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    Arthmoor 1171 kudos 6883 posts

    Errors During NMM Installation

    If you get the following error:

    BOSS_API_ERROR_INVALID_ARGS: Master files must load before other plugins. The mod was not installed.

    You need to perform the following steps:

    - Uninstall and delete all the Unofficial patches in NMM.
    - Exit NMM.
    - Launch NMM again.
    - Download and install all of the updated Unofficial patches.
    - Run LOOT to sort your load order.

    Cannot Absorb Dragon Souls

    Make sure your load order is right!

    Skyrim.esm
    Update.esm
    USKP
    Dawnguard.esm
    UDGP
    Hearthfires.esm
    UHFP
    Dragonborn.esm
    UDBP
    [Other ESMs]
    Official hi-res DLC
    UHRP
    [Other ESPs]

    Use LOOT - you'll enjoy life more.

    Loose Scripts in Data\Scripts

    Check for: dragonactorscript.pex and/or mqkilldragonscript.pex. Remove them if present. They are from dragon mods that came as loose files.

    DSAMG - Dragon Soul Absorb More Glorious, and Diversified Dragons are known to cause this. Those mods need to be updated with a Dragonborn patch that incorporates the fixes from the UDBP.

    Skyrim Unbound (http://steamcommunity.com/sharedfiles/filedetails/?id=16937212 will cause this as well due to the script being unaware of the changes for Dragonborn.

    Others may be a factor as well.

    Note too that the offending mod may have the script packaged inside a BSA. That will need to be handled by that mod's author.

    If you are using Mod Organizer and are here to report issues with dragon souls, sorry, but you're on your own as we do not support issues caused by incorrectly letting that program modify the BSA load order system the game has. Your post is likely to just be ignored. We don't have time to keep fending off false bug reports caused by people who insist on unpacking their BSA files using the program and thus subverting the entire system the game relies on for proper behavior.

    I've seen something called the Skyrim Misc Patches Collection (aka USKP_Addon)? What is this? Do I need it? Is it safe?

    The mod known as the Skyrim Misc Patches Collection (aka USKP_Addon) is not an approved extension and does not have the support of the Unofficial Patch Project. It's author has decided to make some deeply subjective design changes to the game and has chosen to market in such a way as to make it seem as though our project approves of its existence. We do not. This mod is not only full of subjective game design changes but also contains poorly implemented replacements for several fixes we've already made that in turn generate conflicts in the game and can even lead to save game corruption.

    We have on several occasions attempted to contact the author, who has contributed fixes directly into the patches before and has ALSO provided Italian translations. He refused to address the issue, in fact refused to acknowledge our concerns at all and has continued to operate as though nothing is wrong.

    You are strongly advised NOT to use this mod as it will be damaging to your game. We will NOT provide support to anyone who is using it in their games.

    We will rescind this warning if and ONLY if these issues are resolved. Further details available.

    If after reading the details available you still wish to use SMPC, please be sure to install the SMPC Overwrite Fix file that's listed on the optional files tab below the USKP's main file.

    DO NOT INSTALL this file if you are not using SMPC - your game will crash.
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    Arthmoor 1171 kudos 6883 posts

    Alright, in light of the new sticky comment ability, let's trial reopening the thread.

    PLEASE READ THIS STUFF!

    First, some misinformation needs to be cleared up:

    1. The patch is not the cause of your game crashing. Before each full public release, the patch enters a beta stage where several knowledgeable people put it through its paces. On only one occasion has there been any hint of a possible CTD, and that turned out to be due to another mod's influence.

    If you're getting CTDs, you need to look elsewhere for the cause. Either you have outdated mods which need to be fixed, you haven't updated your game, or your save has reached a point of no return. Removing the patch because you think it caused the problem will only result in further damaging your save (see #3).

    2. When we report an issue as being fixed, it's been fixed. Continuing to report the same issues as still being broken indicates either a failed update on the user's part or another mod that is overriding the fix.

    3. There is no such thing as a clean save. It does not matter who tells you there is, it doesn't exist in Skyrim. You cannot remove any mod, not even the patch, without there being some data that's been permanently changed. Doing this repeatedly WILL damage your save and WILL eventually lead to it becoming corrupt and unusable. Bethesda's own developers have confirmed the only way to properly remove a mod is to load a save made BEFORE that mod was introduced into the game. If you started a new game with 10 mods installed, you're going to be stuck with those 10 forever.

    This is not something the patch broke. It's just the way Skyrim works. The old days of installing and removing mods at will and without consequences that people are used to from Fallout and Oblivion are gone.

    4. The releases made here are not "beta quality". They aren't betas at all. They have been tested. They are known to work. While it is definitely true that bugs can be introduced, these are relatively easy to spot and they get fixed with the next update cycle. Not everything will be caught though. We're all human.

    5. Scripts that log messages are not the cause of whatever is crashing the game. There's no guarantee that a script is even what the problem is. Reports of "this script crashed my game because Papyrus said so" will be ignored from now on.
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    decayaway 0 kudos 7 posts

    The Afflicted are now showing up in place of various other random encounter type ie imperials with a stormcloak prisoner, thalmor, farmers with a cow etc. So far I have encountered 10 Afflicted and none of the other road encounter types. So far I am 20 hours in the game, playing without a horse or using fast travel.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17634549.

    I've never seen that happen.

    Does it still happen in new games?

    Do you have any other mods that affect random encounters?
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    decayaway 0 kudos 7 posts

    In response to post #17634549. #17638714 is also a reply to the same post.

    It happened on a new game. I do not have mods that effect random encounters. I received Kesh's quest and have now started getting normal random encounters. I stripped down all my mods except the unofficial patches and started a test game before posting this just to see if I could duplicate the isses and yes it happened again.
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    Thelios 39 kudos 469 posts

    In response to post #17634549. #17638714, #17652843 are all replies on the same post.

    I have a level 11 character. Have seen two Afflicted already near Whiterun. Got the quest from the first one. Saw the first Afflicted on my way to White River Watch. Once I had gone through White River Watch and was on my way back to Whiterun, ran into another Afflicted.

    Not sure if they are replacing other npcs in my game but I thought it odd that I saw two Afflicted in a short time.

    EDIT: Running USKP patch v2.0.6 and no mods that affect random encounters.

    akparkison 2 kudos 179 posts

    In response to post #17634549. #17638714, #17652843, #17654074 are all replies on the same post.

    I have seen my first afflicted ever since switching to Skyrim on the pc last winter since I upgraded to the 2.06 USKP.

    It could be a total coincidence though, because I've seen just the one and I've seen Thalmor, Imperials, Stormcloaks, a few farmers, the Dunmer on his way to the Shrine of Azura, a fugitive, and several hunters. I don't seem to be plagued by a rash of the afflicted in my game so far though. I'd say everything seems pretty normal for me. I was actually shocked when the afflicted guy popped up two days ago!

    ETA: I don't have any mods affecting random encounters either.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17634549. #17638714, #17652843, #17654074, #17666984 are all replies on the same post.

    Decayaway: Have you tried saving before reaching an encounter location, and reloading your save to see if you get a different encounter?

    (Rorikstead is good for this, as long as you haven't increased your uGridsToLoad setting. There's a random encounter point a little ways south of the village, far enough away that if you coc to Rorikstead (coc RoriksteadExterior01), or choose the Frostfruit Inn start in Alternate Start, it won't trigger until you head south down the road. There's another good one on the road east of the 4-way intersection near Whiterun.)
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    decayaway 0 kudos 7 posts

    In response to post #17634549. #17638714, #17652843, #17654074, #17666984, #17687449 are all replies on the same post.

    AaronOfMpts,

    I have reloaded and tried the location you mentioned in Rorikstead as well as several others that I know are confirmed locations. A friend is getting the same exact thing. I am just pleased that accepting Kesh's part of the quest fixed it. But I just wanted to let this bug be known. I do appreciate you taking the time to answer questions and help.

    blackpete8427 0 kudos 9 posts

    In response to post #17634549. #17638714, #17652843, #17654074, #17666984, #17687449, #17693654 are all replies on the same post.

    Keep in mind that there are two different encounters that involve the afflicted.

    The first one is WEJS14 where you encounter a single (non-hostile) afflicted NPC on the road who will direct you towards the Peryite Shrine to talk to Kesh. This encounter will only occur if you have not yet completed DA13 (The Only Cure). This is supposed to be a one-time encounter event and was fixed in USKP 2.0.6 due to a bug that would cause it to erroneously occur a second time and (on the second encounter) would fail to unload correctly and break the spawn point at which it occurred. This fix was supposed to be retroactive, but from my testing may not actually take effect on an existing game (in some cases) due to baked in save game data.

    The second encounter is WEJS15, which involves two afflicted NPCs who attack you on sight. This encounter can occur an unlimited number of times (at random) and will only occur after you have completed DA13 (The Only Cure).
  2. ststephen245 0 kudos 20 posts

    Question could you fix the problem where the break of dawn quest wont start after being past level 81 or 81 cause im level 249 which is how high you would be with all perks? thx

    ststephen245 0 kudos 20 posts

    In response to post #17830729.

    also the only cure quest does the same thing too i think and i think you already fixed wolf queen awakened so thats cool
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    AbraxasMorte88 3 kudos 72 posts

    In response to post #17830729. #17830784 is also a reply to the same post.

    I've made this comment several times now (mostly in hopes for the authors to notice,) but Mephala's and Boethia's quests are also affected. At least I THINK this mod is affecting them now.
  3. ststephen245 0 kudos 20 posts

    Please fix break of dawn it doesnt want to start and the beacon wont show either when your leveled higher than the original max level which was 81
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    AbraxasMorte88 3 kudos 72 posts

    In response to post #17888359.

    I'm having the same problem, though I'd have never guessed THIS was causing it. I'm also having Boethia's and Mephala's quests not starting either. Are you having those issues too?
  4. daventry 23 kudos 5178 posts

    So i won the Civil War Imperial Side, yet why is Heimskr still Praying and screaming about Talos, i thought he got Arrested.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17892659.

    He should be getting arrested after the Imperials win the battle for Whiterun. That was fixed in 1.2.4, and the fix has been improved several times since.

    Are you using any mods that change Heimskr or his routines, or that edit the civil war?

    daventry 23 kudos 5178 posts

    In response to post #17892659. #17897934 is also a reply to the same post.

    Must be Civil War Overhual then

    I know theres a Mod and im not sure if the OP of CWO will, but should Arthmoor Fix Whiterun/Windhelm/Solitude after the Civil War in the USP
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17892659. #17897934, #17898004 are all replies on the same post.

    I have Civil War Overhaul too, though I haven't actually played through it yet. I'll check for this when I do.

    If you want the cities repaired after the battles, there's a mod called Civil War Repairs that appears to do this. I just read its comments; apparently, if you use CWO, it's best to wait until after the war is finished before using Civil War Repairs. Looks like there may be a few issues with NPCs' behavior and talk reverting to prewar routines, though, as well as Heimskr possibly getting stuck in his house. () However, this is all secondhand; I have not tried that mod yet.
  5. daventry 23 kudos 5178 posts

    Im experiencing a weird Fast Travel Bug to Solitude, theres Void where the Gate is suppose to be and when i move around, the World seems to disappear and reappear
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    noobzor 57 kudos 1951 posts

    In response to post #17868404.

    I have seen this. I am not sure if it is related to USKP or some other mod I have that may be moving the fast travel points. In my case fast traveling to Solitude puts me in the Solitude world space, but outside the gate, which is not a place that is normally possible to reach. I haven't tried with only the USKP, and I do use Atlas Map Markers, which moves a few fast travel markers around, so I don't have any idea if this is USKP related or not.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17868404. #17878104 is also a reply to the same post.

    I've never noticed anything like that, but then I almost never fast travel into the cities. If I fast travel at all, I do it to the stables and walk or ride the rest of the way.

    (I used to use a followers' horse mod that had issues with fast traveling into a city. I stopped using that mod after I got Convenient Horses, but the habit has persisted.)
  6. IectareBlack 0 kudos 12 posts

    I'm getting papyrus errors... don't know if they're the cause of the CTD here, but they exist.

    End of "The Wolf Queen Awakened". I kill all the Draugr, the blue light of Potem's spirit swirls around the room, heads through the doors... CTD. Seven times, accounting vor every variable in the fight I can throw at it.
    I THINK the error might be that I have the Blessing of Dibella, and the game is trying to assign a Gender to all the Draugr.
    [08/24/2014 - 03:55:06PM] Error: Unable to call GetSex - no native object bound to the script object, or object is of incorrect type
    stack:
    [ (FF00152C)].ActorBase.GetSex() - "<native>" Line ?
    [Active effect 1 on (000988A4)].DraugrFXScript.OnGetUp() - "raugrFXScript.psc" Line 64
    [08/24/2014 - 03:55:06PM] warning: Assigning None to a non-object variable named "::temp10"
    stack:
    [Active effect 1 on (000988A4)].DraugrFXScript.OnGetUp() - "raugrFXScript.psc" Line 64

    IectareBlack 0 kudos 12 posts

    In response to post #17816314.

    Okay, the CTD had nothing to do with the errors - It's a known bug when you change the outfit she's supposed to appear wearing. Worked around that.

    Although I still wonder about the errors with Draugr failing to be determined by gender.
  7. Brandonhortman 0 kudos 131 posts

    Anyone else figure out how to fix the papyrus spam?
    [08/25/2014 - 10:05:25AM] warning: Property USKPWeaponRackWeaponDisallowedMESSAGE on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property ArmorMaterialDwarven on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property DA16SkullofCorruption on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property USKPWeaponRackWrongStaffMessage on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property DA13Spellbreaker on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property ArmorShieldofYsgramor on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property ArmorMaterialDaedric on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property
    [08/25/2014 - 10:05:25AM] warning: Property DA15Wabbajack on script WeaponRackActivateSCRIPT attached to (000D6C0E) cannot be initialized because the script no longer contains that property

    I'm trying to figure out what happened. I've got 30 mb of this stuff in my log!

    Brandonhortman 0 kudos 131 posts

    In response to post #17860569.

    I don't believe this was caused by the patch, but have no evidence.

    Also does anyone think that deleting the dragonactorscript.pex is what causes the invincible Mirrak bug?
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17860569. #17860604 is also a reply to the same post.

    Do you have another mod that edits the weapon rack scripts, or any leftover loose scripts from such a mod? (...\data\scripts\WeaponRackActivateSCRIPT.pex\)

    EDIT: Also, I'm not familiar with the invincible Miraak bug, but it looks like the Unofficial Dragonborn Patch fixes some scripts in his final battle.

    Brandonhortman 0 kudos 131 posts

    In response to post #17860569. #17860604, #17866884 are all replies on the same post.

    Thanks for the reply and insight Aaron!
    I have opened the offending Weaponrackactivatescript.PSC file in wordpad, which yields no usable information in reference to what could have changed it.
    I'm struggling to find a way to identify what would be making this script run non stop in my game.
    The only weapon racks I use, or player home mods for that matter is become High King Of Skyrim. I placed some things on the rack there and cannot remove it from the rack ever again. Only bows if I remember correctly other weapons have no problem though.
    This is listing every single weapon in the game though....
    I use immersive weapons, a lot of spawn/creature/dragon mods,textures, and magic mods. I can't locate anything that I have ever used that would edit weaponracks.
    I also use Clearinvalidregistrations=1 in SKSE and have also tried to clean my save to no avail.

    I wondered about the Mirrak bug because I followed the instructions on the description page and deleted Dragonactorscript.pex after downloading all the patches and not being able to absorb dragon souls. To my surprise it fixed it, but Mirak never absorbed one dragon soul for the rest of my game play. In fact I was never able to defeat him.(mirrak absorbs the souls of the three dragons when I played vanila; in my game he goes ethereal for an infinite period of time while I absorb all of the dragon souls) I had to disable him and use setstage commands. It was actually more difficult than fighting him haha

    Thanks to everyone involved in this project. You are a credit to society =D

    Edit: persists with new character

    Brandonhortman 0 kudos 131 posts

    In response to post #17860569. #17860604, #17866884, #17881854 are all replies on the same post.

    Brand new character with only USKP patches and DLCs installed:

    [08/26/2014 - 09:57:18PM] VM is freezing...
    [08/26/2014 - 09:57:18PM] VM is frozen
    [08/26/2014 - 09:57:19PM] Saving game...
    [08/26/2014 - 09:57:19PM] VM is thawing...
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (000B16A4)>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (000B16A>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (00093627)>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (0009348B)>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (00035A4E)>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:57:19PM] [WeaponRackTriggerSCRIPT < (00035A4F)>]OnCellAttach() ERROR: missing WRackActivator; 'ActivatorBusy' state.
    [08/26/2014 - 09:59:55PM] error: Unable to bind script WETriggerScript to (000DC3BD) because their base types do not match
    [08/26/2014 - 09:59:55PM] error: Unable to bind script WETriggerScript to (000DC3C4) because their base types do not match
    [08/26/2014 - 10:01:01PM] error: (0010A2B0): has no 3d, and so cannot have its motion type changed.
    stack:
    [ (0010A2B0)].BeeHiveHavokOnHit.SetMotionType() - "<native>" Line ?
    [ (0010A2B0)].BeeHiveHavokOnHit.OnInit() - "BeeHiveHavokOnHit.psc" Line 7
    [08/26/2014 - 10:01:43PM] error: Unable to bind script WETriggerScript to (000DC392) because their base types do not match
    [08/26/2014 - 10:02:04PM] error: (0010A2B3): has no 3d, and so cannot have its motion type changed.
    stack:
    [ (0010A2B3)].BeeHiveHavokOnHit.SetMotionType() - "<native>" Line ?
    [ (0010A2B3)].BeeHiveHavokOnHit.OnInit() - "BeeHiveHavokOnHit.psc" Line 7
    [08/26/2014 - 10:02:43PM] VM is freezing...
    [08/26/2014 - 10:02:43PM] VM is frozen
  8. Crystalking52 1 kudos 131 posts

    Greetings, just wanted to report that the Blade of Sacrifice's two models are using the Ebony Dagger's environmental lighting file instead of it's own (or whatever the "_m" texture files are.)
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    noobzor 57 kudos 1951 posts

    In response to post #17877844.

    The bugtracker for the USKP can be found here: http://afkmods.iguanadons.net/index.php?/tracdown/categories/12-unofficial-skyrim-patch/
  9. Bassjackable 0 kudos 8 posts

    HI,

    1° i would know if this patch can have any effect on my stealth skills, does it modify or add any content relative to this ? it seems sneaking become overpowered after i install the patch, i can shoot an enemie with the bow when sneaking and then come to me and stay at 5 feet of me without be detect ( just searching at me) for infomation ( Sneak skill: 82, just 1 perk improve stealth, muffle boots)
    2 °and an other question, does this patch can have an effect on FPS ?
    3° does it change or add some scripts ?
    4° if i unstall the patch (deleting file and untick esp) and load a save game before i install the patch , would be enough to go back to normal ?

    Thanks a lot for answers.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17861089.

    1. I'm not sure, though sneaking has always been rather overpowered at high Sneak skill levels, patch or not. You can try searching through the changelog, though, for changes to sneaking or stealth. (Click the link on the description tab, then hit Ctrl-F to search the page.)

    2. I don't know. I've rarely tracked my FPS, and I've been using the Unofficial Patches for a long time.

    3. Yes, it changes many scripts. With good reason.

    4. Yes. Only saves you make while the patch is active will have its changes. I don't know why you'd uninstall it (or the DLC Unofficial Patches), though; it squashes more bugs than a speeding truck in a locust swarm.
  10. daventry 23 kudos 5178 posts

    Small Bug with Tonilia, i stole a Necklace and sold it to her, then i bought it back from her, but it still says Stolen.

    cridus 3 kudos 259 posts

    In response to post #17808989.

    is it even a bug? I mean, I never used fences to remove the stolen flag, but thinking about it rationally, the fact that you put your item in the hands of a fence should not magically stop people from searching for it and recognise it if they see it in your hands. simply, fences can sell items to people who don't care if they are stolen. you gain clean money and safety from them and they gain more money than what they gave you from others.

    p.s. I still owe you that "high-jumping vampire" mod >_> do you still need it?

    daventry 23 kudos 5178 posts

    In response to post #17808989. #17810429 is also a reply to the same post.

    If you have time, then yes and thanks
  11. Cetacean1 5 kudos 632 posts

    I had noticed a couple issues with the Quest "Blood on the Ice" that I thought had been fixed by the USKP a while back. On the first time through I had not sold the amulet to Calixto, and the attack by the butcher (trying not to use name to limit spoilers) happened when I spotted them. The necklace did not become the necromancers amulet even though I had talked to the correct NPCs. I tried it again from an earlier save, and this time sold the necklace and continued the quest. However this time the butcher did not attack their victim, even if I waited a couple nights or left and re-entered the city. If I used the console to kill the butcher's intended victim the quest progresses with the butcher running off and I am able to get the necromancers amulet. Other than USKP I have nothing that alters the cites or that quest, just Aemers Refuge, Better Vampires, Moonlight Tales, Enhanced Mighty Dragons and some texture mods, and of course the unofficial patches. I checked the issues with the information on this page: http://www.uesp.net/wiki/Skyrim:Blood_on_the_Ice and have the current 2.0.6 version of USKP.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17785789.

    Did you have the USKP in your game when you started that save?

    Does the bug still happen in an new game without the other mods?

    Cetacean1 5 kudos 632 posts

    In response to post #17785789. #17794689 is also a reply to the same post.

    Yeah I had USKP installed from the start of this character. I started with an earlier version of 2.0.X and have updated as newer versions became available. I am not suggesting that USKP is causing a bug, just that it seemed that the fix that had been listed as being there on earlier versions did not seem to have happened. No conflicts with MS11 or MS11b show up on TES5Edit for USKP. There are no mod conflicts with that quest.
  12. LittleRaskols 0 kudos 37 posts

    This is sort of a fringe issue but I'm wondering if anyone can provide some insight on it. The mod "Sorcery," which is a quest mod available on Steam made by ThirteenOranges, for some reason conflicts with two scripts changed by the USKP: TrainedAnimalScript.psc and DialogFollowerScript.psc. I'm not asking for an in depth diagnosis here, but what are the implications of this mod's own versions of these scripts overwriting those provided by the USKP? (I'm using MO so nothing will actually be overwritten, only that the quest mod's versions will "win" at runtime.) I'd rather just not bother with the "Sorcery" quest if it removes a vital fix.
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    AaronOfMpls 27 kudos 1381 posts

    In response to post #17782794.

    I'd ask in Sorcery's comments or contact the author on Steam; maybe the author or a knowledgeable user will know what edits that mod made.

    LittleRaskols 0 kudos 37 posts

    In response to post #17782794. #17795674 is also a reply to the same post.

    Yeah, that's probably the better place to ask. The big reason I thought to ask here is because who knows how many other mods out there provide script conflicts with the USKP? Maybe it was common enough that there's some standard way of dealing with it. Unlike .esp conflicts, I can't resolve these in TES5Edit, for example, so I wasn't sure what to do. I'll ask on the mod's page though.