<?xml version="1.0"?>
<rss version="2.0"><channel><title>Mod Support and Discussions Latest Topics</title><link>https://www.afkmods.com/index.php?/forum/368-mod-support-and-discussions/</link><description>Mod Support and Discussions Latest Topics</description><language>en</language><item><title>Solstheim Won't Let Me Leave...</title><link>https://www.afkmods.com/index.php?/topic/10562-solstheim-wont-let-me-leave/</link><description><![CDATA[<p>
	Alright gamers. In all my years of modding, I have never had to ask for public assistance... yet, here I stand, utterly befuddled. 
</p>

<p>
	As an avid enjoyer of the Alternate Start mod for the Class/Legendary Edition version of Skyrim, I decided to boot up a new save on my new PC with all my old mods re-downloaded. I decided to pick the option where you start as a Werewolf in Solstheim. I did all I wanted and now I'm ready to touch the cold shores of Skyrim once again, particularly because one of the major quests asks me to. I run over to our trusty captain, pay the fare, and... I don't go anywhere. After a short, black loading screen, I end up precisely where I was when I paid the captain. I decide to Fast Travel to Skyrim using the button on the map—same issue. I decide to COC myself to Windhelm—interestingly enough, it will send me to Windhelm, but only to interiors? I try COCing around all of Skyrim and it only puts me inside buildings. The even stranger part? When I try to leave an interior and go the exterior of Skyrim, same deal: I open the door to load back in to the door I just tried to leave through. Doing some digging, I download the Open Cities mods, reload my save, and try again. No help.
</p>

<p>
	So now, I beg for help! I cannot find another post with my issue and I cannot find a solution. Again, to TL;DR, every time I try to travel anywhere that isn't Solstheim, I end up at Solstheim UNLESS I teleport inside another building—in which case, I still cannot leave that building out to Skyrim. It seems like my game cannot pull up Skyrim as an option for me to travel to. To be precise, when I try to travel via fast travel, in-game transport, or console command COC, if my designated location is Skyrim, I can only end up in an interior and I can never actually make it to the open map of Skyrim.
</p>

<p>
	I will also add, unfortunately, I do have a shit-ton of mods. However, I don't have any drastic Skyrim/Terrain/Exploration overhauls! Almost every one of my mods is purely for the gameplay/QOL, not changing Skyrim itself. 
</p>

<p>
	Please help! I will try to be as helpful as I can!
</p>
]]></description><guid isPermaLink="false">10562</guid><pubDate>Wed, 13 May 2026 06:33:32 +0000</pubDate></item><item><title>How to install XPMSE or XPMS correctly with HDT Physics</title><link>https://www.afkmods.com/index.php?/topic/10540-how-to-install-xpmse-or-xpms-correctly-with-hdt-physics/</link><description><![CDATA[<p>
	Dear friends, maybe you could help me with a problem I try to solve for three days.<br />
	I try to install dint's hairpack 1.1 for LE. It requires XPMSE and HDT Physics extensions. I use FNIS and FNIS PCEA2.
</p>

<p>
	Load order is 
</p>

<p>
	HDT Physics Extension
</p>

<p>
	FNIS
</p>

<p>
	FNISPCEA2
</p>

<p>
	dinthairpack
</p>

<p>
	NetImmerseOverride
</p>

<p>
	XPMSE
</p>

<p>
	No matter which installation I use for XPMSE (Basic, Extended, etc.) game crashes after combat, when I try to open my inventory or enemie's inventory.
</p>

<p>
	I revert back to the installation I got first, before I installed everything new:
</p>

<p>
	RagdollPlugin
</p>

<p>
	HDT Physics Extension
</p>

<p>
	FNIS
</p>

<p>
	FNISPCEA2
</p>

<p>
	dinthairpack
</p>

<p>
	XPMS
</p>

<p>
	I get the same result. In my former installation this worked like a charm without crashes.
</p>

<p>
	I think I narrowed it down: If I use the XPMS(E) Skeletons without HDt Physics and vanilla hair, everything works fine. I use UNP body. I tried also the crash fix for hdt physics (<abbr title="Skyrim Script Extender"><abbr title="Skyrim Script Extender">SKSE</abbr></abbr> Plugin).
</p>

<p>
	What am I overlooking? What is the correct installation order (I use MO 1.2.18)? I use other animation mods like player headtracking, hood animations, immersive broom sweeping, let your hair down - all after FNIS and these run fine. Any suggestion is welcome. Thank you and greetings from Tasheni.
</p>
]]></description><guid isPermaLink="false">10540</guid><pubDate>Sat, 24 Jan 2026 18:37:58 +0000</pubDate></item><item><title>Alternate Start Mod - For Skyrim Legendary Edition</title><link>https://www.afkmods.com/index.php?/topic/8958-alternate-start-mod-for-skyrim-legendary-edition/</link><description><![CDATA[<p>
	Is the "Alternate Start -- Live Another Life Mod" still available for Skyrim Legendary Edition? I searched for this mod and saw the S.S.E. Can someone please direct me to the Legendary Edition / Oldrim/ Skyrim: LE version please? -- Thank you. 
</p>
]]></description><guid isPermaLink="false">8958</guid><pubDate>Wed, 25 Oct 2023 09:53:46 +0000</pubDate></item><item><title>Enhanced Character Edit 1.59 - no head export</title><link>https://www.afkmods.com/index.php?/topic/10510-enhanced-character-edit-159-no-head-export/</link><description><![CDATA[<p>
	Hello friends, after a long time I want to create a new companion with ece, as I did before several times. I'm on a fresh install, <abbr title="Skyrim Script Extender"><abbr title="Skyrim Script Extender">SKSE</abbr></abbr> and ece are directly under the Skyrim and Data folder, I start the game through MO. ECE tells me, that the head was exported, when I hit F1, but there are no files everywhere. Should be under Data &gt;<abbr title="Skyrim Script Extender"><abbr title="Skyrim Script Extender">SKSE</abbr></abbr> &gt;chargen, but the folder is empty. In Mo under overwrite is an <abbr title="Skyrim Script Extender"><abbr title="Skyrim Script Extender">SKSE</abbr></abbr> folder and another chargen folder, but the folder is empty. <br />
	Where are my files, if any?
</p>

<p>
	Maybe someone can point me into the right direction - I'm somewhat out of ideas after trying for two days <img alt=":wallbash:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_headbang.gif" title=":wallbash:" /><br />
	Thanks in advance. 
</p>
]]></description><guid isPermaLink="false">10510</guid><pubDate>Sun, 17 Aug 2025 15:54:33 +0000</pubDate></item><item><title>Modified Companions Radiant Quest Script Not Working &#x2013; USLEEP Conflict?</title><link>https://www.afkmods.com/index.php?/topic/10339-modified-companions-radiant-quest-script-not-working-%E2%80%93-usleep-conflict/</link><description><![CDATA[<p>
	Hey!
</p>

<p>
	I wanted to increase the payout for Companion radiant quests, so I modified the <code>CompanionsRadiantQuest.psc</code> script. Here’s the new if-block I added:
</p>

<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">int level = Game.GetPlayer().GetLevel()
if     (level &lt; 10) 
  RewardAmount = 500 
elseif (level &lt; 20) 
  RewardAmount = 600 
elseif (level &lt; 30) 
  RewardAmount = 700 
elseif (level &lt; 40) 
  RewardAmount = 800 
elseif (level &lt; 50) 
  RewardAmount = 900 
else 
  RewardAmount = 1000 
endif</span></pre>

<p>
	I compiled the script using the Papyrus Compiler CLI. Initially, I had issues with compilation, but I got it working after placing the <code>TESV_Papyrus_Flags.flg</code> file in the Skyrim directory and passing it as a parameter to the CLI using the <code>-f</code> flag.
</p>

<p>
	I tried placing the compiled <code>.pex</code> file in both:
</p>

<ul>
	<li>
		<code>/Data/scripts</code>
	</li>
	<li>
		<code>/Data/scripts/Scripts</code>
	</li>
</ul>

<p>
	However, no matter what I try, I still only get 150 gold as a reward.
</p>

<p>
	The original script contained a faulty if-block with three <code>&lt; 20</code> checks, and I read somewhere that the Unofficial Skyrim Legendary Edition Patch (<abbr title="Unofficial Skyrim Legendary Edition Patch"><abbr title="Unofficial Skyrim Legendary Edition Patch">USLEEP</abbr></abbr>) fixes this bug. Since I am using <abbr title="Unofficial Skyrim Legendary Edition Patch"><abbr title="Unofficial Skyrim Legendary Edition Patch">USLEEP</abbr></abbr>, I suspect that it might be overriding my modified script. If this is the case, I’m not sure how to ensure that my version of the script takes priority over the patch.
</p>

<p>
	Any help or insight would be greatly appreciated. Thanks in advance!
</p>
]]></description><guid isPermaLink="false">10339</guid><pubDate>Mon, 06 Jan 2025 14:11:49 +0000</pubDate></item><item><title>Tes5edit help</title><link>https://www.afkmods.com/index.php?/topic/6025-tes5edit-help/</link><description><![CDATA[<p>
	I want to manually choose the spell magicka cost to something static that ignores perks and skill levels, how do i proceed?
</p>
]]></description><guid isPermaLink="false">6025</guid><pubDate>Sat, 05 Feb 2022 13:33:13 +0000</pubDate></item><item><title>Fores New Idles in Skyrim - FNIS   or   Project New Reign - Nemesis Unlimited Behavior Engine</title><link>https://www.afkmods.com/index.php?/topic/10226-fores-new-idles-in-skyrim-fnis-or-project-new-reign-nemesis-unlimited-behavior-engine/</link><description><![CDATA[<p>
	What would be better for Skrim LE Animation mods to use ?<br />
	Fores New Idles in Skyrim - FNIS   or   Project New Reign - Nemesis Unlimited Behavior Engine ?
</p>

<p>
	Is it possible to use/install <strong>FNIS</strong> Animations mods with <strong>Project New Reign - Nemesis Unlimited Behavior Engine </strong>?
</p>
]]></description><guid isPermaLink="false">10226</guid><pubDate>Mon, 01 Apr 2024 19:58:56 +0000</pubDate></item><item><title>Is there an Archery mod...</title><link>https://www.afkmods.com/index.php?/topic/10222-is-there-an-archery-mod/</link><description><![CDATA[<p>
	Is there an archery mod which drains Stamina as the archer maintains draw on a bowstring? 
</p>

<p>
	Or.... what archery mods do you prefer, anyone who's still here? 
</p>
]]></description><guid isPermaLink="false">10222</guid><pubDate>Fri, 22 Mar 2024 15:46:26 +0000</pubDate></item><item><title>Ilas-Tei Still Lost from the Lost Apprentices Quest</title><link>https://www.afkmods.com/index.php?/topic/4790-ilas-tei-still-lost-from-the-lost-apprentices-quest/</link><description><![CDATA[
<p>Yay, the Lost Apprentices quest is now playable (from Cutting Room Floor or this patch?)! I look for the apprentices, anyway.  I find all other three, but I've never found IIas-Tei on the platform Shrine of Talos out in the Sea of Ghosts. It was noted in UESP:</p>
<p> </p>
<p style="margin-left:40px;">If you pass the shrine and do not loot his corpse during your first visit, his body will disappear once the area respawns, making his ring unattainable if you are collecting the missing college apprentices' various items.</p>
<p> </p>
<p>I don't know what it means to "pass the shrine" because no matter how I've handled traversing the geography, the Argonian mage was never there. Just lots of blood, skeevers and a few scrolls. Now, in SSE, the same conditional loss of IIas-Tei still seems to exist, except the quest is now active, and I'll not be able to complete it. Somehow I'll never understand, IIas-Tei has performed his disappearing act again, which leaves me with three items stuck in my inventory and an un-erasable quest entry in my log.</p>
<p> </p>
<p>Is this fixable by patch, or will it just need to remain one of Skyrim's charming quirks?</p>
]]></description><guid isPermaLink="false">4790</guid><pubDate>Thu, 24 Nov 2016 16:06:43 +0000</pubDate></item><item><title>Appropriate category for music and sound design mods?</title><link>https://www.afkmods.com/index.php?/topic/9715-appropriate-category-for-music-and-sound-design-mods/</link><description><![CDATA[<p>
	Drem Yol Lok! I've come here to share some sound design mods with the community, but I have a small question to ask. Since I don't see a dedicated category for music and sound design (like on Nexus), I assume I'd be uploading mods like these files in the 'Miscellaneous' category, but I want to check to be sure.
</p>
]]></description><guid isPermaLink="false">9715</guid><pubDate>Sun, 14 Jan 2024 20:50:39 +0000</pubDate></item><item><title>TES5: All GMSTs and INI Settings (Updated for v1.9.32)</title><link>https://www.afkmods.com/index.php?/topic/4478-tes5-all-gmsts-and-ini-settings-updated-for-v1932/</link><description><![CDATA[


<p><span style="font-size:18px;"><a href="https://gist.github.com/fireundubh/350b82f0f0cdbba1ed0b7b7cfa319b15" rel="external nofollow">Table of Game Settings for Skyrim</a></span></p>
<p>
<strong>Note:</strong> "Confirmed" means you can use the Creation Kit's settings editor to override the setting's value. Other settings were dumped from TESV.exe and must be added with xEdit to override their values.</p>
<p>
 </p>
<p>
<span style="font-size:18px;"><a href="https://gist.github.com/fireundubh/68a0e0c5c709ff11fb4f386829dc2b96" rel="external nofollow">Table of INI Settings for Skyrim</a></span></p>


]]></description><guid isPermaLink="false">4478</guid><pubDate>Tue, 31 May 2016 01:04:57 +0000</pubDate></item><item><title>Animation Overlay for Staff Casting!</title><link>https://www.afkmods.com/index.php?/topic/8894-animation-overlay-for-staff-casting/</link><description><![CDATA[<div>
	<div>
		<p>
			Hello,
		</p>

		<p>
			I am trying to make a custom stave in Skyrim LE creation kit that shoots flames, frost, and sparks per second simultaneously. I assumed ingame animations would overlay with one another. Instead when i made the staff game chooses to show only one animation effect out of the 3 effects that is in the enchantment. I searched the web but didn't find anything on the topic. Maybe its impossible to do in Skyrim? Can anyone please advise?
		</p>

		<p>
			Regards
		</p>

		<p>
			Rokoko
		</p>

		<p>
			 
		</p>

		<p>
			P.S Screenshot shows the enchantment with the effects.
		</p>
	</div>
</div>

<p><a href="https://www.afkmods.com/uploads/monthly_2023_04/Screenshot(58).png.6bae7322dc15043c407b4711a587dfb1.png" class="ipsAttachLink ipsAttachLink_image" ><img data-fileid="2998" src="https://www.afkmods.com/uploads/monthly_2023_04/Screenshot(58).thumb.png.f120bcc8dd166b56a42dfa5121b34be9.png" data-ratio="39.38" width="800" class="ipsImage ipsImage_thumbnailed" alt="Screenshot (58).png"></a></p>]]></description><guid isPermaLink="false">8894</guid><pubDate>Sat, 15 Apr 2023 10:52:27 +0000</pubDate></item><item><title>OPEN CITIES SKYRIM FOR LE MISSING?</title><link>https://www.afkmods.com/index.php?/topic/6197-open-cities-skyrim-for-le-missing/</link><description><![CDATA[<p>
	hello i can't find the le version of open cities skyrim can someone please tell me where the file is or maybe if you have the file can you like send it to me
</p>
]]></description><guid isPermaLink="false">6197</guid><pubDate>Sat, 05 Nov 2022 11:04:18 +0000</pubDate></item><item><title>The Parthurnax Mod for Le , Possibly not installed right thru mo2</title><link>https://www.afkmods.com/index.php?/topic/6203-the-parthurnax-mod-for-le-possibly-not-installed-right-thru-mo2/</link><description><![CDATA[<p>
	I posted this else where on this site, and most likely not in the right spot  , as I posted, because in one of the mo2 tabs in the right pane, the name is showing in red, but the rest of the text of the mod is black so half right n a little wrong, 
</p>

<p>
	I don't know if I have it installed right for skyrim le ? 
</p>

<p>
	I would really like to use this in le skyrim,. and a version linked in the post was said to ok for skyrim le ?
</p>
<iframe allowfullscreen="" data-controller="core.front.core.autosizeiframe" data-embedauthorid="31040" data-embedcontent="" data-embedid="embed8477922169" src="https://www.afkmods.com/index.php?/files/file/1911-the-paarthurnax-dilemma/&amp;do=embed&amp;comment=1749&amp;embedComment=1749&amp;embedDo=findComment" style="height:398px;max-width:502px;"></iframe>

<p>
	 
</p>
]]></description><guid isPermaLink="false">6203</guid><pubDate>Thu, 17 Nov 2022 21:09:49 +0000</pubDate></item><item><title>Tasheni Followers Part One Playthrough</title><link>https://www.afkmods.com/index.php?/topic/6147-tasheni-followers-part-one-playthrough/</link><description><![CDATA[<p>
	For those of you that are night owls, need a good night story at evening or just in the mood to watch other people play (should happen, so I've heard <img alt=":lmao:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_lmao.gif" title=":lmao:" />), here comes my playthrough with Tasheni Followers from the very beginning. I warn you, the videos are quite long, the quality is partially poor ( shadows are pixelated, maybe my rig is too weak to handle that with OBS) and I'm quite a terrible mage <img alt=":rofl:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_rofl.gif" title=":rofl:" />. This series will be continued from time to time - when I can't sleep at night. So enjoy - or skip, if not. <img alt=":imp:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_imp.png" title=":imp:" />
</p>

<p>
	Recorded with enb and a ton of other mods.
</p>

<p>
	 
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="" frameborder="0" height="113" src="https://www.youtube-nocookie.com/embed/ziylKqg4k7w?feature=oembed" title="Skyrim - Tasheni Followers" width="200"></iframe>
	</div>
</div>
]]></description><guid isPermaLink="false">6147</guid><pubDate>Thu, 25 Aug 2022 09:53:45 +0000</pubDate></item><item><title>Make markers visible ingame</title><link>https://www.afkmods.com/index.php?/topic/6114-make-markers-visible-ingame/</link><description><![CDATA[<p>
	Is it possible to make trigger boxes and other markers (not map markers) visible ingame? That would be quite a help with moved markers.
</p>

<p>
	<img alt=":wave:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_wave.gif" title=":wave:" />
</p>
]]></description><guid isPermaLink="false">6114</guid><pubDate>Sat, 23 Jul 2022 19:26:17 +0000</pubDate></item><item><title>I need advice and help with a script</title><link>https://www.afkmods.com/index.php?/topic/6071-i-need-advice-and-help-with-a-script/</link><description><![CDATA[

<p>
	Dear fellows, I have implemented a big ship into my isles mod I want to use as a player's home and to transport followers. I used the same script I have already attached to my trading boat, but I can't get it to work the way I want. I used the script from the mod Sailable Ships and changed it to my needings and it works fine for my boats. But this solution maybe not the best for what I want to do now: Sail a big ship, move followers onboard, use two doors for getting into interior, a ladder as activator at the outer shipwall to being teleported from water onto the ship. What I have so far:
</p>

<p>
	Ship is sailable and the wheel activator and the doors move to the right place, when player toggles the anchor. Two ship interior cells I can enter, but not exit anymore.
</p>

<p>
	1: I can toggle sails and anchor and start sailing. Sometimes when I exit sailing with the e key, player gets stuck and nothing but quit the game helps - it worked fine, but suddenly stops working.
</p>

<p>
	2:There are problems with SetVehicle. I placed an XMarker in front of the shipswheel, but player is always attached outside the ship. When I start to sail. player is moved to the middle of the ship. When I exit sailing and activate the shipswheel again, player is positioned right. How can I get the player fixed? I don't really understand how SetVehicle works, because the XMarker is not moving with the ship?
</p>

<p>
	3: I can enter my ship interior, but there is no activator to leave the cell. I guess this is due to the system the whole thing is setup.
</p>

<p>
	If you have any ideas, please read on. I explain now the setup and will post the used script:
</p>

<p>
	Setup: A dummy cell that includes the static ship with furled sails, an XMarker as movement point, two invisible actors and two load doors.
</p>

<p>
	On water: the movable ship with unfurled sails, an XMarker to attach the player to the ship with SetVehicle, and invisible activator at the shipswheel.
</p>

<p>
	If player activates the wheel, a messagebox pops up: Toggle sail and anchor or start/stop sailing. If player toggles the anchor, the static ship spawns from the dummy cell at the exact place of the movable ship, the doors are moved to the right place at the ship, the movable ship moves to dummy cell marker. Sails are furled and player can now go inside.
</p>

<p>
	If player starts sailing, the doors and the wheel activator are moved to the dummy cell. Player gets attached to the movable ship. When pressing e key, sailing stops, the activator moves from dummy cell back to the wheel.
</p>

<p>
	If there is a better solution to achieve my goals, please tell me. And if you want to help me scripting, this is much appreciated. <img alt=":hug:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_hug.gif" title=":hug:">
</p>

<p>
	Here comes the script:
</p>

<p>
	<span style="font-size:10px;">Scriptname _Tash_ShipRedguardActivatorScript extends ObjectReference</span>
</p>

<p>
	<span style="font-size:10px;">;-- Properties --------------------------------------<br>
	static property StaticShip auto            ; static ship in dummy cell<br>
	ObjectReference property MyBoat auto    ;actually used ship<br>
	idle property SitAnim auto                <br>
	actor property BackActor auto            ;swimming invisible actor in dummy cell - they are used to detect if ship crashes on land or against an obstacle<br>
	sound property WaterChurn auto            ;ship's noise<br>
	sound property CollisionSound auto        ;if ship crashes on land or obstacle<br>
	ObjectReference property SpawnedStaticShip auto    ;static ship spawned from reference ship in dummy cell<br>
	sound property BoatSound auto            ;ship's second noise<br>
	message property LongBoatMenu auto        ;activation menu for sailing or toggling anchor and sails<br>
	actor property FrontActor auto            ;swimming invisible actor in dummy cell<br>
	ObjectReference property SeatVehicle auto    ;XMarker to attach player to the ship for translation<br>
	actor property PlayerRef auto<br>
	ObjectReference property StaticShipMarker auto    ;XMarker in dummy cell where the ships are moved<br>
	ObjectReference property ShipDoorCabin Auto        ;Load door for cabin interior<br>
	ObjectReference property ShipDoorBase Auto        Load door for basement interior</span>
</p>

<p>
	<span style="font-size:10px;">;-- Variables ---------------------------------------<br>
	Int DefLef = 30    ;left<br>
	Float MaxReverseSpeed<br>
	Float ZBoatPosition<br>
	Int DefBac = 31    ;back<br>
	Bool ToggleAnchor<br>
	Float CurrentSpeed<br>
	Int DefRig = 32    ;right<br>
	Float FrontOffset<br>
	Bool Activated<br>
	Float YBoatPosition<br>
	Float DefaultTiltAngle<br>
	Int n<br>
	Float BoatAngleSpeed<br>
	Float BoatTiltAngle<br>
	Float MenDepthOffset    ;depth of swimming actors<br>
	Float dir    ;movement direction<br>
	Float BoatAngle<br>
	Float FrontBackMenOffset  ;swimming actors distance from boat<br>
	Float DefaultAngleSpeed<br>
	Bool ToggleDrive<br>
	Float XBoatPosition<br>
	Int WaterChurnInstanceID<br>
	Int BoatCreakSoundID<br>
	Int DefFor = 17    ;forward<br>
	Float MaxSpeed</span>
</p>

<p>
	<span style="font-size:10px;">;-- Functions ---------------------------------------</span>
</p>

<p>
	<span style="font-size:10px;">function OnUpdate() ;get ship position, movement direction and speed. Invisible swimming actors simulate the collision with land<br>
	                    ;I need to adjust the values to get it right for this big ship</span>
</p>

<p>
	<span style="font-size:10px;">    XBoatPosition = MyBoat.GetPositionX()<br>
	    YBoatPosition = MyBoat.GetPositionY()<br>
	    ZBoatPosition = MyBoat.GetPositionZ()<br>
	    BoatAngleSpeed = DefaultAngleSpeed<br>
	    <br>
	    if input.IsKeyPressed(DefFor) || input.IsKeyPressed(DefBac)<br>
	        if input.IsKeyPressed(DefFor) &amp;&amp; FrontActor.IsSwimming()<br>
	            if CurrentSpeed &gt; 0 as Float &amp;&amp; dir == -1 as Float<br>
	                CurrentSpeed -= 10 as Float<br>
	                dir = -1 as Float<br>
	            elseIf CurrentSpeed &lt; MaxSpeed<br>
	                CurrentSpeed += 10 as Float<br>
	                dir = 1 as Float<br>
	            endIf<br>
	        elseIf input.IsKeyPressed(DefBac) &amp;&amp; BackActor.IsSwimming()<br>
	            if CurrentSpeed &gt; 0 as Float &amp;&amp; dir == 1 as Float<br>
	                CurrentSpeed -= 10 as Float<br>
	                dir = 1 as Float<br>
	            elseIf CurrentSpeed &lt; MaxReverseSpeed<br>
	                CurrentSpeed += 10 as Float<br>
	                dir = -1 as Float<br>
	            endIf<br>
	        elseIf !FrontActor.IsSwimming() || !BackActor.IsSwimming()<br>
	            CollisionSound.play(PlayerRef as ObjectReference)<br>
	            CurrentSpeed = 0 as Float<br>
	        endIf<br>
	    elseIf CurrentSpeed &gt; 0 as Float<br>
	        CurrentSpeed -= 5 as Float<br>
	    else<br>
	        MyBoat.StopTranslation()<br>
	        game.GetPlayer().StopTranslation()<br>
	        if !ToggleDrive<br>
	            self.UnregisterForUpdate()<br>
	        endIf<br>
	    endIf<br>
	    if CurrentSpeed &gt; 0 as Float<br>
	        if input.IsKeyPressed(DefLef)<br>
	            BoatAngle += -BoatAngleSpeed<br>
	            if BoatAngle &lt;= -360 as Float<br>
	                BoatAngle = 0 as Float<br>
	            endIf<br>
	            BoatTiltAngle = 2 as Float<br>
	        endIf<br>
	        if input.IsKeyPressed(DefRig)<br>
	            BoatAngle += BoatAngleSpeed<br>
	            if BoatAngle &gt;= 360 as Float<br>
	                BoatAngle = 0 as Float<br>
	            endIf<br>
	            BoatTiltAngle = -2 as Float<br>
	        endIf<br>
	    endIf<br>
	    sound.SetInstanceVolume(WaterChurnInstanceID, CurrentSpeed / MaxSpeed)<br>
	    YBoatPosition += dir * -CurrentSpeed * math.Sin(BoatAngle)<br>
	    XBoatPosition += dir * CurrentSpeed * math.Cos(BoatAngle)<br>
	    Float YPlayerPos = YBoatPosition - (-400*math.sin(BoatAngle)) ;400 being the players displacement from the centre of the boat<br>
	    Float XPlayerPos = XBoatPosition - (400* math.cos(BoatAngle)) ;y direction is negative<br>
	    MyBoat.TranslateTo(XBoatPosition, YBoatPosition, ZBoatPosition, BoatTiltAngle, 0 as Float, BoatAngle + FrontOffset, CurrentSpeed, 0 as Float)<br>
	    game.GetPlayer().TranslateTo(XPlayerPos, YPlayerPos, ZBoatPosition + 580 as Float, 0 as Float, 0 as Float, BoatAngle, CurrentSpeed, 0 as Float)<br>
	    FrontActor.MoveTo(MyBoat, FrontBackMenOffset * math.Sin(MyBoat.GetAngleZ()), FrontBackMenOffset * math.Cos(MyBoat.GetAngleZ()), -MenDepthOffset, true)<br>
	    BackActor.MoveTo(MyBoat, -FrontBackMenOffset * math.Sin(MyBoat.GetAngleZ()), -FrontBackMenOffset * math.Cos(MyBoat.GetAngleZ()), -MenDepthOffset, true)<br>
	    if ToggleDrive<br>
	        self.RegisterForSingleUpdate(0 as Float)<br>
	    endIf<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function RebindKeys(Int KeySel, Int Code)    ;unused</span>
</p>

<p>
	<span style="font-size:10px;">    if KeySel == 0<br>
	        DefFor = Code<br>
	        debug.Notification("Forward key has been rebound")<br>
	    elseIf KeySel == 1<br>
	        DefBac = Code<br>
	        debug.Notification("Back key has been rebound")<br>
	    elseIf KeySel == 2<br>
	        DefRig = Code<br>
	        debug.Notification("Right key has been rebound")<br>
	    elseIf KeySel == 3<br>
	        debug.Notification("Left key has been rebound")<br>
	        DefLef = Code<br>
	    else<br>
	        debug.Notification("Keys reset to default arrow keys")<br>
	        DefFor = 17<br>
	        DefBac = 31<br>
	        DefLef = 30<br>
	        DefRig = 32<br>
	    endIf<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function MenuActivated() ;player can unfurl the sails and lift the anchor for sailing or drop the anchor and furl the sails for docking</span>
</p>

<p>
	<span style="font-size:10px;">    Int MenuValue = LongBoatMenu.Show(0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000)<br>
	    if MenuValue == 0<br>
	        ToggleDrive = !ToggleDrive</span>
</p>

<p>
	<span style="font-size:10px;">        if ToggleDrive as Bool &amp;&amp; !ToggleAnchor ;if anchor is lifted and sailing is activated<br>
	            ShipDoorCabin.Disable()<br>
	            ShipDoorBase.Disable()<br>
	            game.ForceFirstPerson()<br>
	            game.DisablePlayerControls(true, false, true, false, false, false, true, false, 0)<br>
	            PlayerRef.SetVehicle(SeatVehicle)    ;xmarker (SeatVehicle) on ship not working? player is never fixed there<br>
	            PlayerRef.SetGhost(True)<br>
	            WaterChurnInstanceID = WaterChurn.play(PlayerRef as ObjectReference)<br>
	            BoatCreakSoundID = BoatSound.play(PlayerRef as ObjectReference)<br>
	            sound.SetInstanceVolume(BoatCreakSoundID, 1.00000)<br>
	            self.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true) ; activator is moved to dummy cell<br>
	            PlayerRef.PlayIdle(SitAnim)    ;not working<br>
	            self.UnregisterForUpdate()<br>
	            self.RegisterForKey(DefFor)<br>
	            self.RegisterForKey(DefLef)<br>
	            self.RegisterForKey(DefRig)<br>
	            self.RegisterForKey(DefBac)<br>
	            self.RegisterForKey(18)<br>
	            self.RegisterForSingleUpdate(0 as Float)</span>
</p>

<p>
	<span style="font-size:10px;">        elseIf !ToggleDrive &amp;&amp; !ToggleAnchor ;player did exit sailing with e key<br>
	            ShipDoorCabin.Enable()<br>
	            ShipDoorBase.Enable()<br>
	            game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0)<br>
	            self.UnregisterForAllKeys()<br>
	            self.UnregisterForUpdate()<br>
	            PlayerRef.StopTranslation()<br>
	            PlayerRef.SetVehicle(none)<br>
	            PlayerRef.SetGhost(False)<br>
	            sound.StopInstance(WaterChurnInstanceID)<br>
	            sound.StopInstance(BoatCreakSoundID)<br>
	            CurrentSpeed = 0 as Float<br>
	            <br>
	            ;player has toggled the anchor: move activator and doors to static ship<br>
	            self.MoveTo(MyBoat, 700 as Float * math.Sin(MyBoat.GetAngleZ()), 700 as Float * math.Cos(MyBoat.GetAngleZ()), 580 as Float, true)<br>
	            ShipDoorCabin.MoveTo(SpawnedStaticShip, 640 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 640 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true)<br>
	            ShipDoorBase.MoveTo(SpawnedStaticShip, 0 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true)<br>
	        else<br>
	            debug.MessageBox("You must raise the anchor before sailing")<br>
	            ToggleDrive = !ToggleDrive<br>
	        endIf<br>
	    elseIf MenuValue == 1<br>
	        if !ToggleDrive<br>
	            self.DropAnchor()<br>
	        else<br>
	            debug.MessageBox("You must stop sailing before dropping anchor")<br>
	        endIf<br>
	    endIf<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function OnKeyUp(Int keyCode, Float holdTime) ;does nothing?</span>
</p>

<p>
	<span style="font-size:10px;">    if keyCode == 18<br>
	        Debug.Trace("Key released after " + holdTime + " seconds")<br>
	        self.MenuActivated()<br>
	    endIf<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function DropAnchor()</span>
</p>

<p>
	<span style="font-size:10px;">    ToggleAnchor = !ToggleAnchor ;if anchor is down and sails furled, spawns a static ship at the exact position of the movable ship. Moves movable ship to dummy cell<br>
	                                 ;moves activator from dummy cell to static shipswheel, moves doors from dummy cell at their position on static ship<br>
	    if ToggleAnchor<br>
	        SpawnedStaticShip = MyBoat.PlaceAtMe(StaticShip as form, 1, false, false)<br>
	        MyBoat.MoveTo(StaticShipMarker, 0.000000, 0.000000, 0.000000, true)<br>
	        self.MoveTo(SpawnedStaticShip, 700 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 700 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 580 as Float, true)<br>
	        ShipDoorCabin.MoveTo(SpawnedStaticShip, 640 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 640 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true)<br>
	        ShipDoorBase.MoveTo(SpawnedStaticShip, 0 as Float * math.Sin(SpawnedStaticShip.GetAngleZ()), 0 as Float * math.Cos(SpawnedStaticShip.GetAngleZ()), 340 as Float, true)</span>
</p>

<p>
	<span style="font-size:10px;">        debug.MessageBox("You have dropped the anchor.")<br>
	    else                        ;moves movable ship from dummy cell to static ship and disables the static ship<br>
	        MyBoat.MoveTo(SpawnedStaticShip, 0.000000, 0.000000, 0.000000, true)<br>
	        SpawnedStaticShip.DisableNoWait(false)<br>
	        SpawnedStaticShip.Delete()<br>
	        debug.MessageBox("You have lifted the anchor.")<br>
	    endIf<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function OnActivate(ObjectReference akActionRef) ;choice menu: sailing, anchor and sail toggling or exit</span>
</p>

<p>
	<span style="font-size:10px;">    self.MenuActivated()<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:10px;">function OnInit()    ;set ship speed and movement direction. Set distance from ship for invisible actors. Set movement keys to WSAD</span>
</p>

<p>
	<span style="font-size:10px;">    MaxSpeed = 400 as Float<br>
	    MaxReverseSpeed = 400 as Float<br>
	    DefaultAngleSpeed = 2 as Float<br>
	    DefaultTiltAngle = 2 as Float<br>
	    FrontOffset = 90 as Float<br>
	    FrontBackMenOffset = 780 as Float<br>
	    dir = 1 as Float<br>
	    MenDepthOffset = 30 as Float<br>
	    DefFor = 17<br>
	    DefBac = 31<br>
	    DefLef = 30<br>
	    DefRig = 32<br>
	endFunction</span>
</p>

<p>
	<span style="font-size:14px;">I do not understand everything the script does. It's all trial and error for me. The values for the translation and distance of the invisible actors i.e. I simply tried different values until it worked.</span>
</p>

<p>
	<span style="font-size:14px;">What do you say? Screenshots here: <a href="https://www.afkmods.com/index.php?/gallery/album/149-tashenis-the-isles-of-teia/" rel="">https://www.afkmods.com/index.php?/gallery/album/149-tashenis-the-isles-of-teia/</a></span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	 
</p>


]]></description><guid isPermaLink="false">6071</guid><pubDate>Wed, 04 May 2022 16:32:54 +0000</pubDate></item><item><title>Arthmoor's Mods</title><link>https://www.afkmods.com/index.php?/topic/6078-arthmoors-mods/</link><description><![CDATA[<p>
	I've been playing SLE for about 10 years and I am updating some old mods. I have all three DLC but still using the separate Unofficial Patches for each DLC. I'd like to update to <abbr title="Unofficial Skyrim Legendary Edition Patch"><abbr title="Unofficial Skyrim Legendary Edition Patch">USLEEP</abbr></abbr> soon. Most downloaded mods I use have not been updated (by me) since about 2015 or earlier.
</p>

<p>
	But I can't find <strong>The Paarthurnax Dilemma</strong> on the Nexus at all, and <strong>When Vampires Attack</strong> and <strong>Run for your Lives</strong> always have their scripts marked as STOPPED in the MCM and don't seem to work at all.
</p>

<p>
	So where could I find the latest versions of these mods for SLE, and his other mods? Here, I hope!
</p>

<p>
	I have:
</p>

<p>
	The Paarthurnax Dilemma.esp dated 16/09/2015 (UK dd/mm/yyyy)
</p>

<p>
	The Paarthurnax Dilemma.bsa dated 22/09/2015
</p>

<p>
	The Paarthurnax Dilemma.bsl dated 22/09/2015
</p>

<p>
	When Vampires Attack and Run For Your Lives from October 2015
</p>

<p>
	Provincial Courier Service from 2013 works fine, but that is also nowhere to be found on The Nexus for SLE.
</p>

<p>
	I tried <strong>Cutting Room Floor</strong> a while back (about 2018), but that also did not seem to work, presumably as I was using individual Unofficial Patches rather than <abbr title="Unofficial Skyrim Legendary Edition Patch"><abbr title="Unofficial Skyrim Legendary Edition Patch">USLEEP</abbr></abbr>?
</p>

<p>
	I have the latest official patch, <abbr title="Skyrim Script Extender"><abbr title="Skyrim Script Extender">SKSE</abbr></abbr> and SkyUI for SLE.
</p>

<p>
	 
</p>

<p>
	Cheers!
</p>

<p>
	<span><img alt=":)" data-emoticon="" height="20" src="https://www.afkmods.com/uploads/emoticons/default_smile.png" srcset="https://www.afkmods.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="20" /></span>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">6078</guid><pubDate>Wed, 11 May 2022 00:27:24 +0000</pubDate></item><item><title>OnInit probblem</title><link>https://www.afkmods.com/index.php?/topic/5946-oninit-probblem/</link><description><![CDATA[<p>
	I run into a new issue (whatelse <img alt=":frantics:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_frantics.gif" title=":frantics:" />) I was never aware of. My scripting knowledge is very limited and here I'm not sure what the OnInit function really does. I know that OnInit fires twice, tested that with a messagebox. The script is about follower mounting, when player mounts his horse or whatever:
</p>

<p>
	scriptName _RubyPlayerMountMonitorScript extends ReferenceAlias
</p>

<p>
	;-- Properties --------------------------------------<br />
	actor property Ruby auto<br />
	visualeffect property Effect auto<br />
	faction property CurrentFollowerFaction auto<br />
	actor property PlayerRef auto<br />
	actor property Assan auto
</p>

<p>
	;-- Variables ---------------------------------------<br />
	actor Player
</p>

<p>
	;-- Functions ---------------------------------------
</p>

<p>
	; Skipped compiler generated GotoState
</p>

<p>
	; Skipped compiler generated GetState
</p>

<p>
	function FollowerMount(actor myFollower, actor myHorse, String asEventName, Float afTime)
</p>

<p>
	    form EquippedItemLeft = PlayerRef.GetEquippedObject(0)<br />
	    form EquippedItemRight = PlayerRef.GetEquippedObject(1)<br />
	    if myFollower.IsInFaction(CurrentFollowerFaction) == 1 as Bool<br />
	        if myFollower.GetActorValue("WaitingForPlayer") == 0 as Float<br />
	            if EquippedItemLeft as Bool || EquippedItemRight as Bool<br />
	                if asEventName == "tailHorseMount"<br />
	                    debug.SendAnimationEvent(Ruby as objectreference, "IdleForceDefaultState")<br />
	                    myFollower.OnAnimationEvent(none, "tailHorseMount")<br />
	                    Effect.play(myHorse as objectreference, 0.300000, none)<br />
	                    myHorse.MoveTo(myFollower as objectreference, 50.0000 * math.sin(myFollower.GetAngleZ() + 90.0000), 50.0000 * math.cos(myFollower.GetAngleZ() + 90.0000), 0.000000, true)<br />
	                    utility.Wait(0.100000)<br />
	                    myFollower.SetAnimationVariableBool("bIsRiding", 1 as Bool)<br />
	                    myFollower.EvaluatePackage()<br />
	                endIf<br />
	                if asEventName == "tailHorseDismount"<br />
	                    Bool dismountInitiated = myFollower.Dismount()<br />
	                    myFollower.SetAnimationVariableBool("bIsRiding", 0 as Bool)<br />
	                    myFollower.EvaluatePackage()<br />
	                endIf<br />
	            else<br />
	                return<br />
	            endIf<br />
	        endIf<br />
	    endIf<br />
	endFunction
</p>

<p>
	function OnInit()<br />
	;    Debug.Messagebox("Script running")<br />
	    utility.Wait(5.00000)<br />
	    Player = game.GetPlayer()<br />
	    self.RegisterForAnimationEvent(PlayerRef as objectreference, "tailHorseMount")<br />
	    self.RegisterForAnimationEvent(PlayerRef as objectreference, "tailHorseDismount")<br />
	endFunction
</p>

<p>
	function OnAnimationEvent(objectreference akSource, String asEventName)
</p>

<p>
	    if akSource == PlayerRef as objectreference<br />
	        self.FollowerMount(Ruby, Assan, asEventName, 0.300000)<br />
	    else<br />
	        return<br />
	    endIf<br />
	endFunction
</p>

<p>
	This script is attached to the alias of my follower Ruby in a script started quest. It works very good. With Alternate Start from Arthmoor activated. With only vanilla Skyrim it works very good. Until I open racemenu with the console and change my character. After closing racemenu, script is no longer working.
</p>

<p>
	I tested without MO. I tested without changing character, saved the game, shut down, load the game and the save and script runs fine. So it must have to do with racemenu (not the mod racemenu! I don't use). I tested on a start enabled quest. Same result, script stops working. What happens here and what can I do to make that work?
</p>

<p>
	And a second problem occurs: I wrote my playerhorse now follows fine again, but that is only partially true, like I just now discovered. It works fine if I use Alternate Start. When I use only vanilla Skyrim, the NPC walks away as soon as I tell her to wait. The horse stays, like she should. A script changes the wait globalvariable to 1, package stack is evaluated for horse and npc and the stay package has the wait globalvariable set as condition as well as a quest stage set. There is no package everywhere that could fire in this quest stage. Why does it work with Alternate Start? And not with vanilla?
</p>

<p>
	It's really tiring. Your suggestions are much appreciated.
</p>

<p>
	<span style="color:#e67e22;">Update:</span> Playerhorse now behaves correctly. CK didn't save my property and I overlooked it.
</p>
]]></description><guid isPermaLink="false">5946</guid><pubDate>Thu, 04 Nov 2021 16:56:05 +0000</pubDate></item><item><title>custom player horse suddenly behaves weird</title><link>https://www.afkmods.com/index.php?/topic/5929-custom-player-horse-suddenly-behaves-weird/</link><description><![CDATA[<p>
	After implementing all the new dialogue and some quest stages for my followers mod I started to test it from the beginning and without other mods installed. Because player meets Ruby in Helgen Keep I went through the Skyrim intro a thousand times and all was working fine, always.
</p>

<p>
	Surprisingly I had issues this time with dialogue not triggering and some minor things, I could fix. What I can't fix, is the player horse. After player has talked to her, she transforms from a horse player can talk to to a ridable horse. And then she simply walks away to where I have placed her ingame with ck. But there is no AI package that tells her to move away. Instead she should follow the player. I deleted all packages of her and tried again, on a new game, with no effort. I tried to attach a sandbox package either to the alias or directly to the actor, or both. There is no change in her behavior. I deleted the sandbox and follow packages and created them new. Looks like game is not updating my changes (but when I change a script, messages show up right).
</p>

<p>
	Looks like she runs an AI that doesn't exist. How can I find out, what AI is actually running on her? After spending the last two days with going through Helgen Intro to fix all of the issues I would really be glad to find a solution.
</p>

<p>
	I could delete the horse and place it new, but she has so many linked references that this would take an amount of time, too <img alt=":frantics:" data-emoticon="" src="https://www.afkmods.com/uploads/emoticons/default_frantics.gif" title=":frantics:" />
</p>

<p>
	What I simply don't understand is, that the intro with Ruby and the horse behavior got broken, despite I changed nothing on that part and it worked always - with a ton of mods installed or without. How is that possible?
</p>

<p>
	Any suggestions and help is much appreciated.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">5929</guid><pubDate>Thu, 21 Oct 2021 13:56:44 +0000</pubDate></item><item><title>In need of patch</title><link>https://www.afkmods.com/index.php?/topic/5939-in-need-of-patch/</link><description><![CDATA[<p>
	<abbr title="Open Cities Skyrim">OCS</abbr> + Hearthfire Patch.esp for skyrim legendary edition please
</p>
]]></description><guid isPermaLink="false">5939</guid><pubDate>Mon, 01 Nov 2021 00:35:08 +0000</pubDate></item><item><title>Arthmoor's Skyrim villages - All in one conflicts Clockwork</title><link>https://www.afkmods.com/index.php?/topic/5899-arthmoors-skyrim-villages-all-in-one-conflicts-clockwork/</link><description><![CDATA[<p>
	OLDrim:
</p>

<p>
	I am using the quest mod Clockwork and I have now found out that Keld-Nar in the "Arthmoor's Skyrim villages - All in one" mod conflicts with clockwork. Keld-Nar and Velothi Mountain tunnels are using the same world space so the village placement and the velothi cave entrance are messed up. Is there a way to make them compatible. I see there may have been patches in the past but now since Arthmoor has deleted all his mods from Nexus and basically everywhere else, there is no patches. PLEASE HELP!
</p>

<p>
	Thanks,
</p>

<p>
	Syncroniz
</p>

<p>
	PS: ---------------------FOR ARTHMOOR'S SKYRIM VILLAGES - ALL IN ONE, NOT THE KELD_NAR STANDALONE------------------------------------
</p>
]]></description><guid isPermaLink="false">5899</guid><pubDate>Mon, 06 Sep 2021 21:39:11 +0000</pubDate></item><item><title>Arthmoor's Skyrim villages - All in one conflicts</title><link>https://www.afkmods.com/index.php?/topic/5898-arthmoors-skyrim-villages-all-in-one-conflicts/</link><description><![CDATA[<p>
	I am using the quest mod Clockwork and I have now found out that Keld-Nar in the villages mod conflicts with clockwork. Keld-Nar and Velothi Mountain tunnels are using the same world space so the village placement and the velothi cave entrance are messed up. Is there a way to make them compatible. I see there may have been patches in the past but now since Arthmoor has deleted all his mods from Nexus and basically everywhere else, there is no patches. PLEASE HELP!
</p>

<p>
	Thanks,
</p>

<p>
	Syncroniz
</p>
]]></description><guid isPermaLink="false">5898</guid><pubDate>Mon, 06 Sep 2021 19:48:02 +0000</pubDate></item><item><title>Deleting Leveled Lists And Save Stability</title><link>https://www.afkmods.com/index.php?/topic/5762-deleting-leveled-lists-and-save-stability/</link><description><![CDATA[<p>
	This actually pertains to an Enderal mod but i still think this is the correct place for my question since its similar to its Skyrim counterpart.
</p>

<p>
	Most of the mods i installed for that game had to be scrubbed clean of certain Skyrim records in order to avoid a boatload of unresolved errors, mostly those associated with Container, Cell and Worldspace records.  I did all this before starting my actual play through in order to eliminate the chance that it might mess up my saves.
</p>

<p>
	Unfortunately, i realized today that one mod (a skimpy armor replacer) somehow slipped through the net and might very well be a ticking time bomb in my load order with all the unresolved references it contains.  I'm not only talking about the regular records i mentioned above but also more tricky stuff like leveled lists that seem to serve no purpose.
</p>

<p>
	This is the dilemma i'm facing right now.  Do i take the risk of breaking things by removing those broken records, leveled lists included, in an existing save or do i leave well enough alone which could mean that sooner or later my game is going to become unstable?  For what it's worth, i'm fifty hours in and i have yet to encounter a crash, infinite loading screen or other game breaking bug.
</p>

<p>
	Long story short, what would be the recommended course of action?
</p>
]]></description><guid isPermaLink="false">5762</guid><pubDate>Mon, 29 Mar 2021 21:15:39 +0000</pubDate></item><item><title>LOD Meshes and exact localization on the map</title><link>https://www.afkmods.com/index.php?/topic/3736-lod-meshes-and-exact-localization-on-the-map/</link><description><![CDATA[

<p>
	LOD: acronym for <span style="color:#2ecc71;"><strong>L</strong></span>evel <span style="color:#2ecc71;"><strong>O</strong></span>f <span style="color:#2ecc71;"><strong>D</strong></span>etail.
</p>

<p>
	Ingame, around the player, the closer terrain and objects are fully rendered, meaning they are using regular full-poly (and eye-candy) meshes. For short: the more all this stuff is distant from the player, the more it is replaced with simplified meshes in order to save performance. As the distance from the player increases, the LOD goes from 4 (very detailed), then 8 (less detailed), then 16 (even less detailed), and then finally 32 (poorly detailed).
</p>

<p>
	LOD files are present in the 'Skyrim - Meshes.bsa' archive. DLCs also bring their own LOD files in their dedicated archives.
</p>

<p>
	 
</p>

<p>
	Once you have extracted the archives, and for the tamriel worldspace, you can find :
</p>

<ul>
	<li>
		a bunch of files in meshes/terrain/tamriel with the '<span style="color:#ff8c00;">.btr</span>' extension type. They are the landscape LOD meshes.
	</li>
	<li>
		a bunch of files in meshes/terrain/tamriel/objects with the '<span style="color:#ffa07a;">.bto</span>' extension type. They are the objects LOD meshes (mainly rocks and buildings)
	</li>
</ul>

<p>
	Both can be opened in Nifskope , but let's have a look at the objects '.bto' files. Their names obey to a kind of logic : they're all named Tamriel<span style="color:rgb(255,160,122);">N</span>.<span style="color:rgb(255,160,122);">X</span>.<span style="color:rgb(255,160,122);">Y</span>.bto, where <span style="color:#ffa07a;">N</span> is the accuracy of the LOD (from 4/very detailed, 8, 16 and 32/poorly detailed), and <span style="color:#ffa07a;">X</span> and <span style="color:#ffa07a;">Y</span> are the coordinates on the map. The problem is : is there a way to know in which .bto file I can find a specific building/town ? The answer is <span style="color:#2ecc71;"><strong>YES</strong></span> !
</p>

<p style="text-align:center;">
	 
</p>

<p>
	I made custom maps for the level 4, 8, 16, 32 LOD files in order to save a lot of time when looking for the coordinates.
</p>

<p>
	All maps for both Skyrim and Solstheim are available at nexus<span style="color:#ffffff;"> </span><span style="font-size:18px;"><a href="https://www.nexusmods.com/skyrim/mods/106448" rel="external nofollow"><span style="color:#ffffff;">here</span></a></span> for Legendary Edition and<span style="font-size:18px;"> <a href="https://www.nexusmods.com/skyrimspecialedition/mods/45057" rel="external nofollow">here</a></span> for Special Edition. As this is a modder's resource/helper, the files are absolutely identical for both SLE and SSE...
</p>

<p>
	I hope this can be useful for modders who are interested about LOD in these worldspaces.
</p>

<p>
	 
</p>

<p>
	If you have suggestions for improvements or conveniency, feel free to express.
</p>

<p>
	 
</p>

<p>
	Please have a look at <span style="font-size:18px;"><strong><a href="https://www.afkmods.com/index.php?/topic/4079-relz-wipz-skyrim-vanilla-lod-source-files/&amp;/topic/4079-relz-wipz-skyrim-vanilla-lod-source-files/?p=153257" rel="">this topic</a></strong></span> if you want to learn more about LOD files generation and download fixed vanilla files.
</p>


]]></description><guid isPermaLink="false">3736</guid><pubDate>Sun, 25 Aug 2013 20:57:03 +0000</pubDate></item></channel></rss>
