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Unofficial Patch Project
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About garthand

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    The Bottler of Ear Juices
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  1. Picked this up at launch, it's got some really good stuff going for it but right now I'd put it in the same bucket as No Man's Sky; it will probably become a very good game, but you might need to wait a year for all the major bugs to get sorted out. The biggest one I've had (that has ruined three playthroughs until I decided to stop playing) is save bleeding Morrowind-style, where getting some kind of a temporary stat debuf and then dying, reloading, etc, can permanently apply that debuff to all of your save files. Ick!
  2. There will probably be a variety of opinions on the topic, but I think it may be within scope. I'll wait to see if anyone else chimes in, I feel like this may be something that was looked at previously.
  3. I've never gotten that error, but I did have issues loading Dragonborn.esm in the original CK last week. Is the CK showing the EMSs out of order? It should be showing Skyrim.esm, Update.esm, Dawnguard.esm, Hearthfires.esm and then Dragonborn.esm. Sometimes Dragonborn.esm will load above the other files, and that means you need to redate the plugins using Wrye Bash, (assigning the most recent times to the bottom plugins), in order to get it to load correctly.)
  4. It's smart of them to start fresh, at the least. I've often heard builders tell me it's easier and less expensive to demolish and start new than renovate an old building. I think the same is probably true of code. I don't want NMM to end up where WB is, where only a few people have the expertise to understand the code, and it struggles to maintain any kind of support going forward. I'm also optimistic about seeing our mod managers consolidate a bit. Having one actively maintained mod manager is much better than watching NMM and MO go nowhere fast.
  5. I'd be interested if you found a better way, but the janky way I ended up doing this in my wizard was to create multiple SelectMany lists and bracketing the entire thing by a if getespmstatus or if var resulting from a previous getespmstatus check.
  6. Good catch Arth, that's a wild edit that snuck in. I probably accidentally duplicated that fog at one point instead of a railing I attempted to grab.
  7. I've put a file with the railing fixes I mentioned (and a few minor pieces of debris I found) here. I couldn't figure out the cause of the Molag Bal fountain not having sound like the one in the cathedral since it doesn't seem to have a dedicated sound marker, but that's pretty minor.
  8. Quick update. The issue seems to be something inherent in the forcegreet package. Moving the script to the end of the fragment keeps the spouse in place as hoped (yay!), but forcegreet won't trigger unless you're at least a few feet away from your spouse. Has anyone ever run into a way to make forcegreet work when the distance between the player and the speaker is near zero? Also the forcegreet package mysteriously kicks in no matter what you do to it, but that's not a huge issue, more of a curiosity.
  9. While working on a mod, I decided to see if I could make a few tweaks to the marriage quest, (which spans across RelationshipMarriage, RelationshipMarriageWedding, and RelationshipMarriageFIN). With the current setup, (with USLEEP), after the player character says their vows, the love interest attempts to leave the altar and usually stops within a second or two, and then looks back toward the altar. After Maramal is done talking, they try to deliver their forcegreet package, but end up just saying it out loud without forcegreeting, forcing you to go talk to them to hear it again. I wanted to see if I could change this behavior. The first part, (the spouse trying to leave the altar), was a fairly easy fix. By moving the code (GetOwningQuest().SetStage(100)) from the beginning to the end of the papyrus fragment TIF__00075CA2, attached to Maramal's final monologue on the RelationshipMarriageWedding quest, your spouse wouldn't attempt to move until after Maramal was done speaking. As an added bonus, they would even forcegreet the player character as expected and deliver their line. However, this leaves a few issues and introduces some others I was hoping to get some guidance on. None of this is really game breaking stuff, but I'm hoping to use this as a learning opportunity and hopefully someone here knows more about this than I do, (actually, I'm sure of that, I'm just hoping someone will share that knowledge ) After moving that script to the end of the fragment, as soon as Maramal is done speaking and you can control your character again, some odd stuff happens. Your spouse won't deliver the forcegreet dialogue until you walk a few steps away from them, and then they'll walk towards you and forcegreet. Sometimes they deliver the dialogue immediately, but they won't say it via forcegreet. They then will wait for you to talk to them or for you to move away to forcegreet, repeating the dialogue. Even weirder, sometimes a dialogue menu will flash by and then disappear as if you had opened a dialogue menu with your spouse and then closed it. I thought maybe this was a timing issue, and that if I could introduce a delay into processing the forcegreet package, it would work successfully. This is where I ran into a truly baffling issue. The forcegreet package (both the vanilla one and the HF variant), are attached to the LoveInterest alias on the RelationshipMarriageFIN quest. During my testing, I discovered that even if those packages were removed from the alias, the spouse would still act as if they were assigned to them. This was the case even if I deleted (!) the packages altogether. I'm not sure if I've stumbled into an extremely bizarre bug that's forcing NPCs to process these packages in a specific way despite how I attach them (or don't), or if I'm fundamentally misunderstanding how something works. Any advice would be very appreciated. I'm happy to provide any more detail if needed.
  10. Google killed the publish feature on me. The guide is pretty out of date now anyway, given all that has changed with the mod managers. I'll have to take some time and rewrite it.
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