The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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StopDropCTRL Oct 14, 2014 @ 12:56am
Olava the feeble house bug
I'm assuming it's a mod that caused this issue but olavas house can be entered but the door doesn't let me exit, it just opens a bit and closes.

Wondering if anyone else has encountered this or knows what mods could be causing this.
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Showing 1-15 of 18 comments
Nazenn Oct 14, 2014 @ 1:25am 
I do get a minor version of that bug if someone else is trying to enter the door at the same time, they will go through but i will have to activate it again and then another time to get it to go through but ive never been able to just not get through the door.
StopDropCTRL Oct 14, 2014 @ 2:24am 
The minor variant is a vanilla bug, this I'm pretty convinced is one of the many mods I have accidentally detaching the door inside her house from the external cell that is whiterun.
Her door inside the house is acting like a door between rooms almost only opening as far as it would before the loadscreens.

With the number of mods I run it could be any number of things and as it's so minor (she is only needed for a sidequest which I spawned her outside to start) Im just looking to see if anyone either knows a fix that doesn't require removing mods or knows what mod/mods would be the cause.

But yeah that base game issue is well documented and I'm pretty sure everyone has run into it from time to time (seems most common at dragonsreach).
Last edited by StopDropCTRL; Oct 14, 2014 @ 2:24am
Nazenn Oct 14, 2014 @ 2:26am 
You can always grab the refID via the console and then load your mod list into tes5edit and hunt for it and see if there are any other mods that edit that door/cell space that might be interfearing and causing what youre experiancing.
StopDropCTRL Oct 14, 2014 @ 2:29am 
That would be a problem, my mod list contains a rather large number of larger mods such as falskaar, interesting npcs and wyrmstooth.
Pretty sure last time I had skyrim installed it wouldn't load skyrims base files along side individual larger mods into the editor
Nazenn Oct 14, 2014 @ 3:07am 
Thats odd. I have 242 mods installed right now and it can load them all fine and even generate a merged patch for them and I also have some very large mods. Grab the newest version and try again? Other then that im out of ideas
StopDropCTRL Oct 14, 2014 @ 3:23am 
So the editor has been updated in the past year or so?
Generating a bashed patch which I assume is what you mean by merged patch (since from memory merged patches are for a different bethesda game) isn't done in the editor... it's done in wrye bash, the editor from memory has something like a 5GB load limit or somesuch, had misread tes5edit as just edit... but yeah that could work I guess, may take a while.

Ahh merged patches are a skyrim thing too... had only ever needed to use the nv version of tes5edit since wrye bash is a thing but yeah that's why I saw merged and thought wait what.
Last edited by StopDropCTRL; Oct 14, 2014 @ 3:42am
Nazenn Oct 14, 2014 @ 3:47am 
oh yeah, definitely give the new tes5edit a shot, been updated a couple of times and can handle stuff much better, the new merge plugins script is also REALLY good
and no i mean merged patch, which handles different stuff from a bashed patch, it actually makes it possible to have multiple mods editing the same records, npc appearances for example, and for all no conflicting edits (so skin from one mod, hair from another) to appear instead of just the last mod having precidence. It also does leveled lists but its still recommended to do a bashed patch too as it does it slightly better.
StopDropCTRL Oct 14, 2014 @ 3:56am 
Yeah but generally the only multiple mod issues I've been having have been things that either could deal with as I've never really been that interested in overly customized npcs or the like and very few mods I run even have dirty edits or any warnings in boss outside of a few deleted navmesh things.

Pretty sure the main thing my patch is for is to fix up the levelled lists and minimize the actual number of mods by combining a handful into the patch and deactivating the original mods.

Still I should go over the old details on tes5edit to atleast clean the few dirty edits and such and try figure out what's up with the door.
StopDropCTRL Oct 14, 2014 @ 4:05am 
Hmm seems the door is edited by both the unofficial patch and a mod I have turned off that is the open cities version of a theives guild shortcut I run to allow direct access to the area where all the sidequests are taken
Nazenn Oct 14, 2014 @ 4:48am 
Merged patches are great because they not only allow you to have records from different esps alter the same thing but also give you a safe esp to manually move record changes into so you can do your own patching without having to create a new esp entirely for it so its very multipurpose
for leveled lists still stick with a bashed patch, it just does it neater and because it can do the other stuff like name importing and stats etc as well, so just delete that from the merged patch but its good for everything else.
As far as actually merging mods, you can grab the merged plugins script of the nexus which allows you to merge fairly complex mods into a single esp which is really good for things like city or interior mods or patches.

As far as the door im not sure, but at least you know what might be affecting it now.
StopDropCTRL Oct 14, 2014 @ 5:11am 
Yeah, just read up on that mod and it seems that it made a lot of weird issues arise with different things it changed that it really shouldn't have.
Decided to trash the thing since it was only to bypass one load screen.

Also got around to cleaning my master files which should in theory fix some issues I had yet to run into, boss is pretty useful to speed up cleaning time since it lists what has dirty edits to fix.
Nazenn Oct 14, 2014 @ 5:12am 
if you move over to LOOT, which is the sequal to BOSS, its actually a lot better at detecting what you should and shouldnt clean, especially with newer mods or newer updates to mods, and as in some cases cleaning a mod will break it and render it useless its worth doing, along with checking the mod description.
StopDropCTRL Oct 14, 2014 @ 5:15am 
May have to look into that then, and also figure out which of my Olavas is the real one so I can delete the other now that her door doesn't lead to an eternal prison.
Nazenn Oct 14, 2014 @ 5:19am 
Haha, probably a good idea XD
If you have two doors sitting in exactly the same spot, you can try trying to select it from different angles and positions in the room to see if you can select the other door to get that id too (the console is weird like that)
StopDropCTRL Oct 14, 2014 @ 5:29am 
I meant I had cloned Olava to start her Dark brotherhood quest so I have two of her, but yeah that kind of door issue arose in an old install with certain mods in markarth due to people useing the same small bit for two mods, also loots report screen shows as a red bar for me for some reason, might be something I missed due to being half asleep but meh.
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Date Posted: Oct 14, 2014 @ 12:56am
Posts: 18