All me, haha. It's a valley girl accent with the voice pitched up in editing.
Thanks.
All good, I know it's not super descriptive. Citizens Only is the same thing as the Citizens of Tamriel mod you can find on its own dedicated page, it's the ezPG file but it strips everything else out completely leaving just the Citizens records.
As mentioned, this is basically useless because you can find the Citizens only version separately but I've kept the patch up for those who want it for some reason.
Disable Companions is different because it just - surprise - disables the core companions: Eris, Nessa and Dzarkim. It doesn't remove the records which means it's probably not a good idea to install the separate companion mods - i.e. Nessa - on top of it, because there'll essentially be a duplicate of everything in the world.
The Disable patch is more for people who don't use the core three companions at all. It was a quick compromise at the time and not very well thought out in terms of compatibility.
1. Technically, yes. Open up the console by hitting the Tilde (~) key or whatever your equivalent is for international keyboards. With the console open, click on Karna with your mouse and you'll get an ID that pops up in the middle of the screen. Write this down somewhere because you'll need to use it again later.
With her selected, now enter disable and you can keep playing as normal. Whenever you want to use her again, open up the console, enter prid followed by the ID you wrote down earlier. Hit Enter, this will select her reference.
Then just enable and moveto player then she'll be back.
2. Yes. It's exclusive to female players, but there's a mod by TheShiningAbsol that makes it possible to romance her as a man.
3. For romance? No. You can safely dismiss Bacchus, I don't remember where he goes to, but you also have the Summon spell to bring him back.
If it's not firing, you can force it to start via the console and then talk to Lan directly. It's been like 5 years so I can't remember this off the top of my head and I deleted all the modding stuff off my computer ages ago, but you can get the next stage to talk to him one of two ways:
1. Open up the console and type sqv <Quest ID> with the ID being the intro quest. It'll be something like Myt_KarnaQuest_Intro, you can find it with help myt or mythos command in the console.
Because I work in increments of 5 or ten in most cases, if the stage is currently at 5 to start the dialogue scene with Lann, enter setstage Myt_KarnaQuest_Intro 10 for example and then activate him to talk.
2. If you're familiar with xEdit, you can skip messing with the console and find out what's the next step by checking the Quest tab, then setstage as before.
People keep asking about it, so here's the summon spell available on the patches page, in addition to the MCM option. You can add it via the console with player.addspell xxxx5902. There's also a bunch of compatibility patches for Celestine like the Blue Palace.
Here's the Beyond Reach 3.0 update as well. Keep in mind this was unvoiced but it's all there, bringing the total up to around 2,300 lines.
Finally, for people asking about the modding/CK tutorials, you can find them unlisted here. Check the description for the timestamps and resources.
For Skyrim? No. Modding in general? Never say never.
The problem is that no other games allow for the kind I mods I want to make. I had even more things planned for Skyrim, the biggest one being a Forsworn follower and a Death Cleric/Shaman of Namira. He wasn't a raving lunatic but calm, well-spoken with theming around mushrooms and the belief in rebirth.
All that's gone now. I suppose it's not impossible I could return at some point, but I haven't thought about Skyrim in months and I'm glad I've left it all behind. If/when I make anything more, it's most likely going to be for another game.
No, that's the end. New Vegas doesn't have a native function to check for whether notes have been read, that was only added in Skyrim onwards.
Where you load in and Alejandra gives you the note, there's a trigger that completes the quest after you open up your Pip-Boy to read it but if players move outside it, there's not much I can do.
Nah, just the "glimpse" scene into her past that's available after you complete a faction or main questline and she's been dismissed. It's a little, abstract memory that gives some insight into her character but because of who Eris is, there was never any plans for quests for her.
Unfortunately, your guess is as good as mine for the sneaking thing. I don't remember it ever happening on my end with a vanilla install but it does happen to some people every now and then. My guess is something funky is happening with her AI, although it never happened with any of the other followers.
The summon spell or disable/enable trick to reset her is the best workaround.
Thanks. As for your question Logazor, this account is basically an archive, I very rarely login to check it anymore because it's not like there will be updates.
Whether it's safe to update mid-game depends on, a, where you're currently at and what parts of the AIO you're using and, b, what version you're trying to update from. Going from 1.0 to 2.5 for example isn't a good idea, but if all you want is a few companion fixes and the like, yes, it'll be okay.
To give you an idea, if you're currently in the open world with some followers and not in the middle of one of the custom quests for example, it's safe.
4 main quests plus an epilogue, if you want to call it that.
7 side quests tied to characters and choices you make. None of that radiant crap because they're not quests, just filler.
The original idea was that you could side with any clan and the questline would've changed dramatically based on the faction, but that was crazy ambitious. You're the head of the Volkihar clan and interact with the others.
Not sure. That doesn't tell me much. Make sure the .esp is ticked in your mod manager, it sounds like it's not enabling for some reason. And you have the NVSE plugins.
I strongly recommended everyone uses the Faction Compatibility Fix file too. It will help with edge cases based on your particular load order.
I'm guessing you have something that changes the interior layout of the Blue Palace and you haven't hit the trigger that's near the door. You'll need to use setstage to progress and get her to walk upstairs.
The way it should work is you enter the Blue Palace, hit the trigger just inside the door, she walks upstairs as you go and talk to Firebeard and then once you've completed The Man Who Cried Wolf, the quest will prompt you to look around for where she's at. It's just outside the door to Stentor's room.
Sure, but like the description mentions, these are all the most up-to-date versions of every mod, i.e. Celestine is 2.6, as they were at the final release. They're not potentially archives of older files like a certain other site.
I'm also not going to work on or update any mods, so these really are the final, final versions. The most complete, most patched, most supported, etc. They're the only ones people should be playing.
If you're using something like MO2, it should also show the version during install because most of these come in a FOMOD. You can alternatively open the info.xml file inside the .zip to check.
Open up the script. It was called something like CoT_YarrickInv, I include the source files which you're free to copy or read for how it was done. He's a talking activator when he's dropped/placed on the ground, but a misc object when picked up again and put in your inventory.
Note that you'll need to pick a mesh that has collision attached if you're trying to do something similar like a talking skull. From memory, what the script does is when he's dropped from the inventory, it removes the misc object and places a copy of him as a talking activator instead on the ground. When he's picked up, that instance/copy is then disabled/deleted so it appears seamless.
Long story short, it's more straightforward that it may look. If you're just getting into modding though, this is a bit complex.
Short answer is, no. Keep in mind there's no way from me to check for headcanons or a particular RP that players have. She's a zealot and doesn't distinguish between bloodthirsty monsters and morally conflicted vampires.
If you really want to have her along for your playthrough, you could try that Celestine villains patch someone made on The Mod Site That Shall Not Be Named™. How you want to justify that to your character is entirely up to you, that's not my business, I'm just talking about it from a technical standpoint to stop the confrontations occurring.
Keep in mind, however, that I had nothing to do with that and don't endorse it. Any issues you'll need to speak with the author about.
I'm going to assume by final quest, you mean the Night of the Hunter one, the "final" quest after that, he should be right in front of you.
If you mean back from the docks, head back up the path towards Solitude and he'll be leaning just inside the wall before you get to the main gate.
If you mean after the quest is basically done, he's standing on the path just outside the city near the same spot. On the path heading back down the hill away from the city.
Mkay... I didn't really want to do this. I started deleting everything at the time because I want nothing to do with the modding scene but since people keep asking, here it is.
The copies were in 720p, but I managed to find the timestamps. It's unlisted but you're welcome to share the link around. I turned off comments because this is provided as-is.
The video is still there for people who want to get something out of it, but understand I'm not around to help people with tutorial stuff.
Thanks mate. I put a lot of work into the Beyond Reach update, so glad to see people still enjoy it.
If I can be bothered, I'll upload it properly here at some point, but here's the file for other people looking for it for now. (FOMOD ready.)
https://drive.google.com/file/d/1Fb0S8My7IXHprefjAbg5zDaVPPcw-si9/
Maybe. I've never used GTS or Another Perspective. It would depend how it's setup and most likely how it edits the MQQuickStart Global variable.
You may need to do some manual patching in xEdit if you're familiar with how to do it, but the gist of it is the same: drink the potion on the rock just outside the cave exit at Helgen. The point where Alduin flies over, to start the questline.