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BTW, is "Going Out With A Bang" truly the final part of the quest, or is there more to it?
The raised segment of dirt with a grave stone at the base is where the keystone is...
- One, this is technically an inferior version to the Nexus upload, as several pieces of unique armor on several NPCs had to be removed and replaced with something more basic due to asset permission, but the functional aspects of the mod remain unchanged...
- Two, the Dawnguard dependency HAD to be removed in order for the mod to continue production (though the DLC is still necessary to play as this mod requires it's assets), and as such, I CANNOT guarantee what will happen for save files that already had the previous version in it; I highly recommend a clean save, and if not possible, a clean install...
The entire mod has been overhauled, in almost every aspect, so it should be at least a mildly different experience for repeat players, that is, until you hit the new content, which should happen two to three hours sooner, according to my testing...
That should end the combat, he'll move into place, and the scene will continue; just use TFC again to place the camera back in the player, and everything should be fine...
Incidentally, please tell me who he's attacking, nothing should be initiating combat with him after the wave is completed; also, that makes me very happy to hear, I always appreciate compliments and positive feedback, it's certainly one of the reasons I work hard...
There are a lot of NPCs involved with this one, so I absolutely must know the last events that take place before the game stops, as many details as possible, if I'm to find the problem you're experiencing...
Sadly, you may have to reload an old save to do it, and I can't imagine you'd have made one recently...
- The guard you appear with...
- The Geomancer...
- The guard on the turntable...
- The Dunmer on the turntable...
Try opening the console, clicking on one of them, using the Disable command, DON'T CLICK OFF THEM, close the console, see if the scene starts moving, then open the console and using the Enable command to bring them back...
If the scene progresses, great, you found the NPC lagging the scene, if not, try one of the other NPCs...
However, there is a way around this; when your items are removed, they do not simply "disappear", they are instead moved from one container, your inventory, to another...
The container in question is directly under your feet, beneath the stone floor of the locker room; if you use the command TCL, you can float through the floor and access the chest and retrieve your possessions...
SetStage aaaMOTDQuest08 50
Then, each stage afterwards is a multiple of 5 (e.g. 55, 60, 65) all the way up to 100 where you will be kicked from the memories back into the real world...
However, I must warn you, this is a temporary fix, as clearly something is conflicting badly with your playthrough that I imagine will continue to persist the longer you play...
Also, that is the exit of the ruins, the actual entrance is the trapdoor on the almost completely sunken tower on the west half of the ruins; however, if you don't wish to do the Daedric quest, you could always use the Console command TCL to fly up to the trapdoor you're seeing, enter, snag the shard as it's right there, and leave...
help "nega"
It should show a list of your particular item IDs that have the word Nega in them, then simply use the Player.AddItem command to give yourself whatever items you want...
SetStage aaaMOTDQuest06 20
Unfortunately, that doesn't answer why it's not working for you, this is the first time I've heard of there being an issue at this stage, I'll have to do some investigating...