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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
  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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