The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Didz Dec 9, 2013 @ 3:37pm
[FIXED]Frodnar seems to be stuck - Solution found and tested.
The little boy called Frodnar in Riverwood seems to be stuck, and his dog Stump has disappeared completely from the village.

He has spent the last two days (game time) standing in the middle of the village street near the tavern and hasn't moved day or night.

http://steamcommunity.com/sharedfiles/filedetails/?id=202545807

Any idea's what's happened, or how to cure it?
Last edited by Didz; Jan 31, 2015 @ 5:42am
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Didz Dec 10, 2013 @ 10:18am 
[Bump]I've been discussing this issue on another thread and thought I'd report back on the results of some of the suggested soluitons.

Pecoes suggested that I could deliberably use the console command player.placeatme to check whether Stump the dog is still alive and whether placing him near Frodnar would allow the NPC activity to resume.
http://steamcommunity.com/sharedfiles/filedetails/?id=202734585
I tried that and as you can see Stump is quite happily laying next to Frodnar in the road. Lydia immediately acknowledged the appearance of Stump with her usual comment of 'Stupid dog', but Frodnar ignored him.

The next test produced even freakier results. First of all I went over to the door of Frodnar's home and did a player.placeatme command to move Frodnar from the road to where I was standing. The idea being to hopefully kick start the character activity, and at first I thought it had worked.

Frodnar appeared next to my character acknowledged his presence and then ran off into the street, and up onto the veranda above Lucan's store, which is pretty much normal Frodnar behaviour.

Job done I thought. But, when I walked back to collect my horse I realised that Frodnar was still standing exactly where I had left him, and trying the command again I realised that I hadn't moved Frodnar at all but actually cloned him and there were now three of them wandering about.
http://steamcommunity.com/sharedfiles/filedetails/?id=202734721
The original one standing transfixed in the street and two more running around the village as usual.

So, I think if I can get rid of the original Frodnar who is stuck in the street and one of the clones I might have solved the problem.

Anyone know the commands I need to do that?
Last edited by Didz; Dec 10, 2013 @ 11:15am
Didz Dec 10, 2013 @ 11:16am 
[bump] Can anyone confirm the command to delete an actor from the game. e.g. Frodnar
Didz Dec 12, 2013 @ 4:13am 
[bump]Found the solution.

Didn't have much luck resolving this problem with the advice provided on this forum, so i widened the field and went to Google.

It turns out that the solution is to ignore Frodnar, and find the dog who seems to be the root cause of the problems for both Frodnar and Dorthe getting stuck.

You need to use console commands, and I found it a bit fiddly to do but if you persist it does work. Just make sure you save before you start, as getting it wrong can be hilarious but damaging to your characters future in the game.

Step 1: Find Stump the dog and go to him.

Normally the problem with Frodnar and/or Dorthe being stuck is linked to the fact that Stump has dissappeared. He can usually be found in Hod's House, but that house is always locked and it's best not to try breaking in if you want to keep your reputation in the village.

So, the way round this is to use a console command to move your character to the location of Stump.

The format is: player.moveto [stumps actor reference]

Note: Actor references can be obtained by using the Help command when in the console:

e.g. Help Stump - will list help on any reference to Stump incliding his NPC reference. It should be 0001E62B, or was in my game.

This should immediately move your character and any followers you have to the location of Stump, and if he is in Hod's house you will magically appear in their living room.

BE VERY CAREFUL at this point because you are effectively an intruder in Hod's home, and everything around you is sensitive. Don't touch anything. However, it's worth just hanging around a bit and listening to Hod and Gerdur chatting because unless I'm mistaken they have different dialogues for when they are alone together than when they are at work.

Touch anything and all hell breaks loose, which can be hilarious, but not a good idea for your character reputation.

Step 2: Disable the Dog.

Unless Stump has wandered off whilst you were admiring Hod's home he should be close by.

You now need to make him disappear by using the Disable console command.

In theory this is quite straight forward as you just type 'disable' into the console and then left click on Stump. If you get this right the dog should disappear, however, I found it really fiddly to get it right, and getting it wrong can be chaotic. Be very careful what you point your mouse at as in theory anythng you click on will dissappear, and in a cramped room with Hod and Gerdur moving around cooking their evening meal it's easy to click on the worng thing.

Also be careful not to click on Stump with the console closed. I did this a couple of times when trying to make sure I could select him, and for some reason the result was that either my character or Lydia hit and killed him with their weapons and once again all hell broke loose. On one occassion two guards immediately lept through the door and set-about us and the incident ended up with a Hod family massacre.

When you get it right Stump will dissappear.

Step 3: Enable the dog again.

This is basically the reverse of the process above, just make sure that when you do this Stumps actor code is showing as the current selection at the top of the console pane. You can actually scroll up and down to select it. If you got the disable command right first time, then lucky you, it should be the only reference listed, but I found I had a long list of plates, mugs and food in my list by the time I got to this stage.

So, with Stumps code appearing at the top of the console pane type 'enable' and press Enter.

Stump should reappear and immediately start acting like a normal dog again. The first clear indication that you have solved the problem should be that Gerdur and (if present) Lydia will acknowledge Stump's presence by calling him 'A stupid dog'.

You can now walk out of the door, and both Frodnar and Dorthe should be acting normally again.

Hope that helps anyone else who gets this problem.
Last edited by Didz; Dec 12, 2013 @ 4:19am
Siddha Jan 30, 2015 @ 6:46pm 
Thank you for posting this solution.
I encountered the problem and this seems to work.
Cheers :)
Roscaria Jan 30, 2015 @ 11:54pm 
Please edit the original post and put FIXED or SOLVED by the title for other users to see. Thanks. :)
Bruce RiN- Dec 21, 2015 @ 4:27pm 
Thanks for the solution.

I really appreciate it.
Brave Bra Jun 11, 2016 @ 7:41am 
Good job. It works. Thank you
Dwnld Nov 13, 2020 @ 12:41am 
First of all that is not the safest way to achieve that result.

As you may have realized, that command (player.placeatme) makes a copy of NPC's you spawn, it doesn't move existing NPC. If you (and you do) want to move existing NPC to your location, you need to use commands:
prid <refID>
moveto player
You can get the ref ID from The Elder Scroll Wiki by searching wanted NPC by name. The prid-command does the same thing as clicking something on your screen.
Note that you need to use ref ID for this, not base ID.
Last edited by Dwnld; Nov 13, 2020 @ 12:44am
AZCoder Sep 12, 2021 @ 11:33pm 
I can't believe I found a solution to this oddball problem. prid on the dog and moveto player instantly fixed both Dorthe and Frodnar. Thanks a lot. They had been standing around for game weeks.
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Date Posted: Dec 9, 2013 @ 3:37pm
Posts: 9