Thank you. The links used on this mod page still work, and are the same version as those in the new upload, however I have updated links on my UL patches mod page, and also on the Better Cities Wiki since some of those links were no longer valid. I notice that he has missed one of his mods out of the new upload - CUO Bravil.
Couldn't even begin to guess without knowing where you found the links. I'm fairly sure that every patch I ever provided here is listed in the Description (including the one which became obsolete) so I don't think I ever provided a patch for KotN and anything else. Unless of course KotN conflicts with Stirk at Anvil docks.
Ah, if you view the other posts by QuanYin, they were simply responding to any reported issue by recommending my patch, even though none of the issues they were responding to related to a conflict between Castle Seaview and DC Sutch Reborn. Nice of QuanYin to promote my patches, but really wasn't helping any of the people they were replying to!
Erm, it's for Reclaiming Sancre Tor and West Roads? Thought the description and filename along with links to RST and West Roads would help with that one!
Thanks for updating the Stirk compatibility patch to fix the MoveTo script command in the dialogue result script in Stirk. But, I am still having a bit of a problem when travelling to and from Stirk with the sea captain Jafan. On the return trip, as the game was loading the Anvil docks, there was a flash and then two of the NPCs on the docks became frozen. I entered a building and exited back to the docks to see if they would become unstuck, but they remained stuck in place, not moving at all. They could still be engaged in dialog, but they were frozen during the dialog, with no voices or lips moving, just the dialog suibtitles.
My only guess is that maybe the function "setpcsleephours" is interfering with the function "PositionWorld". Looking in TES4Edit I see that Stirk 1.3 actually changed how they handle the transport to avoid the camera reversal issue - which I didn't see when I updated the patch the other day as I only looked in the CS - but they neglected to update the patch I gave them (they were supposed to maintain it and update it as needed), hence the continued problem for users of the patch.
Unfortunately, the script they have written in Stirk v1.3 to get around the camera flip doesn't actually work at all, it just places you exactly where you already are - travelling from Anvil to Stirk delivers you to Anvil, and travelling from Stirk to Anvil delivers you to Stirk. I'll need to rewrite it in the patch so everything works as intended.
Try this version of the patch, it worked for me. Your character will raise their arm as if spell-casting to travel, but everything I did to avoid that failed, so I allowed this to happen.
Nice work! I just tried out the new patch and it works great. That arm in the air thing is no big deal. You have fixed a persistent flaw in an otherwise well done and popular mod. Thanks so much for the follow-up on this.
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The description seems to be out of date. I am not seeing a patch for Castle Seaview - Dragon Captions in the files.Edit: Nevermind it is just a typo. But I am curious why this page was getting linked back in 2015 for KotN conflicts.
https://forums.nexusmods.com/index.php?showtopic=134281/#entry29380999
By the way, thanks for all of these.
what's the patch for west roads for? isn't west roads integrated into road of cyrodil by arthmoor?
Any idea what could be causing this?
Unfortunately, the script they have written in Stirk v1.3 to get around the camera flip doesn't actually work at all, it just places you exactly where you already are - travelling from Anvil to Stirk delivers you to Anvil, and travelling from Stirk to Anvil delivers you to Stirk. I'll need to rewrite it in the patch so everything works as intended.