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tesnexus8

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Everything posted by tesnexus8

  1. Yeah, the killer isn' anything Bethesda's done, it's just Valve being absolute assholes a few years ago by removing the "Do NOT update this game" option so that every option left means "f*#@ you, you're getting this update, and if it breaks your 200-hr playthrough then that's your problem. We don't care because we've already got your money". Even Windows Home is better than that. Bethesda could at least make it less bad though by actually doing literally any testing on their patches, which would also make them less frequent. When you've got limited time to play/mod as it is, having SKSE broken three times in one week just so Bethesda can sell a 3rd-rate copy of a mod we were already using ten years ago gets old really fast. "Just fixing it" to not break SKSE in the first place would be utterly trivial. It's not like the way to do that is new technology or incomprehensible: the industry's been doing it since before 99% of the playerbase was born. It's not even a day's work, but let's be generous and say an intern could do it in a week. But we're not even worth that level of effort.
  2. Having just run into the same problem 8 years later, on AE, I think this is just one of those Skyrim things. I'd already checked all my mods in xEdit trying to answer exactly the question the OP posed. (Note that Ishara's post - though good advice in general - may be wrong for this particular case, since the journal may be a placed object, in which case you'd need to look for edits to that CELL rather than the QUST). The journal going missing SHOULDN'T actually break the quest, because it's also supposed to start whenever you pick a crimson nirnroot. In my case, the journal is missing, and harvesting doesn't start the quest, so yeah: it's the QUST that's broken. * Nothing has edited the quest. * sqs shows the quest HAS actually started, and is at stage 10. setstage advances through it correctly, but it isn't actually playable. Going back to a save from before ever entering Blackreach is no different. My guess is the quest simply choked halfway through its startup script for some reason, and now it's toast. (If it's Start Game Enabled then that would explain why even an old save can't start it).
  3. In response to post #84206898. #84261903, #84282448, #84347048 are all replies on the same post. It's worth being careful not to get too caught up in the "hand-holding" aspects just for the sake of slavish authenticity (and you are, which is fine, but I wanted to make this point ahead of the clamoring that will inevitably come from a vocal minority). We aren't teenagers with infinite free time any more: even players who STARTED with Skyrim aren't that any more! The sheer pettiness of things like having to waste hours of real actual time just rewalking a path that's already been trodden and has no value left in it from a gameplay perspective (which can potentially happen even in the presence of Mark/Recall etc, if you only have a single mark point and there's a multi-node path that needs to be covered) solely because the idea of fast travel hadn't occurred to anyone 20 years ago, will RIGHTLY be a massive turn-off for players who have jobs and families to deal with now. (Or even just new demands on their "free" time, like Netflix, anti-social media, and thousands of times as many games as there were at the turn of the century). While it's certainly true that a lot of Skyrim is "noob-friendly" for the sake of being attractive to a wider audience, and that the same was true for Oblivion before it, sometimes game mechanics change simply because the new mechanic is better. Oblivion's system of Sneak increasing solely for moving undetected, for example, is simply massively inferior Skyrim's system of increases as a result of successful Sneak Attacks, and all the screeching in the world from Oblivion purists won't change that reality. :) Building a copy of Morrowind is an interesting goal in its own right. But building a version of Morrowind that's actually a better GAME, rather than simply one with a better renderer, is a far more fulfulling one, for both developers and players. Good luck with the project.
  4. In response to post #75126508. #75352303, #75688168, #75691253 are all replies on the same post. I've got about 15 mods that qualify, but never got a notice. I'm not seeing any ads though, so it looks like it's all working properly despite that.
  5. In response to post #54790063. #54791583 is also a reply to the same post. Thanks. "Refine results" was the problem, in that its completely "generic text, not an active element" presentation hid the fact that there was functionality other than "Clear Filters" under there. 1/10 for "discoverability" in the design, 10/10 for fast and helpful moderators. :)
  6. Searching within a Category no longer works, e.g. you can't go to Armor and search for "Crimson" any more and have it find Crimson Twilight Armor: instead, you get a ton of noise for things like Crimson Nirnroot retextures etc.
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