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Arthmoor

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Everything posted by Arthmoor

  1. The two most important already have been updated so it's a trivial matter for the rest now.
  2. Yep, they used to have a perfectly functional forum for this sort of thing back in the day. Nobody ever had an issue staying updated that way.
  3. Version 1.0.5 Moved Kust's house slightly to eliminate a conflict with the Alternative Armors - Daedric Plate DLC.
  4. Version 1.0.9 Adjusted land texturing and navmesh pathing around an obstacle placed by the Skyrim Pets DLC.
  5. Less likely to get lost here than on Discord: Traceback (most recent call last): File "bash\balt.py", line 1807, in __Execute File "bash\balt.py", line 815, in _conversation_wrapper File "bash\basher\mod_links.py", line 1492, in Execute File "bash\basher\mod_links.py", line 1541, in _exec_flip File "bash\bosh\__init__.py", line 554, in set_esm_flag File "bash\bosh\__init__.py", line 1037, in update_onam File "bash\bosh\__init__.py", line 1038, in <genexpr> TypeError: unsupported operand type(s) for >>: 'FormId' and 'int' Got this when telling WB to add an ESM flag to a .esp file. The error caused the operation to fail, but WB still updated the plugins.txt file to move the mod int what was now an incorrect position.
  6. Version 2.0.5 Moved the merchant stand at Tundra Homestead over into the next cell to avoid issues with a location conflict with the DLC. Added support for Hendraheim and Goldenhills Plantation.
  7. The update didn't break a thing, other than the in-game mod menu, which is now fixed. The only thing "broken" would be the usual SKSE plugins that aren't updated yet. That's not Bethesda's fault.
  8. @Nico coiN The issue with mods disappearing affected all platforms, including PC, but on PC if you avoided the use of the in-game mods menu there was no issue. And yes, every DLC got updated in some manner to adjust language files. Presumably for support of Chinese. The problem is, in order to get the rest of those updates, you have to manually update them through the Creation Club menu in the game. It won't be done automatically aside from the 4 DLCs which come with the base 1.6 game now.
  9. Skyrim Special Edition Update 1.6.640 • Resolved issue preventing some mods from properly loading. • Resolved an issue causing the player's Creation Credit balance to display incorrectly after immediately purchasing credits. (Except on Steam) • Resolved issue preventing players from purchasing the pet Nix-Hound in some non-English languages. • Resolved issue preventing players from purchasing horse armor in some non-English languages. There were no undocumented changes to any other files for this update.
  10. You're going to need to be a lot more detailed about whatever it is you mean by this, because mods have no capability to change their own load order. You need a mod manager for that, or the LOOT utility.
  11. USSEP 4.2.8 has been released. First post has the details. One thing to be aware of - since Bethesda included their own fix to the fish display plaques, we have removed ours from the distribution. If you are monitoring your Papyrus logs, you will see two big chunks of errors. One of those will be related to the USSEP 4.2.7 retroactive update script saying several variables are no longer present. This is normal and expected. The other chunk of errors is due to an implementation mistake on Bethesda's part that they are aware of. As of this post, we are not sure what the specific error the log is reporting means and don't have a solution as of yet, but delaying our update any longer was no longer feasible as it's needed in order to properly handle the 1.6.629 game update. If we're able to figure out what the issue with Bethesda's plaque fix is, we'll let them know. If necessary we'll include it temporarily in a follow up release, but hopefully it won't come to that.
  12. They announced on Discord that they're hoping to have the hotfix ready by "early next week". So with that in mind, if you're affected by this issue, it's time to dig into your backlog this weekend and play something else
  13. It's an issue on Bethesda's end of things that they've just identified. A patch to fix it won't be out until early next week though. In the meantime, since it will be blocking the use of mods in general, I'd suggest finding something else to play until they fix this.
  14. Skyrim Special Edition Update 1.6.629 All Creations Language files updated. Dwarven Armored Mudcrab - Teleport Pet spell works again. Farming - Shrines at your homestead are now free to use when Survival Mode is enabled. Goldbrand - Cultists will now stop spawning and attacking the Arcanaeum indefinitely. Headman's Cleaver - Namesake weapons can now be enchanted. - Fixed wrong names in the journal. Nix-Hound - Teleport Pet spell works again. Relics of the Crusader - Revised text in "Viparth's Journal". Shadowrend - The player can no longer receive permanent debuff. Survival Mode - An issue with arrow weights was resolved. [This was actually handled in the base master files, not the Survival DLC file] The Cause - The Dremora Gatanas now has the Daedric Gauntlets of Negation, justifying his ability to wield Scourge. - Typo fixes. Fishing - Fixed bug where if the player owns multiple Hearthfire homes with aquariums fish would only be displayed on the fish racks in one. [This actually covered all of the display plaques, not just aquariums] Steel Soldier - Fixed issue where legs would disappear when worn with certain base game dresses. Undocumented Base Game Fixes Marked For Death no longer stacks with itself improperly. Mannequins have been explicitly flagged as immobile, which should stop them from moving around. [Change was made on the ManakinRace record] "Ring of Peeless Destruction" -> "Ring of Peerless Destruction" "The Nirnoot Missive" -> "The Nirnroot Missive" Twin Souls perk now correctly accounts for you being a vampire.
  15. Something this big, very quickly. I'd not be surprised if a hotfix was delivered tonight, but more likely sometime tomorrow.
  16. It's an issue on Bethesda's end of things. They're aware of it and are working on a fix. Expect some sort of hotfix to come along soon.
  17. Bethesda no longer runs a forum so that font of knowledge has been destroyed. The CK Wiki is still available though, and UESP is currently mirroring a copy so that we can actually edit it as needed.
  18. I think another aspect to this is what Sigurd already hinted at - people expect too much from hobbyist modders. We aren't all capable of AAA quality professional work no matter how much we might like to be. So when the mod consuming public demands this, we just stop advertising to that market.
  19. Yeah, I don't personally pay a lot of attention to Youtube for modding stuff. When I did, it was mostly the same type of people who populate reddit, pushing a lot of the same viewpoints etc. For all I know it might even be all the same people
  20. Yes, but impressions of the community are going to be heavily skewed if you go by what reddit tells you. Just keep in mind they're not the only ones out there, and frankly I'd wager that the majority of us are not using overhauls on the level of Vokrii or Ordinator or any of the number of other things Enai has put out over the years. Nothing wrong with his work, it's just not the staple your sources think it is.
  21. Legacy never had any support for OCS until the patch I made for it. The problem is, they keep changing the target so often the patch has been rendered broken on more than one occasion and I don't have time to babysit it.
  22. I wouldn't even say it's inconvenient to most modders. As Pseron said, there's loads of us who don't use perk overhauls of any sort.
  23. I say good move, and good to see you around again
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