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Patches & Fixes

Compatibility patches or fixes which are not suitable material for the unofficial patches.

11 files

  1. Moonpath to Elsweyr Navmesh Fix

    Moonpath to Elsweyr Navmesh (and other) Fix(es)
    What this file does.
    Moonpath to Elsweyrs navmeshing, is rather poor. No really. NPCs are constantly trying to push their way through walls, rocks, trees, objects in almost every cell of the mod. This is because, the navmesh itself was never well constructed in many most locations, It runs under objects, terrain, walls, is buried, floating etc in numerous locations. In addition, the navmesh was limited and constrained in many places, and did not fully utilize all the available space. This file overhauls every cell in Moonpath so NPC's can now navigate without constantly getting hung up on [everything] 
    While the file started out as an overhaul to MPE navmesh, and a few terrain fixes, later expanded to cover a # of other issues also in need of addressing. 
     
    Additional Fixes
    Updated bounds. (If those even do anything?)
    Terrain fixes: Fixes for gaps, holes clipping terrain etc where noted. Moonpath does not have its own worldspace so the terrain cannot be sculpted using landscape tools. Statics only.
    Item Placement fixes and Ownership Fixes.  MPE is bad for just giving away stacks of relatively high-value items, even though this is neither consistent with the Khajjitt generally, its own story-line, or even good design.
    New sand texture (4k -4k normal): This helped a great deal with the low res sand you see when you 1st entire MPE.
    Editor ID's redone. A  number of Moonpaths Editor ID's, were given a new prefix  > MPE_Xxxxx.
    Optimized meshes (non-npc), from the original using Mesh Optimizer 3.2.0 (redone 2023)
    ENB Brow fix: Optimized facegens and brow fix applied to the Elves. The cats likely dont benefit from the fix as they dont have brows per se. Cats actually do have brows, just..not these ones.
    Fun fact.
    Moonpath does not exist in its own separate worldspace. It is in fact, an extension of the TAMRIEL worldspace. All the various areas you enter, are not actually 'outdoors' in game terms, even if it appears that way. In technical terms, every Moonpath cell is basically a set of linked interior cells, or a 'cave' which has been set up to appear (visually) as a discreet worldspace ( its not).
    Installation and Requirements *READ*
    Is a new game required? Strictly, no, but, installing afterwards is kind of pointless if you have completed all the content. 
    There are a number of other important bug-fixes made that address general and or specific bugs and issues in Moonpath. Installing ALL of them, will insure your Moonpath is as up-to-date as is currently possible.
    These companion fixes are highly *Highly Recommended* to be used alongside this file. 
    So, In order to fully update and modernize Moonpath, you will require a total of 4 files installed. Yes all four.
    The required files can be obtained from that other mod site.
    Skyrim SSE 1.6.640+ There is no such thing as "AE". AE is a marketing term. There is just Skyrim SE latest ver. This works on it just fine.
    Moonpath to Elswey SSE 1.16.1
    The actual mod SSE conversion by Illiani
    Unofficial Moonpath to Elsweyr Patch by JosephRussell
    -General fixes for a number of MP2E issues.
    Moonpath to Elsweyr Sky and Lightning fix by filloax
    -An important fix that gives Moonpath a weather system, proper day and night cycles, and fixes its weird lighting templates.
    Moonpath to Elsweyr Navmesh (and other) fixes
    -Mainly fixes to navmesh, along with bounds, terrain and other assorted issues not covered by the other files.
    Install all the needed resources (from that other mod site) in the following order. 
    1) Moonpath to Elsweyr SSE  1.16.1
    2) Unofficial Moonpath Patch
    3) Moonpath Navmesh Fixes
    4) Moonpath Sky and Lighting fix.
    5) Moonpath Stuck Music Fix by Hazado (Should fix the combat music bug in v1.3)
    Recommended
    Moonpath to Elsweyr Retexture by xavbio @ the other mod site. Afaik, this is the only file that takes on MPE retextures in a serious way. The jungles look a lot better.
    Compatibility
    My file isnt an ESL. It wasnt a thing when I created this file intially. It should be safe to ESL.
    This file fixes Moonpaths navmesh along with some terrain and item placements. 
    This file makes no changes to quests, npcs, or events related to the actual Moonpath 'world'. It makes no changes to Moonpaths Tamriel elements.
    - Legacy of the Dragonborn: Compatible. *NOTE: LoTD users should place the Moonpath Sky and Lighting fix.esp BELOW, DBM_Moonpath.esp.
    - Unofficial Moonpath Fix:  Compatible.
    Follow the load order to maintain consistency across all the files.
     
     
     
    Some known issues, areas that could use some work imo
    The big boss (Sload) behavior and movement is a little janky due to his large size and the somewhat limited size of his lair relative to his bulk. He could (probably)? benefit from some skeleton and animation updates, but, that sort of thing is above my pay grade. His meshes have been optimized, but that is all.
    Some of the quests dialogues remain open even after you have completed them when talking to various npcs. It probably lacks condition checks to tell if you have done said quest\action but quests are not something I have much experience with.
    Have I missed other things that also be improved? Probably.....
    In truth, I think the entire MPE should be completely rebuilt from the ground up, but, hey, thats just my thought on the matter. It would be great to see the one single MPE, modernized, with all fixes and updates necessary in a single ESM even in its current iteration, but, not likely well ever see even that much.
    About feedback, aka complaints.
    Dont complain about navmeshes. If you really think (anything) at all, will happen as a result of how the file is presented, dont use it. Everyone else, enjoy the fixes.
    What about Skyrim (very) Limited Edition? No. just.......no.
    Credits
    lliani  - Moonpath SSE conversion. Mod by muppetpuppet
    JosephRussell Unoffical Moonpath Patch
    filloax - for his awesome fix for Moonpaths weather and environment.
    ProtologolusX - Smell of Sands resource. (Updated Sand texture)
     
    No reposting to other sites.  No 3rd party modifications.
    You are free to modify or edit the file for you own PRIVATE use of course, if you feel the need.
     

    1040 downloads

    7 comments

    Updated

  2. Katla's Farm Sails Reangled

    If you are using Pfaffendrill's "Windmills Resized" mod then you probably have noticed that the sails at Katla's Farm now clip through the house. My mod simply repositions the sails on the Katla's Farm windmill so that no clipping occurs. It also repositions a wall lean marker to the other side of the windmill entrance, as otherwise people would lean directly under the new sail position, something which strikes me as ... unwise.
    If you are using DynDOLOD then this mod is unnecessary, as it does something very like this automatically (although it repositions the sails far more radically than this mod does).
    This is version uses a light-flagged .esp plugin.

    366 downloads

    1 comment

    Updated

  3. Tel Nalta Patch Collection

    Tel Nalta is a wonderful mod...
    ...but Lake Ilinalta is quite a crowded place : here is a collection of patches I made for my load order.
     
    Ryn’s Standing Stones AIO https://www.nexusmods.com/skyrimspecialedition/mods/64969
    Moves Ryn’s Lady Stone enhancement to Tel Nalta’s location. Keeps Ryn’s ground edits to cover a cell border seam right in the middle of the island (caused by Tel Nalta - Moon and Star patch). Adds rocks and mushrooms to cover that bad seam that ran on the other shore, at the foot of the bridge on the stone’s side. Removes the sunken boat and pier that echoed the Silvermoon wreck disabled by Tel Nalta.
    If you use Ryn’s standalone Lady Stone mod, you simply need to edit the master in Wrye Bash or Xedit to make it work (the same is true for Amulets and Laboratorium patches)
    Amulets of Skyrim SSE https://www.nexusmods.com/skyrimspecialedition/mods/487
    Moves the amulet to the new Lady stone location. This patch should be loaded after Janquel’s patch for Amulets of Skyrim – Ryn’s Standing stone AIO and all its dependencies. (https://www.nexusmods.com/skyrimspecialedition/mods/76913
    )
     
    Laboratorium https://www.nexusmods.com/skyrimspecialedition/mods/30515
    Moves a book supposed to be close to the Lady stone.
     
     
    Fire Hurts (SE, RE and NG) https://www.nexusmods.com/skyrimspecialedition/mods/74064
    Removes all the embers beneath Tel Nalta’s ground to avoid catching fire when moving around. These embers were placed to provide warmth to players using Survival mods.
     
     
    Sunhelm + Fire Hurts https://www.nexusmods.com/skyrimspecialedition/mods/39414
    Sunhelm considers Inns to be warm locations. This mod adds the Inn keyword to the only interiors that did not have it. This patch includes the FireHurtsRE fix of course.
     
     
    Animal Bones -Deepening Elements of Skyrim (MIHAIL SSE PORT) https://www.nexusmods.com/skyrimspecialedition/mods/44489
    Corrects a floating skeleton on Ilinalta’s Deep side.
     
     
    Lux Orbis https://www.nexusmods.com/skyrimspecialedition/mods/56095
    Removes a floating lantern above Ilinalta’s deep original location.
     
     
    Serenity – A Silent Moons Camp Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/30019
    Moves three giant oysters under water. (sorry, describing is spoiling)
     
     
    Zerofrost Armor Collection: https://www.nexusmods.com/skyrimspecialedition/mods/39674
    Moves the chest so that it remains accessible at any stage of Tel Nalta’s growth.
     
     
    Atlas Map Markers https://www.nexusmods.com/skyrimspecialedition/mods/24104
    Gets rid of the Silvermoon Map Marker which points at nothing since that sorry out of place wreck is disabled by Tel Nalta…and rightfully so!  
     
     
    Tel Nalta Landscape Late Load Patch Forwards Tel Nalta’s edit to glowing spiders reverted by CRF (useless if Tel Nalta is loaded after CRF)
    In my load order, I made Tel Nalta an ESM (using “ESMifyer and set unique NPCs persistent combined” : https://www.nexusmods.com/skyrimspecialedition/mods/40260?tab=files) As a result, other mods were overwriting landscape edits on the shores (on the Lady Stone and Ilinalta’s Deep side). This mod forwards Tel Nalta’s landscape edits and is meant to be loaded late.    

    269 downloads

    0 comments

    Updated

  4. Rev's Yuriana - Senna Quest Solution

    This mod is my solution for the quest "The Beggar's Cards" (YW_Quest_SDA), not starting for one reason or another.
    Requirements;
    Buxom Wench Yuriana and Captured Wenches Quests SE
    Anything the above requires
    Load Order;
    YurianaWench.esp
    Rev's... .esp
    Details;
    V1.0
    I made some minor adjustments to the quest itself first;
    1. Removed the 'start up stage' flag from stage 10. (Most quest should only have one start up stage.)
    2. Un-clicked the 'run once' flag. (This makes it possible to reset the quest.)
    Then the real magic begins...
    1. I wrote a script to handle the quest restart.
    2. I placed a button in the Temple of Dibella, under the shrine in the first chamber. (With the script on it.)
    3. I placed an X_Marker and set it up so the button disappears when pressed. (To prevent issues...)
    Converted into ESL format
    Cleaned with SSEEdit
    No vanilla records changed
    Fully tested
    Quality assured
     
    SOME IMPORTANT STUFF YOU SHOULD READ!!!
    Do not use this patch if you have/had the quest "The Beggar's Cards". It's sole purpose is to deal with a trouble spot that happens for some people.
    Make sure to have talked to Senna and read her note before pushing the button!
    My best advice for avoiding this and other issues is;
    Don't use Buxom Wench Yuriana and Captured Wenches Quests SE on an existing save.
    Installation regarding the file structure for the script;
    I personally use the Scripts/Source type of structure. SSE normally has it reversed, so you may need to install them individually.
    Still in development;
    Getting the MA back in the game on this 1! It needs a lot of love.
    Also available here (NSFW)
    Feedback;
    I can be found at loverslab.com tag ReverendFelix, or message me on The Nexus Mod forums also with ReverendFelix.
    Permissions;
    DO NOT UPLOAD THIS MOD TO THE NEXUS IN ANY WAY SHAPE OR FORM.
    Other than that;
    Open permissions per the usual credit/notify me, no charging money, and blah blah blah.
    Special Thanks to;
    Kozuke Hajime
    lordkoz
    And about a million other nameless modders that made contributions to the community. You know who you are.
    Thanks!!!
    Rev.

    114 downloads

    0 comments

    Updated

  5. Rev's Clockwork - Lost Valley Patch

    DO NOT UPLOAD THIS MOD TO NEXUS MODS IN ANY WAY, SHAPE, OR FORM!!!
    This mod patches Clockwork Castle and The Lost Valley. Almost all of the work affects the Lost Valley side of things. I made an attempt to make it look as if it were a part of that mod natively.
    However, I did take a bit of creative license here. Added is an optional fight for a nice little booster stash. Be aware though, the enemy is level 50!
    Requirements;
    Clockwork Castle
    The Lost Valley
    Anything the above require
    Load Order;
    Clockwork.esp
    LostValley.esp
    Rev's... Patch.esp
    Details;
    V1.0
    I did lot of clean up of floating trees and rock piles, down the hill from the Velothi Mountain Tunnel entrance.
    Custom NavMeshed the added path
    Converted into ESL format
    Cleaned with SSEEdit (including unused masters. They WILL re-appear if opened in the CK)
    Bash Tagged
    No vanilla records changed
    Fully tested
    Quality assured
    Note;
    There is an inherent deleted NavMesh acquired from The Lost Valley mod. All attempts to resolve this using my patch caused CTD's in the area my mod patches. However, no issues arose in game, so it is left as is.
    Still in development;
    Making the optional enemy 'behave' the way I'd like it too.
    Feedback;
    I can be found at loverslab.com tag ReverendFelix, or message me on The Nexus Mod forums also with ReverendFelix.
    Permissions;
    Open permissions per the usual credit/notify me, no charging money, and blah blah blah.
    Special Thanks to BellCubeDev;
    For the ESL conversion knowledge and other invaluable support regarding this mod and Clockwork mods in general.

    91 downloads

    0 comments

    Updated

  6. Automatic Variants - Werebear Fix

    A 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
     

    66 downloads

    1 comment

    Submitted

  7. Bleak Falls Barrow Rock Pile Fix

    It has always been a pet peeve of mine that the rock piles found near the base of the word wall didn't match the rest. This esp will apply the appropriate textures to the rock piles found in Bleak Falls Barrow Sanctum near the word wall. 

    65 downloads

    1 comment

    Submitted

  8. Arthmoors Dragon Brigde and Merchants of Skyrim patch

    This is a patch made for this to mods
    Dragon Bridge by Arthmoor 
     
    Merchants of Skyrim
    https://www.nexusmods.com/skyrimspecialedition/mods/55469
     

    65 downloads

    0 comments

    Submitted

  9. Bleak Falls Barrow Rock Pile Mismatch Fix (BOS)

    This mod will use Base Object Swapper to fix the mismatch rockpiles, which are grey and will instead swap them for the appropriate cavewall texture and cavefloorbase texture so that it fits in perfectly with the rest of the rockpiles.

    Has now been ESL-ified.

    Compatibility:
    Please make sure that if you are using this mod alongside CoMAP and Compass Navigation Overhaul together, install the CoMAP - CNO workaround available here under the optional files section. If you don't, this mod wont work.

    51 downloads

    0 comments

    Updated

  10. Tel Nalta - Atlas Map Marker patch

    v1.1 corrected master & espfe

    34 downloads

    0 comments

    Submitted

  11. Rev's TPOS2 - Tel Nalta Patch

    This is just a simple patch to remove a conflict between The People of Skyrim 2, and Tel Nalta. It moves Rustlius Salt-Torn and his campsite off of the island where Tel Nalta is grown, and relocates him to the Half-Moon Mill area. No edits are made to the Tel Nalta side of things. Though I did "unbury" a vanilla bunny on the island, and relocate it to Rustlius' new campsite as well.
    That's about it.
    Requirements;
    The People of Skyrim 2
    https://www.nexusmods.com/skyrimspecialedition/mods/22392
    Tel Nalta SE 2.10 (immersive version)
    https://www.afkmods.com/index.php?/files/file/2362-tel-nalta-se/
    Everything the above require.
    Also available here. (NSFW ALERT!)
    Installation;
    Use what ever mod manager you use to install it. Or copy the ESP into your Data folder, and activate it in your mod manager. Easy peasy
    Load order;
    TPOS2
    Tel Nalta
    Patch
    Uninstallation;
    Not recommended in general for any mod that isn't a pure mesh/texture re-placer. This patch contains persistent object records, so removal is impossible/unsupported.
    Note 1;
    Due to the nature of the mods patched, it is best to use the patch on a new game. Or at least one where the Tel Nalta island has not yet been loaded into your world. Getting within 5 cells by default will do this. Results will vary if used on an existing save, but it will at least help clean up a bit.
    Note 2;
    The mod is not technically dependent on Tel Nalta at all, and therefore could work with out it. But why would you do that? So I made the patch use Tel Nalta as a master, to make LO sorting more straight forward.
    Note 3;
    The patch has been cleaned in SSEEdit. DO NOT CLEAN UNUSED MASTERS for this mod or it may affect auto LO sorting. ESL flagged just because I care.
    Everything is looking good for me, but there is always a chance I missed something. Let me know about any problems and I'll see what I can do.
    Permissions are open to do whatever, under the general permissions we all know and love. With the following restrictions; No pay for mods, credit my work, and DO NOT UNDER ANY CIRCUMSTANCES UPLOAD IT TO THE NEXUS!!! Pretty much anything else you want to do with it should be fine. Oh and please inform me if you do use it in any way. Thanx
    Credits;
    Ac3s for Tel Nalta and all it's glory.
    nesbit098 for TPOS2 and the fresh air it breathes into Skyrim.
    Everyone else that contributed to those great mods that I don't know about.
    And I suppose we should all thank Bethesda for getting us all started.
    Also, all the trolls out there that try to keep me down... you fuel my fire to do better.
    Finally, Me, 'cause I have good mod ideas ;-P

    Praise the Sun,
    Rev.

    31 downloads

    0 comments

    Updated


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