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  1. A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend Simtams's Open Civil War. CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Download Locations AFK Mods ModDB Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus [This download is outdated and no longer being supported] Installation Requirements Skyrim Special Edition 1.6.353 or greater. Unofficial Skyrim Special Edition Patch 4.2.7 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states. This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition. If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored. Load Order Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content. LOOT should be used for optimal placement. Implemented in This Mod NPCs Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night. Talib - Stonehills. Restored his house, works the mines. Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now. Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude. Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach. Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too. Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though. Mazgak - Added to the hunters in Bloated Man's Grotto. Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended. Steirod - NPC planned for use at Irontree Mill. Trilf - NPC planned for use at Irontree Mill. Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place. Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss. Thjollod - Added to the hunters in Bloated Man's Grotto. Viding - Added to the hunters in Bloated Man's Grotto. Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm. Uglarz - Restored for Narzulbur, involved in a quest. College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment. Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist. Guards restored for Half-Moon Mill who will use the cut dialogues for that location. Items Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done. Spectral Arrow - Spell tome reward for completing Treva's Watch. Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well. Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt. Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room. Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse. Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts. Circle of Vitality - Added a new tome for the spell, plus completed the missing parts. Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game. Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran. Robes & Boots - Several articles of clothing that were not added to leveled lists are now available. Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest. Quests Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest) Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest) The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices. Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest) Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape. Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest) Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine. "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship. Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas. Suppy Line - Frost River Farm needs help distributing their mead. Shalidor's Insights - Added the missing fortify magicka scroll to the reward table. Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available. Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time. Scenes DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen) DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables. DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare. DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations) Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work. Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit. MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence. Locations Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city. Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise. Frost River Farm - The meadery that goes with the Supply Line quest that was restored. Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here. Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too. Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built. Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house) Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm. Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables. Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison. Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game. Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them) Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason. Other Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim. Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time. Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first. Credits Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance! Hana again - For the road sign resources used to make the new signs. nonoodles - Meshes used for the restored Riften southeast gate. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  2. Version 2.0.9

    8527 downloads

    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfire DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch 3.0.14 or greater.
  3. Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods ModDB Bethesda.net - PC Bethesda.net - XB1 Open Cities Skyrim Bugtracker Installation Requirements Skyrim Special Edition 1.6.353 or greater. Unofficial Skyrim Special Edition Patch 4.2.7 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Open Cities Skyrim.esp, Open Cities Skyrim.bsa, and Open Cities Skyrim - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options in-game by using a book that's been placed inside the Temple of Kynareth. This book is free for you to take with you, and you can put it on a bookshel anywhere you want. It would be STRONGLY recommended that you do not destroy it in some way because the menu will be inaccessible without it. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism. Uninstalling Open Cities Skyrim Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Built-in Compatibility Falskaar - Jalamar's AI markers will be moved into the proper places in Riften. Compatibility Patches Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C SF_DA10StartScene_00023C43 Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Unofficial Skyrim Special Edition Patch Version: 4.2.7 By the Unofficial Patch Project Team Download it from AFK Mods Download it from ModDB Download it from SSE Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.6.353 or greater. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP Skyrim Anniversary Update If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have. The PC version can be found here: Unofficial Skyrim Creation Club Content Patches Please direct any questions about these patches to Garthand over on Nexus. USSEP Fixes We have received official confirmation from BGS that the Twin Souls perk was not intended to let you summon two Ash Spawns at once. Our previous edit for this purpose has been removed. This reverts Bug #16819. We also had contact with another developer who implied the existence of an internal style guide and provided guidance on a number of capitalization issues when we asked them about it. Numerous entries (~2000 in all, going back several versions) have either been removed, revised, or added based on this guidance. There may be some that have been missed. If this is the case, please report these issues to our bug tracker for correction. The fix for Carlotta and Mila talking about closing the shop early was incorrectly implemented and caused the scene to fail entirely. This has now been corrected and they will execute the scene as expected. (Bug #32422) [This effectively reverts the original issue #9959] An old fix from the early days in 2012 that was intended to make the speech checks at the Whiterun gates fully functional has been repealed. Half of the modified check was redundant because the game would pass it anyway, and the other half had no appropriate response for a failure. This reverts Bug #10408. Two beds were added to Ironback Hideout, but this change is not documented anywhere in old changelogs or on our bug tracker so they have now been removed since neither of them is getting used by the bandits anyway. (Bug #32358) In the first release of SE 1.6, Bethesda had set many of the arrow records to have 0.1 weight, and we merged those changes. They have since undone this and returned those records back to having 0 weight, so these changes have been reversed in the patch as well. (Bug #32309) An old fix for the script that controls setting up Purity [CR13, CR13QuestScript] did not correctly process the parent script setup if the player had no Glenmoril Witch heads available, but there were still some left to collect. This would then cause the quest to be running in a bad state due to not being properly registered in the Comanions radiant quest system. (Bug #32426) Merged Fixes from Garthand's Unofficial Creation Club Content Patches The following fixes have been imported from Garthand's patches: Survival Mode Corrected Spiced Beef effect to restore stamina to reflect a change made in Survival. Some elemental fury effects had a time of 0 seconds instead of 15 seconds as intended. Complete rewrite of elemental fury conditions to make them more maintainable as Bethesda adds new weapon speed modifying effects to the game. Bound arrows have a hardcoded weight of 0.1 each in Survival, even though no other bound weapons have weight. To account for this, bound bow will now increase the player's maximum carry weight by 10 when active to account for the weight of the 100 bound arrows. Sleeping at a campsite from the Camping Creation Club item will no longer leave the player Drained when using Survival. Flin, Sujamma, Shein and Mazte were missing hunger keywords. The Mara's Wrath spell introduced in Arcane Accessories will now protect the user from freezing water as the description indicates. The resist freezing water side effect of some spells would show duplicate descriptions when the spell was recast, despite only being applied once/ Added large restore hunger keyword to meat pie. [USKP added pie record] Peckish, hungry, famished and starving debuffs were incorrectly reducing melee weapon speed by more than the specified 30/40% when only the first Dual Flurry perk was unlocked. Peckish, hungry, famished and starving debuffs were incorrectly increasing ranged weapon speed when the quickdraw perk was active. Brown Rot, Greenspore and Gutworm can no longer be absorbed or reflected, making them function similarly to other diseases. Brown Rot, Greenspore and Gutworm now account for the player's disease resistance before being applied. Players with 100% resistance, (including werewolves and vampires) will no longer become infected. Amended the Steed Stone description to account for effects both when Survival is enabled and disabled using the same wording found in Survival's Extra Pockets perk description. Added the VendorItemFood keyword to foods added by survival to be consistent with other foods (Cabbage Potato Soup, Potato Soup, Tomato Soup, Vegetable Soup, Horker Ash Yam Stew, Apple Cabbage Stew, Beef Stew, Horker Stew, Venison Stew, Clam Chowder, Elsweyr Fondue) Applied No Absorb/Reflect flag to advanced stage Survival diseases to prevent them from failing to update when the player has an absorb magic rating. Added the Survival_BodyandHead to the following robes to make them consistent with other robes: DLC2DarkElfOutfitRed, DLC2DarkElfOutfitBlue, DLC2DarkElfOutfit, ClothesMythicDawnRobes. Rare Curios Added werebears to the list of creatures affected by silver bolts. Corkbulb, iron, silver, orcish and bonemold bolts were missing their pick up and put down sounds. Silver bolt mesh fix added to prevent egregious clipping, as this bolt's mesh had a different rotation value than any other bolt. Saints & Seducers Could not decapitate NPCs wearing madness helmets due to a bad mesh setting. (meshes\creationclub\bgssse025\armor\madness\madnesshelmf_0.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmf_1.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmm_0.nif, meshes\creationclub\bgssse025\armor\madness\madnesshelmm_1.nif) Corrected crafting recipe for amber war axe to be consistent with other war axe recipes (should never be cheaper than an equivalent sword) Madness Helmet of Recovery and Staada's helmet couldn't be tempered. Golden, dark, amber and madness daggers weren't using the correct draw and sheathe sounds. The summoning spells did not have the no absorb/reflect flag and so could be absorbed when the player attempted to cast them. Swing speed on greatswords added by this creation have been increased to .75 to match the USSEP greatsword speed changes. Nerveshatter could produce a Papyrus error if the player grabbed it before it completed teleporting in. Placed insects would immediately despawn due to the insect critter scripts; these have been replaced with insect spawners which spawn a single insect of the intended variety. Placed additional critter landing markers inside of the Solitude Sewers so that butterflies and blissbugs won't immediately despawn from an inability to find anywhere to land. It was possible to choose to give Staada the Sheogorath-shaped amber without having it on your person. It was possible to exit Staada's dialogue early to obtain multiple helmets. The insect companions should no longer be able to escape from their cages. Fixed an improperly defined quest alias that would prevent Restoring Order from beginning correctly. Removed a missing script from the Solitude manhole activator, as it will only generate errors without the script present. Removed a missing script from Staada's return AI package, as it will only generate errors without the script present. A number of barricades were producing Papyrus errors because they were not linked to their collision markers as their scripts expected. This also caused the collision markers to persist even after the barricades were destroyed. The purple moth near the Solitude Sewers entrance could not be disabled by the game's critter script because it had an enable parent. A triggerbox had conflicting enable settings which prevented it from disabling after execution as intended. Actor Fixes It was possible for Temba Wide-Arm to become stuck inside the inn in Iverstead because her sandbox packages at the local sawmill had no specific times set. She has now been given a setup like other sawmill operators, and her work packages moved to the top of her package stack so they will be processed properly. (Bug #29139) ChaurusFaction and dunBlackreachFalmerServantFaction were not correctly set as friendly which would cause the Falmer thralls to attack the chaurus. (Bug #31774) EncAlikr03Melee2HBerserkRedguardM01 had the invulnerable flag set when they should not have. (Bug #31718) Mila Valentia has an AI package that targets her mother, Carlotta. It's possible for Carlotta to be killed. This can result in Mila disappearing from the game once Carlotta's corpse is removed to the body cleanup cell. It could also potentially lead to a CTD once that corpse is later culled by the engine. Mila's package will now target the marker at the Bannered Mare since the package would have sent both of them to the inn anyway. (Bug #32455) Item Fixes DraugrWarAxeHoned had an incorrect stagger value of 0, when it should have been set to 0.85 to match the "ancient" version of the same weapon. (Bug #32412) EnchArmorIronBandedCuirassRestoration02 should have had a base value of 200 set instead of 299 (01 and 03 variants do, typo in the data set) (Bug #32388) The shock spider activator object [DLC2ExpSpiderShockBombENEMY] is using the wrong script property to handle the explosion. The "friendly" version of this correctly uses the 6 properties meant for shock spider bombs, so the enemy one is now set to the same. (Bug #32383) ccBGSSSE001_FishGuide1, ccBGSSSE001_FishGuide2, ccBGSSSE001_FishGuide3, ccBGSSSE001_FishGuide4: Books with the wrong pick-up sound. (Bug #32331) MQ202GissurNote, MS07JareeRaNote, MS06FalkFirebeardNote: Notes with missing object bounds. (Bug #32324) Fish display plaques in Windstad Manor, Heljarchen Hall, and Proudspire Manor have all been incorrectly set to use the aliases for the plaques located in Lakeview Manor. This results in all fish being put on displays, regardless of which house you're in, being attached to the plaques in Lakeview Manor. In order to correct this, the retroactive update script for USSEP 4.2.7 will first take down any fish that are occupying these aliases and return them to the player. Then the aliases on each of the broken rack controllers will be updated to point to the right references. When this process completes, if any fish you had needed to be removed, you will be informed by the patch when your save is loaded. This is a one time check that only needs to be performed on existing saves. New games will already have all of this data set from the start. (Bug #32450) Location Fixes The navmesh on the exterior door into Wolfskull Cave was missing a door portal. This causes NPCs to be unable to enter the dungeon at all. (Bug #32079) Mesh and Texture Fixes Guards could be seen slowly sliding along the Dragonsreach bridge. (meshes\architecture\whiterun\wrbuildings\wrcastlebridge01.nif) (Bug #29305) Corrupted texture path to the normal map on sea kelp. (meshes\landscape\grass\waterkelptall01.nif) (Bug #32392) Texture sets ccBGSSSE001_WeaponNordHeroDaggerTS, ccBGSSSE001_WeaponNordHeroMaceTS, and ccBGSSSE001_WeaponNordHeroWarhammerTS all incorrectly placed the cube maps in the Envoronment Mask slot when they should be in the Environment slot. Quest Fixes When a guard extorts you for 50 gold after dropping and picking up a weapon in front of them, the dialogue will work even if you do not actually have 50 gold on you. The script, however, will still deduct 50 gold from the player which can lead to integer underflow issues on the player's gold amount. (Bug #29026) J'zargo would comment on being at Saarthal when he wasn't actually there, unlike the other NPCs at the location. (Bug #31750) At the end of the quest to get the Elytra pet for Mania, the dialogue to accept it as a follower is incorrectly checking for Stage 50 in the quest for the Dementia version - this stage doesn't exist, and isn't the right quest to check either. It should be checking for Stage 25 on the Mania quest. (Bug #32396) During Mourning Never Comes [DB03] Alain Dufont's initial dialogue cuts off before the player is allowed to give a respone and he enters combat before he's supposed to. It was incorrectly set as a goodbye response, and the script should not have been added to it. (Bug #31835) Eimar has some lines that make no sense for him to use while he's at the Bannered Mare. One wasn't conditioned to the location he's in, the other was using an incorrect function to check if TG03 was completed or not. (Bug #29462) Papyrus Fixes WordWallTriggerBleakFallsScript: The "Done" state of the script was not disabling the chanting trigger as is done in the more generic WordWallTrigger02Script. Bleak Falls Barrow and Shearpoint both use this script and should no longer restart the chanting when visited after learning their words. (Bug #31773) PlayerVampireQuestScript: Becoming a vampire never calls for a cure of any DLC added diseases. Added bonus of correcting this also means any mod-added diseases will be cured as well, just like Lycanthropy. (Bug #32361) ccBGSSSE001_CritterSpawn: Fish spawns needed to be brought in sync with the fixes in the vanilla script this parallels. (Bug #32385) Placement/Layout/Ownership and other World Object Fixes 03018b89: Trigger box adjusted to focus more narrowly on the doorway in front of Vlindrel Hall due to unwanted object checks. (Bug #32433) 0005776C: Rock cliff lowered with an exposed underside. A critter landing marker (Ref 00070D0B) was lowered along with it. (Bug #31704) 0010D099: Cooking pot not hanging properly off of spit. (Bug #31705) 000FCDAB: Misplaced iron ingot. (Bug #31708) 00085D97: Misplaced dummy bow marker. (Bug #31713) 0005BFB1, 0005BFB3, 0005BFB5: Misplaced seared slaughterfish pieces. (Bug #32291) 000769A2, 000769A3: Closed a gap between dirt mounds. (Bug #31754) 000A6D9F: Column with small gap rotated to close it. (Bug #32413) 000af529: Xander's initial location is outside the playable area of the Red Wave which could result in him falling forever and causing a game crash. 000DE951, 000DE976, 000DE977, 000DE978, 000DE97B: Beds aboard the Red Wave which were owned by the wrong faction. This prevented 5 of the pirates from being able to sleep, even though they'd go and stand next to the beds when they were supposed to be. (Bug #31767) 000847f9: Idle marker owned by Carlotta that should have been owned by her faction so Mila can use it when sandboxing at the market stall. 0300B870: Hay pile that is not properly disabled before the room it's in is built. (Bug #32381) Text Fixes The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  5. Version 2.0.8

    4363 downloads

    A simple village expansion for Kynesgrove. It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night. The blacksmith has full investment support with the proper perk. Roggi Knot-Beard will share his house if married to you. Dravynea will share her house if married to you. All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  6. Version 2.0.6

    5044 downloads

    A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  7. Version 1.0.8

    4616 downloads

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  8. Version 2.0.7

    4524 downloads

    A simple village expansion for Ivarstead. Ivarstead always seemed like it should be more to me. There are a number of people living in the inn on a permanent basis. While the game indicates it is a village in decline due to fewer and fewer visitors coming through, it's very clear that those who are in the inn now are permanent residents to the village who have fairly strong ties they can't just cut. Since it would have been lame to throw down a bunch of empty or destroyed properties, it felt only right that 3 new houses should be built for those residents to occupy. * Temba Wide-Arm will offer to share her house if married to you. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes. * Bonus: Golldir now has a home as well and will return to it once his quest, "Ancestral Worship", is completed. He can be married at that point and you can move in with him if you wish. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  9. Version 3.1.8

    71571 downloads

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  10. Version 2.0.6

    5117 downloads

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  11. Version 3.1.13

    17438 downloads

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM
  12. There is a great deal of bad information floating around in the community right now about what actually constitutes the Anniversary Edition. I won't link to Bethesda's FAQ about it, because that ultimately doesn't explain the distinction well enough. So this is an attempt to clear the air. What constitutes Skyrim Special Edition Now? This one is relatively simple. Skyrim Special Edition was updated to game version 1.6.318 (there was briefly a 1.6.317 but a hotfix came out a few hours after launch). This update included recompiling the .exe file with a newer version of Visual Studios, and this recompiling has resulted in a small boost in game performance due to the new optimizations that VS2019 offers. There are also now 4 additional DLCs which have become part of the package: Survival Mode, Saints & Seducers, Rare Curios, and Fishing. The first 3 are existing DLCs, the Fishing one is brand new with this update. All of this has been provided to everyone on all platforms as a free content update, thus making version 1.6.318 the new "base game" that everyone gets. As a bonus, there were also a number of other bugfixes made to some things. What Constitutes Skyrim Anniversary Edition? The Anniversary Edition upgrade of the game is a paid DLC package on each platform. Since I am obviously not familiar with how the XBox or Playstation storefronts work, I'll describe what is done in Steam. On Steam, the Anniversary Edition Upgrade is a $20 paid DLC package that produces some sort of token which tells your game to unlock the other 70 DLCs which are part of this update. Nobody gets this unless they go out of their way to purchase and then download it. Nothing is forced. So what is the Modpocalypse then? There is no "Modpocalypse". In the run up to the release of the Anniversary Edition a number of nightmare scenarios were offered that in the end did not come to pass. Rather than some kind of doom scenario where every mod stops working properly and we all have to fall off the grid to keep Steam from updating the game, it's turned out to be just like every other update to SSE that's ever been put out. There will be a short period of time where some inconvenience is present while stuff updates. Unfortunately, there are those out there who just want to see the world burn and they run with the first bit of information they see, never bothering to come back to see if it was true or not. This has led to a number of mod authors declaring they won't be making "AE versions" of their mods - without realizing there really isn't a distinction between AE and SE as far as their mod is concerned. There is only an update to SE. SKSE64 has been updated already. Proper support for the plugin management system is in place, and 3rd party extension updates are now flowing again as they always do. It's been less than a full week since the game updated, so this should be considered a somewhat faster response than usual overall. This as at least partly because Bethesda gave the SKSE64 team pre-release access to the update, under an NDA. What if I don't want to update? Then don't? But seriously, regardless of what measures are taken, Steam will eventually have its way and your game will update. Offline mode is not permanent, and the update on launch option will not allow you to ignore it indefinitely with any game, not just Skyrim. If that bothers you too much, the sanest thing you can do is play something else until the dust settles on whatever is giving you pause. Since you aren't having to pay anything for the basic update, there's really no harm in letting it happen and coming back in a month or two. If you're like me, you have plenty of other games waiting to be played while you wait for things to get updated. As a mod author, I have some things that need it. As a player, I'm waiting on certain specific things before going forward with a new game. In the end though, it will be a new game grounded on the current officially released version on Steam. It would be STRONGLY recommended to avoid hackish solutions like updating and then promptly installing executables from the previous update or running a program to downgrade your game. Solutions of this nature can come back to bite you in the ass. Things like this can lead to strange problems while playing with mismatched versions of files. Anything from poor performance, to CTDs, and possibly even save corruption. It's really not worth the risk. Plus if you should need technical support from Bethesda for some reason, they will not provide it if you've done this. What about the CK? There is currently no update to the CK, but it is largely unnecessary anyway. Unless you are specifically modding content from the Creation Club and need the source code to those scripts, you're fine. You can continue to use it without worry. That said, it's a good idea to update when such an update is made available.
  13. Version 4.2.7

    9474 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Special Edition. The goal of the Unofficial Skyrim Special Edition Patch (aka USSEP) is to eventually fix every bug with Skyrim and its 3 DLCs not officially resolved by the developers to the limits of the Creation Kit and community-developed tools, in one easy-to-install package. Warning: Only use the Unofficial Skyrim Special Edition Patch with the latest release version of Skyrim Special Edition patched through Steam! Using it on an older version may cause bugs or things not to be fixed that were advertised as such! It will of course be updated to match each official update, including having fixes removed that are included in official updates. See the full changelog for details. Readme + Credits
  14. Version 2.0.5

    14404 downloads

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Patches In The Patch Archive CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace. Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces. Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.
  15. So, since the screenshot threads on bethesda.net were my second home i thought i start one here. Show me what you have. Everything you have documented with screenshots. Quests, Adventuring, just Landscapes, Fighting, Characters, modded, unmodded. These were my last ones on beth.net. Edit: I think i extend the purpose of this thread a little more. Not only screenshots. Maybe just write what you did in Skyrim or which quest you on. Or share something you have experienced for the first time. In essence: Whatever is on your mind related to Skyrim.
  16. Version 1.0.3

    1232 downloads

    A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes.
  17. Interpreting Papyrus Log Errors So we've all obviously seen them. Log files filled with garbage that you suspect is making your game do weird things. Loads and loads of errors, warnings, and just plain weird messages that don't make a lot of sense. We've seen just about everything here both through the USKP tracker and via other sources for strange things that break Papyrus. I've gone fishing through what Google could turn up from various logs posted to Pastebin.com as well as our own tracker reports to hopefully bring some sense to the process of figuring out what an error message in your log means. If you happen to see something from your own work, I'm not picking on you. I grabbed what was available as examples. Plenty of other mods have them too. The goal here is hopefully to shed some light on how mod authors can fix them, and how users can help mod authors narrow down the more egregious cases. If anything in this guide is not accurate or you can provide additional information, please do so! The more we all know, the better things will get. Now, on to the various errors that can come up. Listed in no particular order because I simply grabbed examples as they became available. Please note these are general examples. Your errors obviously won't match the ones I've listed, just look for things that say the same or similar things. Errors While Loading a Save [06/19/2014 - 03:03:57PM] error: Native function GetEquippedObject in empty state could find no matching function on linked type Actor. Function will not be bound. Generally this type of error indicates that some portion of the engine (or the SKSE dll in this case) is expecting a certain function name to exist, but the compiled Papyrus files available to it do not have the information in them. Anything that would depend on these kinds of functions to operate will break. It would be highly unusual for this to occur in a standard mod that's not leveraging a custom DLL file of some kind. It almost always means SKSE is not properly reinstalled and will resolve itself once it has been. [02/24/2015 - 10:29:10PM] Warning: Variable ::VampireQuest_var on script ARTH_LAL_TriggerScript loaded from save not found within the actual object. This variable will be skipped. This is harmless, and probably a good thing if it happened after an update. It generally indicates the author removed a property they're no longer using and Papyrus is cleaning up the leftovers. If the mod these belong to did NOT get updated, then you have a problem and it could evolve into something serious if it's ignored and you keep playing. [02/24/2015 - 10:29:10PM] Cannot open store for class "ARTH_RRF_OrphanHanderScript", missing file? [02/24/2015 - 10:29:10PM] Warning: Unable to get type ARTH_RRF_OrphanHanderScript referenced by the save game. Objects of this type will not be loaded. [02/24/2015 - 10:29:10PM] Warning: Could not find type ARTH_RRF_OrphanHanderScript in the type table in save This is what's known as an orphaned script (pun not intended here btw). It is caused either by uninstalling a mod, or by updating a mod which no longer has the mentioned script. It is generally harmless, but can sometimes be the cause of a CTD. [01/28/2015 - 10:14:39AM] Error: Unable to bind script DLC2WaterScript to alias Water on quest DLC2TTF2 (0401AAC8) because their base types do not match. This error is caused by a script extending one type but being used on an incorrect type. In this particular instance, DLC2WaterScript incorrectly extended ObjectReference when it should have extended ReferenceAlias. This is an error that must be corrected by the mod's author. It should self correct when the game loads after it's been fixed, but only once the content is no longer actively being used. [02/11/2015 - 08:23:22PM] Error: Property Initiate1Alias on script uskpretroactive204script attached to USKPRetroactive204 (02012C3A) cannot be bound because alias Initiate1Alias on quest DarkBrotherhood (0001EA5C) is not the right type. This error is related to the above and occurs when a script has been set to attach to the wrong type of object (ie: a Quest script on an Objectrefence, etc.) and thus cannot be properly enabled by the game. If it's a well known mod (like the USKP in this instance) the cause is almost always going to be a conflict from another mod which has overwritten some of the data needed by the game. It can also be caused by the save game retaining data from an uninstalled mod. On rare occasions, authors may do this deliberately, but it has not been demonstrated to behave properly and may lead to errors in cases where that's been done. [06/19/2014 - 03:14:39PM] Error: Property LackMessage on script AATreasureMiscScript attached to (C50614F9) cannot be bound because <NULL form> (C503C770) is not the right type. Also somewhat related to the above two. This type of specific error where "NULL FORM" is mentioned tends to happen when a mod author removes a form (C503C770 in this case) from their mod but has not updated the properties on the ESP to remove the now deleted form. [01/28/2015 - 10:14:39AM] warning: Property AshSpawnAttachChancePercent on script DLC2AshSpawnAttackChanceScript attached to alias Player on quest DLC2Init (04016E02) cannot be initialized because the script no longer contains that property. This is actually an error generated because of an ESP rather than a script. It means the script was recompiled, a property was removed, but the ESP that accompanies it was not properly updated to remove the property. This is easily fixed by the mod's author. It will cause no damage, but it's annoying, and definitely not correct. [02/06/2015 - 07:35:27PM] warning: Function fxDustDropRandomSCRIPT..OnLoad in stack frame 0 in stack 4266 differs from the in-game resource files - using version from save This is caused by a script that was actively being run when the game saved and has since been updated in the mod. This will continue to happen with each game load until the object causing it is encountered again while playing. Not every type of script this problem shows up in will do that though and options become limited if the script is from the vanilla game. [02/24/2015 - 10:29:10PM] Error: File "HearthfireMultiKid.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [ARTHRRFMoveFamilyToSeverinManor (4F0036C9)].arth_rrf_storeregistration.ModSupportChecks() - "ARTH_RRF_StoreRegistration.psc" Line 50 [alias Player on quest ARTHRRFMoveFamilyToSeverinManor (4F0036C9)].ARTH_RRF_PlayerAliasScript.OnPlayerLoadGame() - "ARTH_RRF_PlayerAliasScript.psc" Line 7 Probably the most common type of "error" you're going to see in the log. This isn't actually an error at all. It's a generic message spit out by one of the vanilla game functions that's used to check for the presence of other mods in your game. It just means that the mod it says doesn't exist is not being loaded right now. Ignore these. Errors While Playing Error: Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack: [None].dht_IAFMonitorScript.RegisterForSingleUpdate() - "<native>" Line ? [None].dht_IAFMonitorScript.OnEffectStart() - "dht_IAFMonitorScript.psc" Line 16 There is largely nothing that can be done about errors of this type. When a magic effect is ready to expire, the Papyrus VM will aggressively destroy the instance of the script. It will generate errors like this if the script had an event pending before this happened. Ignore these unless you know for certain what's causing it. [12/17/2014 - 11:59:16AM] Error: Cannot call IsInFaction() on a None object, aborting function call stack: [alias Soldier1000001001000000001 on quest CWOBAQuest (8303B24F)].CWOBAScript2.OnInit() - "CWOBAScript2.psc" Line 17 [12/17/2014 - 11:59:16AM] Warning: Assigning None to a non-object variable named "::temp1" stack: [alias Soldier1000001001000000001 on quest CWOBAQuest (8303B24F)].CWOBAScript2.OnInit() - "CWOBAScript2.psc" Line 17 This usually means that a property located in an ESP has not been filled in properly, leaving it empty, which in Papyrus is called "None". There are numerous things that require valid data to be processed that can throw this error, and the specific text for "None" errors will vary widely. It should be easy for a mod's author to fix, but generally requires a new game before such a fix would take effect due to the data already being baked into the save. It's also possible that the script simply isn't validating to make sure the property it's using has something in it. The second part where it mentions assigning None to a non-object variable will always accompany the original error in the call stack if something was trying to be assigned from the results. [11/02/2014 - 02:48:09PM] Error: Cannot call SetValue() on a None object, aborting function call stack: [_DE_Main_1_6 (88015CAE)]._de_epmonitor_1_6.MainLoop() - "_de_epmonitor_1_6.psc" Line 567 [_DE_Main_1_6 (88015CAE)]._de_epmonitor_1_6.OnUpdate() - "_de_epmonitor_1_6.psc" Line 470 While this is basically the same as the above, it's important to notice that the originating function is an OnUpdate(). If you have logs where these show up repeatedly and fill them up, you will quickly find the game lagging and probably run into CTDs eventually. These OnUpdate() errors are known as "invalid registrations" and 999 times out of 1000 they are caused by people who disregard the advice not to uninstall mods on an active save. The ClearInvalidRegistrations setting in SKSE's ini file will correct these, but ONLY if they are from mods which no longer exist. That 1000th case is from a genuinely bad script. If it happens to be a vanilla script, there is nothing that can be done to correct it for that save. It is corrupt and beyond repair. Papyrus best practices dictate that mod authors use RegisterForSingleUpdate() for these types of scripts as it will limit the damage that is done if someone does something stupid. [02/25/2015 - 03:14:28PM] Error: Property GlenmorilCovenAlias on script USKPRetroactive210Script attached to USKPRetroactive210 (020058C7) cannot be bound because <NULL alias> (54) on <NULL quest> (0004B2D9) is not the right type [02/25/2015 - 03:14:28PM] Error: Property DriftshadeSanctuaryAlias on script USKPRetroactive210Script attached to USKPRetroactive210 (020058C7) cannot be bound because <NULL alias> (53) on <NULL quest> (0004B2D9) is not the right type [02/25/2015 - 03:14:29PM] Error: Property DriftshadeSanctuaryAlias on script USKP_QF_ChangeLocation16_0300489C attached to USKPChangeLocation16 (0200489C) cannot be bound because <NULL alias> (53) on <NULL quest> (0004B2D9) is not the right type This is an indication that there are properties on one quest which are linked back to another (in this case, USKP retro update scripts pointing to quest C00) where the quest record has been overridden by another mod and is blocking the "NULL Alias". The conflicting mod will either require a patch, or should include the missing data where possible. If this type of error happens entirely within a mod and DOES NOT conflict, then it means there are properties linked to aliases that have been deleted from a quest without the author properly cleaning up the remains. [12/06/2014 - 12:48:49AM] error: weroad08 (001065F4): attempting to start event scoped quest outside of story manager. stack: [weroad08 (001065F4)].wescript.SetCurrentStageID() - "<native>" Line ? [weroad08 (001065F4)].wescript.SetStage() - "Quest.psc" Line 124 [Item 2 in container (00000014)].WERoad08LetterScript.OnRead() - "WERoad08LetterScript.psc" Line 8 This kind of error comes up when a quest controlled by the Story Manager is trying to be started outside of the Story Manager. If you have a quest managed by the SM, then ONLY the SM can start it. There are several known instances of this error coming up that suggest a failed quest but later turn out to just be a false alarm so errors of this nature are not 100% guaranteed to be a legitimate problem. [09/04/2014 - 12:46:21AM] error: (000BA1DD): cannot start scene because its parent quest was not running. stack: [ (000BA1DD)].SF_WEDL07Scene_000BA1DD.start() - "<native>" Line ? [WEDL07 (000B91E3)].QF_WEDL07_000B91E3.Fragment_7() - "QF_WEDL07_000B91E3.psc" Line 86 Similar to the above, but with scenes instead of managed quests. A scene cannot execute if the quest it is stored in is not running. There are confirmed instances where the error is proven to be false so unless these come up consistently, you can probably ignore them. The example used here is one such instance where the quest is obviously running yet the scene claims it isn't. [10/26/2014 - 02:10:18PM] error: (000C275C): cannot find variable named fPotemaFightVar. stack: [ (000C275C)].ObjectReference.SetAnimationVariableFloat() - "<native>" Line ? [ (00103491)].dunPotemasMS06BossFightDummy.OnLoad() - "dunPotemasMS06BossFightDummy.psc" Line 109 Usually limited to scripts that handle animations. It indicates that the behavior files in control of what's being called don't have a variable that matches up with what the script thinks should be there. There are known instances where this is a false error and the script actually does exactly what it should be doing. [02/26/2014 - 09:29:52AM] error: (03002B74): Actor did not have a valid Animation Graph Manager. stack: [ (03002B74)].DLC1SeranaLevelingScript.SetSubGraphFloatVariable() - "<native>" Line ? [Active effect 1 on (03002B74)].DLC1_ReflectShieldSCRIPT.OnUpdate() - "DLC1_ReflectShieldSCRIPT.psc" Line 39 Currently it's not entirely known why these can occur. Generally speaking there should be no possibility for a loaded 3D actor to NOT have a valid animation graph, yet this error suggests otherwise. [02/17/2014 - 11:40:26PM] error: (0701FA3F): has no 3d, and so cannot have its motion type changed. stack: [ (0701FA3F)].trapsoulgemcontroller.SetMotionType() - "<native>" Line ? [ (0701FA3F)].trapsoulgemcontroller.onBeginState() - "trapSoulGemController.psc" Line 37 [ (0701FA3F)].trapsoulgemcontroller.GotoState() - "Form.psc" Line ? [ (0701FA3E)].MagicTrap.testRefIsSoulGem() - "MagicTrap.psc" Line 261 [ (0701FA3E)].MagicTrap.CellAttachSetUp() - "MagicTrap.psc" Line 365 [ (0701FA3E)].MagicTrap.OnLoad() - "MagicTrap.psc" Line 206 Errors related to 3D Havok states. These usually crop up with references that are no longer loaded in memory. It is believed to be a false error as returning to an object that generates one of these will show it to be in the correct state. Confirmed to be a false error when it occurs in an OnLoad() block because those only get run after the 3D data is loaded. [12/05/2013 - 08:53:35PM] error: Failed to setup moving reference because it has no parent cell or no 3D stack: [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.TranslateTo() - "<native>" Line ? [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.TranslateToRef() - "ObjectReference.psc" Line 583 [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.DoLightMovement() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 72 [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.HandleTransitionEnd() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 147 [ (0501EAB5)].DLC2DBBookLevelLightTranslationSCRIPT.OnTranslationAlmostComplete() - "DLC2DBBookLevelLightTranslationSCRIPT.psc" Line 92 Possibly related to the above. Seems to get thrown when a 3D object is pushed out of the loaded range of cells before the script finishes, but this hasn't been confirmed. [11/23/2013 - 11:41:23PM] error: Object reference has no 3D stack: [ (03013835)].Sound.Play() - "<native>" Line ? [ (FF000908)].dunWEFXBatActivator.OnActivate() - "dunWEFXBatActivator.psc" Line 12 Another error that should only be generated when an object is not loaded. It has been confirmed to occur even on objects that ARE loaded though so it's not entirely obvious what the script is expecting. [09/11/2013 - 09:25:13PM] error: (FF0008E5): Failed to send event HeadBleed04 for unspecified reasons. stack: [ (FF0008E5)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ? [Active effect 1 on (FF0008E5)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343 The ultimate in stupid error messages. It obviously cannot be solved without knowing what the unspecified reasons are. Other Errors You May See [12/17/2014 - 11:59:16AM] [_DS_HB_MCM <_DS_HunterbornMCM (C0001D89)>] ERROR: Cannot add option $_DS_HB_Skeevers outside of OnPageReset() Errors that look like this are almost always going to be specific to mods with MCM options. It's an error message generated by the SkyUI libraries when the mod is doing something wrong with them. It is *NOT* a fault in SkyUI itself. These errors need to be reported to the author of the mod rather than to the SkyUI team. [02/24/2015 - 10:29:56PM] VM is freezing... [02/24/2015 - 10:29:56PM] VM is frozen [02/24/2015 - 10:29:57PM] Saving game... [02/24/2015 - 10:29:58PM] VM is thawing... A totally routine set of messages. Ignore them. They merely tell you the Papyrus VM has halted to allow you to save (or load) the game. They don't mean the game engine froze up and stopped responding as SOME sites have erroneously reported. [12/17/2014 - 12:14:05PM] Warning: Script profiling is disabled - profiling request ignored stack: <unknown self>.Debug.StartScriptProfiling() - "<native>" Line ? [ (CB001844)].GetShelterTBScript.OnTriggerEnter() - "GetShelterTBScript.psc" Line 37 Pretty much exactly what it says. You hit some kind of trigger that wants to run profiling but Papyrus profiling is disabled. This is generally not something you'll find while playing as it's only supposed to be something mod authors use for diagnostics.
  18. Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods Open Cities Skyrim Bugtracker Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. SKSE 1.6.9+ and SkyUI 3.2+ are required in order to use the in-game configuration menu. They are NOT required in general for the mod itself. SKSE 1.7+ is strongly recommended if you are having trouble with ILS/CTD issues. See the troubleshooting section. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Open Cities Skyrim.esp and Open Cities Skyrim.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. LOOT should set the proper load order, and is the recommended method for doing so. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options using the in-game menu if you have SKSE and SkyUI 3.2+ installed. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism, so if you're one of those people who irrationally hate SKSE and SkyUI, you'll have to live with using external patches for the gates, and you won't get to turn the other two things off at all. Uninstalling Open Cities Skyrim Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Compatibility Patches Official Dawnguard DLC - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Official Hearthfire DLC - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). CL Cities - Whiterun - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Atlas Map Markers (scroll down the files tab a bit). Inconsequential NPCs Interesting NPCs Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed so long as AS:LAL is loaded after Open Cities. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. Help! I'm experiencing Infinite Load Screens (ILS) and/or Crashes to Desktop (CTD)!!! In March of 2013, Bethesda released their final patch for Skyrim. Version 1.9.32.0.8. Prior to this, Open Cities Skyrim had little trouble operating in the available memory the game provided. It has since been found though that Patch 1.9 changed something about the way Skyrim allocates its initial pools of memory, likely due to trying to get the DLC to work on the PS3 and then not bothering to make sure the PC had, you know, PC specific code for that. The end result is that when traveling, either on foot or by fast travel, it becomes possible for you to run into problems with ILS/CTD issues. This is especially true in Windhelm and almost guaranteed to happen when trying to get back from Solstheim. It's also likely to happen when fast traveling from one city to another, and CTD may result when trying to enter some interiors after you arrive. Fortunately the community has devised a solution to this problem in the form of a pre-load memory patch. There are several options for these now, but the one I most strongly recommend is shipping as part of SKSE now beginning with SKSE 1.7. In order to configure SKSE 1.7 to resolve this problem, you simply need to make sure your skse.ini file in Data\SKSE contains at least the following lines: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 This should resolve the problem on all but the heaviest of load orders. If you still have issues, then you can try either raising the 768 value to 1024, or install ENBoost which will help further reconfigure how RAM is used by the game. There are limits to this, so be careful. Skyrim can only have a maximum of 4GB even on a 64 bit system with boatloads of RAM. Allocate too much to either of the two SKSE settings and you'll be right back where you started with the ILS/CTD problem. My own load order has 96 active mods, and the SKSE settings alone turned it from totally unstable to fairly rock solid reliable. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. I am getting unexplained CTDs when using Open Cities with other mods. What gives? Open Cities Skyrim requires the latest version of Skyrim, Patch 1.9.32.0.8 as of the writing of this document. Many mods have not been updated since their creation. The most likely causes of issues will be from mods that have navmeshes but have not had them properly redone using CK 1.6.89 or greater. These mods need to be updated by their authors or they will simply not be compatible with the updated navmesh formats and will cause CTDs in any configuration that includes updated mods. When a mod is reported and confirmed to suffer from this problem, it will be listed in the Incompatible Mods section until such time as it is updated by its author. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  19. Version 0.2

    25 downloads

    This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: Added OnReset Event to reset the puzzle when the dungeon resets: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix I've also created a forum for this topic if you want to give any feedback.
  20. This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix Download Link
  21. Update: After reports of issues with Dragon Souls not being absorbed and personal testing of this mod, it appears recompiling the script in the original Creation Kit does not work. Please use Fixed Dragon Stalking Fix (Re-Upload) instead, it should work with the original Skyrim since it is only a script: https://www.nexusmods.com/skyrimspecialedition/mods/54625
  22. A simple village expansion for Darkwater Crossing. If Darkwater Crossing ever seemed like too many people with nowhere to live were there, you're probably right. It's major enough for Tullius to know about it to set up an ambush for Ulfric, yet there's a single house there where two people live while everyone else sits around a campfire. Not anymore! Three new houses have been added to provide accommodations for the 4 NPCs who had no place to call home. * Sondas Drenim will offer to share his house if married to you. * Derkeethus will offer to share his house if married to you, assuming you haven't recruited him into the Blades. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes. Check out the video by Nozi87: https://www.youtube.com/watch?v=ci2vurKpJhY Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.5.80 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Darkwater Crossing.esp, Darkwater Crossing.bsa, and Darkwater Crossing - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. This mod must load after Skyrim Bridges or the landscape and navmesh changes will be wiped out and the NPCs will not be able to access their homes. This mod must also load AFTER Immersive Citizens - AI Overhaul or the navmesh data will be overridden in areas where the new buildings have been added and the NPCs will be unable to navigate properly. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Darkwater Crossing exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  23. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  24. Hello everyone😀, Welcome to Adella’s Survival Challenges. What kind of ‘Survival Challenge’?.....They are a tiered set of frameworks designed to test participants survival capability in Skyrim. Each trial is not a competition per se, rather a personal challenge, although we like to compare notes and progress between participants. There is no prize for getting to the end, but the satisfaction and kudos of the accomplishment may give you a nice warm feeling inside. There are two distinct types to choose from. The Gemstone Series based upon never levelling up and the Metal Series based upon regular levelling and perking skills. How do they work?....Progressively each challenge works by reducing the help from assets and mechanics you can obtain in game, to make it more difficult and thrilling to play. There are no lethal climate survival or Creation Club offerings, and required mods are both few and commonly available...in fact only the top tier challenges need a mod, should you feel brave enough to try😋. It is envisaged that if you are interested , you pick the level you will enjoy the most from the easiest Metal Challenge - Bronze to the insane Plutonium. Alternatively the different Gemstone Series of Sapphire to Black Diamond. If you want to do all of them, fill your boots!...and yes I test and tweak each Challenge through personally for balance and completability (Making a Challenge impossible is simple...Making it difficult to a measured degree requires much work). Entry criteria Just post your name or char name, race and how they identify. The challenge is an open invite to all, and spectators are welcome to comment, but if survival gaming is not your cup of tea, please do not explain why you are not interested hmmm. Ethos Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 😌 Above all whether participating of spectating I hope you enjoy Adella😀
  25. Version 3.1

    2194 downloads

    Kill The Orchestra by Alt3rn1ty AFK Forum topic ======Description====== This mod is for Skyrim LE or Skyrim SE. This mod installs silent music files which the game will load instead of the original music, disabling the music. You choose which music to disable by type ( personally I prefer to disable everything except Discover Special locations, Reward music, Tavern music, and the two Special music options for the DLCs ) Resulting in no invisible orchestra throughout the game. You could just turn the music volume down in settings .. But then you dont get to hear Tavern music for example ( because the music volume turns down all music ) With this mod you selectively silence music by type. Also you will not get any hints from the music of any danger ( explore music changing to combat music - you can't hear it ), immersively its a better experience. Now you will be a bit more cautious in your travels. You will get to hear more of the games sound effects and ambient sounds a bit more clearly around the game too. Including other mods sound fx like AOS. For anyone who has the repeating combat music bug, that is a game engine bug which nobody has been able to fix, the same bug was also in Oblivion, FO3, and FONV before Skyrim. The Unofficial patch team are unable to solve that problem soo .. Just kill it with this mod And .. Just maybe .. Trolls might not be so bad tempered if they dont have to wear pink ear muffs to go to sleep in case you wander past with your stupid invisible orchestra keeping everyone awake. Disclaimer : I cannot be held responsible for Trolls jumping up and down wildly gesticulating after you have installed the mod, you may have upset them all too much already. ======INSTALLATION====== In all cases - Install the music types you wish to be silenced ( This may sound weird, but remember you are installing silent music files ) Automated Install : If using Nexus Mod Manager, it will use the scripted installation. Follow instructions and make selections. If using Wrye Bash, after putting the zip in Bash Installers, go to the Installers tab and right click the zip, and choose Wizard install, follow instructions and make selections. ( or .. just select individual sub-packages followed by right click install / anneal - Wrye Bash users know the drill ) Manual Install : Extract the archive with 7zip Copy the music folder(s) of the music you want, to skyrimdata folder. For example, if you want to disable only Skyrim exploration music, copy .. 20 Skyrim - Explore Music / music / *all-files* to skyrim / data / music / *all-files* ==========UNINSTALLATION========== NMM / Wrye Bash users just get your mod manager to un-install / re-install it as required with different options or none. Manual installations : Delete your skyrim/data/music folder to restore the original music, or delete individual folders inside skyrim/data/music to restore only those tracks ( This procedure assumes you have no other loose music files installed, if you have then you will need to take care not to delete other mods music files ). ====TWEAK TIP - For users of KTO==== Skyrim.ini: [Audio] uMaxSizeForCachedSound=8192 The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ). Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem. And seeing as you are also using Kill The Orchestra ( short 4 second duration silent sounds at only 28k each replacing the original music files some of which were as big as 100mb ), there is even less need for such a huge sound cache. If you experience any problems ( similar to the ones mentioned in this post ) then try the setting at uMaxSizeForCachedSound=65536 instead. For some machines ( seems to be rare ) your mileage may vary, the problem and solution effectiveness are variable, probably depends on drivers and different motherboard sound setups. ==========TOOLS USED=========== BSAOpt by Ethatron To extract the original files from the games BSA and find out their folder path and names xWMAEncode from SkyrimSoundTools To convert xwm files to wav and vice versa - Needed to be able to listen to them and determine what some of the music was used for Audacity The best open source sound manipulation tool out there In this mods case, used to create the one file which was used repeatedly to replace all the files we needed to silence. ==========COMPATIBILITY=========== I use Audio Overhaul for Skyrim ( AOS v2.5 at time of writing ) which changes the games sound fx, but does not change music .. So yes that mod for one is compatible. Sounds of Skyrim I should imagine is similar if you use that instead. My mod has no plugin or records to worry about, no scripts or references which will become embedded in your save game, just plain ol' replacer music files. Install / remove / overwrite as much as you want. Though overwriting them with someone elses music files will give you different music .. That becomes your problem in deciding what you want, these or those, simple. As is any Mod manager related questions. Go forth and rtfm. Enjoy. Lastly : Note I will not be supporting any new Mod Managers which come along, I have left the Bethesda games modding scene and have no intention of coming back. If it works with whatever is new since Wrye Bash and Nexus Mod Manager then that's a bonus, not intended or anticipated. Any mod manager which uses Wrye Bash BAIN scripting or OBMM (like NMM, maybe even the newer Nexus Mod Manager (forgotten its name)) scripting should work fine. Otherwise revert to manual installation, if you know how. olympusgames, GMOD, ModDrop or PlayAsHell sites do not have permission, to upload or redistribute any of my files, images or descriptive content, past, present or future.
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