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  1. Version 1.0.0

    114 downloads

    This mod is my solution for the quest "The Beggar's Cards" (YW_Quest_SDA), not starting for one reason or another. Requirements; Buxom Wench Yuriana and Captured Wenches Quests SE Anything the above requires Load Order; YurianaWench.esp Rev's... .esp Details; V1.0 I made some minor adjustments to the quest itself first; 1. Removed the 'start up stage' flag from stage 10. (Most quest should only have one start up stage.) 2. Un-clicked the 'run once' flag. (This makes it possible to reset the quest.) Then the real magic begins... 1. I wrote a script to handle the quest restart. 2. I placed a button in the Temple of Dibella, under the shrine in the first chamber. (With the script on it.) 3. I placed an X_Marker and set it up so the button disappears when pressed. (To prevent issues...) Converted into ESL format Cleaned with SSEEdit No vanilla records changed Fully tested Quality assured SOME IMPORTANT STUFF YOU SHOULD READ!!! Do not use this patch if you have/had the quest "The Beggar's Cards". It's sole purpose is to deal with a trouble spot that happens for some people. Make sure to have talked to Senna and read her note before pushing the button! My best advice for avoiding this and other issues is; Don't use Buxom Wench Yuriana and Captured Wenches Quests SE on an existing save. Installation regarding the file structure for the script; I personally use the Scripts/Source type of structure. SSE normally has it reversed, so you may need to install them individually. Still in development; Getting the MA back in the game on this 1! It needs a lot of love. Also available here (NSFW) Feedback; I can be found at loverslab.com tag ReverendFelix, or message me on The Nexus Mod forums also with ReverendFelix. Permissions; DO NOT UPLOAD THIS MOD TO THE NEXUS IN ANY WAY SHAPE OR FORM. Other than that; Open permissions per the usual credit/notify me, no charging money, and blah blah blah. Special Thanks to; Kozuke Hajime lordkoz And about a million other nameless modders that made contributions to the community. You know who you are. Thanks!!! Rev.
  2. This is a question we get on a fairly regular basis, so I think the time has come to consider our options for the future. First off, yes, I know I've been staunchly opposed to unifying the Unofficial Patch under a single all-in-one file to cover everything. Recent events have begun to strain the current model we're operating under though. Some fixes, like certain perks, can't currently be handled by our existing setup without generating a small fix file to cover these. Currently, the perk fixes are being handled here: http://www.afkmods.com/index.php?/files/file/1212-dg-and-db-axe-perk-compatibility-fix/ Another issue just reported involves incorrect dragon skeletons when a dragon dies: http://www.afkmods.com/index.php?/tracdown/issue/16721-dragonborn-serpentine-dragons-inappropriate-mesh-when-dying/ - In order to address this, the DragonActorScript would need editing, and such an edit can't currently deal with DG dragons while preserving the DB dragons and the Miraak support code. A third issue is one that's been brought up before, but so far hasn't been formally reported - It's not possible currently to support adoptions on Solstheim because it would necessitate code that alters two DLCs. Technically it can be considered a bug that you can't even move your spouse to Raven Rock. It's pretty easy to see why Bethesda didn't even try. In general, any inter-DLC issues that come up can't currently be managed. Then there's the general difficulty in maintaining the separate packages as they are now. Each one requires a clean environment from which to work, which right now is only truly possible by having multiple Skyrim install folders that get switched between as each patch runs its cycle. Conflict resolution with this setup is made difficult because such conflicts can only be checked with every file in the same folder, and it's not wise to dirty up each folder with stuff from another. One major downside to all this is that removing the existing DLC patches from a running game could very well break things. There would be no other good way to go about this though (thank God we're using BSAs!) that wouldn't potentially cause some problems. Something that will need to be kept in mind. This changeover would mean the end of continued development on the current separate files. It is not feasible to manage the project in two entirely different branches. This would not affect the High Resolution patch. That would remain separate since it isn't dependent on certain DLCs existing or not and the content isn't something everyone can run. So briefly: Pros: No more need for multiple development folders. No more unresolvable conflicts. One unified patch that only takes up one ESP slot. Cons: Not everyone has every DLC yet. A significant amount of work to properly merge everything into one unified ESP. Support on the existing separate patches would be frozen except for hotfix issues. Extremely likely that the game could get confused when ripping out the unsupported DLC patches when a change like this is made. Again, as I once said, "hell no, never" - well. It's starting to become enough of a hassle to consider it. But, as these patches are largely for the sake of the community, I think it should be put to a poll. So please cast your vote, and post your thoughts on why we should or should not do this.
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