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Everything posted by Arthmoor

  1. Should be fixed. Permissions apparently didn't stick through the .tgz file.
  2. It's an SSE mod and removing masters from it would make it invalid.
  3. Version 2.0.3 Removed a deleted navmesh that got in somehow.
  4. As you are all probably aware by now, this site has been having some issues over the last couple of days. At some point late Sunday, the system of its own accord decided to try and upgrade the MySQL package, which is one portion of the requirements to run the IPB software, and our tracker software. This attempt to upgrade failed and left the server in a dead state. I attempted to bring it back online by forcing the server to complete an update to the latest version of the OS that it somehow had decided to initiate on its own. That got things back in working order except for the waking up each day to find the system had locked itself up entirely overnight and was unresponsive from that point forward until I could log in to Linode and reboot it there. So it was time to do a full system reinstall to clean up the mess. As one might expect with all things linux, this wasn't an entirely smooth process. Suffice it to say that due to one more additional issue, the database download I had done just prior to the rebuild yesterday was corrupt. So I had to restore the one from the regular Sunday afternoon backups. This means the site has lost 2 days worth of posts, uploads, gallery content, etc. I apologize for the inconvenience, but losing 2 days was preferable to losing everything. Things may not be back to 100% yet but they seem to be for now. As part of the process I took the opportunity to give Oracle the finger and am running the site on MariaDB instead, along with a switch from Apache to Nginx which I probably never mentioned before now
  5. You're quite welcome Thanks for the kind words, it's very much appreciated.
  6. Yep, saw this update this morning and it looks pretty cool. Just the kind of thing I think the game needed.
  7. You need to validate your account before you can open an issue. There was an email sent to you to do that with. Since I know for a fact plenty of people have been able to do so, you'll need to do it again at this point because validation links expire. While you bring up a valid point, you would do well to lose the colored language like "sabotage" when making reports. We are guilty of no such thing and this kind of report has a tendency to be thrown out because we don't tolerate aggressive posture on these matters.
  8. You can always tell him you want to change the delivery method to one of your vanilla homes or that you'll check in with him to pick stuff up at his shack.
  9. Version 4.1 Due to an ongoing large number of mods occupying the space where the courier's house is, I have relocated him to the southwest side of Whiterun on the main road just past the stables area. Even in the even this new location clashes with something else, it's a spot that's far easier to manage compatibility with. Make sure you uninstall any existing patches you may have for this mod as they are no longer valid and may crash your game. USSEP 4.2.3 or greater is now a requirement for use of this mod.
  10. Have Steam revalidate your game files.
  11. Version 1.0.6 Some ownership issues in the Aurrevelus Residence have been corrected.
  12. Version 2.0.6 Fur armor recipes have been added. The vanilla game doesn't include these because they're typically only worn by bandits.
  13. Version 2.0.3 A stray edit in DoomstoneNorthernCoast01 has been removed.
  14. Version 2.2 6 more Skyshards have been added in Blackreach in honor of the Greymoor expansion for ESO. (No, it's not the same Blackreach region as in ESO, but hey) The quests have been shifted to the Miscellaneous journal category. Skyshard beacons have been cut down in size because they were often too tall and too easily given away. They should be more in line with the height of an ESO beacon now.
  15. Those are both SKSE functions so you may want to bring that to the attention of the development team for that.
  16. Removing the flag will simply cause the game to treat it as a normal .esp or .esm file. If the file was originally named with the .esl extension, then changing that to .esm would be preferred to keep it from disrupting its intended load ordering. That said, you need to be aware that VR is a different beast and there won't be alot of mods that can be safely run under those conditions, no matter what folks on reddit may claim.
  17. Version 3.1.8 Several tier 7 Warlock actors were created for the game but never added to any of the leveled lists for Warlocks. The quest script for the player alias in MGR12 did not include an Inventory Event Filter. (Bug #29068) The scene where Olfrid confronts Vignar about stolen crops has been restored. This will only play if the siege of Whiterun has not yet happened, as it won't make sense afterward. One of the added Imperial soldiers in Riften was not set up properly and became enabled all the time. This resulted in him being attacked by the Stormcloak guards which could also risk a city-wide melee due to the stray arrow shots. Gestur Rockbreaker now has a house in Stonehills as he was supposed to.
  18. That's an engine bug. Nothing we can do there. NPCs are occasionally found like that on all types of furniture objects, not just beds.
  19. That's not a valid version number for Skyrim SE. Skyrim SE's last official update on PC is version 1.5.97, issued in November 2019, and that is what USSEP is compatible with. Anything else is invalid.
  20. There is no version of this for LE at all. You'd need to upgrade to SSE.
  21. That can't be addressed on PS4 because the fix required scripting to correct the problem. Sony's restrictions on external assets prevent it from being done.
  22. Now if they'd just make the survival mechanics optional so the game could be enjoyed properly instead of bogged down in a never ending cycle of eat-drink-sleep.
  23. If the last two never happened, society would have collapsed centuries ago. We certainly would not have had any of the modern conveniences we have today if the people whose hobbies brought them to the point of being products we buy were never allowed to sell them in the first place.
  24. Creation Club is certainly better than no paid system at all, but it favors the publisher far more than it does the mod author unless you count professional dev experience as part of the package. I think we have opinions that match up more than you realize, I just don't think something being a hobby means you're not allowed to make money doing it.
  25. There's no law saying that a hobby can't also make you money. Being able to get paid to mod isn't evil or whatever you seem to think it is. So no, it's not a problem we need to address in the future unless you mean to remove the restrictions Bethesda places on commercial activity surrounding mods. IMO they need to reinstate some kind of paid system like we had in 2015 on Steam. What the OpenMW guys are doing is a huge time sink and maybe they think that being able to get a bit of side cash out of it will motivate things to continue in a world where time is more valuable to people than ever. So I can't find any reason to fault them for what they're doing.

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