Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@Portaddict74482, sorry for the delay but my PC was inoperative for a few days. Here are my thoughts. Note that your PC will have to leave Solitude and then return following execution of the SetCrimeGold command.
See my "Crime & Bounty" section. To wit:
SETcrimeGold <$$$$> <FactionID> sets Bounty on Target Actor {nominally your PC} to $$$$ gold in the specified HOLD <FactionID>. Example : player.SETcrimeGold <0> <Hold FactionID>.
Using 0 {zero} removes Bounty on Player's head in that Hold.
NOTE : If being chased by city guards, PC must leave that city and reenter for this command to work on those guards.
ALSO, If PC cannot avoid the guards and the setcrimegold command does not work, have PC drop all "stolen" items['/b] before talking to a Guard
<{OR in an emergency, remove ALL of PC's inventory to a Follower using
RemoveALLitems [Player | RefID] . This causes Target NPC/Object to remove all items from its inventory and [optionally] transfers to Player or other RefID "container". This empties the Target Actor's inventory. In this case the "Target" should be the PC and you would use the Follower's RefID as the receiving "container". That may be determined by left-clicking the Follower while in-console.}>
<{I suggest using an NPC Follower because they have no weight limit while a Chest may not have enough capacity. However, an NPC may become over-burdened and be unable to move. The PC will be able to relieve this problem after being released from jail.}>
Try looking up "Horses" info in the Elder Scrolls Wikia.
If so, that may be the source of the problem ? You might try looking for it in Nexus as an alternative.
The mods may be conflicting with each other. There may be a way to "merge" the mods. However, I am not familiar with the process. Wrye Bash is the tool used. Ilja is author of a post that is a good starting point for finding info about Skyrim and its mods. Here's a link: http://steamcommunity.com/app/72850/discussions/0/594821545176386165/
This is an extract from Ilja 's post: 1. Introduction
We have a bunch of new players here. I see that same questions keep popping up, our support posts are a bit spread out and (as usual) peoples do not seem to pay much attention to pinned topics. I decided to write a short post to cover most questions.
First things first.
- Stay calm. Basic modding is not hard. Bugs are annoying, but most of them are fixable. You should be able to finish the game in it's vanilla form, but game may toss you some game breaking bugs. Patches below are meant to deal with them.
Since you "know" the items, you should be able to simply ADD each using the Console Commands.
Another option exists if Carryweight is a problem. Make note of the refID of a high capacity storage container at your “Base” {home, Manor, whatever}. THEN, while in a Dev Cell, use the RemoveALLitems [Player | RefID] command to directly transfer desired items {Collected in a single container in the Dev Cell} from that container to the container at your base. REMOVEallItems causes Target NPC/Object to remove all items from its inventory and [optionally] transfers to Player or other RefID "container". This empties the Target Actor's inventory.
Those Dev Cells are supposed to have 1 {at least} of every {NPC/creature-type} and Object used by Bethesda , BUT will not have stuff originated by Mods. Also I'm not sure the DLC stuff is included. You may have to search around a bit to find what you are looking for in the several Cells. Also, you might have to fight off NPCs or creatures in some Cells. Most will just ignore you as long as you don't attack.
PART 2
If you have {or can make a close guess at} the official names of the missing objects, you may use ADDitem refID # to make a new one of each. Use HELP "object name" to retrieve refIDs. You may use HELP "object name" to make best guesses at object names. It will report whatever the game has with the spelling you input. Then you may adjust your guesses until you find what you are looking for.