Verification of Bugs?Edit

How does verification happen? I mean, the quest progression problem has happened to me twice now, and I can provide multiple different discussion threads in which others have discussed the issue, so how do we go about getting it verified? AbsolutGrndZer0 (talk) 22:52, September 13, 2018 (UTC)

Wiki policy states that another editor must verify your bug. Someone will eventually come around and verify the bug. Jgrsoto (talk) 22:59, September 13, 2018 (UTC)
P.S. To learn more see this page. Jgrsoto (talk) 23:03, September 13, 2018 (UTC)

Ah, okay so to help others verify, start a new game then just ignore the Early Retirement quest and do other stuff for awhile. Not sure when it actually happens, but like I said above it's happened to me at least twice now, when I was looking for how to continue the quest, I did find many others with the same issue until it dawned on me to try manually advancing it with the console (forget now where I found the quest stage numbers though.) AbsolutGrndZer0 (talk) 01:59, September 14, 2018 (UTC)

Further Clarification on why I can't just give the quest ID number in the Bugs section Edit

Okay, so someone who apparently isn't familiar with how mods work (and Creation Club content ARE mods, they're just Bethesda approved and distributed mods) suggested to clarify by just giving the quest ID number. The reason this doesn't work is because mods are assigned numbers by the game based on load order and it can even vary from save to save. For example, the first time I played the quest ID was 8000C27 however just now when I once again had the issue and came back to this page to find the correct quest stage, it's 9000c27. So, as much as I'd love to just be able to put the quest ID directly like can be done with Vanilla and Original DLC content, that's just not possible with Creation Club content due to their nature as mods. AbsolutGrndZer0 (talk) 05:12, September 28, 2018 (UTC)

I am familiar with how mods work. My suggestion was to use the editor ID of the quest because that does not change depending on your load order. I should have clarified that in my comment. I do not have any Creation Club content on my machine, so I cannot find that myself.
- FDekker talk 07:31, September 28, 2018 (UTC)

Ahhh!! Thank you for that, I meant no offense. However, now it seems I am the one that doesn't know something... so what is 'editor ID' that is different than the xxxxc27 quest id above? How would I go about finding it? AbsolutGrndZer0 (talk) 01:50, September 29, 2018 (UTC)

No offense taken.
fe0xxc27 is the base ID of the quest. Everything in the game has a unique hexadecimal number to identify it. (Check this page for more explanation about base IDs and ref IDs.) However, these numbers aren't easy for humans to recognise or remember, so all the base objects also have their own unique editor ID which may contain arbitrary text to describe the object. For example, the quest Out of Time has base ID 0001cc2a and editor ID MQ102 (where MQ means "Main Quest").
As far as I know, the only way to find the editor ID of a quest (or anything else) is by using the Creation Kit.
- FDekker talk 10:21, September 29, 2018 (UTC)

Ah, okay. Hopefully someone can eventually come around and find the editor ID. I tried using the Skyrim SE creation kit to just look at a mod the other day to find out if it was properly coded to work with the "matched set" perk or not... and I couldn't make heads nor tails of it! AbsolutGrndZer0 (talk) 13:22, October 5, 2018 (UTC)

It looks like an anonymous user added the editor ID :)
- FDekker talk 15:05, October 5, 2018 (UTC)
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