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  1. Hello ! I got a crash I can't troubleshoot by myself in the CK. I'm trying to load a plugin heavily edited in TES5Edit, but when I try to load it after that in the CK to modify scripts-related stuffs, I got this error (in EditorWarning.txt) and the CK crash : Assert File: ..\TES Shared\ExtraData\ExtraDataList.cpp Line: 3996 Expected XWCD chunk. Any idea what it could mean ? I couldn't find anything about what an XWCD is supposed to be. I guess it should be related to either REFR or maybe CELL by its name, but the record's definition doesn't seem to include any. The Check for Errors function in xEdit doesn't see anything wrong in the plugin. I know that xEdit is truncating some records, could it be one of them ? I can provide the plugin in private if need be.
  2. Version 3.0.16

    23730 downloads

    A comprehensive bugfixing mod for The Elder Scrolls V: Skyrim - Legendary Edition. The goal of the Unofficial Skyrim Legendary Edition Patch (aka USLEEP) 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 Legendary Edition Patch with the latest release version of Skyrim 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.
  3. Arthmoor

    [RELz] Shor's Stone

    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. Check out the video by pixelgamer: https://www.youtube.com/watch?v=KFDYn-TILPE Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. 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 Shor's Stone.esp and Shor's Stone.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: Make sure Grelka has gone to Riften, or is at least OUTSIDE her new house, and that all the other NPCs are NOT inside the inn. Then delete the Shor's Stone.esp and Shor's Stone.bsa from your Data folder and reload your game as usual. Load Order LOOT should be used for optimal placement. Place with other village mods of similar type. Compatibility Will not be compatible with other mods that change the layout or add things to Shor's Stone. Known Issues Grelka may become distracted on her trips to and from the village. Skyrim AI for traveling is wonky at best, and I've done as much as I can to smooth things over. She has been marked as protected to prevent being accidentally killed by the various hostiles along her travel route. Credits Hana - Blank inn sign resource used to create The Tapped Vein's sign. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  4. Arthmoor

    Shor's Stone

    Version 1.0.3

    1065 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.
  5. Unofficial Skyrim Legendary Edition Patch Version: 3.0.15 By the Unofficial Patch Project Team Download it from AFK Mods Download it from Skyrim Nexus Download it from TES Alliance Download it from The Assimilation Lab Requires Skyrim version 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. This mod is no longer being supported and will receive no further updates. Documentation + Credits USLEEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim and its 3 official DLCs. If you're experiencing a bug with Skyrim or one of the DLCs, please report the bug to us in as much detail as possible on the USLEEP 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 Unofficial Patches Bug Fixes Recommended in Addition to the Unofficial Patches USLEEP Fixes When persuading or intimidating the Valtheim Towers bandit, they were going hostile immediately after doing so. They should have been on a 60 second timer, but that got ignored due to forgetting to take out the stage advancement in the dialogue. (Bug #24740) The Falmer shield should not have been given the ArmorHeavy keyword since no other shields use these and it interferes with the use of the Mage Armor perk. This partially reverts fixes for Bug #22958. A previous fix done for the Angarvunde dungeon ended up making it impossible to loot the key if you killed Medresi Dren prior to when she'd normally give it to you. (Bug #24797) [NR] Frostbite Staff was set to use the wrong type for the slow effect when it was fixed in a previous patch version. (Bug #25196) The enchantments governing the Pale Blade had once been fixed to provide an extra stamina effect to satisfy the double stamina damage. However this was incorrect because the standard frost damage effect already has a second AV weight of 2 which doubles that damage. Thus the blade was incorrectly delivering 3x stamina damage. This reverts Bug #10179. (Bug #25291) Cleaned with xEdit 4.0.1 to remove additional ITMs that were not visible previously. The complete changelog is available here.
  6. SKSE version 1.7.3 and onward support a new diagnostic function that will inform you if your load order is missing a master, and will tell you specifically which mods are missing when the game tells you it's missing content from a save. This feature hasn't been widely publicized and it's extremely useful for finding these kinds of problems for folks who refuse to touch Wrye Bash for whatever reason. In the [General] section of Data\SKSE\SKSE.ini (create the file if it doesn't exist there) you can add this: EnableDiagnostics=1 My file currently looks like this: [General] ClearInvalidRegistrations=1 EnableDiagnostics=1 [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 If all you want are the diagnostics, you don't need all the other stuff. For a missing master, you'll see something like this: For a save missing content, you'll see something like this:
  7. Recently I posted a thread on the Bethsoft forum about phantom Steam Workshop downloads that were sometimes listing as updates for Skyrim itself. The problem has been reported elsewhere too, including the Steam Workshop forum in the Skyrim discussion section. A partial solution to the issue was raised in the 8th post of the thread. What I've since found should be a permanent solution to the issue for those who have it. In brief, the issue is being caused by a mod that you were subscribed to that has since been pulled off of the Workshop for some reason. It doesn't matter why, just that it no longer exists and the Steam client didn't properly dispose of the entry in your cache files. This is NOT the fault of the mod's author, nor is it the fault of Bethesda. This is entirely an issue caused by Valve so if anyone should get yelled at for this one it's them. Close your Steam client. You don't want to try modifying these files while it's running. Go to the Steam website using your usual web browser. Click to the Skyrim Workshop. There is a drop down menu for "Your Files", select "Subscribed Items". You'll want to be sure that any invalid items on this list are unsubscribed. To find the entry causing you problems, you need to determine the mod ID. Your subscribed mods will be listed in the following file: <Wherever you installed Steam>\steamapps\workshop\appworkshop_72850.acf Open it with any standard text editor. Mods will be listed in blocks that look like this: "87340753" { "manifest" "-1" "timeupdated" "1344126308" "timetouched" "0" "subscribedby" "<Your User Profile Number>" "ugchandle" "595851880384234733" } You will need that first number for each mod. The one in quotes by itself. So for this first entry, it would be 87340753. The URL then becomes this: http://steamcommunity.com/sharedfiles/filedetails/?id=87340753<--- Change that ID number for each mod in the list. When you get to a bad one, you'll be told the entry no longer exists, like this one: http://steamcommunity.com/sharedfiles/filedetails/?id=78419036You can plug the bad URL into Google and sometimes pull up a result for what it was. In my case, 78419036 leads back to a mod Chesko did for the 7000 Steps to High Hrothgar called The 418th Step, which he has apparently removed. With that knowledge in hand, find this block: "78419036" { "manifest" "-1" "timeupdated" "0" "timetouched" "0" "subscribedby" "<My User Profile ID>" } and remove it. Save the file. That's part of the problem solved. If you load the Steam client right now, you'll just get this entry dropped back in. You need to go one more step further and remove it from the following file: <Wherever you installed Steam>\userdata\<Your User Profile Number>\ugc\72850_subscriptions.vdf Open it with any standard text editor. You'll find an entry that looks something like this: "5" { "publishedfileid" "78419036" "time_subscribed" "1427494489" } Remove the whole block. Save the file. Load your Steam client. It should no longer be trying to download phantom Workshop entries. If you are still getting that happening, go back over the steps and check for more bad mods. You may have several that need this done. Fortunately I only had one bad one to deal with.
  8. Arthmoor

    [RELz] Ivarstead

    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. Check out the video by Nozi87: https://www.youtube.com/watch?v=9LjPxf9xFAc Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. 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 Ivarstead.esp and Ivarstead.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 Ivarstead.esp and Ivarstead.bsa 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 navmesh changes to the north end of Ivarstead will be lost and Temba will not be able to access her home. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Ivarstead exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Arthmoor

    Ivarstead

    Version 1.1

    1063 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.
  10. Arthmoor

    [RELz] Darkwater Crossing

    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 Installation Requirements Official Skyrim patch 1.9.32.0.8 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 Darkwater Crossing.esp and Darkwater Crossing.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 and Darkwater Crossing.bsa 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.
  11. Arthmoor

    [RELz] Kynesgrove

    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. Download Locations AFK Mods Installation Requirements Official Skyrim patch 1.9.32.0.8 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 Kynesgrove.esp and Kynesgrove.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 Kynesgrove.esp and Kynesgrove.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT (https://loot.github.io/) should be used for optimal placement. MUST load after Immersive Citizens - AI Overhaul. Compatibility Fully compatible with Bring Out Your Dead. Fully compatible with Cutting Room Floor. Will not be compatible with other mods that change the Kynesgrove exteriors. Definitely not compatible with the Enhanced Cities & Towns module for Kynesgrove since both mods make houses for the same people. A patch would not really be feasible to resolve this. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  12. Arthmoor

    Kynesgrove

    Version 1.1.6

    1375 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.
  13. Ragna_Rok

    Crystal Greatsword

    Version 1.0

    44 downloads

    Hey there and welcome to my mod This mod contains a badass greatsword for mages (something that was missing for ages). It's a heavily modified keening that got the "Ragna-Rok-ification treatment", means its as usual brutal as fudge. Craftable at any forge (ebony section), temperable and enchantable. You will need some empty grand soul gems and some corundum ingots to do so. Stats are slightly lowered ebony greatsword values. No overpowered stuff. Compatible with any other mod in existence. (All as usual) Could be that I put the greatsword in the Archmages quarters in the college in another update and make it uncraftable at the forge then, or make the equivalent sword and / or dagger... wasn't sure about that yet and thought "just upload it and wait for some feedback". Another idea is to set up a "change textures in-game workaround", so, you get the thingy, and if you add some fire salts to it the texture of the blade gets recolored red (also a specular / reflections change, in case you wanna put some fire enchantment on it). On another note, this thingy is a milestone for me since it's the first time I managed to make a static weapon with Blender that has got multiple parts with several shaders and reflections and even blood effects... though I removed the blood effects again after some in-game tests, crystals have a surface that would make any liquid drop / flow down directly, I tried to keep it as realistic as possible. Have some fun ********************************************************************************************************************************************************** Credits: Ragna_Rok from TESAlliance for creating this mod. All the creators of the countless Tutorials on TESA, thx for sharing and teaching your knowledge <3 The guys that made Blender, Gimp, DDS-Converter, FO3Archive, WinRar Bethesda for Skyrim and the CK ************************************************************* Permissions: NO CHANGES, NO MODIFICATIONS, NO REUPLOAD! If anyone making a new-land-mod wants to use the weapon for their mod then ask for permission to use them by contacting the author (Ragna_Rok) on tesalliance.org, usually those kind of mods get supported with most of Ragna's gear, it's mainly about keeping track on what gets used where. Just ask, I don't bite... at least most of the times. Every permission given will be stated right in the perms on the mods main release page on TESAlliance. (http://tesalliance.org/forums/index.php?/files/file/1882-crystal-greatsword/)
  14. So... unless you've been living in a cave or under a rock, you likely know by now that Valve and Bethesda have launched official support to allow modders to charge money for mods. What follows are my own personal opinions on the matter. I'll also set some misinformation I've seen straight. Please keep any discussion on this civil. I will report any troll posts in this thread as spammers rather than simply removing them, and IPB's anti-spam service is VERY good at what it does. I have been modding Elder Scrolls games now for going on 12 years now. I started off with Morrowind and did some tinkering around for personal use. Two of those mods eventually made it out into the public arena years later. I have numerous Oblivion mods I've made myself, and countless others I've been on project teams or contributed to in some way over the years. I also have several Skyrim mods out there now as well. So I'd like to think I've got some idea of what Elder Scrolls modding is like, and possibly some idea of what the general community thinks. Let me preface this right now, so it's clear. These are my personal opinions on the matter. They do not necessarily reflect the opinions of my employer, my colleagues on various projects, Valve, or Bethesda. With the amount of time I've invested in modding and the financial situation I've been in for awhile now, it should come as no surprise to anyone that I've been in favor of the idea of making money from mods for a good long time now. It's not something that was possible due to prior legal arrangements, but now it is, and yes, I intend to take advantage of it where possible. I don't think this makes me a bad person. It doesn't make me a greedy <insert racial slur here> as some people are saying - and yes, they're saying it. I'm not a sellout for deciding to take advantage of something I was offered the chance to do. Quite the opposite IMO. I think modders choosing to be able to get paid for their work is going to be a net positive for modding once the hate machine runs out of gas. People will begin to realize this, and indeed I've noticed some already have. People will buy what they think is worth buying. This is already happening as well. Some authors might even be able to turn this into a full time career opportunity. Publicly available data already suggests at least one person is well on their way to this after just two days of this being available. This will become a successful venture. Of this I have little doubt. People just need time to adjust to this new reality, much like many of us had to adjust to the new reality of Skyrim only being available on Steam to start with. The system is not without its problems, and I think one of the biggest ones of them all is the monetary split between Valve, Bethesda, and mod authors. It appears to be the thing the overwhelming majority of people are actually angry about. Maybe with good reason. Maybe not. For those who aren't aware, yes, modders take a 25% cut from the sale of their mods. The knee-jerk reaction has basically been "you're ripping off the modders." I'm not so sure this is the case. If you stop to think about the amount of infrastructure involved on the Workshop and Valve's staff commitment to this, their standard 30% cut doesn't look bad at all. Bethesda's 45% cut looks less equitable, but then we don't actually know how much their legal team has had to put up to clear the road for this legally. There's A LOT of stuff that we as modders simply aren't having to deal with. So 25% may not be so bad. Would I like it to be higher? Hell yes. Who wouldn't? As Gabe Newell said somewhere among one of the many threads, the distribution is up to the game developer to decide, so it's entirely possible this could change later. I for one hope it does. In short, I think this is going to be something good for the community in the end. It's a choice. Modders can choose to participate or not. Users can choose whether to buy mods or not. Let the free market do what it does best and decide this on its own. That's the only data Valve is going to go by when deciding how to proceed from here. What's not going to be good for the community is to continue ripping each other to shreds over this. The sheer volume of hate filled posts, racial slurs about Jews and money, calling people greedy assholes, and sending death threats to people only tends to make people think there never was a community if we're willing to do this to each other. Oh, and stealing the paid mods to upload them to piracy sites? Not cool. Hypocritical in fact. If we're going to protect the free ones, the paid ones deserve the same. So what do I plan to do with my own stuff? All of the mods I have published that are currently available for free on Nexus and elsewhere will remain free, now and forever. Nothing will change there. I don't think it's helpful to take existing mods, make updated versions, and lock them behind the paywall. As I'm sure we've seen, Bethesda and Valve were right when they recommended against doing this because the fans would get upset. I have one mod in the paid content section now. I believe it to be a good quality work that people will find worth the price. It has never been posted for free anywhere at any time. It was developed specifically with the paid content initiative in mind. I will decide on how to handle NEW mods on a case by case basis. Yes, I will continue to create free mods. Yes, I will also create mods I plan to make money off of. The choice exists, no reason not to use it. Now. To clear up some misinformation about all this, a Q&A type format follows. Why did they spring this on us without any kind of notice? There was notice. ~70 modders with various levels of community involvement were approached for the initiative about 6 weeks ago now and agreed to participate. So it isn't a completely unknown thing that just showed up on some random day in April. It looks that way to the vast majority of people, but as I understand it there were a lot more people asked if they were interested who either didn't respond at all or declined to participate. Why on Earth would you sign an NDA for this? We didn't. We were asked, yes ASKED, not to discuss this outside of the pre-launch group. Nobody had to promise their first born or sign away their lives or anything. Just asked not to discuss it. This is a pretty standard thing and they COULD have demanded a legally binding NDA but they didn't. I would have signed one had it been required though. For me, the opportunity was too good to let go over something like that. How could you sell out for so little money? I didn't sell out. 25% of something is better than 0% of nothing at all. Yes yes, I know, that line has been done to death already in the gaming press. That said, it was an issue we raised. Several of us in fact. I personally would rather it have been 50/50 but was asking for a 33/33/34 split as a compromise. The extra 1% leftover going to the authors. In the end, they decided to leave it as is at the current split which is 30/45/25 for Valve, Bethesda, and authors. Keep in mind, I'm broke, I need the money. So maybe they took advantage of me. Maybe they didn't. Either way, it was my choice to continue participating and I felt it was worth doing so to see where this goes eventually. It's also my choice to accept that I'm only getting 25%. You're getting hosed, they won't pay out until you hit at least $400 and it will be in Steam Wallet dollars! Folks who say this haven't even done minimal research. Valve's official FAQ already says that there needs to be a minimum of $100 in the modder's coffers to initiate a payout. Not $400. It also quite clearly says that it's real cash, not wallet bucks. We had to provide them with bank routing info to handle the payments and everything. That also includes the IRS, who are arguably the real rip off artists here since THEY do literally nothing for a cut of what the modder gets paid. There's no way I would have agreed to any of this if it had been wallet dollars. I have next to no use for those and it wouldn't help one bit with my financial situation. Why force people to buy a mod anyway? Nobody is being forced to do anything. Modders are not forced to offer content for money and users are not forced to buy it either. I'm not sure where this even entered into things since it has no basis in logic. How long before Valve shuts down Nexus? Never? Dark0ne has already addressed this in great detail over on Nexus. May as well read his statement directly. The majority is against you. This will fail. I'm not convinced. The so-called majority looks like the same set of people posting on the same forums basically going in circles restating the same arguments over and over again in each new thread that pops up somewhere. In reality, even with the 100K or so supposed modders (we have no way to verify this) who signed the change.org petition, it's a small minority of very vocal people. The majority, as usual, is sitting silent. May of them are going to be completely oblivious and have no idea anyone opposes this at all. They'll simply see a new option in the Workshop and rightly be all "oh, just like TF2 and DOTA, ok". You idiot, they own your content now. Just look what they did to Chesko. Uh, no, not quite. They don't "own" anything. Proof of that is in the 1099-MISC forms we're going to get from the IRS. It's classified as "Copyright Royalty". That's a legal thing btw. So their lawyers know full well who owns what and has the final say. We as authors can withdraw our content at any time, for any reason. Valve put one condition on that though. Anyone who has already paid for a copy will get to keep that copy. The listing will remain visible to all paying customers as well as to the author, Valve, and Bethesda. We knew this throughout the entire pre-launch discussion. This is literally no different from buying a full game from Steam and later having a publisher withdraw it from the Steam Store. This happened with Realms of Arkania and I never lost access to the game I paid for when it did. The same goes for mods on the paid Workshop. Chesko knew this going in and agreed to those conditions. Valve's lawyers were entirely in the right to tell him that they're under no obligation to remove the content unless legally compelled to do so. Which means if Chesko wants it completely removed, he'll have to sue Valve, win, and then have the court order enforced. That's not gonna happen. As far as the rest of his situation, he brought most of it on himself when he decided it would be useful to begin lighting bridges on fire. Any damage to his reputation is solely his responsibility for how he's handled things. He DID NOT deserve the death threats directed toward him or his family though. Anyone who did that should get a visit from the cops and set straight about just how serious that is. Nevermind the toxicity it brings to the community. That said, I'm also not convinced that Fore had the legal standing to bar the dependency on FNIS to get the fishing animation into the game. The Valve team even told him as much after consulting their legal people. They're far more likely to know what they're talking about than random internet posters. The animation file itself was NOT STOLEN, despite the gaming media and the community claiming otherwise. Chesko had someone develop that specifically for Art of the Catch. Oh yeah, well guess what? The EULA says this is illegal and I'm gonna tell on you! Also Bethesda owns all mods. Ignoring for one moment that Valve and Bethesda are very clearly aware of this whole thing... No. Bethesda does not own all mods. Read the EULA more carefully. Not gonna bother quoting it directly as this debate has been done to death now for years and years, but the gist of it is that Bethesda licenses the right to use your content. They cannot appropriate actual ownership of your copyright without you signing a very specific form the government has for that purpose. Mods are derivative works of the game, which is why they can dictate the terms they do. They were nice enough to let us retain ownership of our works, be they free or otherwise. Donations are a superior way to handle this. Use those instead. It's a noble sentiment to be sure. A lot of people have put forth donations as a way to combat what they see as the coming scourge. There's only one problem. Nobody donates. It could very well be that's because, until Friday, the donation buttons on Nexus may as well have been invisible. Thing is, everyone knew they existed and knew where to find them. I don't know for sure how long the system has existed, but I can count the number of donations I've received on one hand [1]. Nexus isn't the only place I've left donation links either. So that can't be the only reason. [1] Over the last 2 days, incoming donations have exploded. I very much appreciate every last one of them, but I'm going to wait and see if this is a temporary trend or a long term thing before commenting further on this.
  15. Okay! So. I have no idea what I'm doing; someone on /r/skyrimmods recommended I come and make a report about an issue I'm having with the latest version of USKP. It's causing Skyrim to crash in a very weird manner; after the BGS logo, after the imperial sigil appears, but right before the gameplay controls appear (New Game, Continue, etc), Skyrim crashes to desktop. This issue is replicable, and happens when I have no other mod but SkyUI active. (I've permanently installed SkyUI via dropping its ESP into the Data folder, and I'm using Mod Organizer to handle my other mods.) System: Core i7 920 EVGA 131-GT-E767 24GB DDR3 RAM (16GB usable) EVGA nVidia GeForce GTX 980 Using ENB v0.266, PatchSpeedHack true SKSE w/ memory patch, default heap size 1024, scrap heap 256 What further information do you need from me to determine what's going on?
  16. 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.
  17. Cleaning the Official Master ESMs NOTE : I do not have any Bethesda games installed anymore, and xEdit has changed greatly since I last had it installed. Anyone wishes to re-do this topic in a new thread bringing it up to date .. Crack on This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to illustrate the method / options used. Why Clean the Master Files ? Firstly because the masters have entries that are identical to the same records in Skyrim.esm or other DLC esms'. They exist because Bethesda may have looked at something in the CK and an unneeded entry was auto included in the plugin even though the item was not altered in any way. The Official Creation Kits are notoriously buggy and randomly create dirty / wild edits, often when the author of the plugin is completely unaware. Wherever that plugin is placed in your load order its records overwrite all the conflicting records from plugins loaded before it ( the rule of one ) resetting the settings back to the values contained in the Official Bethesda DLC. It won't cause crashes, it just changes the values of plugins loaded before it. Which can alter mods that you have for Weapon Damage, Armor, Lighting, Food Effects and so on. The masters are very early in your load order but there is potential for a mod to be made as a fake.esm, and placed among them, and so ITMs in a later loading master may cause problems for that mods esm. Chance is remote that a master will affect another master, and this procedure is best used on all of your mods plugins, but cleaning everything of ITMs ( Identical to Master records ) causes no harm, is more optimal giving the game less to process in your load order, and so it is best to get rid of these completely unnecessary dirty edits. The Second reason is that Bethesda chose to delete some things that are in the Official DLC. Any mods loaded with references to deleted records from the Official Bethesda DLC will cause your game to crash. This problem particularly affects older mods ( especially mods that were made before newer official patches were released, with more deleted references the old mod did not anticipate - It will also become problematic for the Skyrim Special Edition community where old Original Skyrim mods are being converted to SSE, and Bethesda have deleted even more records from the plugins before they released the newer plugins for that version of the game ). xEdit can restore and properly assign values to these records that will disable them and still allow mods to access them. This is done using the "Undelete and Disable References" option. For further explanations of why it is still recommended to clean the games masters .. Read on from this post, Zilav and Arthmoor, most valued technical and vastly experienced modding authors, weigh in on the subject. The following mostly apply to mod authors, but worth knowing about for mod users too : xEdit will also report when a mod has Deleted NavMeshes as part of the report from Automatic cleaning. Like deleted references, any mod that references a deleted NavMesh will cause Skyrim to Crash. Properly optimizing your mods NavMeshes and checking your mod for Deleted Vanilla NavMeshes ( which can also be caused by a CK wild edit even if you did not do it yourself ) is important. Mods altering the same cell and the same NavMeshes when your mod is not optimized will cause Skyrim to Crash. Poorly optimized NavMeshes with errors reported by the CK will make Skyrim unstable. Instabilities like fast travelling to a location and Skyrim crashes. Note the ones found to be deleted in the games masters, cannot be undeleted. To fix deleted Navmeshes in your mods, Arthmoor has provided a walkthrough in Skyrim - Fixing Navmesh Deletion in TES5Edit Manually cleaning your mods is also important to remove wild edits. This is mostly down to the experience of Mod Authors to solve such problems, but there are a few noted later in this guide which are in the DLCs which everyone can easily Manually clean. Some mods can have accidental Wild Edits in them caused by the author looking at how Bethesda did something they wish their mod to do as well. These Wild Edits often prevent Skyrim from doing things like advancing quests, spawning NPCs, assigning dialogue to NPCs, preventing NPCs from patrol areas they are assigned to. They can also alter Vanilla Lighting and Triggers that the author wished to use. All of these things affect any plugin with conflicting records loaded before a mod with Wild Edits. Mod authors - Learn to use xEdit, and ensure the only records in your mod plugins are what you would expect to be in there, its the most important tool the community can make use of when used properly. Mod Users - Follow this guide... Before moving on to the Manual cleaning, something everyone should do prior to Manual Cleaning : Automatic cleaning of Bethesda's ESMs with xEdit With the games Original esm's installed ( You can use Steam to Verify Integrity of Game Cache of Skyrims files to ensure you have good error free copies of the original master files ), and in accordance with the following wiki article http://www.creationk...ty_Plugins_List : Load up xEdit. 1. Right click the plugin selection screen and select "none" 2. Tick the relevant esm to edit, and click okay ( If you have not cleaned any of your Master files yet, the first one to tick will be Skyrims "Update.esm" ), then click Okay After each of the following actions, wait for a message in the message window that the previous operation has finished / Done : 3. Right click the plugin after you get the "Background Loader : Finished" message,and choose "Apply Filter for Cleaning" Wait until Filtering is finished then .. 4. Right click the plugin and choose Remove Identical to Master Records Wait until it finishes then .. 5. Right click the plugin and choose Undelete and Disable references Wait until it finishes then .. 6. Close xEdit, and it should check with you that you wish to save the plugin ( this only happens if you have made any changes to the plugin to save, if it just closes .. Then you have not cleaned anything ) Rinse and repeat the Automatic cleaning ( steps 1 - 6 above ) for each of the master files. Working from first to load, to last, not including Skyrim.esm or any unofficial patches ( No point doing Skyrim.esm, and the unofficial patches are already done and should not be cleaned ) So clean in this order Update.esm Dawnguard.esm Dawnguard.esm ( Yes it needs to be done twice ) Hearthfire.esm Dragonborn.esm Dawnguard.esm needs to be cleaned twice ( as of xEdit 3.1 onwards - After doing the automatic cleaning routine once on Dawnguard.esm, and saving it, load it up again in xEdit and you will be able to clean a few more ITMs ) : ------------------ Dawnguard.esm needs manual cleaning aswell as automatic cleaning After the automated cleaning is done, you can also now manually clean a few more Wild edits xEdit will not have touched ... Recently Arthmoor has brought to the attention of the community additional information regarding manual cleaning of Dawnguard.esm, which everyone needs to do for their own setup same as automatic cleaning ( because nobody can legally upload official master files anywhere, everyone needs to do their own ) First load up xEdit When the plugin selection comes up, right click and select None Then put a tick in the box just for Dawnguard.esm, click Okay After its finished loading, right click Dawnguard.esm and choose "Filter for Cleaning" 1. For "CELL 00016BCF: Remove XEZN subrecord referring to RiftenRatwayZone [ECZN:0009FBB9]. Otherwise it blocks the official fix in Update.esm." .... Expand the records as in the following screenshot, and right click the indicated sub-record, and choose Remove 2. For "CELL 0001FA4C: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove 3. For "CELL 0006C3B6: Wild edit. Remove this record. It's a testing cell." .... Expand the records as in the following screenshot, and right click the indicated record, and choose Remove NOTE : This guide used to include cleaning instructions for "CELL 00039F67: Wild edit. Remove this record. It's a testing cell" ( The WICourier edit ) - But since the new version of TES5Edit 3.1+ now cleans that as part of the automated cleaning ( which you should have done prior to manual cleaning ), you no longer need to clean it manually afterwards. ----------------------------------------- Now that the Master files are cleaned, you could put them in a zip, and get your mod manager to install them - Maybe at a future date you want to do a refresh of steam cache and it redownloads the masters which are not the same as the originals anymore (because you cleaned them), so then you would need to reclean them again. But beware, Bethesda have started redoing some masters due to Creation Club mods compatability, so make sure any redownloaded masters are not newer than your previously cleaned ones, because in that case you will need to reclean and rezip them again anyway. You can go through the rest of your Load Order using Automatic cleaning of ITMs and UDRs on all your mods plugins. The sequence of cleaning mods plugins should be after you have your Load Order correct, masters are cleaned, then clean them with the last to load being the last to clean. Mod authors should have done them already, so most will probably not need cleaning. Also look out for any mod specific cleaning instructions in the mods description. Prime example = The Unofficial Patches will not need any cleaning, they are already done, and any remaining ITMs in those plugins should be left alone because they do have a purpose .. ( its a very rare occasion when this is true ). The xEdit Work In Progress Development topic is at the following link https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ Development project is at GitHub https://github.com/TES5Edit/TES5Edit And newer versions of xEdit (3.2.7 +) have a link to Discord top right of xEdit window.
  18. Here's a pre-built archive containing all ressources files required to build terrains, objects and trees LOD for Skyrim, Dawnguard and Dragonborn from within the CK and Oscape. The included readme file already has all the useful informations about that, so nothing more here. -Terrains LOD : Tested for Skyrim and Solstheim - No issue -Objects LOD : Tested for all worldspaces from Skyrim, Dawnguard and Dragonborn - No issue -Trees LOD : Not tested This archive is meant to make your life easier in these tasks. It contains about 100 fixed meshes, but it may be updated according to your reports if you find an issue or a missing file. Enjoy ! Download from AFK Mods I need your reports to fix the remaining bugs. Actual version : 2.5 Basically, what you have to do to find bugs is : -generating objects LOD for a given worldspace. -having the generated files properly placed in your data folder (this includes your new generated atlas that you have to move from your source folder to your data folder). -going physicaly in the worldspace in game. -waiting for daylight/good weather view conditions (or setting this in the console : fw 81a). -entering the 'tfc' command in console. -taking height and wandering with the camera, looking for oddities.
  19. Is it safe for me to use the Unofficial Skyrim Patch and the Unofficial Dragonborn Patch without Dawnguard and Hearthfire? Are the DLC patches too dependent on each other or will Unofficial Dragonborn Patch work fine on its own?
  20. Modding Workshop: My First Quest Welcome to the Modding Workshop: My First Quest. In this tutorial we will be discussing how to create a lore-friendly quest using existing NPC's and recorded dialogue and how to package it properly for upload. We will briefly discuss item creation, triggers, and scripting, but this workshop will not cover every aspect of these topics, only what is needed for this task. Coming into this tutorial, you should already be familiar with the basics of navigating the Creation Kit and some knowledge of Papyrus syntax. Part I: Tools You're going to need several tools for this job in addition to the Creation Kit. BSAopt - Allows you to view the contents and extract from Skyrim BSA and ESM files. Voice File Reference Tool - Allows you to view and search the voice files from Skyrim without needing to extract them and shows file name, dialogue, and voice type. Unfuzer CPP Edition - Allows you to decompress FUZ files from Skyrim to WAV and LIP and compress WAV and LIP files to FUZ. Wrye Bash - Takes care of most of the hoop jumping needed to get your mod packaged for release to Steam. Not necessary for other mod sites who allow uploads of loose files. TES5Edit - Shows you what files are included in your mod and how they are interacting with their respective masterfiles and/or other mods. Useful for finding mistakes and conflicts. Experimental. Clean Saves - make your own or use my resource. Probably both. You'll want saves made at key points around the area and time frame in game that you'll be modding. For example - if your quest doesn't start until after a certain event, make a clean save before and after that event. This way you will be able to test if your quest triggers properly even if a downloader installs it on a game that has already passed that checkpoint. Notepad ++ - Text documents on steroids. Infinitely helpful for scripting. It numbers lines, helps you line up indented code properly. Such nice, much syntax. Tools you should already have Skyrim - Downloaded from Steam or installed from a disc. I recommend making a shortcut to this directory. You'll be going here a lot. Creation Kit - Downloaded from Steam and installed into the same folder as Skyrim. Archive.exe - comes with the Creation Kit (I believe) and is also in the same folder as Skyrim. Used with Wrye Bash to package a mod for upload to Steam. Useful Console Commands - These are indispensable for testing a custom quest to ensure it is functioning properly since almost all of what a quest does is behind the scenes. Open the console with the tildé (~) Commands contained in <brackets> indicates a variable that must be specified. Page Up and Page Down keys can be used to scroll up or down the Console gui getstage <quest ID> - returns the current stage of the quest movetoqt <quest ID> - moves you to the location of the current target of the quest, eg. where the map marker is pointing. setstage <quest ID> <stage #> - manually sets the stage of a quest. Won't help much if the quest hasn't yet begun. sqs <quest ID> - Shows quest stages in a quest and if a stage has been achieved. sqo - Shows a human friendly list of active and completed quest objectives for currently active quests. resetquest <questid> - Sets all quest stages in a quest to 0. coc <cell ID> - teleports the player to the cell specified. player.moveto <reference ID> - teleports the player to the reference specified, eg. an NPC or unique item. Part II: Preparation Now that you have your tools there are a few things you will need know more about. Script Fragments - used by a quest to determine how it behaves, when objectives are displayed/completed, when dialogue occurs, quest completion and advancement, ect. The Creation Kit has a default prefix it attaches to all fragments. For convenience you will want to change this default to be able to tell your own script fragments apart from original ones. To do this go to File>Preferences>Scripts>Fragment File Prefix in the CK window and fill it in with something that makes it yours. Hit Apply. Use the same prefix for any files you create inside your mod! This will help you locate them in the Object Window and elsewhere. You also need an outline for your quest. Each bullet in your outline will become a Quest Stage.Quest Begin Stage 0 The quest has started but the Player has not spoken with Archmage Savos Aren Quest Objective Assigned Stage 10 The Player has spoken with Savos Aren or is the Archmage Quest Completion Stage 20 The Player completed the previous Objective and ended the quest The beginning of a quest is always invisible to the player. Without the quest having already begun quest objectives cannot be assigned. Quest dependent dialogue, items, events, and anything else included in your quest will not be enabled and quest stages cannot be advanced. Part of quest creation will be determining how your quest will start. Will it start when the game starts (Unbound)? Will the player find a long forgotten tome that leads them to your quest (Rebel's Cairn)? Will they walk into a room ( The Golden Claw)? Will it be a combination of these things (Boethiah's Calling)? Quests that start when the game starts can be a strain on someone's save game and even corrupt it over time. Reading a book requires the creation and placement of said book and making sure the player knows how to find it in your mod description. Picking up an item has similar problems. Walking into a room, however... Can be done easily. I recommend using an interior cell to minimize conflicts with other mods and finding an interior cell your player will have to pass through during normal game play in order to complete your quest. Then you need to know how many objectives there will be - ours only has one objective. You can always add more and once you know how to manage one, adding more is simple. And lastly you need to end your quest which is more complex than it sounds. More on this later. Part III: Turning on the Creation Kit You thought I'd never let you. Well, now's your chance! We're finally ready. Turn on the Creation Kit and load the Skyrim.esm only. The default settings on the Creation Kit do not allow multiple master files to run simultaneously. It is possible, but not covered here. Starting the Quest: This tutorial quest involves only locations and NPC's from the Mage's College. There's no reason for this quest to begin running silently in the background until the player is there so we will put our quest's jump start in the Hall of Elements - the first interior cell in the Mage's College the player will enter. Find it in the Cell View window under Interior World Spaces and double click it to load it in the Render Window. We want the player to activate our quest as soon as they enter the room and the easiest way to do that is with a trigger. You'll need to be able to see Triggers to do this so enable them by hitting "M" on your keyboard. Your view should be of the main entryway of the Hall of Elements. Notice the big orange box taking up the entire room. This is a trigger. We're not going to use it though, except as a nice large object to create our own trigger around. Triggers when created will appear in the render window around an object that is selected so click on the big orange box. When you do you'll notice MG06SceneTrigger will now be highlighted in the Cell View window in the loaded cell's object list. Look for the Create Trigger button on the top bar of your Creation Kit Window and click it. A new window will pop up asking you to select a form. Double click NEW and name your new trigger. VainSQTrigger = My modder prefix, what my trigger is for (Sorcerer's Quest), and that it's a trigger. A good naming convention will be vital for what we're doing due to the sheer number of almost identical things involved in a quest. Once we reach dialogue creation you'll understand more. Hit okay and a nice friendly box will appear that is your new trigger! Looks complex but the only thing you do here is add a script to it. Just like with the trigger select [New Script] and name it something sensible. Since we're adding it directly to the trigger the CK has politely filled in what our script extends already for us. From Papyrus 101 you should know basic script construction. Declare Properties at the beginning, put in your events and conditionals, end everything properly and COMPILE. Now we get to use Notepad++! This should open up your script in Notepad++. If it doesn't, you'll need to go and make Notepad++ the default editor for .psc files. The only line that should be visible is the first line. You'll have to fill in the rest. Here's a good example - Here's a rundown of what you're looking at with this script. AND SAVE! Once you have saved you can now compile it. In the main CK window there's a drop down menu for Gameplay. On it is the Papyrus Script Manager and this is where you compile. If your syntax is correct a box will pop up for a moment and then disappear. If you have any mistakes then the compiler will throw errors at you until you fix them. They are usually helpful errors such as "Missing L Paren at 31, 2" which means you forgot a left parenthesis on line 31 column 2. This will not tell you if your script does anything, it will only check to make sure that your syntax is correct. And that's all we'll do with this for now. Once our script has an actual quest to refer to we can come back and make sure the properties we set fill properly. The last bit of setup is placing the quest objective. The objective is an amulet in the Archmage's Quarters. In the Object Window under Items>Armor>AmuletsandRings find one you like the look of, duplicate it, and rename it to stick with your naming convention. Then load up the Archmage's Quarters in the Render Window and drag the amulet into the room. Edit it and select Don't Havok Settle (so it won't go flying or get shouted into a wall) and UNCHECK Respawn. What's the point of making a unique amulet you can only get with this quest if it keeps coming back? Part IV: Creating your Quest Now that everything is set up for our quest we need to actually make the quest. Go to Object Window>Character>Quest and make a new one. A huge box appears. Lots of tabs, lots of nonsense, lots of bugs. Section A: Quest Data Nothing's filled in yet, tabs are missing, and a box is check that we don't want checked! Start Game Enabled: Almost completely broken. It doesn't actually work. This is why we created a trigger a little bit ago to start the quest. Vanilla quests using this mechanic are already encoded properly which is why they work. This check box should cause the CK to generate a file to do what it says and there is a way to manually do so, but it makes packaging and updating your mod more annoying and the more loose files you have the harder it will be for players to install. Run Once: does just what it says. It means that this is not a repeatable quest (Chop Wood). We can go ahead and leave this checked. This also makes resetting the quest impossible so keep this in mind during testing. ID: The Creation Kits reference for our quest. Anything referencing a quest will use this. VainSQ Object Window Filter: determines where our quest appears in the Object Window of the CK. Leave it blank and it will be on the first page with a ton of other quests. Fill in your modder prefix to have it create a new subsection of Quests just for yours! *Note: This will not take effect until you reload your plugin. The rest of this little group of boxes and windows determines where, how, and if our quest is displayed in the quest journal. Quest Name: The name of the quest as it will appear in the player's quest list.Quests of Type "Miscellaneous" will never display their quest name and so don't need one. Quests which have no objectives also will never display their quest name anywhere and don't need a Quest Name. Priority: Determines how dialogue is assigned. All dialogue is managed by quests. You may encounter issues where dialogue won't appear during certain quests if the priority on that quest is higher than yours. Frankly, you will want your quest a lower priority than the Main Quest (10) and equal to or greater than the priority of Miscellaneous quests (60). Shouldn't matter much. Event: Since Start Game Enabled is both broken and likely to make our quest cause save data corruption we have to use either an event or a script to start it manually. A script using the Start, SetStage, or SetObjectiveDisplayed commands will do just that. Using an Event to handle the beginning involves a more complex trigger called a Story Manager Event Node. Due to the complexity and the one-trick-pony nature of SM Event Nodes we'll stick with the Script/Trigger combination. Warn on alias fill failure: Just ignore this. Allow Repeated Stages: This is how the game manages quests like Lycanthropy and Vampirism where the transformation sequences can happen over and over again. Our quest will be once and done so ignore this. Type: This is how you choose what icon is displayed next to the quest in the player's quest list. If it's set to Miscellaneous your quest will only appear and be tracked with the Miscellaneous quests. This is what we're going to do for this quest since it is tiny and has no real impact on gameplay. Recompile All Papyrus Scripts: Saves you a trip to the Papyrus Manager and does all scripts attached to your quest in one fell swoop. Use to double check that all scripts have been compiled so that their changes will take effect. And we're not even going to use any of these... Export Quest Dialogue: Export Scene Dialogue: Calculate Voice Assets: Quest Conditions: Just another reminder - leave this blank. This locks everything else in the quest to only respond to any conditions set here. Much easier to manage each part of the quest separately. Text Display Globals: Hit Okay. Be sure to hit OK and save after you finish on each tab. The Creation Kit can crash without warning! Open your quest again. More tabs have appeared! We're going to go on to the next one... Section B: Quest Stages Index: Each stage has an index number from 0 to 65535. Our quest is only three stages long so we'll create three new stages number 0, 10, and 20. Start Up Stage: When a quest begins, no matter how - stages marked with this will run as well. With Stage 0 selected, we want this to be checked. Shut Down Stage: Stages marked with this run when the quest ends. With Stage 20 selected, we want this to be checked. Keep Instance Data From Here On: This checkbox was introduced with version 1.5.24.0 of the Creation Kit. It does something complicated we won't be using. Log Entry|Conditions: This is what will appear in a player's journal entry for a quest. As the quest progresses only the most recent entry is displayed. This will not show up on a Miscellaneous quest but we will need to add entries for any stages we are going to put a script on. The only stages will will be running a script on are Stage 10 and 20. Create a New entry for each of these stages and move over to the... Papyrus Fragment/Advanced: Also referred to as Result Scripts on this tab. These scripts run when the quest stage they are linked to is called. For stage 10's log entry we want the objective for this stage to appear when this stage is called so type SetObjectiveDisplayed(10) and compile. It'll take a second or two. Move to stage 20's log entry now and give it the script SetObjectiveCompleted(10). When the quest advances to stage 20 the objective we assigned in stage 10 will now complete. Seems a bit backwards, but trust me. It all works... more or less. Once we've done that feel free to nip over to the Advanced tab and see the name of your script fragments! Now you see what the Fragment File Prefix setting does. You can rename the script from here if you like, delete it, or regenerate it. You'll also notice that while each stage is compiled separately - the same script is being used for all stages. Complete Quest: If this box is checked, that stage will trigger the "Quest Completed" message, and move the quest from the active to completed portions of the player's quest list. This doesn't stop the quest from running. With stage 20 selected we want this checked. Fail Quest: The same as Complete Quest, but triggers the "Quest Failed" message. Next Quest: Does... absolutely... nothing. Conditions: Don't touch this. These must all be met before the quest stage they are tied to will run. Section C: Quest Objectives Objective Index|Display Text: This is what will appear on screen when a script calls SetObjectiveDisplayed and what will be listed in the Journal for the objective, even for Miscellaneous quests. There is one objective in this quest so we will make a new one. Quest Objective Data: This section is where we actually fill in the details of an objective's index number and display text. Index: This is the number scripts look for to know which objective you mean. Like SetObjectiveDisplayed(10) will display whichever objective is numbered as 10. Which happens to be what we told it to do so number this objective 10. Display Text: Fill this in with something lore-friendly like Search the Archmage's Quarters and click anywhere. If the big box on top is still blank... make sure you have the empty objective selected before editing the Objective Data section and do it again. ORed With Previous: When checked, if this objective and the previous one are both displayed, they will appear in the interface as a single objective (automatically combined with an "or" in between). Also, if one of a group of ORed objectives is completed, the whole "group" of objectives will be marked complete in the interface (Blood on the Ice). I can't stand having incomplete objectives in my completed quests so... please... do it for me. Quest Targets: Each target needs an alias (quest marker) and can have a set of conditions. We will come back to this section once we deal with the Quest Aliases tab because creating one here does nothing since there are no aliases to link it to. Target Ref|Conditions: Fills from the drop down menu of Quest Target Data when you create a new one. Quest Target Data: Drop down options are created on the Quest Aliases tab. Compass Markers Ignore Locks: If your quest target happens to be in a large building like a castle or stronghold where some doors may be locked but not others checking this will make the quest marker attempt to show the player the closest door rather than the closest unlocked door. Section D: Quest Aliases A Quest Alias is pretty much how you make map markers and objective markers that guide players to quest objectives and locations. It only appears if the player is tracking the quest and in our case it will also be on the item needed to complete the objective. The item the player needs to find is the amulet we placed in the Archmage's Quarters. Here order actually matters if you have more than one alias. This tab is actually very complex. We don't actually need to know that much about it to do what we're going to do. Create a New Reference Alias (it should be obvious if you need a reference or location alias... does the alias point to an item or a cell?) in the big empty box and wait... wait for it... waaaaait for it... Welcome to the box whose bottom you shall never see. No, I don't care how big your monitor is. Alias Name: Let's call it VainSAAlias Fill Type: This section gives us six different way to fill our alias when the quest begins. Which you choose really depends on what your alias is... Specific Reference: This can be memory consuming as the alias will always be loaded even when the quest isn't running, even when the player is nowhere near the quest object. Especially if it's something like an actor. Once a quest is running, all aliases for the quest behave this way. This is also the easiest way to go and what we're going to do for our amulet. Unique Actor: Obviously an amulet isn't really an actor so we won't worry about this. If you were using an actor as an alias their reference would have to have a Persist Location - setting up an actor like this isn't outlined in this tutorial but seemed good to mention. Location Alias Reference: Pick a Location Alias from this quest (must be higher in the list than this alias), and pick a Location Ref Type. When the quest starts, the Story Manager will attempt to find a matching loc ref type from that location to fill this alias. External Alias Reference: Select another Quest, and then a Reference Alias from that quest. When this quest starts, it will fill this alias with whatever is currently in the selected alias. Note* If the selected quest isn't running, or the selected alias is empty, or if the alias reference is inside a container (including an actor's inventory), this alias will fail to fill. Create Reference to Object: When the quest starts, a reference will be created using the selected base object. The new reference can either be placed at the same location as another Reference Alias (usually a marker), or in the inventory of another Reference Alias (which must be a container of some kind). Find Matching Reference: This option allows the Story Manager to find a reference from anywhere in the world (but only persistent references, or Unique actors, can be found this way outside the loaded area). The "Match Conditions" are used by the Story Manager to filter the potential choices. This also has a bunch of other options attached to it - In Loaded Area: This limits the search to the loaded area (a player's current interior cell, or the 5x5 cells around the player in a worldspace). Useful when you want something near the player. Closest: Only available when searching "In Loaded Area", this will cause the Story Manager to prefer the closest matching reference. (Otherwise it picks randomly from all matching references.) From Event: This is only available for quests which are started from an Event through the Story Manager - we used a script instead, remember? Near Alias: Select another Reference Alias on this quest - the Story Manager will run the conditions only on any references linked to that alias's ref. Make sure that a reference linked this way has no keyword attached! We also want to have the quest advance/complete when the amulet is picked up so we can either attach a script here or to the amulet directly. It's generally tidier if you keep scripts that will only run during a quest in the quest so add a new script here, make a new one and have it look something like this - Compile, Hit OK SAVE Part V: Dialogue Dialogue Views This is possibly the most difficult part of quest creation. Half of it is broken. We're not going to do anything on this tab until the very last possible second. Note* Conversations beginning from the NPC (Having them say "Yes, what do you want?" when activated or them initiating the conversation) will require that information placed here. But again... TO THE NEXT TAB! Section A: Player Dialogue In order to create fully voiced dialogue there are no less than THREE different programs in addition to the Creation Kit needed. Voice File Reference Tool (VFRT) - Allows you to look up dialogue in an easy to navigate GUI by word or file name without extracting anything. BSAopt - Allows you to extract BSA files - in order to use any dialogue (as with any vanilla file) you should duplicate and rename it and package it as part of your mod. This is how you do that. Requires Windows Vista or later. Unfuzer CCP Edition - Allows you to decompress the FUZ files for Skyrim's vanilla dialogue into LIP and WAV files and/or recompress LIP and WAV files into a FUZ. Your new best friend. You need to know how to use each of these programs for this next section. They are not difficult to use and do just about everything all by themselves. Dialogue Branch: Groups Topics together. They allow the dialogue system to:Organize and distinguish between dialogue trees. Each Branch represents a line of the conversation. Account for the fact that the player can enter and exit dialogue at any time, providing a means for the player to reenter an interrupted conversation. An individual branch can only have one NPC speaker and can have infinite topics attached to it. A new branch is required for every different NPC speaker. On the Dialogue Views tab color for these matters. Yellow = top level. Green = blocking. Blue = normal. Topic: Holds and organizes Infos. Info: NPC dialogue lines. Say Once: Buggy. Avoid when possible. Tends to break quests. Now that we're here we need to know a little more about the voice our NPC is using. The Archmage Savos Aren uses the voice type MaleCondescending. That jerk. Using this data we can use the VFRT to go through all the lines that voice type can speak and construct a conversation from them. Like the following: The .FUZ are the file names in the Skyrim - Voices.bsa - what we will be extracting with BSAopt. Go ahead and do this now. Using Shared Dialogue is supposed to be easier, but life is pain, Highness. Anyone saying otherwise is trying to sell you something. Now that we have our very stilted and contrived conversation structure, let's creat it! Create a new branch in the Branches section. The name that pops up is the name of your quest. If you hit OK the CK will remind you that it is already in use by the editor so add Branch1 to the end of it. Hit OK and another prompt for the first topic name pops up. Feel free to shorten it but make sure to number your topic. Do not delete your branch and remake it once you have created it. Reload your plugin instead. Deleting a branch doesn't delete it. Sometimes the CK can remove deleted items from plugins... usually not. More on that later. Now you can choose your topic subtype. This dialogue isn't a Rumor or a ForceGreet package so select Custom. With your topic selected, fill in the Topic Text (our player's first line) and create a new Info in the big box on the right. If you find you have to click twice sometimes, that is because the first click is the CK running a spellcheck on what you just wrote! Big friendly box! Can't do much here yet so hit OK! Woah... new box such big much options. Topic Text: The Topic Text inherited from the Info's Topic, if any. Can't be edited from this box has to be done on the Player Dialogue tab. Prompt: If left blank, the prompt leading to this Info will be the Topic's Topic Text. If filled in, this text will be used instead. Useful if your Topic Text instead contains a summary of what is being said instead of the actual dialogue. Speaker: Choose from a drop down list the NPC speaking this line. Share Response Data From Info: Select a SharedInfo ID to acquire the response lines from that Info. This allows you to reuse the same lines in multiple places. This is why shared dialogue is easier.The Filter box, immediately above the dropdown, filters the SharedInfo IDs by the text you specify. The elipses (...), immediately to the right, will open the selected SharedInfo form. Responses: The list of Responses (individual, sequential lines) that the NPC will say. Flags: Has LIP File: Whether the game should expect a lip-data file for this line. We're going to have these since our vanilla dialogue comes with .LIP files. On Activator: Not used. Say Once: If checked, this Info can only be said once by any given Actor. As with Run Once you only want to use it his if you never want the player being able to see this ever again. Goodbye: If checked, when this Info (line of dialogue) is completed, the conversation will end. Force Subtitle: If checked, the subtitle for this line will always be displayed, regardless of the player character's distance from the speaker. DOES NOTHING! WOOO! Random: If a Random Info qualifies, it isn't said immediately. Instead, the Info is put onto a stack. If the next Info is also Random, it's put on the stack. The stack keeps building until an Info that is not marked Random is found, or an info marked Random End is found. The final Info is then added to the stack, and one of the Infos is selected randomly. Can Move While Greeting: If checked, if this Info is a Hello, the Actor can continue to move while speaking the line. Has no effect on any other line. Random End: Used to mark the end of a set of Random Infos. Technically, Random End is only necessary if the next qualifying info is also Random. However, it's good practice to end all Random Info sets with a Random End. Spends Favor Points: Not used. Favor Level: Not used. Audio Output Override: Allows you to select an Audio Output Override. The most common use of this feature is to select a different audio falloff radius (for example, SOMDialogue3D8000), which will allow the dialogue to be audible at a much larger radius than usual. Hours Until Reset: After this line is spoken, the speaker will not say it again until the specified time has elapsed. Conditions: The conditions that must be satisfied before this line will be spoken. VERY IMPORTANT! I recommend: GetStage: Dialogue triggers on a specific quest stage or even disappears when another stage triggers. GetQuestCompleted: Dialogue goes away when the quest is done or won't trigger until a quest is completed. GetIsID: Dialogue will only be spoken by this actor - you don't want every bartender to say these lines meant only for the Archmage. Copy All Conditions and Paste Conditions right click options. Save you time if you have a conversation taking place with the same conditions. Link To: The next line of dialogue that will be spoken in the conversation. When this Info is finished:If there are no Topics in this list, or none of the Topics have a valid Info, the Actor's top-level Topic List will be displayed. If one or more Topics with valid Infos in this list, a Choice List will be presented, allowing the player to select the next Info. If Invisible Continue is checked, only one Topic may be placed in this list. When this Info is finished, the next Info will begin automatically; no player prompt will be displayed. If Walk Away is checked, the dropdown becomes enabled, allowing you to select one of the Topics from the list above. If the player backs out of this Info's Choice List, the Walk Away Topic will be spoken as dialogue ends. If Walk Away Invisible in Menu is checked, the Walk Away Topic will not appear in the Choice List. Scripts: Don't worry. These will be nothing as scary as the first script, more like the little objective scripts we made. Begin Script: This script runs when the Info is played, when the Actor starts saying the line. End Script: This script runs when the Info is finished, when the Actor finishes speaking. In practice, it may take a second or two after dialogue has ended for this script to trigger. Script Add/Remove/Properties: Allows you to add, remove, or edit the properties on any Papyrus scripts attached to this Info. Here's a good example: GetOwningQuest().SetStage(10) GetOwningQuest().SetObjectiveDisplayed(10) This tells the script to look at the quest it's assigned to (scripts are very stupid, have to be told everything) and what to do. I want the last Info in this conversation to advance the quest to Stage 10 and to display the Objective on the screen for the player. We're still making the first one so let's get back to that. Set the Speak to Savos Aren and set up your conditions. Condition == 1 means it has to be true. Once you're done make a new Response which will pop up in a new box. This box looks familiar! From our conversation outline we know Savos' first response to the player will be: Let's just hope it stays this way for a long time. Uncheck Use Emotion Animation and skip down to the Audio section. If you View Valid NPCS for this voice type only Savos Aren should appear. Hit OK and then open it up again. There should now be an entry for the audio file. Record a few seconds of silence to actually generate the file and SAVE. Note the file name and path. It will be something along the lines of: Data>Sound>Voice>Mod Name.esp>Voice Type>Filename.xwm Hit OK Now remember when we made our Branch it prompted us to make the first Topic? Right click in the Topic list and make a new one for each line our player will say. Four in all. Fill in the lines for both player and Savos as we did for the first topic and record a few seconds of dialogue for each and note each file name. Now we get to go through and use the Unfuzer on those extracted .FUZ files of ours... I recommend doing this one at a time as it is easy to get mixed up moving back and forth between files and folders so much. UnFuze the .FUZ files into their .LIP and .WAV files and rename them to their corresponding files in your mod's Voice Type folder and replace them. Once they are there, reFuze them. There is a rare bug where the Skryim engine will not play back files in a different format. Best to head it off. Don't forget the script on the last Info to trigger the quest to advance to stage 10! AND SAVE! 'Cause we're going back to the Dialogue View tab... Create a new View keeping the same name convention we've been using... and right click in the big empty field next to it. Select Insert Branch into current View and the branch we created should be the only thing on the list. Make sure Current Quest Only and Current Dialogue Type Only are checked and hit OK. That's all you have to do but if you want you can drag your different Topics around and see how they all connect. Check Show All Text at the bottom if you want - this is just for the editor. Hit OK. Now go back through all of your files and double check the scripts. You'll want to make sure that all the properties have filled properly (editing them and telling it to auto-fill should fix it, if not... you may have bigger problems). Note* Not all Creation Kit errors are nonsense! If you encounter errors when loading your plugin that are specific to your plugin then follow up on them! And you are done. Save. Go quest. Also - uploading to Steam is hard. Arthmoor has saved us! Arthmoor has pretty pictures on his tutorial.Find where Wrye Bash installed, usually something along the lines of Steam>steamapps>common>Skyrim Mods>Bash Installers From there create your mod's folder including all subfolders such as meshes, voice, scripts, ect. Copy all the loose files used in your mod into their appropriate subfolder (For scripts you only need the .pex files but can include the .psc files for documentation if you so choose) Now open Wrye Bash and switch to the Installers tab where Sorcerer's Silence (or whatever you named your mod) should show up and make sure it has no errors. Anneal if it says it's not in the proper state and Install Missing if it complains it's missing files. Open Archive.exe in your Skyrim directory and click on the ellipses (...) next to the Root Dir and find the mod folder we just made in the Bash Installers folder. Select Misc, Voices, Retain Directory and File Names. When in doubt on if you need a folder, check the box. The Archive will ignore folders you don't have box check or not. Leaving the Archive.exe open switch to the Bash Installers folder and drag all your files EXCEPT for the .esp into the Archive window. Now you want to Save As using the same name as your .ESP Now you can upload the .ESP and the .BSA to the Steam Workshop through the Creation Kit
  21. alt3rn1ty

    Kill The Orchestra

    Version 3.1

    2877 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.
  22. Arthmoor

    [Relz] Cutting Room Floor

    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 Download Locations AFK Mods TES Alliance 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 3.0.15 or greater. 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 Cutting Room Floor.esp and Cutting Room Floor.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 and Cutting Room Floor.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. Troubleshooting Help! There's a duplicate farm sitting on top of Frost River Farm! You are probably using my Alternate Start - Live Another Life mod. Frost River Farm was built from the data provided by LAL and will overlap the entire exterior, which will lead to performance degradation, severe z-fighting, and a duplicated set of farm people operating the site. Plus it will probably be random luck as to which building you enter if you try to go through the door. You will need to upgrade LAL to version 2.4.0 or higher in order to resolve this conflict. LAL 2.4.0 relocated the farm to a plot of land north of Rorikstead. 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.
  23. Arthmoor

    Cutting Room Floor

    Version 2.0.9

    13636 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.
  24. This is a quickie, but useful. When making a load screen mesh, testing it is normally a pain in the ass. Who wants to have to repeatedly fast travel for however long it takes before it shows up, only to get a fleeting glance at it when it does? The solution is relatively simple, and maybe slightly clever, who knows. Simply make a copy of the mesh in meshes\interface\logo\ and once it's in there, rename the actual file to logo.nif. Then all you need to do is load the game. Your mesh will be on the initial menu as the background image. You won't get the benefit of the camera path behavior this way, or be able to spin it like a real load screen, but you can at least use it to adjust the size and rotation of your mesh in Nifskope until you get it where you want it. The changes to orientation need to be made on the very top node, which is likely a BSFadeNode node. The translation, rotation, and scale values should be adjusted. You then have to right click on the top node and select "Transform -> Apply" before the changes will be detected by the game.
  25. Index: (these are external links to my tutorial at TES Alliance) Part 1: Understanding Skin Partitions - NifSkope Part 2: Understanding Skin Partitions - Blender Part 3: Preparing an Existing Nif for Blender Part 4: Modifying an Existing Nif in Blender Part 5: Clean up of the Nif in NifSkope Part 6: Adding Armor to the Creation Kit Part 7: Creating new Armor in Blender Addendum: Skin Partitions / Body Parts / Biped Objects Reference Sheet In my bid to understand why none of my modified armors worked in game, I've delved deep into the steaming underbelly of Nifskope to dissect every miniscule part of how the Skyrim body works. I've discovered some very interesting facts that I hope will help any others who decide to try their hand at new armors/clothing for Skyrim. Thus is born this series of tutorials that describe the process of creating/modifying armor and/or clothing for Skyrim in detail with plenty of pictures. Each tutorial is written in a 'classroom' way for you to follow along in the tools yourself. Don't be afraid, get in there and try it. Make a cup of tea, grab some cookies and take your time, there's a lot of information here. Tools Required: * Blender 2.49b (not tested on higher versions, but do not use 2.6x versions - the Nifscripts aren't up to the task yet) * NifScripts 2.5.9 * PYFFI 2.1.11 * NifSkope 1.1.0 Knowledge Required: These are advanced tutorials that assume the reader knows and understands NifSkope and their way around in Blender. They also assume basic knowledge of the Creation Kit.
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