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Everything posted by Arthmoor
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In answer to your original question, yes, those attacks were highly annoying and spawned a number of mods to either disable them entirely or to mitigate the damage they caused to NPCs. People had been complaining about them for YEARS since Dawnguard first came out. It definitely came as a quiet but welcome surprise when they stealth patched those attacks out of the game.
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Wyre Bash problems - "Dawnguard.esm could not locate Strings Files"
Arthmoor replied to RDKoehl's topic in Skyrim's Skyrim SE
Your copy of Wrye Bash would have to be incredibly old to still be throwing errors like that. -
Memory allocation issues are no longer a problem for SSE. None of those old DLLs are needed now.
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Help Please!: Need Skyrim SE Unofficial Patch v4.0.8
Arthmoor replied to Shadowshire's topic in Skyrim's Skyrim LE
Just update your game to 1.5.39 and ignore the CC since that's basically what you're after according to your own post in the USSEP thread. Your mod setup isn't going to break. -
Can Skyrim VR mods get there own fourm?
Arthmoor replied to noobjustlearning's topic in Skyrim's Skyrim SE
To expand further on all of this. Skyrim VR was cut from an old code branch of SSE back around version 1.3, before the CC was a thing. This means that the exe is lacking some things later SSE updates got as freebies in scripting, the data files are lacking in additions that SSE itself has now, several scripts are older copies of ones SSE has updated since, and VR has a mountain of mesh alterations that were made to accommodate the special needs for VR systems. Laying standard SSE mods down on top of all of this will only contribute to instability, data corruption, and other problems related to incompatible files. VR really has every reason to be its own game entry due to the fundamental differences in the base game files. Those of us modding SSE are not writing stuff that will work properly in VR regardless of what VR players might say. -
I guess I could always use it to get Civ 6 DLCs I wouldn't otherwise buy :P
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LOD terrain intersecting with "Hold The City Overhaul" cities.
Arthmoor replied to Uncorpse's topic in Skyrim's Skyrim SE
That's not a mod conflict, it's an engine bug that dates all the way back to Oblivion. LOD doesn't always load out of memory, especially on fast travel. They haven't even fixed it in Fallout 4. -
Please, Seperate Skyrim VR and SkyRim SE sections
Arthmoor replied to HadToRegister's topic in Site Support
Stuck my 2 cents in over there. PLEASE for the love of Talos, reconsider this decision. Also not sure if it's a site bug or not, but it doesn't look like an author can set any tag to invalid before someone has used them improperly. -
Can Skyrim VR mods get there own fourm?
Arthmoor replied to noobjustlearning's topic in Skyrim's Skyrim SE
I don't think you're quite understanding the scope of the problem here. SkyrimVR is as much a break with things as SSE was from LE. Stuff made for one is not compatible with the other. Putting in tags that authors can't block is only going to cause problems in the long run when people start tagging stuff without knowing what they're doing and mod authors can't reject the tag or set it to invalid right from the start. This sort of thing is already causing support issues with people asking why X doesn't work right in VR and why author Y isn't fixing them and all you're going to do is aggravate this problem by not separating the content properly. The VR zealots are already resorting to pressure tactics for more popular mods and on Reddit some are even resorting to mod piracy in order to get their way when an author denies permission for a VR update. Plus there's the not insignificant fact that there's no CK compatible with VR and Bethesda has flat out said VR does not support mods. Stuffing things that even the developer says are not supported into a game everyone knows IS supported is going to cause even more problems. So if you're determined to continue down this road, please make those VR tags possible for mod authors to reject before anyone sets them so that we can go and do so, but the proper solution here is a separate game setup for it since it is as much a new game as SSE was vs LE. -
Please, Seperate Skyrim VR and SkyRim SE sections
Arthmoor replied to HadToRegister's topic in Site Support
Skyrim VR is its own game and the data files are significantly different so a lot of standard SSE mods simply don't work and it's completely misleading to have VR jammed into a category buried inside SSE when it's not SSE with a VR mod attached. Because of how things have been done now, people are blindly assuming SSE mods will just work in VR and this simply isn't the case. While several might, several don't, and not all of these mod authors have the money to outlay for expensive VR support just to make sure the mods work. Not to mention Bethesda themselves has explicitly said the VR game does not support mods and they have no intention of changing this. So it would be nice if we could get the clutter out of SSE and into a proper game entry like was done for the split between LE and SSE. -
How do I safely uninstall Eli's Breezehome mod?
Arthmoor replied to xSeminix's topic in Skyrim's Skyrim SE
You will need to abandon that save. Mods make many of their changes permanent from the moment they're installed. Just because you've never been inside or bought it at all doesn't mean that things the mod has done to it won't still be lingering in your save to cause you problems. Using a save cleaner will not help you here either.- 4 replies
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- breezehome
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This update doesn't break anything. Breakages happen when modders ignore updates and don't update their mods. Those are the people you should be blaming when things go south on you. So by your logic Bethesda should never update the game just because the unofficial patch exists? That's a rather narrowminded and selfish view of things.
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Years ago when I ran some MUD servers I had my Paypal account converted into a "business" account. IT didn't cost anything to do that at the time but it allowed for recurring payments (they called them subscriptions) without having to register for any additional services. Apparently that's still possible since I have one person who chose to set up a recurring donation that way before I created a Patreon page.
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Cleaning the master files of their dirty edits is only the beginning, and a very very short beginning at that. The game will still be full of all manner of bugs that have not been addressed. Bethesda has never distributed a game that's 100% bug free, ever. No publisher can claim that anywhere in the industry, but Bethesda games have a well documented history of being buggier than average.
- 16 replies
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- zero bugs
- the elder scrolls
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If it's telling you you're on 1.5.3 and that it's outdated, it's correct. You need to let steam update your game to 1.5.23 and then SKSE64 2.0.6 will work just fine.
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SSE hasn't updated in months. What are you talking about?
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On that subject, has anyone ever considered writing up a test suite that would run each function through its paces to make sure the results are as expected? I ask this because it's pretty clear to me that most use of SKSE is for nothing more than what SkyUI requires. All of that seems to have been well tested at this point and those bugs that were found have been fixed. Everything else is more specific use of the extended Papyrus functions that a lot of folks may not be using or be familiar with in any way.
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So I guess I'll take a shot at this too. :)
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Does anyone know when SKSE64 and SkyUI will going into Beta?
Arthmoor replied to Hexxagone's topic in Skyrim's Skyrim SE
Meanwhile SKSE64 is perfectly safe to go ahead and use now. It may be tagged alpha, but that's in name only. -
I don't recall having a lengthy discussion on the subject, but do recall having referred someone to ENB if they wanted Parallax that badly. From what I can find on Google, even Boris doesn't seem to think it's feasible. Which IMO makes sense. Parallax is ancient tech. Tessellation would have been a much better avenue to pursue but I doubt Frankenbryo supports it at all. @Zanderat: As for him saying I have shut down support, that's true. I stopped all updates to mods for LE as of January 1st. All updates will continue on SSE only, all new mods will be released SSE only. USLEEP will be stopping updates once the next version is released. Though I have no idea why this was dragged into a subject about parallax to begin with. It's not at all relevant to this thread.
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Alpha in name only. It's perfectly stable and safe to use for regular gameplay.
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How to Remove Drauger eyes with USSEP installed
Arthmoor replied to Bahumut's topic in Skyrim's Skyrim SE
Glad it worked, but I'd appreciate it if you'd stop spreading misinformation. The changes made to the scripts do not invalidate the console commands. That's impossible. Console command use bypasses all script checks. Everything applied via console is done directly through the engine layer. We only put that shrine in as a convenience feature so that people stuck with multiple effects could remove them in one shot rather than screwing around with multiple possible console commands. The changes made to the various scripts to prevent this have nothing to do with the console. They are part of normal game operations.