This is a mesh fix for the moss on the Imperial towers. When I move towards/away from tower exteriors in Tamriel and the moss appears/disappears, I begin to drool on myself. Had to fix it.
You may NOT use any part from this mod for any purpose without written consent from myself (Junk @ JunksMods).
Do not upload this mod (or any of my mods for that matter) to any other site. (That includes the Nexus that already stole my work.)
By GE0DZThis is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen.
This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex
For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions:
All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod.
Original (Slightly Modified) Description
High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon.
However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP:
This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location.
This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script
Install at any time Uninstall at any time
Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: Added OnReset Event to reset the puzzle when the dungeon resets: FAQ
wSkeever for High Gate Ruins Puzzle Reset Fix
I've also created a forum for this topic if you want to give any feedback.
By SkyLoverA rather (in)famous fact about Automatic Variants is that it cannot provide variants to werebears. As it turns out, the problem wasn't in Automatic Variants, but in Dragonborn; the werebear is set to borrow data from the werewolf and its armor addon is directed to the werewolf with the werebear as an additional race. By removing the borrowed data and setting the armor addon to be directed to the werebear, I have made the werebear AV compatible. This fix is only needed for those who wish to make or use a werebear AV package. Otherwise, it will only take up space in your load order.
By AxonisFixes an annoying Skyrim bug which turns your animated undead followers to ash after a loading screen is displayed.
Unlike Reanimate Disintegration Fix, my fix does not change how Reanimate spells work and therefore it’s compatible with everything. In fact it can be included to the Unofficial Skyrim Patch.
You are free to include this work, modified or not, in your work as long as you post the new work here at AFK Mods and offer others the same freedom by including this paragraph in your work’s license without any modifications or restrictions.
July 1st 2018, Axonis <firstname.lastname@example.org>
By DeathbydestinyCompatibility patch for CRF and Elemental Staves
By DeathbydestinyAdd's staff enchanter recipes for the new Cutting Room Floor Staves
Requires Dragonborn and Cutting Room Floor.