Page 1 of 1

Constant Effect Bug - CE waterwalk won't go away upon item removal

Posted: Sun May 20, 2007 2:21 pm
by dragon wench
I know there is a bug where if you repair bound items they don't go away, I've experienced this myself.

But... I've never heard of this..

I made my character a Telvanni Celaphopod (sp?) helm with constant effect water walking and light...
I suddenly realised a little while ago that these effects are not going away, even when I remove the helm. While having CE light is not a huge problem, since I can just adjust my video settings, I'd really like to get rid of the CE waterwalking since I will need to go diving on at least two occasions during the Bloodmoon MQ.
And I *really* *really* do not want to have to do any reinstalls or starting over. I like this character *sniff*
OK, I could probably use coc to teleport into said underwater locations but I'd prefer to not do that. Besides, I don't like not being able to dive if the urge strikes.
I have tried casting dispel on myself, but that does nothing...

A look around Google suggested that the cheat code for constant effect waterwalk is: se****erwalking 1, so I'm wondering if I type in se****ererwalking 0, if that will help?
Or, in order to remove a bound item, you can do something like removeitem bound_longbow 1... so maybe if I did something similar?


If anyone has any suggestions as to how I can fix this with the aid of the console or construction set, I'd be much obliged

Posted: Sun May 20, 2007 2:33 pm
by Magelord648
Does the effect still appear in the lower corner of the screen?

Posted: Sun May 20, 2007 2:36 pm
by dragon wench
Magelord648 wrote:Does the effect still appear in the lower corner of the screen?
Yes it does, even though the helm isn't even any longer in my inventory.
It's exactly like the bound item bug I mentioned above...

Posted: Sun May 20, 2007 2:54 pm
by BlueSky
And after you found your character... :(
Had a like problem in one of my previous games, only with it was with levitation and bound item. Sadly I had to go back to a previous save..

One could always start a "new" character...:laugh:
I know how you hate that :rolleyes:

Posted: Sun May 20, 2007 2:55 pm
by Magelord648
Have you got an old save?

Posted: Sun May 20, 2007 2:59 pm
by dragon wench
I *do* have an older save, and I suppose I would not be going back too far, but I was hoping to avoid it.
Ah well, if need be, I will end up doing exactly that, assuming the same problem hasn't occurred in that game as well *sigh*

@Bluesky... yeah....
I *truly* do not want to start over. I mean, would you believe that I actually created a dremora character (new mod, see link thread) just out of curiosity and was not tempted to save her? :D

Posted: Sun May 20, 2007 3:12 pm
by Magelord648
dragon wench wrote:sewatererwalking 0
Try that. Add the T in though. (Between the E & W)

Posted: Sun May 20, 2007 3:22 pm
by dragon wench
Magelord648 wrote:Try that. Add the T in though. (Between the E & W)
Just tried it... Didn't work.
Then I tried putting a 1 after the command instead of a 0 to see if I could somehow trigger it to reset, but no joy there either.
I also found out that my most recent backup game is affected by the same problem, though one further back than that (by quite a ways) seems fine. :rolleyes:
Oh well, at least I have one save game that will work... I'll have to retrace my steps a fair amount, but not *too* *too* horribly, and it's better than starting over.

Posted: Sun May 20, 2007 3:29 pm
by BlueSky
:D Remember the First Rule of Gaming, at least in this household:
We've all learned this the hard way and sadly sometimes forget it.:laugh:

Save and Save Often... :)

In my present game have at least 20 saves...
Saved games named for each town, updated on each visit, and keep two backup saves that I leapfrog when doing quests or exploring.
Also save before opening any chest or door, or right before dialogue options, this is so I can go back if the conversation doesn't work out well. :)

Posted: Sun May 20, 2007 3:45 pm
by dragon wench
BlueSky wrote: :D Remember the First Rule of Gaming, at least in this household:
We've all learned this the hard way and sadly sometimes forget it.:laugh:

Save and Save Often... :)

In my present game have at least 20 saves...
Saved games named for each town, updated on each visit, and keep two backup saves that I leapfrog when doing quests or exploring.
Also save before opening any chest or door, or right before dialogue options, this is so I can go back if the conversation doesn't work out well. :)
See, I do that. Usually, though, two or three backup saves work fine however...
Ah well, I also recently encountered an odd bug where the temple thought I had let somebody die rather than healing them of Swamp Fever.. :rolleyes:
So, on the plus side, hopefully I'll be able to resolve that little issue too.

Posted: Sun May 20, 2007 3:54 pm
by galraen
I've tried everything I could think of, RemoveEffects sEffec****erwalking should work, but when I tried it the text turned blue, no error message, but the water walking wouldn't go away. Same result with RemoveSpellEffects "Water Walking" and Player->se****erWalking 0..

I hope your save was before using the helmet.

PS The parser is a bit over enthusiastic!

Posted: Sun May 20, 2007 4:02 pm
by dragon wench
galraen wrote:I've tried everything I could think of, RemoveEffects sEffec****erwalking should work, but when I tried it the text turned blue, no error message, but the water walking wouldn't go away. Same result with RemoveSpellEffects "Water Walking" and Player->se****erWalking 0..

I hope your save was before using the helmet.

PS The parser is a bit over enthusiastic!
I have used the helmet for a long time, so no.. I don't think I have a save from before then. But, it occurs to me that something I did recently may have triggered the issue. I added a new companion, and you know how newer companion mods will ensure the NPC casts levitate, water walk etc. on themselves when you do?
I have the sneaking suspicion it has something to do with this, because everything was fine beforehand...

Thank you for all the experiments though, I appreciate it.

And yes, I rolled my eyes at the filter too. Most of the time it is pretty good, but that's a tad excessive :rolleyes: :D

Posted: Sun May 20, 2007 4:31 pm
by Magelord648
Try taking a potion or casting a spell on yourself that might reset it.

Posted: Sun May 20, 2007 4:36 pm
by dragon wench
Magelord648 wrote:Try taking a potion or casting a spell on yourself that might reset it.
You mean a water(w)alking spell/potion?

Posted: Sun May 20, 2007 10:54 pm
by AmpaSand
Try dispell !00% on self.

(I got CE shield same bug)

Posted: Sun May 20, 2007 11:17 pm
by dragon wench
AmpaSand wrote:Try dispell !00% on self.

(I got CE shield same bug)
I tried that, and it still didn't work..

It's not all bad though, I went back to my earlier save, and during my exploration of a few caves this time I picked up much better stuff.
For example, I have Magical Trinkets of Tamriel 3 installed, and as a result found a shard tower shield with 275 enchant points... Er.. no I didn't put a CE enchantment on it.. ;)

Back on topic though, I'm pleased to see it is not just me who has experienced this. Moral of the story, I think, is to not put CE on anything unless you are sure it won't cause you problems somewhere along the road. So, on this savegame I picked back up, I removed the helm from my inventory and simply made myself long lasting (120 seconds) spells of water walk and light. Given some of the items I possess from two different mods, I have tons of magicka to spare, so it won't be a problem. Much safer this way....

Posted: Mon May 21, 2007 1:11 am
by Magelord648
dragon wench wrote:You mean a water(w)alking spell/potion?
Yes.

Posted: Mon May 21, 2007 1:06 pm
by dragon wench
Magelord648 wrote:Yes.
OK, I attempted that too... didn't work either..

But, it's fine. One of the really nice things about this game is it's total lack of linearity, so if you have to return to an earlier save you don't need to go back and follow the same path as before. For example, in this instance, instead of starting the Temple quests (as I had done before discovering my CE problem), my character spent a very happy and productive couple of hours in her magic lab honing her Enchanting and Alchemy skills....to rather devastating effect... :speech:
I had no idea you could end up making a potion that fortifies attack at about 150 points for over two minutes...... *blinks*

Anyway, thanks for all the help and suggestions guys, much appreciated :)

Posted: Mon May 21, 2007 1:38 pm
by Greg.
You could use the TCL command to walk through walls... That can damage your game though...