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  1. Arthmoor

    Cutting Room Floor

    Version 2.0.9

    11622 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.
  2. Unofficial Skyrim Special Edition Patch Version: 4.2.9 By the Unofficial Patch Project Team Download it from AFK Mods Download it from ModDB Download it from SSE Nexus Download it from Bethesda.net - PC Download it from Bethesda.net - XB1 Download it from Bethesda.net - PS4 Requires Skyrim Special Edition 1.6.629 or greater. Works with Steam, GoG, and Epic Games Store releases. Documentation + Credits - PC, XB1 Documentation + Credits - PS4 USSEP Discussion Forum on AFK Mods This mod is an effort to fix the vast amount of bugs currently existing in Skyrim Special Edition. If you're experiencing a bug with Skyrim Special Edition, please report the bug to us in as much detail as possible on the USSEP bugtracker. Please use search to ensure that you aren't submitting something that is already there. Please also confirm that the bug you are reporting happens with no mods other than the unofficial patches installed. A lot of Skyrim bugs are actually the result of other mods doing things they're not supposed to. Thank you and we hope you have a better Skyrim experience! (Note that all fixes are retroactive unless otherwise noted) Frequently Asked Questions - BUGS Frequently Asked Questions - About the Project Mods Made Obsolete by the USSEP Skyrim Anniversary Update If you are running the full AE Upgrade, it is strongly recommended you download and install Garthand's Creation Club Patches. These patches resolve conflicts between the DLCs and the USSEP that are caused by how load ordering works in the game. All Creation Club content is loaded before anything user generated, like the USSEP and any other ESM flagged mods you may have. The PC version can be found here: Unofficial Skyrim Creation Club Content Patches Please direct any questions about these patches to Garthand over on Nexus. USSEP Fixes xEdit Modgroups file has been updated to include the filenames for the new 1.6 DLCs. At some point, Bethesda altered the quality of the Ebony Blade vanilla texturing, which caused our old edit from USLEEP to make the weapon look too bright and washed out. Reverts Bug #19834. (Bug #32687) Corrections made to bug fixes in the Elemental Fury shout: The shout wasn't supposed to apply to ranged weapons, and one or two conditions were duplicated in the list, creating incorrect swing speeds when combined with specific Survival speed debuffs. (Bug #32652) When data was merged from Garthand's Survival Mode patch, 3 things were overlooked: The changes to Spiced Beef, the changes to the Rattles disease, and the changes to the Rockjoint disease. (Bug #32631) USKP 1.2.1 was supposed to do a check for Blood on the Ice [MS11] to enable an alternate key to Hjerim if Tova was dead but the quest was already somehow running. The script commands for it were never added to the retroactive update system at the time, so the check is in place now for 4.2.9. Perhaps too little too late? The world may never know. The old USKP tempering recipe for the Skyforge Dagger has been removed. An official one was added in the Fishing DLC. [USKPTemperWeaponSkyforgeDagger] (Bug #32793) An undocumented change to the Skyforge Steel weapons added a requirement for the Steel Smithing perk that should not have been there. This went unnoticed until Bethesda added new Skyforge weapons via the Fishing DLC which lack this requirement. (Bug #32591) Removed a pair of edits to cut dialogue. No need to have edits on cut content. (Bug #32827) The second EncBandit01MissileWoodElfM entry was accidentally removed when editing SubCharBandit01Missile. (Bug #32882) Fixes made for the Caravan system never included an OnInit event for a new game to properly initialize the arrays which could leave them in a bad state for several minutes after startup. The function API for UpdateCaravan was also improperly changed without notice. (Bug #32950) Actor and AI Fixes EncDraugr01TemplateMissile should be carrying a bow rather than a 2H sword. EncDraugr05Template2H should be carrying a 2H sword rather than 1H sword. TGCrownGhostBase is missing some of the expected ghost settings. Abelone did not have the dead body cleanup script attached. (Bug #32647) Verner and Annekke are not carrying their house key. (Bug #32623) Tormir did not have the dead body cleanup script attached. (Bug #32597) SolitudeTempleVisit6x9 and SolitudeTempleVisit6x6, which controls behavior for temple visitors in Solitude, was incorrectly set to use a fog marker instead of a standard XMarker on the floor. The center point of the fog marker is too high off the ground, causing NPCs to bunch up in the middle of the walkway. (Bug #32714) Molgrom Twice-Killed should not be targeted by the Hired Muscle quest because he's a permanent prisoner inside the Riften Jail and is inaccessible. (Bug #32643) EncVigilantOfStendarr01DarkElfF did not have the death item and Opposite Gender Animations settings that the other female Vigilants have. (Bug #32554) Vigilant Tolan and Keeper Carcette do not wear their Stendarr amulets because they were placed in their inventories instead of being part of their outfits. (Bug #32516) Belrand should have been set up with the Bladesman perk instead of Hack and Slash. His equipment, dialogue, and skill set all point toward proficiency with a sword. (Bug #32513) The Imperial Jailor in Riften is carrying a useless Evidence Chest Key. This key is never used anywhere in the game. [GuardRiftenImperialKeepPrison01] (Bug #32502) Sissel would often become stuck inside Rorik Manor because she did not have a key to the front door. (Bug #28855) The Reaper in the Soul Cairn is essentially a skeleton, but was incorrectly set to use Nord combat overrides, resulting in it only using a small subset of it's normal attacks. (Bug #31289) Eisa Blackthorn should no longer become hostile at the Moorside Inn if she left Frostmere Crypt peacefully. (Bug #32850) Dawnguard removed Sybille Stentor's face morph data, so it had to be reapplied and new facegen data generated to match. (Bug #32806) DLC2LvlSeekerInvCombat does not generate cloned seekers properly for the second or third tier Seekers due to the spell properties being missing on the NPC record. As an aside, an old script edit from 2013 that was intended to block errors from these missing records has been reverted as leaving it in place would break this functionality. [DLC2LvlSeekerMirrorScript] (Bug #32921) The dragon at Mount Anthor seems to be easily pulled away from combat around the word wall due to issues with the linked patrol markers it's attached to. This linkage has now been detached which should keep things more focused around the immediate area of the word wall. (Bug #32939) Item Fixes Falmer arrows did not have the WeapMaterialFalmer keyword attached. All other arrow types got material types added with the Dawnguard DLC. Mythic Dawn robes lacked the Survival_BodyAndHead keyword which was given to all the other robe+hood combinations. Masque of Clavicus Vile lacked the VendorItemDaedricArtifact and DaedricArtifact keywords that the other artifacts all have. Gilded Wristguards lacked the ArmorMaterialLeather keyword. Viriya's Market Key had no pickup or drop sounds attached. LootDraugrWeapon25 incorrectly specifies a 15% chance instead of the intended 25% chance. (Bug #32685) The Ring of Khajiit is missing the keywords to identify it as a Daedric artifact. (Bug #32754) WalkwayCEnd02Snow has an incorrect Directional Material setting that causes the snow texture to be misaligned when used with other pieces in the same kit. (Bug #32678) Several weapons from the DLCs added in 1.6 have incorrect critical damage settings. (Bug #32654) Scrolls added by the Saints and Seducers DLC lacked the VendorItemScroll keyword. [ccBGSSSE025_ConjureStaadaScroll, ccBGSSSE025_ConjureDarkSeducerWarriorScroll, ccBGSSSE025_ConjureDarkSeducerArcherScroll, ccBGSSSE025_ConjureGoldenSaintWarriorScroll, ccBGSSSE025_ConjureGoldenSaintArcherScroll] (Bug #32506) LItemSoldierSonsGreatsword has a duplicate Greatsword at level 7. (Bug #32501) DeathItemDog should have the "Use All" box checked. (Bug #32501) DLC1DeathItemDeerVale is missing an entry for LItemAntlersLarge50. (Bug #32501) Location Fixes Returning to High Gate Ruins after you've completed it the first time will result in being blocked at the first floor puzzle if you've been away longer than the 30 day reset timer. A bypass trigger has been put into place to open the grate if the dungeon's original quest has progressed past this point. This should open the way even if the controlling puzzle has reset itself. (Bug #31685) Navmesh border links were not complete between cell -19,35 and cell -19,36. [In the ocean NW of Broken Oar Grotto] (Bug #32696) Impassable navmesh section in cell -2, -14 due to a disconnected triangle edge. Also a missing segment of the border on the north side of the same cell. [North shore of Lake Ilinalta] (Bug #32692) At certain camera angles, the occlusion bounds in the Aetherium Forge will cause most of the cell to stop rendering. (Bug #32790) The entry point to Ruunvald is not connected to a navmesh, which results in followers being unable to use the door. (Bug #32657) Disconnected navmesh edge inside the Vilemyr Inn next to the bar. (Bug #32644) Several interior cells marked as wood acoustic spaces should in fact have been stone acoustic spaces. (Bug #32634) Dawnstar Barracks location should not have been tagged with LocTypeHouse since it's not an NPCs actual home. (Bug #32627) Lod's House should not be marked with LocTypeFarm since this is a leftover flag from a quest that was cut before Bethesda turned him into the town Blacksmith. (Bug #32625) Some minor adjustments have been made to the navmesh and precut markers around Lakeview that should make it easier for NPCs to walk around the area before any house parts get built. (Bug #32616) Navmesh at the Riften Imperial Camp was allowing NPCs to clip into the map tent. (Bug #32585) Landscape edits made in Dawnguard.esm to support the Gallows Hall DLC were blocked by Hearthfires.esm. This data has now been forwarded up into the USSEP so that the intended changes will actually show up in game. (Bug #32577) Corrected navmesh triangle linkage in Fort Greymoor Prison, Fort Sungard, and two wilderness cells. (Bug #32544) Missing navmesh jump markers at Dead Drop Falls. (Bug #32541) One triangle at Katla's Farm was incorrectly marked as water and preferred. (Bug #32453) Brandy-Mug Farm, Hlaalu Farm, and Hollyfrost Farm were set as owned by individual NPCs instead of the appropriate factions. This could cause unwanted trespass crimes to be attached to the other NPCs who share those locations. (Bug #32446) NPCs should no longer stand in the fire in the Skaal Village. Navmesh was overlapping the center of the pit. (Bug #32799) Navmeshes in and around the north side of Morthal had several defects that needed to be resolved. (Bug #32836) Mesh and Texture Fixes Silver Bolts provided by Rare Curios clip badly due to a bad rotation setting on the quiver object. [meshes\creationclub\bgssse037\weapons\silver\silverbolt01.nif] (Bug #32663) Daedroth Teeth incorrectly used the texture path for Ogre's Teeth, resulting in discoloration and seams. [meshes\creationclub\bgssse037\clutter\ingredients\daedrothteeth.nif] (Bug #32656) Kresh Fiber had bad alpha settings on it which resulted in harsh black borders around the object. [meshes\creationclub\bgssse037\clutter\ingredients\kreshfiber.nif] (Bug #32656) Female beggar clothing is missing an alpha block for the legs, which loses the tattered look that's intended. (meshes\clothes\beggarclothes\torsof_0.nif, meshes\clothes\beggarclothes\torsof_1.nif) (Bug #32648) FarmClothes02 is missing a normal map for the male body texture. Credit to mattski123 for finding this. [textures\clothes\farmclothes02\m\farmcloth02body_n.dds] (Bug #32794) Under certain circumstances, the animated hidden door in the Solitude jail can generate CTDs due to containing an invalid hidden door arch block. [meshes\architecture\solitude\animated\jailwall\sldjailwallcollapse01.nif] (Bug #31755) Magic, Perk and Skill Fixes Several more fixes to the Elemental Fury shout have been made. (Bug #32886) The Water Walking effect erroneously includes a MagicAlchFortifyCarryWeight keyword when it never has any affect on your carry weight and would incorrectly get dispelled by other spells that look for this keyword. (Bug #32942) Quest and Dialogue Fixes It is possible for the Courier to become stuck at a delivery location under certain conditions due to how the location checks work. When this happens he won't deliver anything else because the quest is stuck in a bad state. (Bug #32768) Rubbish Retrieval [ccBGSSSE001_Radiant_3] can apparently only pull from 2 of the expected 4 location choices because the activator references are not persistent. (Bug #32669) In A Few Words with You [Favor013], Roggi Knot-Beard's branch of the quest incorrectly links back to the speech check dialogue options if you had already returned his shield to him and become his friend. (Bug #32630) Ancarion was being removed from his services faction after A New Source of Stalhrim [DLC2SV02] because DLC2SV02 incorrectly set his alias up as being in the faction, so when DLC2SV02AncarionMerchant started, the faction setting on that alias canceled the first one out. (Bug #32580) Klepper and Frabbi should not be giving out rumors about the Hall of the Dead being closed if they've already mentioned it, or the player has already received the quest from Brother Valerus. (Bug #32522) Several greeting topics in the Thieves Guild were inaccessible due to toggling a check variable too soon. [QF_TG02B_00084ABD] (Bug #32449) Several issues that remained with A Night To Remember [DA14] have been resolved for both dialogue and AI package conditions. (Bug #32447) The Riften Thane quest does not award a reputation of 3 like the other Thane quests do. (Bug #31736) [NR] The Dwemer spider ambush outside of Bronze Water Cave can be set off prematurely due to the spiders not actually being disabled prior to Beneath Bronze Waters [ccBGSSSE001_Misc_Dwarven]. If set off prematurely, the quest will then be impossible to start because the spiders are required for the quest. (Bug #32944) It is possible for Bandit Bounty [BQ01] to choose Nilheim after Telrav's Request [dunNilheimQST] which will then break it because Nilheim is a NoReset zone. If you've completed dunNilheimQST then that location will be locked out from selection. (Bug #32948) Papyrus Fixes defaultDisplayItemInListScript: Added an OnCellAttach() event to fix items which fall off of display racks. (Bug #32655) DialogueFollowerScript: Animal followers are not properly unmarked as a player teammate when dismissed. (Bug #32499) CWMapActivatorScript: Map flags might not get placed because OnCellAttach() doesn't always mean the 3D is loaded. The PlaceFlags() call is now in an OnLoad() event. (Bug #22948) dunLabyrinthianMazeControlScript: It is possible for the Dremora holding the Diadem of the Savant to fail to be teleported back out of Shalidor's Maze when the player solves it. If this happens, the Diadem is unobtainable. A copy will now be generated should this fail to work as expected. [Note: This fix was actually done in March of 2016 but was undocumented for some reason] (Bug #32943) TrapSwingingWall: Insufficient safeguards against infinite loops in the processing for entering or leaving the cell when one of the associated traps is set off. (Bug #32947) DLC2TrapApoTentacle: Script could attempt to process calls for animations before the 3D state has finished loading because it's parent script relies on OnCellAttach events. (Bug #32928) Placement/Layout/Ownership and other World Object Fixes 00040BD0: Rubble pile with exposed underside. (Bug #32566) 0010432F, 00104330, 00104331, 00104332: Sections of Shalidor's Maze adjusted to close gaps with the hub. (Bug #32913) 000668E1, 000156B3, 000156CC, 000156FE: Light sources at bad height causing glitchy 3rd person shadows. (Bug #32913) 0003c645: Rock with exposed top side. (Bug #32917) 02010e58: Floating dirt pile. (Bug #32918) 000ee93a: Rock with exposed underside. (Bug #32919) 075391B8: Bone pile added to cover up a gap with another bone pile. (Bug #32920) 0200fbfb, 02005124, 020057d4, 0201619b, 0200fa9e: Bone piles with gaps in placement. (Bug #32920) 000BDACD, 02006EE1: Floating trees. (Bug #32923, Bug #32922) 075391B7: Rock placed to cover exposed underside of a much larger rock pile. (Bug #32924) 00030038, 0003003B: Adjusted to close gaps in the Dragonsreach interior walls. (Bug #32779) 070E4466: Added missing ambient waterfall sounds in Shalidor's Maze. (Bug #32732) 00077E44, 00077E45, 00077E46: Morthal walkway parts that should have snow on them. (Bug #32678) 0515A576, 0515A577, 0515A57B: Chair and associated clutter clipping into a dock post. (Bug #32653) 0009DA4C, 001066E8, 001066E9, 0009DA4D, 001066EA: Livestock in Rorikstead which is not owned, allowing the player to kill them with no crime penalty. (Bug #32646) 000D6C07, 000D6C08, 000D6C09, 000D6C0D, 000D6C0E, 000D6C0F: Duplicated weapon rack setups in Northwatch Keep. (Bug #32642) Viriya and Swims-In-Deep-Water did not have Persist Locations specified, which would severely restrict their AI package processing. (Bug #32560) 04027E0A: Ancarion's vendor chest is not owned by his services faction. It is also too far below the ground for it to register with his sandbox distance. (Bug #32580) 03000C46: Revyn Sadri's Hearhtfire vendor chest is outside his vendor radius, which made it unreachable for his vendor settings. (Bug #32798) 001070E5: Carriage driver seat for Solitude was not realigned when the cart was fixed. (Bug #32483) 001032B0: Garthar's AI target marker is not close enough to his bed. (Bug #32573) 0001C1FC, 000E5BB0: Gilfre was not properly linked up to her double bed, which made it impossible for the player to marry her and move into her house. (Bug #32633) 00062994: Rock on a cliff face with exposed underside. (Bug #32826) 07524DB3: Rock added to cover a hole between the cliff and the roadside. (Bug #32828) Text Fixes DawnstarBarracksLocation: "Barracks" -> "Dawnstar Barracks" (Bug #32627) DLC2Book3ValuableTrap: "I searched for someone to hide" -> "I searched for somewhere to hide" (Bug #32551) CWTrespassNoTrespass3BSons [INFO:000B9BF7]: "Have it you way." -> "Have it your way." (Bug #32881) CWTrespassNoTrespass3CSons [INFO:000B9BF8]: "Alright, if it's a fight you want. You've got it." -> "Alright, if it's a fight you want, you've got it." (Bug #32881) The complete changelog for PC and XBox One is available here. The complete changelog for PS4 is available here.
  3. Arthmoor

    Cutting Room Floor

    Version 3.1.15

    29400 downloads

    A content restoration mod for Skyrim and the official DLCs. From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet. NPCs were implemented using the list available on the UESP: https://en.uesp.net/wiki/Skyrim:Unused_NPCs Unimplemented quests were seeded by the following list on UESP: https://en.uesp.net/wiki/Skyrim:Unfinished_Quests Some unimplemented items have been added from the following UESP list: https://en.uesp.net/wiki/Skyrim:Unobtainable_Items CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  4. An all in one package for all of my villages released for Skyrim Legendary Edition. This package contains all 11 of the village mods I have released for Skyrim in one single package. It's been a popular request for some time and since I am no longer doing mods for Legendary Edition it seemed like as good a time as any to put this package together. The following villages are included: Darkwater Crossing, Dawnstar, Dragon Bridge, Helarchen Creek, Ivarstead, Karthwasten, Keld-Nar, Kynesgrove, Shor's Stone, Soljund's Sinkhole, and Whistling Mine. Combine features of this package include: * 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. * Dawnstar NPCs all have their own homes and will no longer live their lives in the mines. * Two NPCs in Helarchen Creek can be married and will share their homes with you. * Temba Wide-Arm will offer to share her house if married to you. * 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. * Karthwasten NPCs all have their own homes now and will no longer crowd into a single barracks building. * Custom village of Kel-Nar in Eastmarch will all new NPCs, including a Dark Elf child. * Roggi Knot-Beard will share his house if married to you. * Dravynea will share her house if married to you. * Grelka will share her new house in Shor's Stone if married to you. She will also travel from the village back to Riften to run her shop during the week. * Shor's Stone has a new custom inn which is an Easter Egg from Elder Scrolls Online, with full rent support and their own bard. * Odfel's wrecked house now exists on the north side of Shor's Stone. So sad. * Perth can now share his house with you if you marry him. * Soljund's Sinkhole now has a Guard barracks for the guards to live in, with one extra patroller added due to the dangerous area. The jail is just for show, sorry * New housing for the miners who live in Whistling Mine. No more sleeping and eating in a freezing cave. * All added shopkeepers have investment support. * 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 every area, including trees that account for the changes. * Bug fixes and other updates that were applied to the SSE versions since December 2017 have also been added. Download Locations AFK Mods Installation Requirements Skyrim patch 1.9.32.0.8 or greater. Official Dawnguard DLC. Official Hearthfires DLC. Official Dragonborn DLC. Unofficial Skyrim Legendary Edition Patch version 3.0.16. No, this cannot be made an optional requirement. This package depends on certain things USLEEP does for the NPCs to work correctly. 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 - Nexus Mod Manager Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure NMM has the mod activated. Installation - Steam Workshop Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install. Make sure it's active in the Data Files menu. Installation - Manual Drop the Arthmoor's Skyrim Villages - All In One.esp and Arthmoor's Skyrim Villages - All In One.bsa into your Data folder. Activate the mod using whatever management tool suits you. Upgrading From Individual Villages Put simply, don't. This can't be done on an existing save. You will need to start a new game due to the way Skyrim works in order to change over to this all in one package. Otherwise you will likely end up with NPCs trapped in defunct cells unable to get out, and other script related things that happen during startup will get duplicated and possibly break something in the process. 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 Arthmoor's Skyrim Villages - All In One.esp and Arthmoor's Skyrim Villages - All In One.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST load after Immersive Citizens AI Overhaul or the navmeshing will break. Compatibility Fully compatible with Bring Out Your Dead. Fully compatible with Shezrie's Old Hroldan Town. Mods altering Darkwater Crossing, Dawnstar, Dragon Bridge, Helarchen Creek, Ivarstead, Karthwasten, Keld-Nar, Kynesgrove, Shor's Stone, Soljund's Sinkhole, and Whistling Mine will not be compatible. Credits Hanaisse - Sign for The Horny Horker, road sign and shop sign assets, the Keld-Nar book, children's clothing textures, the unique Dwemer child assets for Nedri, and the blank inn sign resource used to create The Tapped Vein's sign. DanielCoffey - Better Book Mesh (https://www.nexusmods.com/skyrim/mods/37113) Used for the Keld-Nar book. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  5. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods ModDB Bethesda.net - PC Bethesda.net - XB1 Open Cities Skyrim Bugtracker Installation Requirements Skyrim Special Edition 1.6.629 or greater. Unofficial Skyrim Special Edition Patch 4.2.8 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 Open Cities Skyrim.esp, Open Cities Skyrim.bsa, and Open Cities Skyrim - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options in-game by using a book that's been placed inside the Temple of Kynareth. This book is free for you to take with you, and you can put it on a bookshel anywhere you want. It would be STRONGLY recommended that you do not destroy it in some way because the menu will be inaccessible without it. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism. Uninstalling Open Cities Skyrim Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Built-in Compatibility Falskaar - Jalamar's AI markers will be moved into the proper places in Riften. Compatibility Patches Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C SF_DA10StartScene_00023C43 Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  6. Arthmoor

    Ivarstead

    Version 2.0.7

    7475 downloads

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

    Whistling Mine

    Version 2.0.6

    8279 downloads

    A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  8. 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 Cut civil war content is far too complex for me to want to mess with, so for that I'd recommend Simtams's Open Civil War. CRF Bug Tracker Check out the video for the mod by Brodual: https://www.youtube.com/watch?v=ByPbGhFX2aM Download Locations AFK Mods ModDB Bethesda.net - PC Bethesda.net - XB1 Skyrim SE Nexus [This download is outdated and no longer being supported] Installation Requirements Skyrim Special Edition 1.6.629 or greater. Unofficial Skyrim Special Edition Patch 4.2.8 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 Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states. This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition. If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp, Cutting Room Floor.bsa, and Cutting Room Floor - Textures.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored. Load Order Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content. LOOT should be used for optimal placement. Implemented in This Mod NPCs Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night. Talib - Stonehills. Restored his house, works the mines. Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now. Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude. Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach. Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too. Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though. Mazgak - Added to the hunters in Bloated Man's Grotto. Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended. Steirod - NPC planned for use at Irontree Mill. Trilf - NPC planned for use at Irontree Mill. Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place. Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss. Thjollod - Added to the hunters in Bloated Man's Grotto. Viding - Added to the hunters in Bloated Man's Grotto. Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm. Uglarz - Restored for Narzulbur, involved in a quest. College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment. Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist. Guards restored for Half-Moon Mill who will use the cut dialogues for that location. Items Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done. Spectral Arrow - Spell tome reward for completing Treva's Watch. Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well. Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt. Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room. Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse. Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts. Circle of Vitality - Added a new tome for the spell, plus completed the missing parts. Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game. Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran. Robes & Boots - Several articles of clothing that were not added to leveled lists are now available. Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest. Quests Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest) Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest) The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices. Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest) Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape. Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest) Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine. "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship. Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas. Suppy Line - Frost River Farm needs help distributing their mead. Shalidor's Insights - Added the missing fortify magicka scroll to the reward table. Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available. Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time. Scenes DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen) DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables. DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare. DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (https://en.uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations) Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work. Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit. MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence. Locations Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city. Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise. Frost River Farm - The meadery that goes with the Supply Line quest that was restored. Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here. Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too. Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built. Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house) Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm. Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables. Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison. Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game. Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them) Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason. Other Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim. Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time. Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first. Credits Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance! Hana again - For the road sign resources used to make the new signs. nonoodles - Meshes used for the restored Riften southeast gate. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  9. Shivzz0119

    [WIP] The Yokudan Ascendancy

    The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: § Custom Weapons and Armor (meshes and textures) § Custom Archetecture & interior meshes § Well-designed dungeons to explore throught the story line § Over 30 fully voiced NPCs § New worlds/ realms § New, unique and powerful spells and shouts § (Tries to be) Lore-friendly § New followers, spouses, and trainers § A brand new faction to join with a handful of characters and history to be uncovered § Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  10. Arthmoor

    [RELZ] Rorikstead

    "A Small Farmstead in the Western Plains. Grain, Leather, Horses." - Holdings of Jarl Gjalund. Rorikstead is a farming village on the northwest end of Whiterun Hold. It has a rich history with a mention in an ancient book accounting for the property once owned by Jarl Gjaland, and a ballad is sung about the death of Ragnar the Red taking place there. Yet when you see the place in person it's a sad shadow of all of that history. This mod aims to bring at least some of that back by expanding the village with more NPCs, houses to put them in, and additional farming for them to do. The town also now has a blacksmith to fulfill the complete picture. * Extra guard patrols and guard dogs added to help fend off wildlife and other threats. * Two of the new NPCs can be married if you help them with their crops and you can live in their houses with them if you so choose. * Lokir's abandoned house is included and can be claimed as a new home if you wish. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * Blacksmith allows investing in his shop with the appropriate Speech perk. * LOD has been generated for the area. Download Locations AFK Mods Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.6.629 or greater. Unofficial Skyrim Special Edition Patch 4.2.8 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 Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Rorikstead.esp, Rorikstead.bsa, and Rorikstead - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Rorikstead.esp, Rorikstead.bsa, and Rorikstead - Textures.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Tested and is compatible with Bring Out Your Dead. Will not be compatible with other mods that also modify Rorikstead without a patch. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  11. Arthmoor

    Kynesgrove

    Version 2.0.9

    7330 downloads

    A simple village expansion for Kynesgrove. It has always bothered me to some extent that Kynesgrove gets major attention during the main quest, even with its own guard contingent, yet is nothing more than one inn and a few people in a small camp. Given that it's supposed to be an actual village, it felt like these people needed to at least have proper homes even if they are poor. So this mod aims to correct this problem by providing houses for Ganna & Gemma Uriel, and Roggi Knot-Beard while also adding a new blacksmith to round things out for the village. Now, even though they all still work the mines, they have homes to return to at night. The blacksmith has full investment support with the proper perk. Roggi Knot-Beard will share his house if married to you. Dravynea will share her house if married to you. All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  12. 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 Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.629 or greater. Unofficial Skyrim Special Edition Patch 4.2.8 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 Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Kynesgrove.esp, Kynesgrove.bsa, and Kynesgrove - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Kynesgrove.esp, Kynesgrove.bsa, and Kynesgrove - Textures.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.
  13. Version 3.1.10

    109285 downloads

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  14. 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.
  15. Arthmoor

    [RELz] Karthwasten

    A simple village expansion for Karthwasten. Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach! * Each NPC now has their own home. * 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 Bethesda.net - PC Bethesda.net - XB1 Bethesda.net - PS4 Installation Requirements Skyrim Special Edition 1.6.629 or greater. Unofficial Skyrim Special Edition Patch 4.2.8 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 Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Karthwasten.esp and Karthwasten.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 Karthwasten.esp and Karthwasten.bsa files from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. MUST be loaded after Immersive Citizens to preserve navmesh integrity within the village. Compatibility Fully compatible with Bring Out Your Dead. Will not be compatible with other mods that change the Karthwasten exteriors. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
  16. Arthmoor

    Karthwasten

    Version 2.0.6

    6300 downloads

    A simple village expansion for Karthwasten. Karthwasten is supposed to be a bustling mining town with two actively worked mines, yet only has a couple of buildings and too many NPCs to match. Plus it's a known lore town that's been here for at least 200 years. So this place needed a bit of an expansion to flesh it out and make it seem more like the "Karthwasten Hall" of old, in as much as Skyrim will allow for that. No more pitifully small center of mining for The Reach! * Each NPC now has their own home. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees, that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  17. There is a great deal of bad information floating around in the community right now about what actually constitutes the Anniversary Edition. I won't link to Bethesda's FAQ about it, because that ultimately doesn't explain the distinction well enough. So this is an attempt to clear the air. What constitutes Skyrim Special Edition Now? This one is relatively simple. Skyrim Special Edition was updated to game version 1.6.318 (there was briefly a 1.6.317 but a hotfix came out a few hours after launch). This update included recompiling the .exe file with a newer version of Visual Studios, and this recompiling has resulted in a small boost in game performance due to the new optimizations that VS2019 offers. There are also now 4 additional DLCs which have become part of the package: Survival Mode, Saints & Seducers, Rare Curios, and Fishing. The first 3 are existing DLCs, the Fishing one is brand new with this update. All of this has been provided to everyone on all platforms as a free content update, thus making version 1.6.318 the new "base game" that everyone gets. As a bonus, there were also a number of other bugfixes made to some things. What Constitutes Skyrim Anniversary Edition? The Anniversary Edition upgrade of the game is a paid DLC package on each platform. Since I am obviously not familiar with how the XBox or Playstation storefronts work, I'll describe what is done in Steam. On Steam, the Anniversary Edition Upgrade is a $20 paid DLC package that produces some sort of token which tells your game to unlock the other 70 DLCs which are part of this update. Nobody gets this unless they go out of their way to purchase and then download it. Nothing is forced. So what is the Modpocalypse then? There is no "Modpocalypse". In the run up to the release of the Anniversary Edition a number of nightmare scenarios were offered that in the end did not come to pass. Rather than some kind of doom scenario where every mod stops working properly and we all have to fall off the grid to keep Steam from updating the game, it's turned out to be just like every other update to SSE that's ever been put out. There will be a short period of time where some inconvenience is present while stuff updates. Unfortunately, there are those out there who just want to see the world burn and they run with the first bit of information they see, never bothering to come back to see if it was true or not. This has led to a number of mod authors declaring they won't be making "AE versions" of their mods - without realizing there really isn't a distinction between AE and SE as far as their mod is concerned. There is only an update to SE. SKSE64 has been updated already. Proper support for the plugin management system is in place, and 3rd party extension updates are now flowing again as they always do. It's been less than a full week since the game updated, so this should be considered a somewhat faster response than usual overall. This as at least partly because Bethesda gave the SKSE64 team pre-release access to the update, under an NDA. What if I don't want to update? Then don't? But seriously, regardless of what measures are taken, Steam will eventually have its way and your game will update. Offline mode is not permanent, and the update on launch option will not allow you to ignore it indefinitely with any game, not just Skyrim. If that bothers you too much, the sanest thing you can do is play something else until the dust settles on whatever is giving you pause. Since you aren't having to pay anything for the basic update, there's really no harm in letting it happen and coming back in a month or two. If you're like me, you have plenty of other games waiting to be played while you wait for things to get updated. As a mod author, I have some things that need it. As a player, I'm waiting on certain specific things before going forward with a new game. In the end though, it will be a new game grounded on the current officially released version on Steam. It would be STRONGLY recommended to avoid hackish solutions like updating and then promptly installing executables from the previous update or running a program to downgrade your game. Solutions of this nature can come back to bite you in the ass. Things like this can lead to strange problems while playing with mismatched versions of files. Anything from poor performance, to CTDs, and possibly even save corruption. It's really not worth the risk. Plus if you should need technical support from Bethesda for some reason, they will not provide it if you've done this. What about the CK? There is currently no update to the CK, but it is largely unnecessary anyway. Unless you are specifically modding content from the Creation Club and need the source code to those scripts, you're fine. You can continue to use it without worry. That said, it's a good idea to update when such an update is made available.
  18. Version 2.0.5

    16792 downloads

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Patches In The Patch Archive CL Cities - Whiterun: Adjusts navmesh data and makes copies of objects from CL Whiterun into the open worldspace. Skyrim Sewers 4: Provides access to the sewer areas from the open city spaces. Drinking Fountains of Skyrim: Copies the drinking fountain objects into the open city spaces. Patch written by Hanaisse.
  19. Arthmoor

    Rorikstead

    Version 1.0.10

    7786 downloads

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

    Shor's Stone

    Version 2.0.6

    8236 downloads

    An expansion for the village of Shor's Stone. Shor's Stone always seemed like a place that had more potential than what was in the game, and as it turns out, that's because it does. NPCs talk about Odfel's wrecked house and the need to build a new one, but the wreckage doesn't exist. Grelka has some scenes with the other NPCs that can never play because she never comes to the town, and may well have originally been planned for there. Plus the place always seemed a bit empty, in need of somewhere for the folks to gather at night other than just the fireplace in front of Sylgja's house. Now, all of these things have been taken care of. Shor's Stone is no longer a backwater half-village. * Grelka now has a home at the south end of town. She will travel between there and Riften by horse at the appropriate times. * The Tapped Vein, the inn, where folks gather for the town's evening meal. A subtle tribute to Elder Scrolls Online and the village's past association with Ebony mining. * Inn has a properly working innkeeper, server, and bard. * Odfel's wrecked house now exists on the north side of town. So sad. * LOD has been generated for the area, including trees that account for the changes. Requires the Unofficial Skyrim Special Edition Patch to be installed first!
  21. Version 4.2.9a

    14536 downloads

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

    Skyrim Adventures

    So, since the screenshot threads on bethesda.net were my second home i thought i start one here. Show me what you have. Everything you have documented with screenshots. Quests, Adventuring, just Landscapes, Fighting, Characters, modded, unmodded. These were my last ones on beth.net. Edit: I think i extend the purpose of this thread a little more. Not only screenshots. Maybe just write what you did in Skyrim or which quest you on. Or share something you have experienced for the first time. In essence: Whatever is on your mind related to Skyrim.
  23. Arthmoor

    Whistling Mine

    Version 1.0.3

    1459 downloads

    A simple village expansion for Whistling Mine. It always seemed odd to me that an established mine with an active smelter had no place for the people there to live. Whistling Mine is cold, and inhospitable. Nobody in their right mind would actually sleep there! This mod solves that oddity by providing a small village for the 4 NPCs to live in and spend some time in. Cause who wants to spend their lives living in the mine they work in! It was also somewhat strange that Winterhold Hold had nothing but a single half ruined town in it. * All added houses are radiant quest enabled, so you may get Companions missions and anything else that's properly configured to use NPC homes for quests. * LOD has been generated for the area, including trees that account for the changes.
  24. 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.
  25. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim is a comprehensive project that aims to bring back at least part of the feel of Morrowind - specifically how most of the cities were a natural part of the world and you could just walk in without loading screens. The added immersion and realism goes a long way, probably a lot more than you might think. Ever wanted to ride your horse into the center of Riften? Well now you can. Need to get some help from the city guards to vanquish a foe? Run toward the gates and the guards will do their duty while you can seek safety within the walls. The town guards make for some very interesting interactions this way. This will also make running dragon battles that much more interesting since the flow of the battle won't be interrupted by the loading screen and all of the city guards can be involved at the same time. Downloads AFK Mods Open Cities Skyrim Bugtracker Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Requires Official Dawnguard DLC. Requires Official Hearthfire DLC. Requires Official Dragonborn DLC. SKSE 1.6.9+ and SkyUI 3.2+ are required in order to use the in-game configuration menu. They are NOT required in general for the mod itself. SKSE 1.7+ is strongly recommended if you are having trouble with ILS/CTD issues. See the troubleshooting section. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Manual Drop the Open Cities Skyrim.esp and Open Cities Skyrim.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Post Install Configuration Set the mod's load order using whatever management tool you feel most comfortable with. LOOT should set the proper load order, and is the recommended method for doing so. It may also be necessary to rebuild your Bashed Patch if you're using one. Once the game loads, you need to allow 24+ game hours to pass for AI to fully update in each city. You can configure three options using the in-game menu if you have SKSE and SkyUI 3.2+ installed. Option 1: Oblivion Gates. The menu will now allow you to toggle them on or off as desired, on the fly, with no external patches necessary. If you have any such patches, uninstall them. They'll crash the game now. Option 2: Gate Attendants. The gate attendants who open the city gates when you approach on horseback can be toggled on or off as desired. Yes, some people despised them enough to ask for this. Don't ask me why. Option 3: Outdoor Lighting System. You can toggle the state of the outdoor lighting system as desired. Nobody asked for this, but I figured what the heck. I was messing with MCM anyway so why not. These optional configuration elements will not be supported through any other mechanism, so if you're one of those people who irrationally hate SKSE and SkyUI, you'll have to live with using external patches for the gates, and you won't get to turn the other two things off at all. Uninstalling Open Cities Skyrim Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. Load Order Open Cities Skyrim should be loaded as late as possible in order to preserve changes to navmeshes and other exterior city data. LOOT should be used for optimal placement. Compatibility Patches Official Dawnguard DLC - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Official Hearthfire DLC - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Skyrim Sewers 4 - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). CL Cities - Whiterun - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Drinking Fountains of Skyrim - Available in the patch archive at the Open Cities Skyrim download sites (except Steam). Atlas Map Markers (scroll down the files tab a bit). Inconsequential NPCs Interesting NPCs Dawn of Skyrim Collection Immersive Citizens - AI Overhaul - Included in Shurah's installer. Compatibility Mods which strictly replace vanilla textures or the vanilla meshes are 100% compatible. Expanded Towns and Cities has been confirmed to be 100% compatible since it does not affect the 5 walled cities. Generally speaking, any mod which adds things to the closed cities will be incompatible. City mods that add some details to the open worldspace will be partially compatible. Alternate Start: Live Another Life - Fully compatible. No patches needed so long as AS:LAL is loaded after Open Cities. The Last Defeat of the Dragon Cult - The mod hasn't been updated since March 2012. It's navmeshes are partially corrupted and must be repaired. More Dynamic Shadows & Striping Fix - Numerous dirty edits that cause some interiors to cease functioning. Mods which edit the following scripts will not be compatible unless patched: QF_DialogueWhiterunArgueScene_00037CC2 SF_MS11OpeningCrimeScene_000206AE SF_MS11SecondMurderCrimeScene_0002422C Known Issues The Civil War battles which take place in Whiterun, Solitude, and Windhelm will be fought within the closed city worldspaces. This had to be done due to complications that were not possible to overcome with the scripting involved in the war and how it relates to several other quests. Expect load door transitions when a city battle is underway. Troubleshooting Problems If you have a problem with an Open Cities mod and wish to report it, I'd appreciate as much information as possible, preferably in the form of a screenshot with console data showing if it's something that can be screened. The FormID of the affected object would help greatly to narrow down any problems that might result. Post this information along with your load order. Reports with less than detailed information may result in delays in getting it fixed, or result in being ignored entirely. It helps everyone to provide details. I am especially interested in verifiable conflicts, as I wish for Open Cities Skyrim to be as conflict-free as is humanly possible given the circumstances. If the situation requires a patch, I can only work something out if I know what to look for. Help! I'm experiencing Infinite Load Screens (ILS) and/or Crashes to Desktop (CTD)!!! In March of 2013, Bethesda released their final patch for Skyrim. Version 1.9.32.0.8. Prior to this, Open Cities Skyrim had little trouble operating in the available memory the game provided. It has since been found though that Patch 1.9 changed something about the way Skyrim allocates its initial pools of memory, likely due to trying to get the DLC to work on the PS3 and then not bothering to make sure the PC had, you know, PC specific code for that. The end result is that when traveling, either on foot or by fast travel, it becomes possible for you to run into problems with ILS/CTD issues. This is especially true in Windhelm and almost guaranteed to happen when trying to get back from Solstheim. It's also likely to happen when fast traveling from one city to another, and CTD may result when trying to enter some interiors after you arrive. Fortunately the community has devised a solution to this problem in the form of a pre-load memory patch. There are several options for these now, but the one I most strongly recommend is shipping as part of SKSE now beginning with SKSE 1.7. In order to configure SKSE 1.7 to resolve this problem, you simply need to make sure your skse.ini file in Data\SKSE contains at least the following lines: [Memory] DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 This should resolve the problem on all but the heaviest of load orders. If you still have issues, then you can try either raising the 768 value to 1024, or install ENBoost which will help further reconfigure how RAM is used by the game. There are limits to this, so be careful. Skyrim can only have a maximum of 4GB even on a 64 bit system with boatloads of RAM. Allocate too much to either of the two SKSE settings and you'll be right back where you started with the ILS/CTD problem. My own load order has 96 active mods, and the SKSE settings alone turned it from totally unstable to fairly rock solid reliable. The doors inside Warmaidens (in Whiterun) are missing, what have you done with them! The More Dynamic Shadows & Striping Fix mod makes a bunch of dirty edits in Warmaidens that will cause the doors to disappear. This mod has several other problem locations as well and it isn't recommended to be used in general until the author fixes the problem. I am getting unexplained CTDs when using Open Cities with other mods. What gives? Open Cities Skyrim requires the latest version of Skyrim, Patch 1.9.32.0.8 as of the writing of this document. Many mods have not been updated since their creation. The most likely causes of issues will be from mods that have navmeshes but have not had them properly redone using CK 1.6.89 or greater. These mods need to be updated by their authors or they will simply not be compatible with the updated navmesh formats and will cause CTDs in any configuration that includes updated mods. When a mod is reported and confirmed to suffer from this problem, it will be listed in the Incompatible Mods section until such time as it is updated by its author. Locations of AI Doors The AI doors are entry ways into the closed wordspaces should it become necessary. Not everything that is placed in a city by a mod is worth the time it takes to create a patch. Mods that drop items for a one-time pickup are a good example of this. It's much easier to just go through the door, get what you need, then exit the city as normal. Riften: East of the main city gate, next to the alley gate. Markarth: Enter the city gate, turn immediately to your right. The small rock in the grass patch next to the ivy. Whiterun #1: East side of the bridge into the city, right next to the brazier that is closest to the guard shack. Whiterun #2: North side of Jorvaskr, on the side of the path up to the Skyforge. Solitude #1: In the rock pile between the city gate and the executioner's platform. Solitude #2: In the rock pile across from the Bard's College, immediately to the south of the manhole cover. Windhelm: As you enter the city gate, turn immediately to the right, then immediately right again. It's in the bushes right next to the wall. Performance and FPS Open Cities Skyrim should not produce a significant change in your frame rates and performance. Due to the liberal use of occlusion planes in the mod, the game will not render anything on the opposite side of the city walls in any given location. So your viewing content will be limited to roughly what you'd see if you were in the closed city worldspaces. The closed city worldspace system was NOT devised by Bethesda to improve frame rates. It was devised to conserve system memory on the XBox 360 and PS3. You're playing on a PC. Or, at least legally speaking you ought to be anyway. Anyone who insists that this mod is a framerate destroyer is already experiencing other problems with their game. Do keep in mind, Skyrim is not one of those silly shooters that requires 60fps at all times in order to be playable. Dropping from 60 to 55 would go absolutely unnoticed. Even playing with 30-40 frames would go unnoticed to those folks who keep those dumb little indicators running while they play. If you're seeing a massive frame rate drop, point the finger somewhere else. This mod is absolutely not the cause of your problems. I know this may seem harsh, but this sort of disinformation was rampant with the Oblivion mod and wasn't true then either and I absolutely will not stand for this sort of disinformation being spread now either. Credits Throttlekitty - Help with the Riften city gate collision sizing. BassEX - Corrections made to the Markarth dam mesh. Hannaise - Oblivion Gates in Skyrim jonwd7 - Fixing the collision on 6 Whiterun wall pieces without normal collision height. pihwht@Nexus - For having the patience and dedication to dig deep into the civil war and ferret out problems causing it to fail in Solitude. Dwip - For numerous improved meshes at the various city gates. No more crappy fake collisions! nonoodles - Riften southeast gate mesh plus the animated dock gates. Nico coiN - Cut back version of the Whiterun drawbridge mesh as well as numerous other cleanups and fixes for the mod. Disclaimer This mod is not made, guaranteed, or supported by Microsoft, Zenimax, Bethesda Game Studios, or any of their affiliates.
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