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Arthmoor

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Everything posted by Arthmoor

  1. It's been awhile since I actually used this shout in a playthrough but I don't recall it having any ability to actually kill an NPC. You still had to deliver the finishing blow yourself.
  2. Open Cities has a built in function to enable or disable the gates. You won't need to install the other mod at all.
  3. The CK requires access to validate your account in Steam, so it's not available with the GoG version.
  4. Oh, right. Of course it would be some silly XML thing. Thanks, I'll get that fixed in a bit.
  5. The addition of that Recover flag is the fix for the shout. It was grossly overpowered before that and it's one of the oldest bugs that had ever been reported for the game. Why they ended up choosing now to fix it, who knows, but that's the fix and USSEP no longer contains this edit since we don't need it anymore.
  6. This issue was already reported in 2020 by Black Swan. We fixed it on issue #28845, which was verified to work as expected. If you're not getting what you'd expect, perhaps the mod you're using to collect the scales with has modified MGRitual05DragonScript and reverted the two fixes we added there.
  7. Well, see, that's the thing. I go to the front page of the site. I type in what I want to look for. I hit enter. The page flashes briefly. I get no result, just the main page reloading again. I suspect they're doing some kind of suspect cookie tracking which I have disabled on all sites by default. I'm not about to unlock that because sites that force cookie tracking just to search are often trying to do a lot more beyond that too.
  8. SKSE DLLs need to be verified to work with 1.6.640 and up, 629 is an aberration as far as they're concerned. If you have an SKSE dependent mod that does NOT have a dll file, then you don't need to worry about any of this because the basic SKSE package was already updated.
  9. Weird thing is, I went to check the site to see what's up with mods, can't find a single thing relating to Skyrim or any other AAA title using their built-in search. It's all nothing but bad mobile games all over their site.
  10. The two most important already have been updated so it's a trivial matter for the rest now.
  11. 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.
  12. Version 1.0.5 Moved Kust's house slightly to eliminate a conflict with the Alternative Armors - Daedric Plate DLC.
  13. Version 1.0.9 Adjusted land texturing and navmesh pathing around an obstacle placed by the Skyrim Pets DLC.
  14. 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.
  15. 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.
  16. 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.
  17. @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.
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. Something this big, very quickly. I'd not be surprised if a hotfix was delivered tonight, but more likely sometime tomorrow.
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