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  1. Version 4.3.1

    17218 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
  2. 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.
  3. Arthmoor

    Whistling Mine

    Version 1.0.3

    1614 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.
  4. 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.
  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 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.
  6. Version 0.2

    65 downloads

    This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: Added OnReset Event to reset the puzzle when the dungeon resets: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix I've also created a forum for this topic if you want to give any feedback.
  7. This is an attempt at a re-compiled Legendary Edition version of wSkeever's mod, High Gate Ruins Puzzle Reset Fix. While I believe this has been compiled correctly, I make no promises that it will work the way it is supposed to, as it was built for Skyrim Special Edition. My modding experience with Skyrim is limited, so troubleshooting will likely not happen. This mod should be compatible with anything that doesn't modify the following file: highGateRuinsLeverPuzzle.pex For anyone wondering if my backport of wSkeever's mod is allowed, here is a screenshot of their mod permissions: All files provided in this mod have been ported over from their Skyrim Special Edition counterpart. To avoid any permissions issues with wSkeever's mod, all permissions will be restricted on this mod. Please defer to wSkeever's mod permissions if you would like to use any assets from that mod in your mod. Original (Slightly Modified) Description Background High Gate Ruins is a Nordic Ruin featuring a puzzle where the player pulls 4 levers in sequence to light 4 braziers. Once the 4 braziers are lit, a trap door opens, allowing you to proceed further into the dungeon. However, when the location resets, the door is reset and closes, but the puzzle will not reset and remains in a solved state, preventing you from opening the door again. This bug is detailed on UESP: This bug locks you out of the latter half of the dungeon, preventing you from accessing the boss container and completing radiant quests which use High Gate Ruins as the location. Description This mod fixes this bug by doing the following: OnReset is implemented to reset the puzzle when the dungeon resets If you don't want to wait that long. I've also set the puzzle to reset when you pull any of the levers after the puzzle is solved, allowing you to solve it again. No esp. Minor edits to existing USSEP script Installation/Uninstallation Install at any time Uninstall at any time Implementation Details Script edited is highGateRuinsLeverPuzzle "KillSwitch" function edited to allow puzzle reset even after it is solved: FAQ Credits wSkeever for High Gate Ruins Puzzle Reset Fix Download Link
  8. Update: After reports of issues with Dragon Souls not being absorbed and personal testing of this mod, it appears recompiling the script in the original Creation Kit does not work. Please use Fixed Dragon Stalking Fix (Re-Upload) instead, it should work with the original Skyrim since it is only a script: https://www.nexusmods.com/skyrimspecialedition/mods/54625
  9. Hello everyone😀, Welcome to Adella’s Survival Challenges. What kind of ‘Survival Challenge’?.....They are a tiered set of frameworks designed to test participants survival capability in Skyrim. Each trial is not a competition per se, rather a personal challenge, although we like to compare notes and progress between participants. There is no prize for getting to the end, but the satisfaction and kudos of the accomplishment may give you a nice warm feeling inside. There are two distinct types to choose from. The Gemstone Series based upon never levelling up and the Metal Series based upon regular levelling and perking skills. How do they work?....Progressively each challenge works by reducing the help from assets and mechanics you can obtain in game, to make it more difficult and thrilling to play. There are no lethal climate survival or Creation Club offerings, and required mods are both few and commonly available...in fact only the top tier challenges need a mod, should you feel brave enough to try😋. It is envisaged that if you are interested , you pick the level you will enjoy the most from the easiest Metal Challenge - Bronze to the insane Plutonium. Alternatively the different Gemstone Series of Sapphire to Black Diamond. If you want to do all of them, fill your boots!...and yes I test and tweak each Challenge through personally for balance and completability (Making a Challenge impossible is simple...Making it difficult to a measured degree requires much work). Entry criteria Just post your name or char name, race and how they identify. The challenge is an open invite to all, and spectators are welcome to comment, but if survival gaming is not your cup of tea, please do not explain why you are not interested hmmm. Ethos Remember the trials are about testing your mettle....not seeing what can be gotten away with! There are ingenious ways to exploit one's way through, but this is intended to be a personal challenge.....If you take an unconventional easy route or exploit a rule loophole, you are only trivialising your own accomplishment. Keep it real, keep the faith. 😌 Above all whether participating of spectating I hope you enjoy Adella😀
  10. alt3rn1ty

    Kill The Orchestra

    Version 3.1

    2870 downloads

    Kill The Orchestra by Alt3rn1ty AFK Forum topic ======Description====== This mod is for Skyrim LE or Skyrim SE. This mod installs silent music files which the game will load instead of the original music, disabling the music. You choose which music to disable by type ( personally I prefer to disable everything except Discover Special locations, Reward music, Tavern music, and the two Special music options for the DLCs ) Resulting in no invisible orchestra throughout the game. You could just turn the music volume down in settings .. But then you dont get to hear Tavern music for example ( because the music volume turns down all music ) With this mod you selectively silence music by type. Also you will not get any hints from the music of any danger ( explore music changing to combat music - you can't hear it ), immersively its a better experience. Now you will be a bit more cautious in your travels. You will get to hear more of the games sound effects and ambient sounds a bit more clearly around the game too. Including other mods sound fx like AOS. For anyone who has the repeating combat music bug, that is a game engine bug which nobody has been able to fix, the same bug was also in Oblivion, FO3, and FONV before Skyrim. The Unofficial patch team are unable to solve that problem soo .. Just kill it with this mod And .. Just maybe .. Trolls might not be so bad tempered if they dont have to wear pink ear muffs to go to sleep in case you wander past with your stupid invisible orchestra keeping everyone awake. Disclaimer : I cannot be held responsible for Trolls jumping up and down wildly gesticulating after you have installed the mod, you may have upset them all too much already. ======INSTALLATION====== In all cases - Install the music types you wish to be silenced ( This may sound weird, but remember you are installing silent music files ) Automated Install : If using Nexus Mod Manager, it will use the scripted installation. Follow instructions and make selections. If using Wrye Bash, after putting the zip in Bash Installers, go to the Installers tab and right click the zip, and choose Wizard install, follow instructions and make selections. ( or .. just select individual sub-packages followed by right click install / anneal - Wrye Bash users know the drill ) Manual Install : Extract the archive with 7zip Copy the music folder(s) of the music you want, to skyrimdata folder. For example, if you want to disable only Skyrim exploration music, copy .. 20 Skyrim - Explore Music / music / *all-files* to skyrim / data / music / *all-files* ==========UNINSTALLATION========== NMM / Wrye Bash users just get your mod manager to un-install / re-install it as required with different options or none. Manual installations : Delete your skyrim/data/music folder to restore the original music, or delete individual folders inside skyrim/data/music to restore only those tracks ( This procedure assumes you have no other loose music files installed, if you have then you will need to take care not to delete other mods music files ). ====TWEAK TIP - For users of KTO==== Skyrim.ini: [Audio] uMaxSizeForCachedSound=8192 The default value is 262144 ( normally a hidden setting, it does not go in the ini by default ). Too much cache brings out a game engine bug = sounds are repeated for different items when they should be playing a different sound, lowering the cache limit to 8mb makes the game refresh the cache more often, preventing repeated sounds for different sound events. Picking up a gold coin for example plays the generic pickup sound. Picking up a second gold coin plays the right sound, and this will last until you leave the area or switch to picking up other things. This tweak solves the problem. And seeing as you are also using Kill The Orchestra ( short 4 second duration silent sounds at only 28k each replacing the original music files some of which were as big as 100mb ), there is even less need for such a huge sound cache. If you experience any problems ( similar to the ones mentioned in this post ) then try the setting at uMaxSizeForCachedSound=65536 instead. For some machines ( seems to be rare ) your mileage may vary, the problem and solution effectiveness are variable, probably depends on drivers and different motherboard sound setups. ==========TOOLS USED=========== BSAOpt by Ethatron To extract the original files from the games BSA and find out their folder path and names xWMAEncode from SkyrimSoundTools To convert xwm files to wav and vice versa - Needed to be able to listen to them and determine what some of the music was used for Audacity The best open source sound manipulation tool out there In this mods case, used to create the one file which was used repeatedly to replace all the files we needed to silence. ==========COMPATIBILITY=========== I use Audio Overhaul for Skyrim ( AOS v2.5 at time of writing ) which changes the games sound fx, but does not change music .. So yes that mod for one is compatible. Sounds of Skyrim I should imagine is similar if you use that instead. My mod has no plugin or records to worry about, no scripts or references which will become embedded in your save game, just plain ol' replacer music files. Install / remove / overwrite as much as you want. Though overwriting them with someone elses music files will give you different music .. That becomes your problem in deciding what you want, these or those, simple. As is any Mod manager related questions. Go forth and rtfm. Enjoy. Lastly : Note I will not be supporting any new Mod Managers which come along, I have left the Bethesda games modding scene and have no intention of coming back. If it works with whatever is new since Wrye Bash and Nexus Mod Manager then that's a bonus, not intended or anticipated. Any mod manager which uses Wrye Bash BAIN scripting or OBMM (like NMM, maybe even the newer Nexus Mod Manager (forgotten its name)) scripting should work fine. Otherwise revert to manual installation, if you know how. olympusgames, GMOD, ModDrop or PlayAsHell sites do not have permission, to upload or redistribute any of my files, images or descriptive content, past, present or future.
  11. Version 3.0.16

    23710 downloads

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

    Shor's Stone

    Version 1.0.3

    1065 downloads

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

    Kynesgrove

    Version 1.1.6

    1373 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.
  14. Arthmoor

    Karthwasten

    Version 1.0.3

    988 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.
  15. Arthmoor

    Ivarstead

    Version 1.1

    1063 downloads

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

    Helarchen Creek

    Version 1.0.2

    1489 downloads

    A village in the mountains southeast of the city of Dawnstar. Tamriel has had many villages on maps for as far back as anyone can remember. What happened to them all? Nobody really knows. This mod is simply my take on bringing one back from Elder Scrolls: Arena. Helarchen Creek was a small village in the game somewhere in the mountains near Dawnstar. Originally it appears as though Bethesda planned to put this around the Nightgate Inn, but then changed the name on that and cut the content. Some further research using old Arena maps placed the village further north anyway, so here it is. * Two of the NPCs can be married and will optionally share their homes with 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.
  17. Arthmoor

    ESO Skyshards

    Version 1.0.1

    628 downloads

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power. ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate. This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.
  18. Arthmoor

    Dragon Bridge

    Version 1.0.2

    762 downloads

    A small village expansion for Dragon Bridge. Dragon Bridge always seemed like it needed something more, and it did. There was always poor Varnius Junius, who gets sent to Solitude representing the town and everything, but had nowhere to live. Plus his boss, Tasius Tragus, who was never placed into the game, but would also have just lived in the inn. The inn is not a home! Varnius and Tasius now have their own homes on the northeast side of the village, like everyone else in town. It's not much, but there just isn't enough space in the place for anything more. Tasius even has a nice terrace with a view to reflect his presumed status in town. * 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.
  19. Hello, I came across a bug/glitch that prevents me from buying Hjerim in Windhelm. I have done Blood on the Ice first and then the civil war quest for the stromcloaks that normally allows you to purchase it from Jorleif the steward. The dialogie option to buy it is there but Jorleif says that there is something wrong with the house even though I have done BoTI quest before. I asked on other forums and friends, and they told me that they had the same problem , they fixes it with disabeling the USSEP, and then enabling it after purchase. I am not sure if this is safe to do.I also know that Blood on the Ice is a real mess of a quest. Before I had the USSEP I could buy Hjerim without problems. I know that it is not the USSEPs fault , it is Skyrim after all(buggy as hell),but If you have a safe solution or fix please tell me.
  20. This all began when I accidentally read the black book: the winds of change, I spammed o and then my character got stuck in a a 45 degrees angle and is slowly walking in place, when I try to fast travel it says "You cannot fast travel at this time", when i read another black book it doesn't make a difference either, i tried to whirlwind sprint nothing happens and I don't even hear the shout. My cursor/cross-hair is also stuck in the middle of the screen and I can only move it on a vertical axis. I tried to talk to an NPC but it makes no difference. NOTE: I am also on ps4**
  21. aela's "totems of hircine" quests wont start for me, despite the fact that im both a companion and a werewolf. ive done atleast 20 of her generic quests so i know i should have gotten a totem quest by now. ive tried to fix it in every way i know how but to no avail (side note, im on xbox one). please help! and thank you all for your hard work. ps: sorry if i didnt do this correctly. it wouldnt let me select "bug tracker" like the mod description says.
  22. Hello, I was working on a new worldspace. And while working I have generated the terrain and object lod several times through xlod-gen and oscape. But recently I stumbled down on a problem, where after generating lod I couldn't visit the cells (exterior cells). Every time I enter to a cell the game crashes to desktop. Well, I still can go to some cells of the world, but in most cells the game just crashes. Its a new problem I am facing. Although I can visit the cells if I delete the lod meshes and texture. Could anybody please kindly help me?
  23. Has anyone else had the following issue (ON PLAYSTATION 4): upon entering The Bannered Mare, I noticed that the barstool that serves as a table for the bard, Mikael, is glitched; the cup and plate that usually sit atop it have fallen through, and continue to fall through even if I try to put them back in-game. The same goes for the stool/tables in the Temple of Kynareth, as they cannot hold what usually sits atop them. It's a very annoying, very immersion-breaking bug that I've never seen before until the Unofficial SSE Patch. Though I haven't found the issue elsewhere in Skyrim, I'm sure all the stools meant to be tables are affected. Is it an item placement bug? Clipping? Anyone else experience this? Any information or fixes, or updates on if the next version of the PS4 USSEP will address this would be greatly appreciated.
  24. DayDreamer

    Skyrim VR patches

    It's been out over a year, which was about how long it took for SKSE64 to be finished. SKSE VR has been out for awhile, and also SkyUI VR. What do we need to get USVRP/USSEP working? Creation Kit 2 can be made to work (according to forum posts), but the scripts don't match. Do we have a good direct contact at Bethesda? The reason that I'm asking is dozens of folks have asked for Touring Carriages VR. So I've recently purchased a Valve Index. OTOH, Steam Charts says that only hundreds of folks are running VR (280 at this moment), relative to the tens of thousands still running LE (7109) and SE (13788).
  25. I have the three hearthFire homes built and I do not have the option to move my family whom consists of Yoslda, Francois Beaufort and Runa Fair-Shield when I speak to Yoslda but it appears with my children. Also a bug has occurred might be because I built everything too fast but furniture does not appear even tho I built it only in Windstad Manor. I am also being told to I need to leave my own home.
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