWO-R includes relevant patches for Serious Civil War Consequences for Jarl BalgruufCivil War Couriers Framework and Serious Civil War Fort Commanders, and possibly Neutral Civil War Forts Respawn as well.
  9. Zykii2048
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    brunwulf did not appear during speech
    1. Enodoc
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      Can't explain it unfortunately, it seems to be a transient issue. I think sometimes another package takes priority for some unknown reason.
  10. colleeeenmk
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    Crowdsourcing experience because it has been approximately 87 years since I've played the civil war and can't bum-rush it just to test rn: has anyone used this with Capital Windhelm Expansion? there's a little bit of space kajiggering inside the city walls in that, but I don't recall the exact path for the attack in Windhelm so not sure if they would clash. 
  11. KnightOfYsmir
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    compatible with Skyrim at War ?
    1. Enodoc
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      Not out of the box. There is some sort of conflict with the CWSiege script, but since the author of that mod has not included their script source files, I can't see what the conflict is, and therefore can't easily make a patch for it.