Search the Community
Showing results for tags 'drama'.
Update: In May of 2014, Giskard restructured his entire website. Again. When he did so, he posted another very long rant full of a whole bunch of lies and deceitful posts where he's whitewashed the truth of pretty much everything going back 7 years now. You can read his accounting of things here: http://www.theengineeringguild.co.uk/featured-stories/15-why-i-quit-the-elder-scrolls-modding-scene [NOTE: All links to Giskard's site went dark about 3 months after this update was posted because he was told we referenced it. The information can still be pulled up on archive.org by pasting the desired URL into their lookup system.] In short, it's BS, and while the quotes in the original article here have long since been removed from his own site (because, hypocritically, he's hiding his own trolling that he accuses others of doing) the actual substance of the quoted material and the rebuttals to them all remain true to this day. Original Post Follows: Alright. I said I wasn't going to get into this before, but this has gone far enough and needs to be responded to so that the record can be set straight. Wall of text to follow, if you don't give a crap, you have nobody to blame but yourself for reading. In order for this all to make some bit of sense, I'm going to need to go over the history of things as I recall them. Due to the nature of the Bethesda Softworks forum system, linking to specific threads will be impossible. With that in mind, here we go. I'm heavily into RPGs. In fact, they're practically all I play. My shelf in the closet is packed with stuff going clear back to 1986. I've played every game in the Ultima series, every game in the Bard's Tale series, most of the old gold box D&D games, and of course, every Elder Scrolls title that's been released (except Redguard and Battlespire). I took a particular liking to Morrowind because it was so advanced for its time and no matter how much you played, you could always find something you hadn't seen before. Then there were mods, and I had plenty. I even made two of my own. I've been an avid player of Oblivion since the day it was released in 2006. I picked it up as soon as it was available and as soon as I could get to the store after work. My box is one of the original collector's edition retail packages that still has the T rating instead of the M rating. I played through 90% of my first character without knowing a whole lot about mods and what they do, and beat the main quest with only a small handful of things that I'd found which I liked. The most ambitious of which at the time was the Open Cities mod, which I picked up because I missed the Morrowind way of doing things so much. Like many gamers, I shelved Oblivion for awhile and returned to other stuff. Mostly relating to MUDs at the time, and maintaining the several project sites I was a part of. I played other stuff, bounced around a few forums here and there, grew more and more agitated by the actions of our government, launched this very blog, and was generally busy with projects at work as well. Around March 2008 or so, I got bored with various offerings, wasn't finding any decent RPGs to play, and had pulled Oblivion back down from the shelf. After dusting off the disc and making sure the DVD drive was in good shape, I decided to go poke around on the Bethesda forums to see if any cool mods had been created. I honestly expected there to be a pretty poor selection of ill-maintained stuff, as was the norm for other games. I was quite surprised to see a vibrant and healthy modding community. I decided to see what was what and downloaded a few things. A new series of mods dubbed "Unique Landscapes" was making the rounds. They looked cool, so I grabbed them. I saw Open Cities had been updated, so I grabbed that. I picked up some weapon mods, but later dropped them because they weren't all that great. I also decided to dive into the world of texture replacers. Now, because I'd had experience with needing to clean mods in Morrowind due to the CS making messes, I was already conscious of the fact that it was probably necessary for Oblivion too. So I looked around for awhile and ran across just what I was looking for: TES4Edit. It was around the same time I found it that I was also trying to get in touch with Texian and Godhugh to see about releasing an update to Open Cities to fix some of the nagging bugs. Of which there were plenty. The mod also had its fair share of dirty edits caused by the CS. I plugged away at that for a couple of months as I relearned how to maneuver in the CS, since it was different enough from Morrowind's to be a bother. I learned quite a bit about how TES4Edit worked, and studied several mods in detail with it to get familiar with how it did things. I grabbed stuff at random from Nexus and when I found a particularly bad one, I'd fire of a quiet PM to the author to let them know what I'd found. Most of them were thrilled their mods were even getting attention, let alone that someone was offering to help fix them. This is where my first encounter with Giskard came up. During a discussion with Elminster about a mod he'd cleaned called Kvatch Aftermath, Giskard showed up on the forum raising hell about how Elminster had released a clean version of the mod. If Giskard had simply asked him politely not to do that, I suspect the issue would have died right there. It didn't go down that way. Giskard flew into a ginormous rage about how TES4Edit had corrupted his mod, broken several things, and made a general mess out of everything. Silly me, I came along and backed up Elminster's claim, and provided logs and screenshots to back it up. Eventually the thread this happened in got so hot the mods locked it and told everyone to chill. Things appeared to have settled, but somewhere in his hole, Giskard was seething. During the course of the remainder of 2008 and well into 2009, he made several regular appearances on the Bethesda forums to decry trolls, toss firebombs at anyone who claimed TES4Edit was useful, and generally just make a huge ass out of himself whenever possible. Anyone who was around at the time can attest to this, including at least one semi-regular reader right here on this very blog. The monkey poo really hit the fan though the day Giskard called Wrye out in a discussion of the CUO - Cyrodiil Upgrade Overhaul. You see, Wrye is the genius behind the critically essential tool: Wrye Bash. No modder who delves into overhauls should be without it. So if anyone knows the ins and outs of how the game engine behaves with things like leveled lists, it's Wrye. You can imagine the results when Giskard comes along and declares Wrye Bash is a busted piece of junk and using it will crash your game. Oh, and CUO is compatible with all overhauls, without needing a patch. Wrye proceeded to very soundly prove him dead wrong. With a bit of help from yours truly, along with Vorians, Elminster, and many of the other big names in Oblivion modding who absolutely know their stuff. This made Giskard an angry kitty, and he tossed a large enough firebomb that the mods finally got tired of his crap and banned him. Following this, the mods made it clear that all talk about Giskard, his mods, his sites, and pretty much anything relating to them was off limits. It got to where people began talking about him as "He who shall not be named". People who missed the controversy or joined after it all happened sometimes ask, and are quickly told it's best to just let it go - those who don't soon find the threads locked. The official BGS forums were not the only place this happened either. Which leads us to somewhere around December of 2009. The All Natural mod was looking for mirror locations. Clocking in at 125MB at the time, PES was impractical. ElricM as well. Several other mod sites also had insanely small size restrictions. Except for one. They have a 250MB file size limit. So I registered an account and uploaded All Natural. I'll let them remain nameless here, they're not hard to find, but Giskard's goons aren't smart enough to know where it is without being told. Well, imagine my surprise as I return toward the end of the month to find I've been banned, accused of uploading mods without permission. I badgered the admins about it for weeks until one of them finally told me Giskard had reported me for uploading "cleaned" copies of every last one of his mods to the site. This admin (who shall remain anonymous to protect them) would not tell me the name of the user account that was tied to the uploads, and had to be pushed fairly hard into even revealing it was Giskard who had made the accusation. This admin, probably wanting to avoid responsibility, claimed their "boss" said Giskard had "proof" of what I'd done. I made my case and proved to them it wasn't me who had uploaded anything of the sort. My account was reinstated. With that behind us, I figured it was over. I made a passing comment about it in February 2010. I was wrong. It wasn't over. Not by a long shot apparently. Early last month, one of Giskard's administrators went on a fishing expedition here and found my passing comment from February. He reported it to Giskard. Giskard posted a series of rants about it all throughout July. http://www.theengineeringguild.co.uk/blog/589-better-cities-people-behind-attacks-on-me-last-year - In this one I've suddenly been made a member of the Better Cities team. This is the post where he flat out lies AGAIN and repeats the accusation he tried to slide past the mod site that banned me. He claims it was his own curiosity that drove him to look for where the "unusual search term" came from and that he magically ended up on this blog. I know who actually did the leg-work and who actually took the screenshots. I also know when I was and wasn't banned from the mod site. Giskard: You aren't really hiding much even though you thought you were protecting your fellow forum admin from being found out. He hasn't covered his tracks at all. Also, as you probably realized by now, there's been no effort to hide my identity here. Anyone could have found me a long time ago if they wanted to. BTW, it's libel, not slander. Trust me when I tell you, if I'd been in the same room as you to be able to slander you, I'd have punched you in the face instead. Suffice it to say, that long winded rant of his is nothing but one twisting of fact after another. My talking about being banned does not prove I did anything. It merely proves I knew who GOT me banned and why the site claims it happened. It's not the only place he's tried to ban me from though, because I was informed by Nexus moderators that he tried to have me banned there too. http://www.theengineeringguild.co.uk/blog/590-when-a-modder-prepares-for-war - One of his delusional rants about quality, compatibility, and oh yeah, crushing the BC team. Supposedly by making the best set of city mods the world has ever seen. I say more power to him. Competition breeds better mods for everyone. He just shouldn't be surprised if people don't consider his the best. http://www.theengineeringguild.co.uk/blog/592-modding-code-of-effics - This one is more of a general rant about ethics, despite the URL being spelled wrong. Of course, it's filled with backhanded slaps against the entire Oblivion modding community and how we're all vicious trolls and only want to beat each other within an inch of our lives so our mods will be the only ones out there. Uh huh. Someone needs to look in the mirror. Since someone launched an all out tirade against an entire community. One need only look as far as the public portions of the forum at his site to see he runs it as an iron-handed dictator. He'd surely fit right in with the MUD community. http://www.theengineeringguild.co.uk/blog/598-a-question-of-compatibility - Where Giskard professes to know how to perform miracles. To hear him talk about compatibility is enough to make anyone with an ounce of mod knowledge double over in laughter. This is not how you make compatible mods. 5227 dirty edits - records that are absolutely identical to one of the mod's master files. In this case, absolutely identical to Oblivion.esm records. This is from Kvatch Aftermath 7.7, which you can download from his site. You can verify these findings by following the mod cleaning guide at the CS Wiki. Well over 90% of these edits are landscape, which you can probably guess is going to make a mess of everything. http://www.theengineeringguild.co.uk/blog/600-planning-is-a-wonderful-thing-d - That quote alone should tip you off - because it's totally untrue. Someone who is polite and friendly to other modders doesn't go around flinging libelous accusations against other modders and doesn't get themselves permanently banned from the largest Oblivion modding community on the internet. http://www.theengineeringguild.co.uk/blog/626-the-moral-of-the-story-is - This post he dives right in to a boatload of revisionist history. I can't tell if this is his warped accounting of the Kvatch Aftermath incident or of the CUO incident. Likely CUO, because I doubt he'd dare to call Wrye out even from his own blog. http://www.theengineeringguild.co.uk/blog/631-sorry-but-i-cannot-let-this-slip-by-without-comment - Another post that's filled with revisionist history. This one dealing directly with the Kvatch Aftermath incident. This is probably one of the more insidious posts he makes because anyone who wasn't around in 2008 isn't going to know the real truth of what happened and WHY dev_akm and Vorians were both involved. Which I explained earlier, it was because Elminster and I had already laid down a solid case. That tidbit I dropped in with the 5200+ dirty edits? KA has had those all its life, and that was the topic of discussion 2 years ago. I don't know where he gets this stuff, but if you tell the CS to ignore a record, buggy as it is, it will do precisely that once you save it. The records in question are *NOT* CS ignore records. And even if they were, the addition of an ignore flag makes them by definition not identical to their master file. TES4Edit will therefore not remove them. Elminster, myself, Vorians, and dev_akm all rightly pointed out what was really going on and were trying to tell Giskard how to resolve it. Actually, he did, which resulted in the thread getting locked and warnings being issued. No doubt one of the several that eventually led to him being banned. BTW, mid-March 2008 doesn't sound exactly right, but who knows. I'll defer to others who may respond here on that one. I'm thinking more like mid-April, not that it matters, because Giskard is still dead wrong either way. My recollection is that this is utter crap. Every "real" modder that saw the exchange agreed with us, not Giskard. If memory serves, Corepc, bg2048, Vacuity, Wrye, and a host of others all popped in, saw the results, and agreed that Elminster was right. No. Elminster ran a tried and true cleaning utility on the mod and posted the results. There was no need then and there is no need now to test "side effects" of pulling identical records out of the mod. If a mod says the sky is green, but Oblivion.esm has already told you it's green, then pulling the record that's duplicating it won't break a damn thing. If Elminster actually said that, he was right. At least in this instance. His tool analyzed the mod, found 5200+ records that were absolutely safe to remove, and did so. If other people agreed, it's because they too got the same results. I recall that some folks also verified the findings with TES Gecko, which produced the same results. When several true expert modders all agree that a mod has issues, then it has issues. Period. Given the preponderance of evidence at the time, and to this day, I would wager anyone who can work TES4Edit and see the same results also knows more about the inner workings of Giskard's mods than he does. The CS is a high level development tool. TES4Edit is a low level record editor. In the IT world, low level editors win out over the fancy IDE's any day since they can spot things the high level tools won't even tell you about. This would be where the bit about calling people wankers and telling them to fuck off came in. The only one who proved himself a raving egomaniac that day was Giskard, by refusing to admit that his mod has problems. He still refuses to this day to admit it. Vorians' role in the entire exchange, as I recall, really wasn't that involved. Frankly I have to wonder how I managed to escape the whole thing entirely unnoticed, because Giskard never even mentions me. I was far more central in pointing things out than he was. There's nothing sudden about it. Vorians has a solid track record on testing mods. He's been a knowledgeable help with the UL Council since we both joined in early 2009. He was making patch mods long before I had crawled out of modding diapers for Oblivion. His work on the BC project is solid. Does he make mistakes? Yes. We all do. Not a single one of us is perfect. Not me, not Vorians, not Giskard. The CS is also very good at throwing curve balls, and it will turn and bite you in the ass at some point, and despite all the testing you can do, you *WILL* need to fix your mod after release unless you're a negligent asshole of an author. I doubt I need to point out who in all this is an asshole of an author. Now if that wasn't enough - he's gone off and posted a guide: http://www.theengineeringguild.co.uk/beth-games-the-secret-of-a-crash-free-game I'll save you the trouble. Don't read any further than that. For someone who claims to be as much of an expert at modding as Giskard does to so casually dismiss the power of Wrye Bash, TES4Edit, and every other trick in the book just proves his complete lack of knowledge. Following advice given by clueless retards is never a good idea. That it will. The truth inevitably finds that those people who report the scads of crash threads have gone and done one of: * Improperly installing mods. * Properly installing mods, but not properly configuring a Bashed Patch to go with them. * Failing to follow directions that are clearly laid out in the readmes. * Installing too many mods for their hardware to handle. Full disclosure here, because you all know I've bitched about it enough in the past, I was in the 4th category for a long ass time. I have so many graphic replacers that I don't need a large mod load to cause trouble. Yet, I have a moderately large mod load as well. Despite that mod load being pristine and free of bugs, the game would crash randomly every 20-40 minutes generating a massive amount of frustration. That is, until I upgraded to Windows 7 64-bit, put 8GB of RAM in the box, applied the LAA patch to Oblivion, and configured Oblivion Stutter Remover with a larger memory heap size. My game is now rock solid stable with 160+ mods in tow and several works in progress lying in wait. Barring the oddities around Kvatch, my game has not crashed once at all this week, or last week, and I can only recall a small handful in all of April, May, June, or July. So yes, you can get a stable game if you try. You just won't be getting it by following the advice of a raving lunatic narcissist who thinks the world revolves around him and his mods and his refusal to use modern mod making aids to help himself. (Bonus points to MUD folk who could draw a comparison to someone else here, makes you wonder, doesn't it?) You can also make perfectly working mod patches if you're so inclined. It's not quantum physics, but you do need to know what you're doing. My guess is Giskard has no clue what he's doing and is firing blind. Which would explain why he fears mod patches. Oh really? Files tab. Tell me with a straight face that I've never made any real mods. Yes, I know that statement was directed at me because I said it's perfectly safe to produce AND use tools to help make working mods. I use these tools all the time on every mod I make, and I think I can safely say that the quality those tools produce shines through in the form of endorsements and votes for file of the month. BTW, that's just the stuff that's uploaded under my account. I've also got UL Brena River and All Natural as well. Vorians also makes plenty of mods. He's been doing most of the work on the Better Cities additions for well over a year, and he completed well over 50% of the Skingrad Outskirts UL mod. Not to mention the man is a walking patch making machine. This isn't necessarily true at all. Oblivion can be unstable for a variety of reasons, including inadequate hardware to play the game. That doesn't mean the CS won't run perfectly fine since it doesn't need to do constant rendering work to update the scene. Yes, you'll have trouble testing it, but you can build away happily until you can either correct your hardware woes or find a more capable machine at a buddy's house to test with. Some generous souls have even been known to do that testing for you and report back on the results so you can tweak. Rather than following the advice of a delusional madman and obliterating a perfectly good game and set of saves, go to the official forums, ask for help, learn the correct way to solve problems. Any objective observer will be able to tell you the BGS forum is the most friendly community you're likely to find anywhere on the internet. I've seen far worse, and administered communities of actual flamers and trolls, and even Giskard pales in comparison to what those people are capable of in terms of rudeness and cruelty. So there it is. If you're still reading at this point, I commend you. You have the whole story now. The real story. Feel free to comment, or just gape in drooling awe that someone could write so much stuff. Unlike Giskard's forum, you won't be banned here if you should decide to call me a liar - just expect to be brutally challenged on it if you do. Keep in mind Giskard has an entirely closed blog platform that denies the people he's accusing a way to refute the claims he's making. So I'm going to allow the floor to open up for those people to do so right here. Brian High, I know you're watching, and you know I'm right.
So You Want to Know What's Wrong with SMPC.esp? (The Skyrim Misc Patches Collection - aka USKP_AddOn) OK. I have reached a point where I am no longer willing to remain silent about this any longer. So I'm going to post an open note to anyone who wants more details about the situation. This will be the one and only time this issue is addressed in any detailed manner and I will NOT take this discussion to Nexus or to the official Bethesda forums. First off, this isn't a FUD campaign. It's not a political witch hunt. It isn't based on lies or some desire to monopolize fix mods. If this were the case, then surely we wouldn't be pointing out the problems in just one mod. It's based on technical analysis of the actual plugin when compared to the USKP files, which this mod is using as a master. If Hexaae were truly interested in meaningful contribution, he'd do so without becoming immediately aggressive about it (note - you don't see me posting day in and day out about the situation, anywhere, whereas with him you do) and would argue his case in a logically thought out way. In fact at first he did this. He proposed a few things we did not agree with his implementation on though. Namely the "mesh stretch fix" and the separate mod he issued for fixing wheat stalks. He took this as an attack on himself as a person and decided to start gathering up stuff into a separate mod instead of continuing to collaborate on those other things we were still happy to have his input on. This choice was entirely his own, not ours, he is still more than welcome to continue to contribute, but instead chooses to make it about him. He claims that he's "fixing our mistakes" or some such. Well, we've never shied away from being told we make mistakes. Our project's readme filed readily admit they'll be made. No project of this scope can possibly exist without them. Most will be harmless errors, easily corrected on the next major update. Others, as has unfortunately been the case for the last two cycles, were more serious and required hotfixes to correct them. But we DO correct them after a proper investigation of the relevant issues. This is not the case, however, when mistakes he's made get pointed out to him. Rather, it gets called FUD and swept under the rug as no big deal. He even claims to have submitted these errors to our bug tracker, but this is absolutely NOT the case. One of the hallmarks of this project is that every bug, no matter how trivial or complex, must be reproducible in a reliable manner before action is taken to resolve it. This is why there are still some seemingly easy things sitting around here that haven't been fixed in months. They aren't as easy as they seem and we are by no means God level experts at this. Sometimes we need people to submit saves. Sometimes we rely on others to provide fixes. Many times these fixes turn out to be facepalm worthy moments when it's realized it was one checkbox from resolution the whole time. Other stump even the best of us. That does NOT mean we are ignoring people! It just means we can't know everything. Enough of the background stuff though, on to the meat of it. You can validate all of these claims by using TES5Edit to examine the data, just as I have.  SMPC.esp \ Activator \ 0002167E <MS11InsideHjerimTrigger> - Breaks our fixes for MS11. That quest is hard enough to get working right without someone else coming along to screw things up again.  SMPC.esp \ Activator \ 000799B7 <TrapBoneAlarmVertical> - Breaks fixes that were done on this object's script rather than totally overriding it's VMAD with an entirely new script.  SMPC.esp \ Ingestible \ 000EBA03 <FoodClamMeat> - Unnecessarily duplicated fix.  SMPC.esp \ Armor \ 00013968 <ArmorDragonplateShield> - He's actually breaking this. Dragonbone shields are correctly flagged in vanilla as heavy shields. So there is no logical reason for why they should be changed to use light shield impact sets.  SMPC.esp \ Armor \ 0001B3A0 <ArmorScaledGauntlets> - We fixed this already. The next several bits are for guard shields, and it's a subject of debate as to whether it's really a bug that they are classified as heavy armor.  SMPC.esp \ Armor \ 0009E023 <MS06ShieldL12> - His fix blocks out the proper one from the USKP. The Shield of Solitude is a notable exception to the previous pattern of guard shields and should be correctly flagged with data for heavy shields.  SMPC.esp \ Armor \ 00105F12 <ArmorElvenLightCuirass> - We fixed this, so no reason for him to claim we haven't. The remaining 4 in the Armor group are different versions of the Shield of Solitude, and all of his fixes for these block the proper ones in the USKP.  SMPC.esp \ Cell \ Block 0 \ Sub-Block 2 \ 00013A88 <DawnstarBeitildsHouse> \ Persistent \ 00013C11 - Not sure what he's doing this for, it's an issue the USKP has had fixed for ages now.  SMPC.esp \ Cell \ Block 0 \ Sub-Block 2 \ 0002D3E8 <GoldenglowEstate02> \ Temporary - No report has ever been filed for whatever these changes do. They do not appear to be actual bugs in need of fixing. They appear to be subjective visual enhancements.  SMPC.esp \ Cell \ Block 0 \ Sub-Block 7 \ 000169FE <SolitudeFletcher> \ Temporary - Same as above.  SMPC.esp \ Cell \ Block 0 \ Sub-Block 8 \ 00016A08 <SolitudeEvetteSansHouse> \ Temporary - Ditto.  SMPC.esp \ Cell \ Block 0 \ Sub-Block 9 \ 00013812 <WinterholdKorirshouse> \ Persistent \ 000175BE - Another farmhouse door we already fixed. In fact, there's so many of the subjective visual stuff, listing it all would get silly, but it's there.  SMPC.esp \ Cell \ Block 4 \ Sub-Block 1 \ 00037B76 <Avanchnzel02> \ Temporary - While technically this is a bug, there's little reason to worry about changing it.  SMPC.esp \ Cell \ Block 5 \ Sub-Block 1 \ 000151F3 <SoljundsSinkhole01> - All of the objects in this section can be edited to hell and back all he wants, it does not solve the underlying problem with the room bounds configuration, and thus he has not actually fixed anything here. The objects still become invisible at certain angles, and only messing with the room bound boxes will correct it.  SMPC.esp \ Cell \ Block 5 \ Sub-Block 1 \ 0002BCD7 <WinterholdCollegeMidden01> - Where to even begin on this. We fixed it, but apparently not to his lofty standards or something.  SMPC.esp \ Cell \ Block 5 \ Sub-Block 5 \ 000165A3 <WhiterunDragonsreach> \ Temporary - The wine bottle issue was fixed, despite his claims otherwise. The addition of a candlestick is not associated with any known game bug and falls squarely into the subjective visuals category.  SMPC.esp \ Dialog Topic \ 0002169F <MS11InvestigatingCluesViolaInsideHjerimTopic> \ 000216A0 - We fixed this already.  SMPC.esp \ Dialog Topic \ 00025E28 <MS11WuunferthCalixtoDenigration> \ 00025E4F - And this one too.  SMPC.esp \ Dialog Topic \ 0007F6BB <OfferServicesTopic> \ 000A963D - Breaks the fix for fence dialogue.  SMPC.esp \ Dialog Topic \ 0007F6BB <OfferServicesTopic> \ 000A963E - Same as above. The res of the dialogue group is really too big to go through, and the vast majority of it has no apparent reason for being changed and none of it was ever reported as needing to be. There doesn't appear to be anything to worry about as far as conflicts besides those already mentioned.  SMPC.esp \ Door \ 0001BFFC <MrkDoor01> - As discovered with other similar door sound fixes, this is ineffective. The door sound has to be changed on the mesh for those that are not being used as load doors. This one isn't.  SMPC.esp \ Flora \ 001062D1 <ChickenNest> - This was fixed already.  SMPC.esp \ Idle Animation \ 00031728 <EnterChairInstant> - An ITM, has no actual purpose and if SMPC is placed in the wrong load order, will break an idle animations fix in the UDBP. Make sure you use LOOT to set the proper order, or manually move SMPC.esp directly below the USKP. DO NOT follow the advice to put it below the DLCs and their unofficial patches!!!  SMPC.esp \ Impact \ * - No report has ever been filed for whatever the problems in this section are.  SMPC.esp \ Key \ 030089AB <WindhelmCalixtosChestKey> - Interferes with the proper MS11 fixes already deployed in the USKP.  SMPC.esp \ Leveled Item \ 030089AC <MS11CalixtoChestKey> - Same as above.  SMPC.esp \ Magic Effect \ 00069CE6 <EnchBoundSwordFX> - We fixed this already.  SMPC.esp \ Magic Effect \ 000C5BE0 <EnchBoundBattleaxeFX> - We fixed this already.  SMPC.esp \ Magic Effect \ 000C5BE1 <EnchBoundBowFX> - We fixed this already.  SMPC.esp \ Magic Effect \ 000E827F <GreybeardsAbFus> - We fixed this already.  SMPC.esp \ Magic Effect \ 000E8280 <GreybeardsAbYol> - We fixed this already.  SMPC.esp \ Magic Effect \ 0010F84C <NN01PerkEffect> - We fixed this already.  SMPC.esp \ Non-Player Character (Actor) \ 0001334A <Aringoth> - We fixed this already. (starting to sound familiar yet?)  SMPC.esp \ Non-Player Character (Actor) \ 0001414A <Calixto> - Directly breaks a fix for Calixto having the key to his house prior to when it should be available for Blood on the Ice.  SMPC.esp \ Non-Player Character (Actor) \ 000284F2 <MS06NecromancerLeader> - Breaks the USKP fix with improper changes.  SMPC.esp \ Non-Player Character (Actor) \ 00028502 <MS06NecromancerCultist1> - We fixed this already.  SMPC.esp \ Non-Player Character (Actor) \ 00028503 <MS06NecromancerCultist2> - We fixed this already. (It's templated off of 00028502)  SMPC.esp \ Non-Player Character (Actor) \ 00096559 <MS06NecromancerCultist3> - We fixed this already. (It's templated off of 00028502)  SMPC.esp \ Non-Player Character (Actor) \ 0009655B <MS06NecromancerCultist4> - We fixed this already. (It's templated off of 00028502)  SMPC.esp \ Non-Player Character (Actor) \ 0005AE91 <MGRejoinWizard> - This NPC is cut content - doesn't need to be messed with. Attaching the body cleanup script is also not recommended on non-unique NPCs.  SMPC.esp \ Non-Player Character (Actor) \ 0009F83A <dunBluePalaceMareMaiden> - Breaks the USKP fix for this NPC.  SMPC.esp \ Non-Player Character (Actor) \ 000A91A0 <EncChicken> - Edit without purpose - the proper fix to the base EncCreatureSandboxEditorLocation512 to allow idles fixes chickens and numerous other creatures as well.  SMPC.esp \ Package \ 00095883 <SolitudeBardPlaysFlutePackage14x3> - Breaks the scheduling fix for this package, due to the SMPC record being an ITM.  SMPC.esp \ Package \ 00095884 <SolitudeBardPlaysFlutePackage18x5> - Same as above.  SMPC.esp \ Package \ 0009D5A1 <WE09EscortPrisoner> - We fixed this already.  SMPC.esp \ Package \ 000B80F5 <WE32PrisonerRunsAway> - Breaks the escorted prisoner fix added in USKP 2.0.0 by wiping out the necessary VMAD records for the script.  SMPC.esp \ Package \ 000BA03A <WE09PrisonerRunsAway> - Same as above.  SMPC.esp \ Package \ 000BED89 <WEJS13ArdwenTravel> - Breaks the fix for Ardwen completing her travel package into Whiterun. She is supposed to be heading to see the TREE not the temple.  SMPC.esp \ Package \ 00018959 <WhiterunInnkeeperPackage> - Entirely subjective change.  SMPC.esp \ Package \ 00027EB0 <MQ302CouncilGalmar1> - No indication as to what problem is being fixed, the only known issues with MQ302 packages was dealt with.  SMPC.esp \ Package \ 00056314 <TG02AringothPreQuest> - No indication as to what problem is being fixed. No report has been filed.  SMPC.esp \ Quest \ 0001B112 <DialogueGenericScene04> - Ditto.  SMPC.esp \ Quest \ 0001BB9B <DA14> - Ditto.  SMPC.esp \ Quest \ 0001F7A3 <MS11> - Breaks the fix to keep Arivanya from being killed before she's chosen as the second victim. Also breaks the fixes that cover getting into Hjerim prematurely. Breaks the fix that keeps Susana's body from being corpse cleaned before it's time to remove the body.  SMPC.esp \ Quest \ 00026C4D <MS06> - Breaks the fix for correcting the quest pointer during the quest.  SMPC.esp \ Quest \ 00032926 <MQ106> - No indication of what's being fixed here. MQ106 has no reported issues.  SMPC.esp \ Quest \ 00045923 <MQ302> - No indication of what the problem is, and the changes look counter to any reasonable logic. Why would STORMCLOAK NPCs be given an IMPERIAL faction setting?  SMPC.esp \ Quest \ 00055BFD <MS08ArgueQuest> - A "fix" for something we've long ago verified isn't even a problem, or is the result of mod conflicts that people hid from us at the time.  SMPC.esp \ Quest \ 000A2BC6 <DialogueWhiterunCarlottaBrenuinScene1> - No indication as to what the problem is. No report was filed.  SMPC.esp \ Quest \ 000B668C <DialogueRiftenSS04> - Ditto.  SMPC.esp \ Quest \ 000D9B64 <FreeformIvarstead02> - This issue is not an actual bug.  SMPC.esp \ Quest \ 0009D5A0 <WE09> - Breaks the escorted prisoner fix added in USKP 2.0.0 by wiping out the necessary VMAD records for the script.  SMPC.esp \ Quest \ 000B80F3 <WE32> - Same as above.  SMPC.esp \ Quest \ 000E2D3A <CW01WindhelmMapTableScene> - Breaks the fix put in place to prevent the scene from repeating itself multiple times.  SMPC.esp \ Scene \ 000E1B59 <CW00WindhelmMapTableSceneA> - Breaks the scene fix that prevents Galmar from repeating the final phase after it's over.  SMPC.esp \ Scene \ 000565A9 <MS04Vision13Scene> - Old fix for an issue that was since determined to actualy BREAK the final portions of the dungeon. We removed it. He did not. The remainder of the Scene block is full of things changed with no indication as to what the problems are, no reports have been filed.  SMPC.esp \ Sound Descriptor \ 0003C8FA <MAGFirebolt02ReadyLPSD> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 0003F1F0 <MAGIcicleReadyLPSD> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 0003F363 <MAGRestorationReadyLPSD> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 0003F37D <MAGLightReadyLPSD> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 00076560 <MAGConjureReadyLP> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 0007C720 <MAGIllusionReadyLPSD> - We fixed this already.  SMPC.esp \ Sound Descriptor \ 000FDA52 <MAGAlterationReadyLP> - We fixed this already. The remainder of the Scene block is full of things changed with no indication as to what the problems are, no reports have been filed. They appear to all be subjective sound modifications rather than actual fixes for anything. The entire Sound Output Model block is completely subjective changes. It's also entirely possible that one might get volume amplification above what we've already fixed elsewhere for Paarthurnax and Alduin. The entire Spell block consists of things we've already fixed or are changes that are not actually bug fixes. The disease changes are entirely the realm of a gameplay change rather than a fix for anything.  SMPC.esp \ Texture Set \ 000B79B7 <SkinHandFemaleKhajiit> - We already fixed this. The entire worldspace group falls into one of 6 categories: 1. We already fixed it. 2. It was never reported to us. 3. Subjective enhancement and thus not actually a bug. 4. Wild edit that should be removed. 5. Breaks something we fixed. 6. Corrupted landscape entries like the following: http://s4.postimg.org/gf7kvmyng/smpclandscapebug.jpg that have been caused by the recent initiative to "fix" holes in the distant landscape display. These landscape holes being fixed by removing the TVDT subrecord have not been vetted to be sure they aren't causing performance drops either. The TVDT subrecord is responsible for render culling to improve performance. So yeah, if you read this far: tl;dr: We're not full of shit. The evidence speaks volumes. List of Conflicting Scripts Between the USKP and SMPC Stuff known to currently block a fix (or fixes) we have already made. QF_MS08_0001CF25 - Blocks the fix in MS08 that was made to keep the two Alik'r Warriors from persisting in Whiterun. QF_MS05KingOlafsFestivalDUPLI_0006C0EA - Cancels out our fixes from USKP 2.0.1 to enable the festival to run every week like it was supposed to. TIF__000DA648 - Cancels out the fix for an incorrect map marker property. Note that though the following are currently labeled as redundant, Papyrus can sometimes make it difficult to tell if there's been real changes due to shuffling fragments. These scripts could later end up blocking a fix that may need to be introduced in the future. dunHalldirBossBattle2.psc - Redundant. For some reason does the same fix for Halldir that we did in 1.3.3. MS11OutsideHjerimTrigger.psc - Redundant. Repeats the same trigger fix that was done for MS11 way back in USKP 1.0. PF_MS05ViarmoFestivalLightSc_0010C069.psc - Adds unnecessary extra fragment to the AI pack script. QF_MG01_0001F251.psc - Redundant. Duplicates the same fix for ending the MGPointer quest. QF_MS01_00018B4B - Redundant. Duplicates the same fix in MS01 that we already had. QF_MS06Start_00093807 - Redundant. Duplicates the same fix we did for the delayed start. Including using the same variable names. QF_MS11_0001F7A3 - Redundant. Duplicates all of our fixes for MS11 with no apparent other changes.