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Hello, I came across a bug/glitch that prevents me from buying Hjerim in Windhelm. I have done Blood on the Ice first and then the civil war quest for the stromcloaks that normally allows you to purchase it from Jorleif the steward. The dialogie option to buy it is there but Jorleif says that there is something wrong with the house even though I have done BoTI quest before. I asked on other forums and friends, and they told me that they had the same problem , they fixes it with disabeling the USSEP, and then enabling it after purchase. I am not sure if this is safe to do.I also know that Blood
10 downloadsIt has always seemed to me that the dome on the Blue Palace in Solitude should be lit up. Now it is. As far as I know, this is lore friendly. If not, I do not care to discuss it. Either you like the way it looks, or you don't. There is no canon but our imagination. If you tfc in console and look closely, you will notice there are no realistic light sources. Looking at it from the courtyard, you should never notice this. This mod is just for aesthetic purposes. This should be compatible with all lighting and weather mods, unless they touch the dome area of the Blue Palace specifically. I use
For anyone searching, the combined tutorial for LE & SE is here, with thanks. After cleaning the DragonBorn esm (ver. 22.214.171.124), XEdit 3.2.1 did not prompt to save the mod. Tried it twice. Was it officially fixed then? Edit: Got the Yes/No Warning, with the file's time stamp updated. So it was edited. Just no prompt to save after Undelete & Disable References. The LE dirty plugins list will eventually require a SE counterpart. What's the deal? Do we lobby for a new SE landing page for this stuff or just create a separate SE entry in the current wiki page?
this post is a year old but it really got me thinking about SE retex potential. i have tried poking around on google, steam, nexuswiki, actual wikipedia... i'm having a hard time getting any hard technical details about the SE engine. i even popped in to ask the experts, but i suspect they are busy with holidays. at school all of the shaders we make are geared for pre-render, not live render so words like brdf, fresnel, gloss, smoothness, and anisotropy are familiar now. UE4 already supports using physics based rendering shaders and i'm really curious how much of that we can implement in S