killer905 Posted April 11, 2025 Posted April 11, 2025 1 hour ago, TwiztidBiDzine said: Well, maybe not the best wording but I know they dont look like this by default. I would really like to get my NPCs looking like this rather than the more traditional Skyrim style but from what you're saying it sounds like they're limited to this mod? Hide contents All the female characters added in this mod use custom faces and hair, so they will not look like the characters from Vanilia. As for the screenshot, there is a patch for High Poly and they will look like the picture this way. 1
Gristle Posted April 11, 2025 Author Posted April 11, 2025 8 hours ago, Donuts4me said: Near the beginning of the walk, the giant always seems to get stuck at this particular point and it takes half a minute or so for him to get going again. I've never seen this in any of my tests or playthroughs. The giant is just being given a standard "travel" package to travel to a marker at the bottom of the hill. As @killer905 mentions, NPCs do tend to pause when you get too close to them. But why the giant would pause so long, I don't know. 8 hours ago, Donuts4me said: Also, near the bottom of the hill Tirwin usually seems to want to run ahead and leave the giant and I in the dust. Only once out of half a dozen tests did she not do this. Always the same spot. I haven't tried this part since the version that was out last year, but I'm pretty sure this wasn't happening before. Other than that, everything was working perfectly. On the other hand, on this, my experience is the exact same as yours. Tirwin used to follow the giant all the way down the hill, and now she runs ahead as she approaches the bottom of the hill. Very confusing, because she still has the exact same "follow" package (to follow the giant) as before, and I double-checked this package and it's all correct. The only change made that could be affecting this is that Tirwin was made faster. I'm not sure why that would cause it, but for other reasons I plan to slow Tirwin down. She was given a 50% speed boost and I'm going to tone it down to a 25% speed boost. Hopefully, that fixes. Very puzzling though. How does she even know where she could go next if she's in a follow giant package???
eflat01 Posted April 12, 2025 Posted April 12, 2025 (edited) 10 hours ago, Gristle said: On the other hand, on this, my experience is the exact same as yours. Tirwin used to follow the giant all the way down the hill, and now she runs ahead as she approaches the bottom of the hill. Very confusing, because she still has the exact same "follow" package (to follow the giant) as before, and I double-checked this package and it's all correct. The only change made that could be affecting this is that Tirwin was made faster. I'm not sure why that would cause it, but for other reasons I plan to slow Tirwin down. She was given a 50% speed boost and I'm going to tone it down to a 25% speed boost. Hopefully, that fixes. Very puzzling though. How does she even know where she could go next if she's in a follow giant package??? I'd not played through this quest on .36 only on the prior version. Is she following the giant or the player? I know they're suppose to follow the giant, had the player ran ahead and back up? She's going to the right spot before the player/giant, My only a guess is that she may be at a marker like a trigger point for conversation or something? Spoiler ... or is possible she hung around the Bannered Mare too long talking to Yosolda about mammoth tusks and has a terrible itch, Spoiler between her legs, ... to get one up on her? 😉 Spoiler Can see it now when Yosolda starts speaking about a mammoth tusk again Tirwin will tell her, Oh yeah, That nothing wait 'til you hear about... Edited April 12, 2025 by eflat01
eflat01 Posted April 12, 2025 Posted April 12, 2025 (edited) 10 hours ago, TwiztidBiDzine said: Well, maybe not the best wording but I know they dont look like this by default. I would really like to get my NPCs looking like this rather than the more traditional Skyrim style but from what you're saying it sounds like they're limited to this mod? Hide contents Tirwin just L... O... V... E... S to ride a broom. Spoiler Especially! Not side-saddle, she prefers the thrill and excitement of stiff wood between her legs. Edited April 12, 2025 by eflat01
Donuts4me Posted April 12, 2025 Posted April 12, 2025 (edited) 20 hours ago, killer905 said: It could be any number of things ‘why’ this is happening. Starting with Nevmash, NPCs are too close to each other (this is especially noticeable when you walk/stand in front of an NPC's perm and at that moment it freaks out, they have this several second freeze) and ending with the mod changing the surroundings. 13 hours ago, Gristle said: I've never seen this in any of my tests or playthroughs. The giant is just being given a standard "travel" package to travel to a marker at the bottom of the hill. As @killer905 mentions, NPCs do tend to pause when you get too close to them. But why the giant would pause so long, I don't know. On the other hand, on this, my experience is the exact same as yours. Tirwin used to follow the giant all the way down the hill, and now she runs ahead as she approaches the bottom of the hill. Very confusing, because she still has the exact same "follow" package (to follow the giant) as before, and I double-checked this package and it's all correct. The only change made that could be affecting this is that Tirwin was made faster. I'm not sure why that would cause it, but for other reasons I plan to slow Tirwin down. She was given a 50% speed boost and I'm going to tone it down to a 25% speed boost. Hopefully, that fixes. Very puzzling though. How does she even know where she could go next if she's in a follow giant package??? I gave it a few more tests. The giant stopping is definitely Tirwin's fault. I notice immediately after her dialogue ends, she starts bolting and either bumps into the giant's ass or starts walking right next to him. When she bumps him is when he stops (probably wondering if she has insurance?) And then she stands there confused on how to get around him. Once she gets past him is when she starts bolting. I had it happen much higher up the hill this time around. She is definitely not following him. She is going for the marker he is heading for. She only appears to be following him because he is getting in her way and she is trying to get around. Spoiler If she was following him she would certainly stay behind him. Instead she is usually at his side when they are walking. They seem to be going at a similar pace, but she is going just a little faster and would probably be going much faster if he was not getting in her way and confusing her. Are you sure Tirwin's target for this part is the giant and not the giant's marker? Edited April 12, 2025 by Donuts4me
killer905 Posted April 12, 2025 Posted April 12, 2025 4 hours ago, Donuts4me said: I gave it a few more tests. The giant stopping is definitely Tirwin's fault. I notice immediately after her dialogue ends, she starts bolting and either bumps into the giant's ass or starts walking right next to him. When she bumps him is when he stops (probably wondering if she has insurance?) And then she stands there confused on how to get around him. Once she gets past him is when she starts bolting. I had it happen much higher up the hill this time around. She is definitely not following him. She is going for the marker he is heading for. She only appears to be following him because he is getting in her way and she is trying to get around. Reveal hidden contents If she was following him she would certainly stay behind him. Instead she is usually at his side when they are walking. They seem to be going at a similar pace, but she is going just a little faster and would probably be going much faster if he was not getting in her way and confusing her. Are you sure Tirwin's target for this part is the giant and not the giant's marker? As I thought.
eflat01 Posted April 12, 2025 Posted April 12, 2025 4 hours ago, killer905 said: As I thought. There is a VAR_FollowGiant package, I know it's ref'd in VAR_Giant quest and assume is somewhere around stage 170? The dialog script snippets are a bit hard to follow I suppose if I copied the source I'd be able to just open it up in the ck rather than trying to match the psc file names in the inner directory.
killer905 Posted April 12, 2025 Posted April 12, 2025 (edited) 1 hour ago, eflat01 said: There is a VAR_FollowGiant package, I know it's ref'd in VAR_Giant quest and assume is somewhere around stage 170? The dialog script snippets are a bit hard to follow I suppose if I copied the source I'd be able to just open it up in the ck rather than trying to match the psc file names in the inner directory. You do not need to copy the source for it to appear in the CK as long as you have a same folder in your CK than Gristle uses. setObjectiveDisplayed(170) SexGiant.EvaluatePackage() If VAR_HuskyFollow.GetValue() == 1 Ragnar.MoveTo(DogWaitStream) Endif Edited April 12, 2025 by killer905 1
Gristle Posted April 12, 2025 Author Posted April 12, 2025 1 hour ago, eflat01 said: There is a VAR_FollowGiant package, I know it's ref'd in VAR_Giant quest and assume is somewhere around stage 170? The dialog script snippets are a bit hard to follow I suppose if I copied the source I'd be able to just open it up in the ck rather than trying to match the psc file names in the inner directory. Tirwin says "I think he wants us to follow him" and then the stage advances to 170. She has an AI "Follow" package at 170 that makes her follow the giant. The stage doesn't advance to 180 until the *PC* hits a trigger box which starts just past the two painted rocks at the bottom of the hill. At 180, Tirwin should stop following the giant, although there could be a several second delay here before the AI packages change, as I'm not forcing an update. Of course, none of this explains why Tirwin starts racing down the hill, or why she knows where to go to, or why this behavior is new. Her next package which has her wait at a specific spot is 210. Otherwise, she just reverts to the default follow PC package. So, quite the puzzle. I guess Tirwin is just very eager to see the mammoths. Not the worst bug, but I'll see if I can figure it out. Sometimes, things just get corrupt in the CK for unknown reasons, and I just have to delete them and redo them. 1
Donuts4me Posted April 12, 2025 Posted April 12, 2025 (edited) On 4/11/2025 at 3:06 AM, TwiztidBiDzine said: Hi there! New to this forum and that picture has me wondering what mods I would need to install to make my PC and NPCs look like those models? Thank you in advance for your help. On 4/11/2025 at 7:09 AM, TwiztidBiDzine said: Well, maybe not the best wording but I know they dont look like this by default. I would really like to get my NPCs looking like this rather than the more traditional Skyrim style but from what you're saying it sounds like they're limited to this mod? Not entirely sure what Gristle uses for the images on the download page, but it looks a lot like CBBE. That's what I use myself. If you are pretty new to using mods, don't have any body changing mods and are still seeing vanilla/default bodies, this one is the most popular. Caliente's Beautiful Bodies Enhancer -CBBE- at Skyrim Special Edition Nexus - Mods and Community There are also other mods to go along with it like 3BBB. CBBE 3BA (3BBB) at Skyrim Special Edition Nexus - Mods and Community These are the two I use myself and I love them! Spoiler Edited April 12, 2025 by Donuts4me
apEna Posted April 13, 2025 Posted April 13, 2025 So... what did you do to Broken Tusk Mine? It is vanilla location in Solstheim. I think it was duplicated to be used as the new mine for the riekling part... but was the real one actually used and the duplicate left hanging. The vanilla door to Broken Tusk Mine has become just static door leading nowhere now. Console tells that this mod and vanilla game are the only ones affecting it. Someone might want to quickly run there and check that its just not my Skyrim being Skyrim again, its near the Riekling part of this mod. https://en.uesp.net/wiki/Skyrim:Broken_Tusk_Mine Other than that, have had no bigger hiccups with this one that cannot be solved with console or blamed on Skyrim engine. Question about the clothing system. When scene start with Tirwin, she respects sexlabs no strip keyword but after the scene she is seen putting all her clothes (that I gave her) back on and then strips everything immediatly and proseeds with the dialogue about putting clothes back on. Is that normal and if so could the check for no stip keyword be added there. If there are following scenes or repeating ones, she will be missing her bling for those. Actually now that I wrote that down it might have something to do how her hair is handled so it is what it is.
eflat01 Posted April 13, 2025 Posted April 13, 2025 (edited) 6 hours ago, apEna said: So... what did you do to Broken Tusk Mine? It is vanilla location in Solstheim. I think it was duplicated to be used as the new mine for the riekling part... but was the real one actually used and the duplicate left hanging. The vanilla door to Broken Tusk Mine has become just static door leading nowhere now. Console tells that this mod and vanilla game are the only ones affecting it. Someone might want to quickly run there and check that its just not my Skyrim being Skyrim again, its near the Riekling part of this mod. https://en.uesp.net/wiki/Skyrim:Broken_Tusk_Mine Other than that, have had no bigger hiccups with this one that cannot be solved with console or blamed on Skyrim engine. Question about the clothing system. When scene start with Tirwin, she respects sexlabs no strip keyword but after the scene she is seen putting all her clothes (that I gave her) back on and then strips everything immediatly and proseeds with the dialogue about putting clothes back on. Is that normal and if so could the check for no stip keyword be added there. If there are following scenes or repeating ones, she will be missing her bling for those. Actually now that I wrote that down it might have something to do how her hair is handled so it is what it is. I would had not noticed... It apparently was the basis for "Red Barrel Mine" which is in a different location (looking in it forms are moved around and added). What I think happened here is they created the duplicate, they meant to edit the duplicate for the new location's cell (Red Barrel mine) but instead edited the original (Broken Tusk) by mistake? They meant to edit 8BF556 but edited the original form ID 03377B @Gristle So DLC2BrokenTuskMine01 no longer works, technically was replaced with Red Barrel. The external door at Broken Tusk no longer functions - because editor ID DLC2BrokenTuskMine01 no longer exist to enter it. I'm not sure how easy it will be to make this switch. What's at form ID 0403377B would need to be at ID xx8BF556... and Broken Tusk cell 0403377B left alone. I suppose we could change the Duplicate's editor ID to DLC2BrokenTuskMine01 to see if that works but that will lead to issues with any other mods which meant to change that cell... If another mod added something to Broken Tusk, like an item, or moved something around it would change 0403377B which is now Red Barrel and not what should be Broken Tusk. (can't imagine any mod editing DLC2BrokenTuskMine01 but one never knows?) I'm no SSedit expert but I think their may be a way to take what's at VARLostBarrelMine 0403377B and copy all it's forms into DLC2BrokenTuskMineDUPLICATE002 xxBF556 and then could just remove 0403377B here unless the mod's using it (then would have to copy it from Dragonborn.esm and adjust from there). In the CK the only way I know how to do it would be pretty much the same? 1. Dup the Red Barrel cell (since it looks like some things were actually moved around in it) as a new cell 2. then remove the others from the mod, right? 3. Also the location would need changed since it's pointed to "Broken Tusk" location, So add a VARRedBarrelMineLocation Or is this as simple as just adding a new location and changing the Location to it? I just know it's needs a new form id and should not be overwriting 0403377B. I made it pretty much a habit myself when using CK that when I duplicate a form I immediately rename the duplicate so I do not get mixed up. Edited April 13, 2025 by eflat01
Donuts4me Posted April 13, 2025 Posted April 13, 2025 (edited) 7 hours ago, apEna said: So... what did you do to Broken Tusk Mine? It is vanilla location in Solstheim. I think it was duplicated to be used as the new mine for the riekling part... but was the real one actually used and the duplicate left hanging. The vanilla door to Broken Tusk Mine has become just static door leading nowhere now. Console tells that this mod and vanilla game are the only ones affecting it. Someone might want to quickly run there and check that its just not my Skyrim being Skyrim again, its near the Riekling part of this mod. https://en.uesp.net/wiki/Skyrim:Broken_Tusk_Mine 5 hours ago, eflat01 said: I would had not noticed... It apparently was the basis for "Red Barrel Mine" which is in a different location (looking in it forms are moved around and added). What I think happened here is they created the duplicate, they meant to edit the duplicate for the new location's cell (Red Barrel mine) but instead edited the original (Broken Tusk) by mistake? They meant to edit 8BF556 but edited the original form ID 03377B @Gristle So DLC2BrokenTuskMine01 no longer works, technically was replaced with Red Barrel. The external door at Broken Tusk no longer functions - because editor ID DLC2BrokenTuskMine01 no longer exist to enter it. I'm not sure how to easy it will be to make this switch. What's at form ID 0403377B would need to be at ID xx8BF556... and Broken Tusk cell 0403377B left alone. I suppose we could change the Duplicate's editor ID to DLC2BrokenTuskMine01 to see if that works but that will lead to issues with any other mods which meant to change that cell... If another mod added something to Broken Tusk, like an item, or moved something around it would change 0403377B which is now Red Barrel and not what should be Broken Tusk. (can't imagine any mod editing DLC2BrokenTuskMine01 but one never knows?) I'm no SSedit expert but I think their may be a way to take what's at VARLostBarrelMine 0403377B and copy all it's forms into DLC2BrokenTuskMineDUPLICATE002 xxBF556 and then could just remove 0403377B here unless the mod's using it (then would have to copy it from Dragonborn.esm and adjust from there). In the CK the only way I know how to do it would be pretty much the same? 1. Dup the Red Barrel cell (since it looks like some things were actually moved around in it) as a new cell 2. then remove the others from the mod, right? 3. Also the location would need changed since it's pointed to "Broken Tusk" location, So add a VARRedBarrelMineLocation Or is this as simple as just adding a new location and changing the Location to it? I just know it's needs a new form id and should not be overwriting 0403377B. I made it pretty much a habit myself when using CK that when I duplicate a form I immediately rename the duplicate so I do not get mixed up. I never noticed this either until apEna mentioned it. I go to the door and it just has the option to open it. But I cannot enter it. I haven't tried going in here since last year before this mod came out. Not sure how long this has been an issue. Spoiler Aside from that, I just completed the Ash Spawn part and noticed a few issues that were not there before. I haven't played this part since 0.34 or something like that. First, Geldis seems to have changed what he sells. He always asked you to buy a drink after telling you about the cave and had a big menu before. This time around he only sold a few things and no drinks were included. Spoiler I've also been having a weird issue with Ragnar when it is time to visit Colcinder Cave. I did two tests. On my first test I completed collecting the book, talked to Geldis and then fast travelled to Kolbjorn Barrow since it is right next to Colcinder. When I did this I got a message in the upper left corner "DLC2 Revelers with Nords Shutting Down". See image. Spoiler When this happened, Ragnar completely disappeared. So, I reloaded my save back in Raven Rock and just ran there instead. When I exited the southern gate of Raven Rock, the message popped up again, but Ragnar did not disappear. He kept following Tirwin and I. I entered the cave expecting him to be gone, but he was still there and stayed during the whole Ash Spawn scene. After exiting the cave, he was still there. I fast travelled to Raven Rock and once again, he was gone. This time I asked Tirwin where he was and she called him. He reappeared, but in a frozen editor position. When he moves, he just floats through the air without moving a muscle. I've seen similar issues in the past with humanoids (not this mod, others) where they get stuck in their T positions and just float through the air when they are moving. Spoiler I reloaded the save outside the cave and tried fast travelling to different places like Skyrim or other Solstheim locations. This did not happen at those locations. He stayed with us and never got frozen again. It only seems to happen when I fast travel to Raven Rock or Kolbjorn Barrow. On my second test, I started from the beginning (after travelling from Skyrim to Raven Rock). Before taking the boat up north to get the book, I decided to travel to Kolbjorn and discover Colcinder before I even needed to. This time around I never saw the message pop up in the corner. However, when I travelled to Kolbjorn, Ragnar was still missing. I talked to Tirwin here and asked her to summon Ragnar and when she did he appeared without having the frozen position. So, that was good. Spoiler Once again, fast travelling to Raven Rock made him disappear, but talking to Tirwin made him reappear again without being frozen. I went north, got the book, came back (Ragnar was gone again, had to talk to Tirwin to bring him back), talked to Geldis (he still only has a few items for sale and no drinks) and when I fast travelled to Colcinder, Ragnar surprisingly did not disappear this time. Not sure if me discovering this location earlier had anything to do with it or if the problem really is with just fast travelling to either Raven Rock or Kolbjorn Barrow. Quest completed. I have not started the next mission yet to go into the mine. Not sure if this will continue being an issue. Also not sure why I only saw the "DLC2 Revelers with Nords Shutting Down" message on the first run but not the second. I'm assuming it has to do with the fact that I got the book before heading to Kolbjorn/Colcinder on the first run? Like approaching that area when Tirwin has the book has something to do with it? Maybe I'll give it a third test and do things the same as I did on the first one to see if I see those messages again. This was definitely not happening when I was playing this mod a couple months ago and that was either version 0.33 or 0.34. I'll keep an eye open for this issue (or similar issues) as I continue doing the rest of the quests. Edited April 13, 2025 by Donuts4me
killer905 Posted April 13, 2025 Posted April 13, 2025 @eflat01 Definitely the real location has been renamed ID and name instead of copy, this is a major problem, because now you have to somehow restore the original to its original state or go back to the build where the rieklings task was only just created, and this means a great deal of work to restore future content to its current state. A very serious problem. 1 hour ago, Donuts4me said: Aside from that, I just completed the Ash Spawn part and noticed a few issues that were not there before. I haven't played this part since 0.34 or something like that. First, Geldis seems to have changed what he sells. He always asked you to buy a drink after telling you about the cave and had a big menu before. This time around he only sold a few things and no drinks were included. Rather, it still has random content, and you don't really have to purchase anything from it or only purchase a drink. 1 hour ago, Donuts4me said: I've also been having a weird issue with Ragnar when it is time to visit Colcinder Cave. I did two tests. On my first test I completed collecting the book, talked to Geldis and then fast travelled to Kolbjorn Barrow since it is right next to Colcinder. When I did this I got a message in the upper left corner "DLC2 Revelers with Nords Shutting Down". See image. A quick upload of the message (Because it's not part of Animal Research) to edge powered by Microsoft pointed me to it: Revelling Revelers at Skyrim Special Edition Nexus - Mods and Community The Way Of The Nords' at Skyrim Special Edition Nexus - Mods and Community It is likely that this t-pose behaviour is the fault of the mod conflict.
eflat01 Posted April 14, 2025 Posted April 14, 2025 (edited) 3 hours ago, killer905 said: @eflat01 Definitely the real location has been renamed ID and name instead of copy, this is a major problem, because now you have to somehow restore the original to its original state or go back to the build where the rieklings task was only just created, and this means a great deal of work to restore future content to its current state. A very serious problem. Well yeah, Like I mentioned it's apparent the original cell and location was accidentally edited. To restore it you can delete that cell's form id out of the mod using SSedit and that would go back to the cell Form ID in Dragonborn.esm because the mod will no longer be overwriting it, Thus basically restoring it. But! Then you'd have to hop in the Creation Kit and edit the duplicate cell you created (which is what I think you intended to do) to put the Red Barrel Mine back in the mod. It's also missing a new location record for this too, would start with a copy of the original location record and renamed it VARRedBarrelMineLocation for instance. So it's that section of the mod you'd have to edit. Though still a ton of work. The other quests/work in the mod would not need be touched. Yep, is just a can of worms, but I know You and Gristle have more experience with this kind of thing. Edited April 14, 2025 by eflat01
killer905 Posted April 14, 2025 Posted April 14, 2025 32 minutes ago, eflat01 said: Well yeah, Like I mentioned it's apparent the original cell and location was accidentally edited. To restore it you can just delete it out of the mod in SSedit and that would go back to the cell in Dragonborn.esm because you'd no longer be overwriting it, Thus restoring it. Then you'd have to hop in the Creation Kit and edit the duplicate cell you created (which is what I think you intended to do) to put the Red Barrel Mine back in the mod. It's also missing a new location record for this too, would be a copy of the original location record and renamed VARRedBarrelMineLocation for instance. So it's just that section of the mod you'd have to edit. Mhmm, I would see the solution this way. Clone ‘VARLostBarrelMine’ so we get "VARLostBarrelMineCopy001"and then delete the records in SSEEDIT. Then again in CK change the cloned cell to VARLostBarrelMine. At least some things can be saved, but you would probably have to set some things up as before. 32 minutes ago, eflat01 said: Yep, is just a can of worms, but I know You and Gristle have more experience with this kind of thing. Honestly CK, it's black magic for me ^^ I know how to do a few things in it, but your own mod, it's a different league, not to mention writing more complex scripts. 1
eflat01 Posted April 14, 2025 Posted April 14, 2025 7 minutes ago, killer905 said: Mhmm, I would see the solution this way. Clone ‘VARLostBarrelMine’ so we get "VARLostBarrelMineCopy001"and then delete the records in SSEEDIT. Then again in CK change the cloned cell to VARLostBarrelMine. At least some things can be saved, but you would probably have to set some things up as before. Honestly CK, it's black magic for me ^^ I know how to do a few things in it, but your own mod, it's a different league, not to mention writing more complex scripts. Yep, is why I use both SSedit along with CK. SSedit does some things far better while the CK does others far better.
killer905 Posted April 14, 2025 Posted April 14, 2025 11 minutes ago, eflat01 said: Yep, is why I use both SSedit along with CK. SSedit does some things far better while the CK does others far better. <nods>
Gristle Posted April 14, 2025 Author Posted April 14, 2025 (edited) 12 hours ago, apEna said: So... what did you do to Broken Tusk Mine? It is vanilla location in Solstheim. I think it was duplicated to be used as the new mine for the riekling part... but was the real one actually used and the duplicate left hanging. The vanilla door to Broken Tusk Mine has become just static door leading nowhere now. Console tells that this mod and vanilla game are the only ones affecting it. 4 hours ago, killer905 said: Definitely the real location has been renamed ID and name instead of copy, this is a major problem, because now you have to somehow restore the original to its original state or go back to the build where the rieklings task was only just created, and this means a great deal of work to restore future content to its current state. A very serious problem. 1 hour ago, eflat01 said: Well yeah, Like I mentioned it's apparent the original cell and location was accidentally edited. To restore it you can just delete it out of the mod in SSedit and that would go back to the cell in Dragonborn.esm because you'd no longer be overwriting it, Thus restoring it. Yes. My mistake. My typical process in creating a new location is to dupe an existing location with a similar theme and then edit it substantially. This speeds the process and still allows me to come up with an original location. It looks like in this case, I managed to edit the original location. It's easy enough to restore the vanilla cell. Just load up in Xedit and hit "remove" on the vanilla cell. However, that would lose the new cell (which was a lot of work). I think the only solution is to duplicate the modded vanilla cell, and then remove the edits to the vanilla cell. That fixes the vanilla cell and leaves a duplicate of the modded cell. The problem is that this changes all the IDs of the actors and other objects in the modded cell, so it's going to break all the references to these in the aliases, scripts and packages at work in the quest running in the modded cell. So, these will all have to be reviewed and carefully changed. A pain, but manageable. Edit: Just saw @killer905said the same. Edited April 14, 2025 by Gristle 1
killer905 Posted April 14, 2025 Posted April 14, 2025 6 minutes ago, Gristle said: Yes. My mistake. My typical process in creating a new location is to dupe an existing location with a similar theme and then edit it substantially. This speeds the process and still allows me to come up with an original location. It looks like in this case, I managed to edit the original location. It's easy enough to restore the vanilla cell. Just load up in Xedit and hit "remove" on the vanilla cell. However, that would lose the new cell (which was a lot of work). I think the only solution is to duplicate the modded vanilla cell, and then remove the edits to the vanilla cell. That fixes the vanilla cell and leaves a duplicate of the modded cell. The problem is that this changes all the IDs of the actors and other objects in the modded cell, so it's going to break all the references to these in the aliases, scripts and packages at work in the quest running in the modded cell. So, these will all have to be reviewed and carefully changed. A pain, but manageable. Edit: Just saw @killer905said the same. Sadly but yes ;/
Donuts4me Posted April 14, 2025 Posted April 14, 2025 (edited) 6 hours ago, killer905 said: Rather, it still has random content, and you don't really have to purchase anything from it or only purchase a drink. I know a player doesn't really need to buy anything, but just for the heck of it I did another test. If I ask to see what he has to sell before asking about the ash spawn, I see his full usual inventory. And when I ask about the spawn and he asks me to buy a drink, the full menu is still there. No problem. If I don't ask beforehand, I will see that tiny list at the end of his quest dialogue. But if I ask what he has for sale after the conversation, I can see the usual list. So, nothing permanent and no big deal. Forget I even mentioned it. 6 hours ago, killer905 said: A quick upload of the message (Because it's not part of Animal Research) to edge powered by Microsoft pointed me to it: Revelling Revelers at Skyrim Special Edition Nexus - Mods and Community The Way Of The Nords' at Skyrim Special Edition Nexus - Mods and Community It is likely that this t-pose behaviour is the fault of the mod conflict. I have never used any of those mods. I looked it up and now understand this Revelers with Nords is a part of the Dragonborn expansion. Not any nexus/LL mods. It's supposed to be three nord guys just hanging out somewhere and they can appear anywhere. Although it could be just a coincidence I saw this message before I started seeing Ragnar's issues. I have given it three test runs and I only saw the message and the freezing on the first run. On the last two, Ragnar is still disappearing when I fast travel to the usual places, but when I ask Tirwin to call him, he appears and is not frozen like that first time. So, not hard to fix. Still not sure why it is just these two locations? I think the Revelers malfunction is what caused the Ragnar freezing before on the first run. Although I don't understand why it would be only Ragnar and no one else? I'm pretty sure huskies are a part of the Dawnguard expansion, not Dragonborn. EDIT: I figured it out! It's not a location thing. It's a distance thing. If I fast travel to a location not too far away, Tirwin comes with me and it appears Ragnar didn't. But if I sit and wait a minute, he comes running from the direction I came from! He didn't disappear like I thought. He just fell behind! Once again, forget I said anything! Go ahead and call me an idiot. I've already done so myself. Edited April 14, 2025 by Donuts4me
eflat01 Posted April 14, 2025 Posted April 14, 2025 (edited) On 4/13/2025 at 10:16 PM, Gristle said: Yes. My mistake. My typical process in creating a new location is to dupe an existing location with a similar theme and then edit it substantially. This speeds the process and still allows me to come up with an original location. It looks like in this case, I managed to edit the original location. It's easy enough to restore the vanilla cell. Just load up in Xedit and hit "remove" on the vanilla cell. However, that would lose the new cell (which was a lot of work). I think the only solution is to duplicate the modded vanilla cell, and then remove the edits to the vanilla cell. That fixes the vanilla cell and leaves a duplicate of the modded cell. The problem is that this changes all the IDs of the actors and other objects in the modded cell, so it's going to break all the references to these in the aliases, scripts and packages at work in the quest running in the modded cell. So, these will all have to be reviewed and carefully changed. A pain, but manageable. Edit: Just saw @killer905said the same. Right in my initial post on this issue a page or two back, I came to the same conclusion once I saw that you had significantly edited the interior cell. 1. I loaded the mod in CK 2. So looked at the Cell view for it 3. I took note that it used the same location as Broken Tusk 4. I also noted it's use report. Everywhere it's referenced would need to be changed (including packages, etc...) 5. I made a duplicate of VARLostBarrelMine 6. I duplicated DLC2BrokenTuskMineLocation and renamed it VARRedBarrelMineLocation 7. I changed the Location on the cell to VARRedBarrelMineLocation 8. Saved and pushed plugin 10. Loaded up SSedit 11. Deleted the cell in the mod which was accidentally replaced - 0403377B 12. Tested to make sure Broken Tusk Mine got restored in game on the load - of course it did. (Theoretically I think had I taken the time to change everywhere it was referenced I could had reloaded the mod back in the CK and renamed it again back to VARLostBarrelMine)? 13. I reverted the esp back to your current .36 version of the mod. Mainly because all the references needed to be put in place etc... because I'd likely screw that up too much - besides it's your mod and by far you and @killer905 know a hell of a lot more what to do. 😛 Especially because I'd never created a new location. Most I ever done were create npcs like bards or whatnot, packages, quests and scripts to enable in to existing locations... that type of thing. BTW... It's an easy and honest mistake to make due that Cell View window.... I opened up the wrong cell a few times in my own modding and scratched my head thinking that don't look like what I want (especially with wilderness cells). Edited April 15, 2025 by eflat01
eflat01 Posted April 14, 2025 Posted April 14, 2025 17 hours ago, killer905 said: Sadly but yes ;/ S... happens... and it's an easy mistake to make.
eflat01 Posted April 14, 2025 Posted April 14, 2025 (edited) 16 hours ago, Donuts4me said: I figured it out! It's not a location thing. It's a distance thing. If I fast travel to a location not too far away, Tirwin comes with me and it appears Ragnar didn't. But if I sit and wait a minute, he comes running from the direction I came from! He didn't disappear like I thought. He just fell behind! Once again, forget I said anything! Go ahead and call me an idiot. I've already done so myself. Since I'm using a follower framework I get that if I've too many followers ... i.e. If I have Serana, Tirwin and Ragnar then fast travel someplace close by, Shadowmeer comes running rather teleporting. Why? well the dam horse don't like staying home I suppose. 😉 Edited April 14, 2025 by eflat01
killer905 Posted April 15, 2025 Posted April 15, 2025 20 hours ago, eflat01 said: Right in my initial post on this issue a page or two back, I came to the same conclusion once I saw that you had significantly edited the interior cell. 1. I loaded the mod in CK 2. So looked at the Cell view for it 3. I took note that it used the same location as Broken Tusk 4. I also noted it's use report. Everywhere it's referenced would need to be changed (including packages, etc...) 5. I made a duplicate of VARLostBarrelMine 6. I duplicated DLC2BrokenTuskMineLocation and renamed it VARRedBarrelMineLocation 7. I changed the Location on the cell to VARRedBarrelMineLocation 8. Saved and pushed plugin 10. Loaded up SSedit 11. Deleted the cell in the mod which was accidentally replaced - 0403377B 12. Tested to make sure Broken Tusk Mine got restored in game on the load - of course it did. (Theoretically I think had I taken the time to change everywhere it was referenced I could had reloaded the mod back in the CK and renamed it again back to VARLostBarrelMine)? 13. I reverted the esp back to your current .36 version of the mod. Mainly because all the references needed to be put in place etc... because I'd likely screw that up too much - besides it's your mod and by far you and @killer905 know a hell of a lot more what to do. 😛 Especially because I'd never created a new location. Most I ever done were create npcs like bards or whatnot, packages, quests and scripts to enable in to existing locations... that type of thing. BTW... It's an easy and honest mistake to make due that Cell View window.... I opened up the wrong cell a few times and scratched my head thinking that don't look like what I want (especially with wilderness cells). No matter how it is fixed/solved, this error will cause a delay with the creation of the next update.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now