Stendarr's Beacon Enhanced + Ruhmastered has been released for SSE. It's been completed for Oldrim, just waiting on it's upload. EasierRider and I (especially EasierRider), have remastered the mod for compatibility with Vigilant, extra content, and it was developed with this mod in mind to work off in the future. This project is now one-step closer to the promised update ;)
Even tho author states that his vigilants added to cities are not just city guards, they still are in crime faction and thus get equiped with RMB SPIDified - Guard Armor Replacer. Not here to complain or whatever, just to give heads up to anyone using both mods, this can prolly be fixed in _DISTR.ini by adding rule to exclude vigilants so you can use both of these great mods
why? USSEP fixes fundemental problems and serious bugs that bethesda never did and never will fix. it's required because most mods that require it conflict with it and instead of maintaining two versions (one thats objectivley worse) is counter intuitive.
ussep does a bit more than just fix "bugs" it also makes "balance" changes you might not want. for example the fire/frost/lightning cloaks get stronger (more range, more damage) when you "fortify destruction", ussep makes them.... last longer gimping the spells into worthlessness. it does the same with a large amount of items and spells, some good, frequently bad. now can you understand why someone who wants to use those items, might not enjoy a mod that makes those items worthless and/or nerfed into the ground? (its certainly a reason not to use ussep) other possible reasons could include not liking the dev(s) and/or their stance on things. (its also a common reason people might avoid a mod)
I think they had it as master when making the mod, the ussep master got cleaned without a problem. Just download ussep temporarily and open the plugins in xedit, select this master plugin and right click. Clean master.
I use Keeper Carcette Survives. I guess the game registers "Carcette" as an individual NPC from that mod because I don't see her records affected by "Dibella's Blessing" in SSEDIT.
How can I go about making my own patch, so that "Keeper Carcette Survives" uses the replacer from "Dibellas Blessing"?
This is how I would do it in SSEEdit: Copy the NPC record for "Carcette the Survivor" from this mod into a new patch (ESP flagged as ESL) (or an existing patch). Copy the NPC record for Carcette from Dibella's Blessing (or any other NPC appearance replacer, I use Courageous Women) into the same patch. Click on one of these records in the new patch, hold CTRL, click on the other, then right-click for Compare Selected. Drag the physical appearance entries from Dibella's Blessing into the other record (Head Parts, Hair Colour, Texture lighting, Face morph and parts, Tint layers). You will lose the added scar though unless you are willing to experiment.
Don't know why, but I met Carcette and a Vigilante accompanying her when returning back from Stendarr's beacon. She and the vigilant force greet me. Tried to sneak off from there, they follow me and force greet me at every chance they get.
Deliberately ran into a band of bandits and as I see, the vigilant companion got killed by the bandits, Carcette is nowhere to be found, I hope she made it back to the beacon
All the NPCs of this mod have the guard faction but no guard dialogue. So they forcegreet you when witnessing a crime but the dialogue can not be resolved. You get into an endless forcegreet loop with stalking vigilants. My solution was to remove the guard faction from all the added NPCs of this mod in XEdit.
im always getting ctds related to the npcs added by this mod for some reason, migh be realted to the facegen ? not sure, but crash logger always points to this mod
Just found KC wandering the Rift wearing Rift guards armour - she has been given guard faction in this mod, and I have a SPID mod that applies new armours to guards - and having Guard Faction and Crime Faction "The Rift" = distribute Rift Guard Armour. Just a heads up if you find this happening, as SSEEdit will not show a SPID distributed outfit.
168 comments
- 6/15/18
every mod should include USSEP changes if needed to save us the hassle of going through xedit for that reason
it does the same with a large amount of items and spells, some good, frequently bad. now can you understand why someone who wants to use those items, might not enjoy a mod that makes those items worthless and/or nerfed into the ground? (its certainly a reason not to use ussep) other possible reasons could include not liking the dev(s) and/or their stance on things. (its also a common reason people might avoid a mod)
How can I go about making my own patch, so that "Keeper Carcette Survives" uses the replacer from "Dibellas Blessing"?
Copy the NPC record for "Carcette the Survivor" from this mod into a new patch (ESP flagged as ESL) (or an existing patch).
Copy the NPC record for Carcette from Dibella's Blessing (or any other NPC appearance replacer, I use Courageous Women) into the same patch.
Click on one of these records in the new patch, hold CTRL, click on the other, then right-click for Compare Selected.
Drag the physical appearance entries from Dibella's Blessing into the other record (Head Parts, Hair Colour, Texture lighting, Face morph and parts, Tint layers).
You will lose the added scar though unless you are willing to experiment.
Deliberately ran into a band of bandits and as I see, the vigilant companion got killed by the bandits, Carcette is nowhere to be found, I hope she made it back to the beacon
My solution was to remove the guard faction from all the added NPCs of this mod in XEdit.
Just a heads up if you find this happening, as SSEEdit will not show a SPID distributed outfit.