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PeterForFun

Skyrim carriage intro bug

It seems that after i updated sexlab and other sexlab related mods along netimmerse override,j containers and papyrus util, when i make a new save the game loads up ok but after the Bethesda logo fades away the carriage i am in with Ulfric and the others stays still (also the carriage infront of mine).Game music folliage game sounds,npc conversations of the intro scene continues ok but the carriages do not move at all.I suspected problems with FNIS so i did several stuff (unistalled creature,regenerated files,used FNIS hot fix) but to no good.I use mod organizer and never had this problem before.Has anybody ever seen this bug?


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[sarcasm]


What?  A carriage ride bug?  In the intro?  It's unthinkable?  Never happen...


[/sarcasm]


 


Try googling "skyrim", "carriage", & "bug" and you could spend the next day and a half reading various issues and theories.  Basically it comes down to:  Bethesda made the damn thing too delicate, and almost any mod (particularly animation) can cause problems.  Your safest bet is to download an alternate start mod (Alternate Start-Live Another Life is probably the most frequently used but there are others).  Use this to bypass the (rather boring after the 3rd new character) cart ride start.


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UFJLekY.jpg

 

iGfCfFz.jpg

unbound quest will wait for the cpu to take care of the quests that have a priority highter than 80

 

but this quest can't be allowed to wait (once the horse have turn, the carriage have to follow or it go crazy, when the other one stop at the door, it have to be opened now or it will stay closed, etc etc)

 

 

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It seems that after i updated sexlab and other sexlab related mods along netimmerse override,j containers and papyrus util, when i make a new save the game loads up ok but after the Bethesda logo fades away the carriage i am in with Ulfric and the others stays still (also the carriage infront of mine).Game music folliage game sounds,npc conversations of the intro scene continues ok but the carriages do not move at all.I suspected problems with FNIS so i did several stuff (unistalled creature,regenerated files,used FNIS hot fix) but to no good.I use mod organizer and never had this problem before.Has anybody ever seen this bug?

Thanks

no i have not seen that particular bug but i did run into the spinning cart bug tho

 

here try this save Save 1 - Prisoner.7z this is right after the cart stops in helgen and every body gets out

 

the only masters is the DLCs and maybe HDT-PE in the co-save

 

if it had been the spinning cart bug i would have directed you to the nexus and dl my fix for it

here http://www.nexusmods.com/skyrim/mods/65538/?

 

it is still s little wonky but fixes itself

 

 

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Thanks Calliban44 for the save file, i skipped the carriege  part but now the whole thing stops to the execution part because Alduin never comes...


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I ran into the issue myself with a certain combo of mods that I've completely forgotten :s I remember turning one off eventually fixed it but it was pretty much just one of those random events that I got with modconflicts that quickly got discarded at one time with the experimentation


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Well, i found the solution myself, what i did was totally unistalled the latest version of fnis (v.5.5) along with latest fnis creatures,re-intalled them and generated the files.Go figure...


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