Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Arthmoor

  1. Version 1.5.6


    Verona House: Bloodlines - Arthmoor's Fixes Verona House: Bloodlines is an extensive quest mod that takes place after the end of the main quest. It makes several additions to the game including a large town on the northwest portion of Lake Rumare. During the course of my attempt to complete this quest, I ran into a number of small bugs which needed to be fixed in order to be able to progress. Generally in the AI packs and dialogue conditions, but there were also some broken scripts as well. It is important to bear in mind that this fixed version DOES NOT necessarily fix every last bug, just those that were keeping me from continuing based on what I was doing. There may yet be more to find as it's a complex mod with a lot of different elements to experience. The meshes have all been run through PyFFI 2.1.7 to clear up any broken nodes and to optimize them at current levels. Jury is still out on whether they're all fixed or not, but so far there's nothing out of place. The textures have all been checked for the proper compression formats to cut down on VRAM usage. Again, so far there appear to be no anomalies. I've repackaged all of the loose files into a BSA since there's enough of them to warrant keeping things organized this way, including what portions of voiced dialogue there were. All of the assets in the BSA file are unique so there is no risk of a collision with the vanilla BSA archives. Because the voice files all depend on the ESP name, I have not removed the version number from the filename. The version number in the filename is not the true version number for the mod. There are also a number of patches which depend on this being named the way it is, so it can't be fixed. The true version I started from was labeled as version 1.4, which appears to be a file version that's no longer available anywhere. I am fairly certain it cam from DTom's original website and *NOT* from the copy currently uploaded to TES Nexus. I have designated this one as version 1.5. Full credit goes to DTom for the mod. All I did was fix what needed fixing. See his unaltered credits in the original Bloodlines.txt file for the rest. Please be aware that his original text references a lot of things that are no longer current. I have left the file in the last state he did in his original work. This fix package only covers the Shivering Isles version of the mod. Sorry. I don't have time to go digging around to remove the SI elements, nor would I consider it. If you don't have SI, then DO NOT INSTALL this as you'll probably break something. Now go have some fun and enjoy this mod! Despite the troubles, it's well worth playing. System Requirements The install requirements are slightly altered over the original: * Official Oblivion Patch 1.2.0416. * Shivering Isles required. OBSE is not required for this mod. Elys' Silent Voice is recommended as I'm not entirely sure if there are silent dialogue files for the non-voiced lines. Load Order This fixed version of the mod needs to load prior to any Unique Landscapes mods, as well as prior to any Open Cities mods or Better Cities mods. Use LOOT if you are unsure where to put it as LOOT has the current correct load order. All patches for Unique Landscapes are obsolete with this version. If you are using them, you may now deactivate them and forget they ever happened. All patches for Open Cities are obsolete with this version. Open Cities support is built-in now, which was one of the alterations DTom had previously approved of. You can now get rid of any Open Cities patches you are using with this. If you're using Region Revive and/or AFK_Weye, you need to make sure this fits in like so: Region Revive - Lake Rumare.esp VHBloodlines 1.2.esp AFK_Weye.esp Rumare-AFK_Weye Patch.esp Failure to set the proper order will result in land tearing in the Verona Bay town.
  2. File a DMCA takedown in those cases, and if they ignore it, escalate it to their host.
  3. Cartogriffi has since clarified precisely what's coming in the AE:
  4. I would tend to agree with this. Most prolific authors, myself included, would have needed far more time than this to make a reasonable transition. Had it not been for already having AFK Mods online for years, and my already having everything on bethesda.net, I'd have been much more hesitant about removing 90% of my mods from Nexus. Other sites I've been talking to are probably wondering why I have not yet started uploading there but this is primarily why. It takes time to reorganize things.
  5. You should prepare for the possibility that while mods are technically compatible, AE may have additional minor changes to support new content, and thus may not be 1:1 compatible with every little detail. Time will tell though and nobody is going to know anything for sure until November.
  6. This will be largely dependent on whether AE has any additional changes to the master files or not. IF there's exclusive content in AE that SE never gets, it may not be a fully distinct version of the game, but it will be enough of a difference to raise compatibility concerns.
  7. https://store.steampowered.com/app/489830/The_Elder_Scrolls_V_Skyrim_Special_Edition/ Skyrim SE on sale cheap, especially if you get the SE + FO4 GOTY bundle. Not likely to last terribly long since it's associated with Quakecon.
  8. Betheada.net uploads are finally updated for PC and XB1. PS4, as usual, is a no-go because of the CK issues. Doubt that's ever getting fixed.
  9. Bethesda.net uploads for USSEP have been done, at long last. XB1 and PS4 are now in sync with PC again.
  10. It's on the 3DNPCs page on Nexus, files tab, all the way at the bottom. Listed as old and unsupported. I doubt anything in OCS has changed enough since March of 2020 to affect things but there may have been changes to 3DNPCs since then that do.
  11. It's a bit convoluted, because IPS, but go to your profile, hit the "See My Activity" button on the upper right side. Then on the menu on the left side, there's several options to filter with. One of them is the files you've uploaded.
  12. It would be something I'd need to validate for myself, but since there's no way to download the console files directly to inspect them, there's no way to know what's been done to it since the description mentions "fixing" things. The data could easily be mismatched.
  13. There's no way to guarantee that the copy of Skyrim Sewers that was uploaded to bethesda.net is compatible with the patch for OCS. So I'll have to decline allowing that port to be made for now. Mismatched patches for mods can do bad things to your saves, including corrupting them and crashing your game.
  14. Surprising given the company those moderators keep on that sub.
  15. If the mod you're uploading is not your own, as long as you have documented permission on hand if needed then that's fine.
  16. Just to clarify, which site took down the stolen content? Reddit pretty much never does that.
  17. That patch is in the second file on the OCS page here. I'll probably be modifying the packaging to include the patch material as part of the main download and then just setting it up as a simple Wrye Bash package so that the optional patches will be more easily dealt with.
  18. Better late than never I'd imagine, but the "Location" field on profiles has been fixed. Apparently the updated package slipped a new setting in that didn't used to exist and some custom formatting was stuffed in there that we hadn't done in the previous package version. On the same note, the "Title" filed right above the location will no longer contain the word "Title" or the colon, it'll just be the title itself. In both cases, if you've done workarounds to shove the colon and spacing in, you can tweak those now so that doesn't show up as an extra set of colons now.
  19. Version 2.0.7 Holfgein and Jeris were both offering the Cliff Racer dialogue even if Phitt's cliff racers mod is not installed. Due to a resurfaced quest dialogue bug, the quest controlling the village's dialouge is now configured to start using an update event instead of the start-game-enabled flag which doesn't appear to work properly anymore. Switfrunner Manor is not a public area and was not supposed to have an always unlocked door. The key data was not set.
  20. Version 2.0.7 Fixed something, but I can't remember what, and xEdit isn't being forthcoming about it with the delta patch feature.
  21. Ok, I'll have to pass that one through to support since the category is set to allow a 1GB upload size and should not be blocking anything. Plus the server back end is configured to tell PHP to allow it as well.
  22. Where were you trying to upload to? Can you snap a screenshot of the error message?
  23. Yes, unfortunately the bethnet data doesn't allow us to include as much because there's a character limit on the field. It's probably fine for most mods, but stuff like OCS or LAL which have much more extensive readmes just don't work. They should have implemented a way to attach the text file directly to the mod page as a separate download.
  24. For $8 it's definitely worth it even if the deal doesn't include anything more than the basic content. It'll keep you busy for weeks to months depending on how often you play.
  25. And to be clear, yes, ALL vanilla quests are doable with no patches. And as long as other quest mods don't direct you to an outdoor spot in the cities those would also work fine since the interiors are the vanilla interiors.
  • Create New...