Arthmoor Posted March 5, 2014 Author Share Posted March 5, 2014 No, that's an individual preference mod. Link to comment Share on other sites More sharing options...
daventry Posted March 9, 2014 Share Posted March 9, 2014 Was the Gourd really suppose to be an Ingredient http://www.nexusmods.com/skyrim/mods/51917/? Link to comment Share on other sites More sharing options...
BlackPete Posted March 9, 2014 Share Posted March 9, 2014 Was the Gourd really suppose to be an Ingredient http://www.nexusmods.com/skyrim/mods/51917/? No, I'm pretty sure it was intentionally categorized as food like potatoes and apples. Link to comment Share on other sites More sharing options...
Elgar Posted March 9, 2014 Share Posted March 9, 2014 It's because the vanilla game lists the gourd as an ingredient for Resist Frost, in a recipe. Â The USKP corrects the recipe : Â RecipeResistFrost2 incorrectly lists fire salts and a gourd as ingredients. This should be frost salts for certain, and we've arbitrarily chosen silverside perch for the other. (Bug #12596)Â There were two means to correct this inconsistency : to correct the recipe like USKP does, or to correct the gourd like this mod linked by Daventry does. Link to comment Share on other sites More sharing options...
BlackPete Posted March 9, 2014 Share Posted March 9, 2014 It's because the vanilla game lists the gourd as an ingredient for Resist Frost, in a recipe. Â The USKP corrects the recipe : Â RecipeResistFrost2 incorrectly lists fire salts and a gourd as ingredients. This should be frost salts for certain, and we've arbitrarily chosen silverside perch for the other. (Bug #12596)Â There were two means to correct this inconsistency : to correct the recipe like USKP does, or to correct the gourd like this mod linked by Daventry does. Ah, I see. That would explain a few things there. Interesting, very interesting. Link to comment Share on other sites More sharing options...
daventry Posted March 9, 2014 Share Posted March 9, 2014 So Gourds are Ingredients  Just wondering, is Normal Salt suppose to be an Ingredient, or is that a Joice People made through a Mod Link to comment Share on other sites More sharing options...
Arthmoor Posted March 9, 2014 Author Share Posted March 9, 2014 Can't really see any harm caused by turning the gourd into an ingredient, it shouldn't interfere with what we fixed. Â Regular salt is most often found in cooking recipes, not alchemical formulas. Link to comment Share on other sites More sharing options...
Elgar Posted March 9, 2014 Share Posted March 9, 2014 Yes, according to uesp salt is used in 15 of 18 cooking recipes. Â In Alchemy it is very useful however, because it has the Slow effect and most of the other ingredients for this effect are pretty rare or require DLCs. Link to comment Share on other sites More sharing options...
Leonardo Posted March 9, 2014 Share Posted March 9, 2014 Can't really see any harm caused by turning the gourd into an ingredient, it shouldn't interfere with what we fixed.  Regular salt is most often found in cooking recipes, not alchemical formulas. Actually it could interfere, because I know there are two types of Salt Pile in-game. The first one are the most common while the other is rare and can only be found in Black-Briar Manor in Riften.  So if you type - help "Salt Pile" 4 - in the console you'll see two unique ID for Salt Pile not one as you would normally do for other common ingredients. Link to comment Share on other sites More sharing options...
Arthmoor Posted March 9, 2014 Author Share Posted March 9, 2014 What do salt piles have to do with the gourd though? That's what I was referring to not interfering. Link to comment Share on other sites More sharing options...
Leonardo Posted March 10, 2014 Share Posted March 10, 2014 What do salt piles have to do with the gourd though? That's what I was referring to not interfering. I made a mistake since I didn't remove the first line in the quoted post and I just wanted to share about what I know nothing else. Link to comment Share on other sites More sharing options...
daventry Posted May 19, 2014 Share Posted May 19, 2014 Is this something that should be in the Unofficial Skyrim Patch  http://www.nexusmods.com/skyrim/mods/35286  http://www.nexusmods.com/skyrim/mods/36369 Link to comment Share on other sites More sharing options...
tyrel68 Posted June 1, 2014 Share Posted June 1, 2014 SMIM-FarmhouseFlickeringFix.esp  Static Mesh Improvement Mod  Author himself states this is not needed with the USKP patch installed Link to comment Share on other sites More sharing options...
daventry Posted June 17, 2014 Share Posted June 17, 2014 Is this really a Bug http://www.nexusmods.com/skyrim/mods/54972/? Link to comment Share on other sites More sharing options...
Leonardo Posted July 2, 2014 Share Posted July 2, 2014 Is this something that should be in the Unofficial Skyrim Patch  http://www.nexusmods.com/skyrim/mods/35286  http://www.nexusmods.com/skyrim/mods/36369 Not the first one and I would say it's a personal modification, but probably the second. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 2, 2014 Share Posted July 2, 2014   Vanilla Mannequin Script Fix (http://www.nexusmods...yrim/mods/10652) - Loose script. Data\Scripts\MannequinActivatorSCRIPT.pex - DELETE THIS as it is blocking both the USKPand UHFP fixed version of this script. I have asked before I thought I had asked this before, guess I did not. I'll ask it then for the first time.  Can this be removed from the obsolete list since it now includes the USKP/UHFP corrections and adds new functions.  If you do not wish to remove it from the obsolete list, can you please change what it says?  I'd prefer it to at least state the following:   Vanilla Mannequin Script Fix (http://www.nexusmods...yrim/mods/10652) - Loose script. Data\Scripts\MannequinActivatorSCRIPT.pex - DELETE any version below 2.2 as it blocks both the USKP and UHFP fixed versions. -- USE version 2.2 and above as it includes the USKP and UHFP fixed versions.  Thank you. Link to comment Share on other sites More sharing options...
javier_himura Posted July 25, 2014 Share Posted July 25, 2014 I found months ago two fix for script errores directly en nexusmods forums, but they not exits as mods itselfs  FXdustDrop Random script http://forums.nexusmods.com/index.php?/topic/732051-fxdustdroprandomscript-errors-fixed/ Loose file: fxDustDropRandomSCRIPT.pex   critter scripts http://forums.nexusmods.com/index.php?/topic/981701-critter-script-bugfix/  Loose files included: Critter.pex,critterDragonFly.pex,critterFish.pex,critterMoth.pex,CritterSpawn.pex,FireFly.pex  These fixes are included in USKP and i can remove the files from my game or maybe should i keep them? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 25, 2014 Share Posted July 25, 2014 I found months ago two fix for script errores directly en nexusmods forums, but they not exits as mods itselfs  FXdustDrop Random script http://forums.nexusmods.com/index.php?/topic/732051-fxdustdroprandomscript-errors-fixed/ Loose file: fxDustDropRandomSCRIPT.pex   critter scripts http://forums.nexusmods.com/index.php?/topic/981701-critter-script-bugfix/  Loose files included: Critter.pex,critterDragonFly.pex,critterFish.pex,critterMoth.pex,CritterSpawn.pex,FireFly.pex  These fixes are included in USKP and i can remove the files from my game or maybe should i keep them? Those scripts are done differently than what the USKP has.  Tho at one point there was some similarities.  Steve40 tries to include methods of correcting the problem in an existing game while the USKP focused on preventing the problems in a new game.  So the next time you start a new game you can safely remove the other variations and use those in the USKP. Link to comment Share on other sites More sharing options...
theicedevil Posted September 28, 2014 Share Posted September 28, 2014 I made a tiny bug fix that you may not be aware of, "No more damn bird in the tree". By all means, feel free to include it in the next update. It'a simple fix. It took me three minutes to fix in the the CK, and another minute to clean it with TES5edit.... easy. Link to comment Share on other sites More sharing options...
danielleonyett Posted October 26, 2014 Share Posted October 26, 2014 hi! just wondering - you say in a post or two that you added SMIM, but I don't see it in the list. did you forget to put it in or did you take it out for some reason? thanks! Link to comment Share on other sites More sharing options...
Nico coiN Posted October 26, 2014 Share Posted October 26, 2014 Â Added: Â Static Mesh Improvement Mod - SMIM (http://skyrim.nexusmods.com/mods/8655) - ONLY the ESP, StaticMeshImprovementMod.esp, has been made obsolete as of USKP 1.3.1. The rest of it should be kept. Â As Arthmoor said, the esp from SMIM was considered as a bug fix. So, it is now useless as it is included in USKP (well, at least if there was no other modification in it since Apr 2013). However, if you are using SMIM for real, you still need its associated meshes and textures, of course. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 26, 2014 Author Share Posted October 26, 2014 SMIM has been updated several times since then. I'll have to recheck it, but chances are we'll need to pull it off the list since Brumbek has merged and pulled things apart a few times since last year Link to comment Share on other sites More sharing options...
ewookie1 Posted November 4, 2014 Share Posted November 4, 2014 Hello, Before I start, I did search for any referenced to this mod confusion before I posted it. But, it is possable that I missed it, if there is something about it in this forum. If there is, if you could leave a link to the post, that would be good from me. Thanks for the help.  There is an Unofficial High Resolution Patch --COMPATIBLE VERSION---9080-1-1-1 supplied and recommended with a mod on Nexus called Bethesda Hi-Res DLC Optimized by Vano89 www.nexusmods.com/skyrim/mods/9080/?  The author of the mod recommends that we use the Unofficial High Res patch he supplies on his download page instead of the standard one. I assume he is referring to the one that was available around 16 Feb 2013.  The last update for this mod was - "Last updated at 3:50, 16 Feb 2013"  My questions are, Is this version obsolete? Should I use both the recent one and over right with his "COMPATIBLE VERSION"? Or, is his Bethesda Hi-Res DLC Optimized obsolete also?  Just color me confused and thanks for the help. ewookie1 aka Walt    Link to comment Share on other sites More sharing options...
VaultDuke Posted November 4, 2014 Share Posted November 4, 2014 Don't know about the mod, so i don't know what kind of optimizations this mod contains. But in short: use the current uhrp. Several reasons make this the logical choise: Â It is up to date and contains more fixes than a 2013 compatible. Some optimizations have gone into the textures since 2013, and anyway, i don't see what should be considered unpotimized about them. (it actually contains several files that are just better compressed/optimized versions of the official high res textures)Â The uhrp does contain only a few textures anyway, even if they weren't optimized, it wouldn't matter much. Link to comment Share on other sites More sharing options...
Arthmoor Posted November 5, 2014 Author Share Posted November 5, 2014 Yes, that older mod is obsoleted by the UHRP. Anything from 2013 claiming otherwise is incorrect as the UHRP had a major revision along the way that eliminated the need for the kinds of optimizations those people were doing. Link to comment Share on other sites More sharing options...
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