Enderal SE
May be i have some ambient sounds bug, sometime ambient sound didnt stopped , meaning is that after teleport from canyon, Im still hear the wind in the city
It can be fixed by reload the save. i have Enderal SE 2.1.4 and the latest skyrim steam version
Sorry for my poor english,Is there any solutions?
It can be fixed by reload the save. i have Enderal SE 2.1.4 and the latest skyrim steam version
Sorry for my poor english,Is there any solutions?
1 reply, 2 total
Hey! Uncertain whether this is a bug or not; it's a minor issue regardless. I was snooping around in the game's audio files and I found lines for both Jespar and Calia reacting to a phasmalist player. I've played a phasmalist more than once, summoned my apparition in front of these two countless times and I've never been able to trigger these lines. I also found lines for friendly fire that I've never heard in-game (I've heard Tharaêl's, but never Jespar's). Am I simply missing something or are they not firing for some reason? I'm playing the latest version with no mods.
Many thanks for the help and for keeping Enderal alive and healthy!
Many thanks for the help and for keeping Enderal alive and healthy!
1 reply, 4 total
All lines were recorded way before I stepped in, I need to know the file names to answer your question.
1 reply, 3 total
Thanks for the quick reply. I think these are all of them. I've included a few more that I don't think I've heard in-game either. There's also lines of them reacting to a lycanthrope, but since I've never played as one I don't know whether or not those are working as intended. I also didn't check the other companions, I'm not that far ahead in my playthrough.
Jespar reacts to a phasmalist:
jespardial_jespardialogue__0002c5d8_1
jespardial_jespardialogue__0002c5d9_1
jespardial_jespardialogue__0002f010_1
jespardial_jespardialogue__0002f011_1
Calia reacts to a phasmalist:
caliadialo_caliadialogue_f_0002f012_1
caliadialo_caliadialogue_f_0002f013_1
Friendly fire Jespar:
fs_nqr05_fs_nqr05_taunt_0002412f_1
fs_nqr05_fs_nqr05_taunt_00024130_1
jespardial_jespardialogue__0002c5cc_1
jespardial_jespardialogue__0002c5cd_1
jespardial_jespardialogue__0002c5ce_1
Friendly fire Calia:
caliadialo_caliadialogue_h_0002c5d5_1
caliadialo_caliadialogue_h_0002c5d6_1
caliadialo_caliadialogue_h_0002c5d7_1
fs_nqr05_fs_nqr05_taunt_0002412d_1
fs_nqr05_fs_nqr05_taunt_0002412e_1
Jespar near death (I think?):
fs_nqr05_fs_nqr05_death_00024136_1
jespardial_jespardialogue__0002c5d0_1
jespardial_jespardialogue__0002c5d1_1
jespardial_jespardialogue__0002c5d2_1
Calia near death (I think?):
caliadialo_caliadialogue_b_0002c5db_1
caliadialo_caliadialogue_b_0002c5dc_1
caliadialo_caliadialogue_b_0002c5dd_1
Jespar reacts to a phasmalist:
jespardial_jespardialogue__0002c5d8_1
jespardial_jespardialogue__0002c5d9_1
jespardial_jespardialogue__0002f010_1
jespardial_jespardialogue__0002f011_1
Calia reacts to a phasmalist:
caliadialo_caliadialogue_f_0002f012_1
caliadialo_caliadialogue_f_0002f013_1
Friendly fire Jespar:
fs_nqr05_fs_nqr05_taunt_0002412f_1
fs_nqr05_fs_nqr05_taunt_00024130_1
jespardial_jespardialogue__0002c5cc_1
jespardial_jespardialogue__0002c5cd_1
jespardial_jespardialogue__0002c5ce_1
Friendly fire Calia:
caliadialo_caliadialogue_h_0002c5d5_1
caliadialo_caliadialogue_h_0002c5d6_1
caliadialo_caliadialogue_h_0002c5d7_1
fs_nqr05_fs_nqr05_taunt_0002412d_1
fs_nqr05_fs_nqr05_taunt_0002412e_1
Jespar near death (I think?):
fs_nqr05_fs_nqr05_death_00024136_1
jespardial_jespardialogue__0002c5d0_1
jespardial_jespardialogue__0002c5d1_1
jespardial_jespardialogue__0002c5d2_1
Calia near death (I think?):
caliadialo_caliadialogue_b_0002c5db_1
caliadialo_caliadialogue_b_0002c5dc_1
caliadialo_caliadialogue_b_0002c5dd_1
1 reply, 2 total
Thank you.
The friendly fire and near death lines were removed, since there is probably no point in being so dramatic so often when they won't die anyway.
The phasmalism lines are there, and I will check for the next patch if they work or need fixing.
The friendly fire and near death lines were removed, since there is probably no point in being so dramatic so often when they won't die anyway.
The phasmalism lines are there, and I will check for the next patch if they work or need fixing.
1 reply
Ah, I see. I can understand the reasoning with the near death lines, they are pretty dramatic, but I find it a shame the friendly fire ones have also been removed - sometimes it's useful to know when you're accidentally roasting a companion instead of the enemy. That and hearing Jespar good-naturedly ask if we've had too much peaceweed was amusing, especially in comparison to other companions' less forgiving remarks.
Thank you again for your dedication.
Thank you again for your dedication.
Hi, I have a super weird bug. Every single item that is either in my inventory, an NPC's inventory or in a container does not get properly displayed. Basically, in the inventory UI the item name is just blank and it looks like my inventory is completely empty. However, when I hover over an area where the item should appear the 3D model and description are shown. So the items exist, they are just invisible within the list. It unfortunately makes the game unplayable because when I want to do something as simple as equip a weapon or drink a potion I have to scroll through my invisible list and go through every item until I find the one I was looking for using the 3D model as reference. I also cannot see what I pick up from bodies or containers and just have to press collect all and then try to figure out which item is new in my half-working inventory.
Any fixes for this?
I have NO mods installed. All other menus and maps work fine. I tried changing resolutions plenty of times but the issues persists throughout. I tried verifying the file integrity and everything seems to be there.
Thanks!
Any fixes for this?
I have NO mods installed. All other menus and maps work fine. I tried changing resolutions plenty of times but the issues persists throughout. I tried verifying the file integrity and everything seems to be there.
Thanks!
1 reply
Since you mentioned "no mods" and this is most likely a SkyUI issue (Enderal does not modify the inventory menu), I assume you are playing the outdated version on Steam. My only guess is SkyrimCustom.ini from your Skyrim SE interferes and you need to update SkyrimRedirector.dll. See this doc on what should be done for 2.0.12.4.
Quick Google search shows that MCM Helper for a wrong version of SSE may cause this issue. Other than that, no clue.
Quick Google search shows that MCM Helper for a wrong version of SSE may cause this issue. Other than that, no clue.
Hi, wanted to report some npc scripting/behaviour bugs that were bothering me on the Steam version, did not reach those points on 2.1.4 and could not find them as fixed in the changelog (sorry if they are already fixed in 2.1.4). Potential spoilers ahead for anyone reading!!!
1. In "Dark Chambers of our minds" when the Father teleports/creates an apparition of himself (not sure which one is the intended idea, guessing the latter), and starts assigning teams, there are 2 instances of the Father, one that remained on the elevated platform and one that appeared on the lower level with the mercenaries, my issue is that the "original Father" starts descending and attempting to leave the camp instead of standing still while his "psionic illusion" finishes the expedition preparations. Once Brother Sorrow announces the players turn, the Father is once again seen at the gates of the camp. What is a bit ironic about this is that I saw a playthrough, from 2019, in which the "original Father" stays on the elevated platform and starts a prayer/meditation animation (exactly the behaviour I would consider appropriate for this situation). A different playthrough from 2023 I saw suffered from the same behaviour I encountered.
2. Still on "Dark Chambers of our mind", after Tharael reads the first inscription at the "energy gate" in the temple, he seems to have his swords equipped even in his passive stance, even reading from his translation aide, at the second inscription, while also having swords in his hands. I think "Dark Chambers of our mind" is still overall a somewhat buggy quest, the perversions seem quite glitchy, the "Daddy" enemy is also unable to leave the room he spawns in, seemingly running into an invisible wall when attempting to do so, or he doesn't fit through the doorway. Also had an instance of the Father being stuck in his "floating T-pose" reappearence after beating the 2 red Tharael illusions.
3. On "Black Light part2" I was very happy to read that the Yuslan floating at the Coarek interaction was fixed, but there was still a strange behaviour when going to defend the Gate mechanisms with Tealor, there is a point in which you are supposed to go left and he is supposed to go right (as mentioned in the dialogue at least), Tealor simply stays in that room and kind of ruins the illusions, there is even a door leading to the right, I think Tealor actually entering the door and perhaps "locking it with Requires Key or adding the barred status, just so the player doesn't follow him would really sell the illusion much better, that tealor actually does his part.
Anyway, thanks a lot for keeping Enderal alive and as stable and balanced as possibile, I know my issues are likely minor and only affect immersion, but I am still really hopeful that they can be fixed, Thanks again.
1. In "Dark Chambers of our minds" when the Father teleports/creates an apparition of himself (not sure which one is the intended idea, guessing the latter), and starts assigning teams, there are 2 instances of the Father, one that remained on the elevated platform and one that appeared on the lower level with the mercenaries, my issue is that the "original Father" starts descending and attempting to leave the camp instead of standing still while his "psionic illusion" finishes the expedition preparations. Once Brother Sorrow announces the players turn, the Father is once again seen at the gates of the camp. What is a bit ironic about this is that I saw a playthrough, from 2019, in which the "original Father" stays on the elevated platform and starts a prayer/meditation animation (exactly the behaviour I would consider appropriate for this situation). A different playthrough from 2023 I saw suffered from the same behaviour I encountered.
2. Still on "Dark Chambers of our mind", after Tharael reads the first inscription at the "energy gate" in the temple, he seems to have his swords equipped even in his passive stance, even reading from his translation aide, at the second inscription, while also having swords in his hands. I think "Dark Chambers of our mind" is still overall a somewhat buggy quest, the perversions seem quite glitchy, the "Daddy" enemy is also unable to leave the room he spawns in, seemingly running into an invisible wall when attempting to do so, or he doesn't fit through the doorway. Also had an instance of the Father being stuck in his "floating T-pose" reappearence after beating the 2 red Tharael illusions.
3. On "Black Light part2" I was very happy to read that the Yuslan floating at the Coarek interaction was fixed, but there was still a strange behaviour when going to defend the Gate mechanisms with Tealor, there is a point in which you are supposed to go left and he is supposed to go right (as mentioned in the dialogue at least), Tealor simply stays in that room and kind of ruins the illusions, there is even a door leading to the right, I think Tealor actually entering the door and perhaps "locking it with Requires Key or adding the barred status, just so the player doesn't follow him would really sell the illusion much better, that tealor actually does his part.
Anyway, thanks a lot for keeping Enderal alive and as stable and balanced as possibile, I know my issues are likely minor and only affect immersion, but I am still really hopeful that they can be fixed, Thanks again.
1 reply
The first one was fixed in 2.1
After using the Web Installer, how do I access the portable instance of MO2 to add other mods? trying to open ModOrganizer.exe in C:\Games\Enderal SE\MO2 is just opening a normal MO2 installation modifying vanilla Skyrim, no Enderal ESM in sight
1 reply
MO2 for some reason starts in the non-portable mode, try to reinstall.
Pardon my ignorance. After downloading the web installer, it asks for password. Where do I find that? skimming through the comments, I think you answered 'check the file description' to a similar question. That doesn't solve the mystery for me.
1 reply
the password is 'mod.pub', it's shown in the description of the file on the Files page.
Hey, could you please explain how to get rid of the modded one handed power attack anime animations and the awkward dead hand when standing still holding a weapon too, I just want back vanilla animations, not sure if there are also modded two handed animations but I would like to remove them aswell if that's the case. Thank you.
1 reply, 3 total
To revert behaviors (animations) modified by mods, install the Behaviors Pack from the Files section.
1 reply, 2 total
I've meant the mods that came with Enderal, the devs have added them I do not have any mods added on my own, do you think running this pack will revert them back to vanilla?
1 reply
No, those animation replacers are now considered vanilla in Enderal.
To replace them with Skyrim animations, figure out which .hkx files have been replaced under meshes/ and override them with Skyrim versions.
I can't tell you which .hkx files exactly, they were replaced way before me and I have no history of specific changes before Enderal SE, you will have to figure them out on your own.
To replace them with Skyrim animations, figure out which .hkx files have been replaced under meshes/ and override them with Skyrim versions.
I can't tell you which .hkx files exactly, they were replaced way before me and I have no history of specific changes before Enderal SE, you will have to figure them out on your own.
You are probably talking about the ambient sound getting stuck after teleporting from the Island of Kor. It is an old known issue which has not been fixed yet. And yes, it disappears for good after reloading a save which makes it harder to pinpoint.
1 reply