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Arthmoor

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Everything posted by Arthmoor

  1. Version 2.0.6 Fixed an issue with the door that is attached to the restored tower that blocked its use.
  2. Version 2.0.6 Moved the dolmen north of Winterhold to an island even further north to remove a conflict with Viking Towns of Skyrim. Don't worry, Telengard isn't in any danger from this
  3. If this is you asking if you should edit your save with some kind of tool, the answer is a solid no. The save format is not completely decoded yet and there's a lot that goes on in there that nobody knows a thing about. Any tools created to edit this data are acting on unknowns, which is never good. What you need to do is make sure that you only use mods specifically designed to work with Enderal on Enderal installs, whether that be for Skyrim LE or SE. Enderal has removed numerous records across all types and in many cases replaced them with new ones. Form IDs from mods not built with En
  4. A lot of those skin tone changes you find in the texture list of an NPC is noise generated by the CK. We typically ignore it since it has no impact on the NPC in the game. It tends to be futile as the CK will just keep saving it again later.
  5. Personally my advice would be to just ignore cleaning the official master files at this stage of things. xEdit has had a number of recent bugs filed due to issues with old form versions and file data in these plugins which have caused serious errors during gameplay and have resulted in several hackish workarounds being added to xEdit to account for these things. If a mod has been correctly made in SSE, none of the issues causes by deleted records should be a problem if you're using the CK to make the mod as should be done since the CK will not display deleted references to be edited.
  6. Holy crap, that's impressive!
  7. https://www.gog.com/news/the_witcher_enhanced_edition_now_free_for_all_gog_galaxy_users
  8. What I recommended you do isn't difficult. All you have to do is actually do it.
  9. You can't install mods that way on a console. You have to go through the Bethesda website to do that, using the in-game interface. What you can do though is follow the link from the USSEP main thread to the link on their site and add it to your favorites list and it will then show up on that list in the game so you can install it that way.
  10. Version 2.0.6 Updated support for Wyrmstooth 1.19.
  11. The Wyrmstooth module has been updated to match the changes in Wyrmstooth 1.19.
  12. That's not really a good idea though. While the current 4.x versions may not be entirely reliable for the official DLCs, they DO have updated and corrected record definitions those older versions don't have. You'll want the 4.x ones when you go to clean regular mods so that you don't risk having bad data written back. For regular mods made by mod authors, xEdit is perfectly safe. QAC only removes ITMs and UDRs regardless so that's not the issue you're trying to address.
  13. Personally I'd suggest just not cleaning the DLCs at this point. Doing so is now carrying too large a risk of something going wrong and needing hacky workarounds to fix it in xEdit. As far as navmeshes, it should be fine, but there's always a possibility that the removal won't quite do what's wanted since xEdit cannot rebuild the NAVI record and the CK won't be able to deal with the DLC files as they've been shipped to us to correct that record properly.
  14. This link will probably be helpful in moving Steam to an appropriate location:https://support.steampowered.com/kb_article.php?ref=7418-YUBN-8129
  15. There are a few options here: 1. Continue to do what you're doing, using the -DontCache switch. This will make xEdit painfully slow every time you load it for this purpose, but works. 2. Head over to the xEdit Discord server and grab the latest WIP build (currently 4.0.3f) where the issues you describe have had workarounds added. 3. Just use the dirty files. This has the advantage of not needing to reclean when there are updates. Plus any new and weird bugs of this type are no longer an issue. It's the choice I've made and the game doesn't seem to care that the official files ha
  16. It will still be burnt to a crisp, on the presumption that Alduin burned it down before starting the ritual.
  17. Version 1.0.7 The guards in the town were incorrectly named. The initial "Granite Hill Guard" NPCs are supposed to be Imperials, not Stormcloaks. The guards also now have their own barracks across from the inn. They were crowding things up too much.
  18. Don't worry about it Jac. You're doing fine.
  19. I wonder if that means Nexus missions will no longer bug out if something happens and you have to reload the game. That's the one big annoyance I've always had with them is that it doesn't track quest progress while you're on one of those missions and some of them can be ridiculously long because they send you to get a certain item that ends up being rare as hell on the planet they send you to. Which can mean you're running around for hours being told your progress isn't being saved but your position is. The reality of course is if something goes wrong and you have to reload, you end up back o
  20. Jac has it marked as hidden so you'll need to wait on him to find out if that should still be the case.
  21. So I go to get this patch. GOG is sending me a 10GB update. Is that right? For what looks like an incredibly minor update?
  22. I doubt it would be practical to make such a list since it would be thousands of mods either way.
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