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Posted

Arthmoor, as far as you are aware, are there any major conflicts with your mods and the full AE Creation Club modpack installed ? (All 74 or so)

Posted

I've gone through them all and found nothing of consequence. There are some location overlaps but the edits to those locations don't get in the way of anything I've done.

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  • Thanks 2
Posted
On 11/29/2021 at 2:18 PM, Arthmoor said:

It is, but there is no "Anniversary Edition" per se. Just an SE update.

AE is only when you buy the $20 DLC package to go with the update, and CRF doesn't address anything in those DLCs.

Figured it was but wanted to make sure before I suggest to others since I've not upgraded. Also I noticed a different version here than on Nexus so I assumed that the Nexus version was the pre-update version. I'm sure I'll be asked. Thanks for the reply.

  • 2 weeks later...
Posted

Version 3.1.12

Removed the placement for the Ring of Khajiiti that was added in Nightingale Hall. This item has now been officially added to the game via the Fishing DLC. If you already picked up the copy I placed, you'll be able to keep it.

  • 6 months later...
Posted

Version 3.1.13

Added bash tags. (Bug #32173)
Vignar should not be commenting about the brawl inside Jorrvaskr when he's still outside after performing his restored scene by the Gildergreen. (Bug #31436)
The male first person sleeved Stormcloak cuirass is incorrectly weighted. This was originally done via USSEP 4.1.3 when it was thought that it needed the same adjustments as the non-sleeved ones. It turns out the sleeved variant doesn't need them. I will temporarily override the USSEP archive with the vanilla sleeved meshes since I've confiemed those don't have weighting issues in the game. When USSEP updates next and these files get removed, CRF will have them removed from the archive as well. (Bug #24405)
Gargoyle Sentinels and green Gargoyle variants now have their unique abilities assigned. (Bug #31328)
Chitin, Nordic, and Stalhrim (both heavy and light) Helmets of Waterbreathing have been added to the leveled lists with other similar enchanted helms. (Bug #31314)

  • 1 month later...
Posted

Hello! It have came to my attention that while you have forwarded all food-values from Survival CC to USSEP, you didn't do that in CRF. Namely for Frost River Mead that i think should have same hunger-value as other meads. If that's just simple overlook i tought it might be good thing to report this! Btw. love the fact that you had balls to do it. It would mean much less compatching if other modders would follow. 

Btw. have you tought about that Idolaf-Vignar cut conversation? It's a shame for good cut content to be wasted. Maybe Idolaf could get package so he'll visit Dragonsreach about the same time Vignar does it in CRF?

  • 3 weeks later...
Posted

noob question

seeing your mods are updated on bethesda.net I could just download the latest ones from the ingame mods section right?

Posted

Yes, you could.

  • 6 months later...
Posted

Version 3.1.15

Added the 4 investor perks to the formlist used by USSEP to clean up perk resets when reading Black Book: Waking Dreams.

Version 3.1.14

Animal Pelt Collection (CR03) was not updating the radiant quest counters when completed. (Bug #32562)
The AI Package sending Scouts-Many-Marshes to the New Gnisis Cornerclub had too large a radius and was letting him access private areas. (Bug #32485)
Added bash tags. (Bug #32460)
Vignar and Olfrid will delay having their argument scene in front of the Gildergreen until after Amren and Saffir have played out their scene. Otherwise you could end up having both scenes running at the same time which would make it impossible to properly listen to both. (Bug #32459)
Four mist objects have been removed from the Thalmor Headquarters in Solitude. (Bug #32717)
Two mountain rock piles next to Heljarchen have been removed. There was no reason for them to be there since they were 9000 z units below the ground and marked as disabled.

  • 9 months later...
Posted

Version 3.1.16

Synced with latest USSEP fixes.
The female farmer, "Jen" should likely have been a male farmer named "Jens" since the key originally made for this NPC was marked that way. Jens is a common Scandinavian male name. (Bug #32902)
Dawnguard added a second map marker for the Windhelm Docks which was never enabled, even though it's referenced by the Ferry travel system.
Thanks to Robert, a bit of navmesh trimming was done in Frost River, Heljarchen, and Stonehills.

  • 4 months later...
Posted

Version 3.1.17

Fixed 2 wall meshes for Riften that had broken material types.

  • 4 weeks later...
Posted (edited)

A possible addition to CRF.

In the game data there are unused guard records for Rorikstead: GuardRoriksteadImperialHorsePatrol (0009CB58) and GuardRoriksteadSonsHorsePatrol (0009DA49). If the names mean anything, they were probably supposed to be guards that patrol on horseback. 

Edited by BlackPete
Never mind; was moved to tracker
Posted

Version 3.1.18

The extra dragon encounter outside of the south exit to Bleak Falls Barrow is actually vanilla content which was not cut. These changes have been removed.
Belrand needed his perks updated to conform to USSEP Bug #32513.
01001CC1: Floating bush. (Bug #34225)
The Thalmor Justiciar Commander or Stormcloak Officer in charge of the Justiciar's Headquarters will now sandbox properly outdoors if Open Cities Skyrim is installed. (Bug #33067)
The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use CRF as a file dependency change the case of that dependency in their master lists. (Bug #34096)

Posted

Download of the new version getting blocked by Windows Security?

image.png.9993db2c99105fd16dd4038afccee7e6.png

Posted

It's a false positive from Defender. Ironically only if you download the file. The one here on my PC doesn't trigger an alert. I've submitted the report for this, LAL, and USSEP to Microsoft since they're all triggering it for some people. So far the preliminary results say no malware was detected on their end but I think they still have to manually review it.

  • Thanks 2
  • 2 weeks later...
Posted

I think I found some undiscovered unused content.

meshes\actors\draugr\draugrmalestatic.nif

Despite its name this mesh is a cockroach. No animation, no collision but I think it's pretty nice.
No record pointing to this mesh.
Looking at the design and the colours used I can only assume it fits some kind of display reward, like the ones from the Thieves Guild (Falmer eye, mini ship, crown of Barenziah and so on).

Also reported in CRF tracker.

  • 4 weeks later...
Posted

Version 3.1.19

The BashTags folder was left out of the previous revision.
The two mudcrab spawns on Solstheim have been replaced with the unused ash covered version that was in the Dragonborn DLC data.
An unused Telvanni banner has been hung outside of Tel Mithryn.
You can now ask Sven in Riverwood if he knows any old ballads about dragons. This line was linked to the wrong topic and wouldn't normally play. Unfortunately in order to ask him about it, a new game will be required. Apparently some aspects of dialogue bake into the save.
000D3B08: Tree clipping the back side of Fathenda's shop in Heljarchen. (Bug #34239)
0006F160: Tree clipping the back of Argi's house in Stonehills. (Bug #34254)

Posted (edited)
Quote

[09/03/2024 - 11:16:59PM] warning: Property SolitudeJusticiarsHeadquarters on script ARTH_SCRP_QuestInitalizerScript attached to CRFInitializer (0B0368FD) cannot be initialized because the script no longer contains that property
[09/03/2024 - 11:16:59PM] warning: Variable ::SolitudeJusticiarsHeadquarters_var on script ARTH_SCRP_QuestInitalizerScript loaded from save not found within the actual object. This variable will be skipped.

Hopefully I didn't do something wrong, because this warning about the script property and variable have been appearing in the log whenever a save is loaded since updating from 3.1.18 to 3.1.19. The only change made related to the Thalmor Headquarters I see was back in 3.1.18. I didn't have CRF installed at the time I started this game save months back but have for quite some time now.

Edited by BlackPete
Posted

Those were intentionally removed from the script because that was supposed to set the public flag on the Thalmor HQ in Solitude. After fixing MS09 in USSEP though, it became clear that using a script to change the public flag doesn't stick properly and the HQ was apparently already given the public flag some time ago in CRF. So the script call was useless.

  • 3 months later...
Posted

Frost River Farm buildings don't seem to have LODs. Getting building pop-in when I approach. Any pointers on how to set the right flag in xEdit? Still very new to modding so any info is appreciated!

Posted

@darchitectLP Someone may correct me if I'm wrong. If you can't or don't want to process a correct objects LOD regeneration (through DynDOLOD and/or through xLODGen) then see screenshot below for the 6 buildings refIDs that required editing. You just have to make sure that flags 'persistent' and 'is Full LOD' are ticked. If other flags are already there, just let them 'as they are' and add the ones I just mentioned.

FullLOD.jpg

Posted

The LODs do exist in the BSA. They're in the meshes\terrain\tamriel\objects folder. The one covering Frost River should be Tamriel.4.-24.16.bto

Posted (edited)

@Nico coiN Merci! I'll try setting that and re-running dyndolod. @Arthmoor Sorry, do you mean there should be LODs for those farm houses? Did I do something wrong in dyndolod? I used the recommended settings here: https://stepmodifications.org/wiki/SkyrimSE:2.3#DynDOLOD when I generated my files.

I'm going for a (relatively) barebones vanilla+ install. Only real content adding mods are Cutting Room Floor and LOTD (hence the "relatively") and a few edits to some of the CC stuff. I definitely want to understand how to set the "is Full LOD" flag, because there's also a random tower added by LOTD in the middle of the tundra that isn't visible until it's in your "close" grid, or whatever it's called. Thank you all for the help!

Edited by darchitectLP
Posted

I don't use Dyndolod. I included generated BTO files for everything in CRF. I'm not sure whether or not dyndolod will use those. So there should be no reason to need to use the IsFullLOD flag on any of the references.

  • 3 months later...
Posted

Version 3.1.20

A previous add to LCharWarlockStormBossFemaleElfHaughty mistakenly used a male NPC in a list of females with specific female voice lines, resulting in the male NPC not speaking. (Bug #34685)
01001A49, 01001A4A, 01001A4B: Bushes buried underneath houses in Stonehills. (Bug #34490)
Animal Pelt Collection [CR03] was not handling picking up and dropping pelts before turning the quest in properly. This led to allowing the player to finish it after dropping all the pelts and in some cases also to turn in too many pelts. (Bug #35021)
The entrance to Hoarfrost Grotto has been moved to avoid a conflict with the Fortress of Ice VC. It is now on the far northeast area of the map, on an island north of the Wreck of the Winter War.

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