573 comments

  1. Qwinn
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    SO! Over the next few hours, I'm going to be taking down qwinnmods.com and returning the Fixpack to Nexus. I was actually going to move it back here anyway as my reasons for moving it offsite no longer apply. That led me to try to log into my website as admin for the first time in a couple of months, only to discover that A) one of the last Wordpress updates broke my ability to log in on the website itself, and B) I'm seeing a lot of suspicious activity that makes me think the website may have been hacked. So, while I would *like* to send an update on the website at this time about this move back to Nexus, it would require me spending several hours figuring out a way to reactivate the ability to log in as admin, only to then bring the website down. Not worth it. I'm sure most folks looking for the website and not finding it will figure out that it's been moved back here soon enough.

    EDIT: The website is gone forever. Qwinn's Fixpack is now back on Nexus and is here to stay.
  2. Qwinn
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    So if anyone's been wondering where I've been.... I've been modding Skyrim Special Edition for the last few months.

    Critters Ain't Snitches - Animal and Monster Crime Reporting Fix

    Botox for Skyrim SSE (not my creation, I just ported it from oldrim)

    Qwinn's Bottomless Bag of Patches - 20 compatibility patches for various popular mod combinations

    Qwinn's Magic Featherweight Patches - Same as the previous mod, but these magic patches don't use up a slot in your 255 plugin limit


    The last one was just released tonight, and IMO the patching technique it describes could revolutionize and vastly improve how Skyrim SSE gets modded. I think the (long) description is really worth a read, and I could really use some more testers for the idea.
     
    BTW, the only thing keeping me from returning THIS mod to Nexus completely is time and the chance to fix my broken toolset.
  3. solldty
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    Hello,thank you for providing such amazing fix pack!
    But I want to ask ,is it incompatible with Flash Creatures Rescale?
    Since the latter requires "2.1 area" in improved atmosphere which is incompatible with your mod ,is it possible that the two mods work well together?
  4. Cantor87
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    Greetings Qwinn and thank you for your continous effort in both improving DAO and SSE. I want to ask you if you could make a little modification to the game, it's not really a bug but I consider it such: could it be possible to remove from the game the one-hit-dead darkspawn that appear in the last battles in the game (and in the DLC Ostagar, but this package doesn't cover DLCs, right?). I never understood why those darkspawnns should die in just one hit, these should be glorious, not ridicoulous. I already tried mods that increase difficulty, but they don't correct these thing, these critters are still present in the game no matter how much you improve the game difficulty, and all die in one hit. I found just one mod that corrects the issue, and that's "Flash Creature Rescale" mod, but Ithink it's incompatible with your package (and furthermore, it changes too much the rescaling; battles with should-be-easy foes are nightmares and battle with big bosses are a lot more easier than vanilla, probably the latter because of a bug).
    Thank you in any case, and thank you for your patches in SSE, i'm using them too, you know.
  5. allerca1234
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    So I appreciate that you are still keeping this mod going after Bioware social got ol' Yellered but I was wondering if you could create a version of this mod that is more compatible with other popular mods or at least upload the last version that was available on bioware social? I uninstalled DA:O a few years ago back when bioware social still existed and that previous version of the mod worked perfectly with the ones I used (specifically improved atmosphere,zeveren patch,Morrigan restoration).I understand that this mod may be compatible with parts of improved atmosphere but rather unfortunately not the parts that i enjoyed the most (more specifically the player origin changes).I also understand that it makes the other 2 mods I listed kinda irrelevant to the point where I could live without them but it'd still be nice to be able to use those mods with this fix pack. if you don't still have the last version available on bioware social but you know of a dropbox link that someone else might've uploaded that'd be fine too.
  6. Totalbalance
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    Okay, here's what I have:

     

    Companions:

     

    Loghain’s “one life” conversation can be initiated anytime between Riordan’s revelation and the Archdemon fight. However it’s not really relevant anymore if Loghain knows about and/or performed the ritual.

     

    Already mentioned this one but...The “Legend says Flemeth had many daughters.” and “How is it that Flemeth has survived for so long?” questions are  available after Flemeth’s Real Grimoire, even though they no longer make any sense.

     

    Morrigan’s codex entry does not update after turning her in to the templars.

     

    The option to ask Morrigan “We need to discuss us.” is not available outside of camp, when you have a party. Could be intentional, but no other companion has this limitation.

     

    The restored companion comments during the shriek encounter have a set order to them, but since Alistair’s lines are prioritised and he can’t be kicked out, you will never be able to hear Leliana, Zevran, Shale and Sten’s lines.

     

    I don’t know what is considered too early in the game to have high cunning, but there is a check in the Tower of Ishal, second floor, in Alistair’s dialogue.

     

    Redcliffe:

     

    I see in your readme that a pyre of corpses is supposed to appear after the siege, but I just can't get get it to appear in my game. Is it bugged, or am I just too stupid to find it? Whoops. Turns out he only appears if you leave the area and return, like with the doomsayer. Never mind then.

     

    The Redcliffe doomsayer is supposed to give a buch of ambient lines before you talk to him. He doesn't though, and you need to click on him in order to make him start yelling. He also gets stuck on line 2.

     

    If you kill Lloyd, Wynne will interject and disapprove in two versions (“I can’t be bought.” and “Wrong answer.”, but not in the third one (“I call it taking out the trash.”. She doesn’t react at all, nor is any disapproval gained.

     

    Just a thought: the banter trigger on the stone bridge in Redcliffe only works once; after triggering it once it stops working. Considering all the running back and forth you do in Redcliffe, maybe something can be done about that?

     

    Tomas will walk away at the end of the initial conversation with Teagan if you refuse to help. When the conversation ends, however, he will still be there, and won’t move until you leave the chantry.

     

    Dalish Camp:

     

    If you are caught stealing by Lanaya this option is available even if you never asked Zathrian for equipment:

    Player: “Zathrian said the clan would provide me whatever I needed.”

    Lanaya: “He said Master Varathorn would supply you with equipment, not that you could help yourself to our treasures.”

     

    Orzammar:

     

    Some minor issues with the beggar guard interaction in the hall of heroes: 

     

    The guard sometimes walks up to the beggar and then immediately walks away to his regular patrol in the middle of the conversation.

    When the beggar speaks his line, he’ll stand up and then sit down again.

     

    Ruck will assume a “crazed” stance during conversations, but during gameplay he stands normally, completely straight.

     

    If you fought for Harrowmont, crown him king and return to Lucjan and Myaja, they will have moved to a nearby set of doors. When you talk to them they and the player will be teleported to their original spot before the fight breaks out.

     

    After the conversation with Harrowmont after he’s been crowned king he blips away at the end with no walking away animation.

     

    During the crowning cutscene, the crown vibrates on Bhelen/Harrowmont’s head.

     

    When Oghren asks to join the party, dialogue options that don’t end the conversations never disappear, meaning the conversation can be looped forever for infinite dissaproval.

     

    Urn:

     

    Sometimes, the village is still not alarmed after you've seen the bloody altar. After testing a few times it seems like it only fails to happen if you have Morrigan but not Wynne in your party.

     

    Landsmeet:

     

    Sometimes, if I do not rescue the slaves Shianni disappears from appear outside the hospice, skipping the conversation with her. Last time I tested it it happened when I persuaded them to leave while I got the letter for free.

     

    It seems that clicking on Ceorlic still doesn’t give the proper response. He’ll either repeat an earlier conversation or say nothing.

     

    When disguised as guards, chantry priest or circus performers during “Captured!”, characters still still have their weapons on their backs.

     

    The guard uniform disguises during "Captured!" are supposed to look like what the other guards wear, but they don’t (different material, different models on boots and gloves.)

     

    Epilogue:

     

    The Waking Sea is incorrectly called “The Shining Sea in the final epilogue slide. I believe I mentioned this before, but back then the mod was still supporting other languages and it would not work.

    1. Qwinn
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      Awesome stuff. ans I think you just single handedly made sure there'll be a 3.5 someday. Not right away, releasing multiple Skyrim SSE mods atm, but this would be a good time and good post for anyone else who finds any remaining issues to report them so they can be included in 3.5. Thanks TB!
  7. BombsAway
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    Found in the readme that this fixpack fixes a bug where you weren't able to pick the lock on Sten's cage. I now remember doing that in my very first playthrough and then never being able to do so again, I seriously concluded I had just imagined doing so the first time. Thanks for helping me restore my sanity!
    1. Qwinn
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      Hah, glad I could help :)
  8. fasenoob
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    In response to post #62148872. #62149577, #62151207 are all replies on the same post.


    Spoiler:  
    Show

    I took no offense, don't worry.

    You have to start a new game for my Fixpack to work. Once you enter an area, all the information becomes part of your save game, and my Fixpack won't do anything. If you install my Fixpack in the middle of an ongoing game, it will not work.
     


    Thank you again. Last question. Do you know a mod/fix/command that just closes/complits any quest? maybe i can just make it complited in the files of the game? 
    1. Qwinn
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      No, sorry.
  9. Totalbalance
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    Hey again! It’s probably time to post those findings I collected a while back. I’m gonna test out some of them a bit more, but here are a few.

     

    Dwarven Noble Origin:

     

    If you fight in the provings and press tab, the names of previous combatants you defeated might float on the ground of the arena.

     

    When entering the noble feast, the triggers for Gorim’s and Ronus Dace’s ambient lines are very close to each other, making it difficult to hear both.

     

    When you talk to lady helmi, saying “Get away from me, old woman” will cause her to turn invisible when she responds.

     

    King Endrin is sitting in the air in front of the throne, rather than on it. (actually, maybe the dwarf model is just not made for sitting? Harrowmont and Bhelen don’t sit on the throne at all later.)

     

    Magi Origin:

     

    Found a minor restoration: The teacher and apprentice practicing shield magic have lines that play when you click on them...except they’ll never play because they remain non-intractable even after their event.

     

    Dalish Origin:

     

    When talking to Tamlen about the statue in the ruins, the line “Perhaps this place is a tomb.” requires high (30) Cunning. Pretty sure that’s impossible this early.

     

    The question “Why did you want to come down here so badly?" doesn’t appear in the initial line of questions. It’s incorrectly placed among the answers in the “What do you think all this is?” branch, where it doesn’t belong as it will change the topic entirely.

     

    The three initial questions you can ask Tamlen (including the aforementioned misplaced one) has a comment that says “(once)” on them. But the questions are repeatable, which makes no sense and means you can set multiple flags about what kind of person you are in later conversations.

    1. Qwinn
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      Thanks TB, good stuff. When I've accumulated enough for a good 3.5 release, will check every one of those out. Keep em coming if you find more.
  10. fasenoob
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    Hello! Thank you for great job. I have 1 question. In this collection of fixes i found a mod "Cammens Lament Quest-Fix". But its not helping me.. he left before I installed fix and your fix just changes discription of quest. But Cammen is gone. What i must to do to solve the quest?
    1. Qwinn
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      That mod fixes one tiny issue among 6 major bugs in that quest. I fix all of them. Not sure where you got that I only change the description of the quest.

      If you installed my fixpack after entering the area, it probably won't work. My fixpack really does need a new game to be effective.

      Oh, and if you do use my fixpack in a new game, you don't need that mod or many others. That mod is listed in the readme along with many others under the "NOT COMPATIBLE AND MOSTLY OR COMPLETELY REDUNDANT" section.
    2. fasenoob
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      I'm sorry. English isn't my native language. I really don't wanna hurt you. I'm trying to find a way to solve my problem already near 5 days and night. Don't sleep. Okey.
      First of all I installed "Cammens Lament Quest-Fix", but it doesn't help me. It's only only change the description of the quest.
      Next - I deleted this fix, but description still be changed. => after deleting quest don't went to normal.

      Next - I installed your pack. But no effect..

      In the description is written like "get wolf skin and go to cammen" => I need cammen.

      Maybe u know how can I found him.. Or spawn him.. Or can I make a mod to spawn him with this questlime... Oh.. It's not just funny thing.. It's principle hah..
      And again sorry for my language. You really hero of newtime
    3. Qwinn
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      I took no offense, don't worry.

      You have to start a new game for my Fixpack to work. Once you enter an area, all the information becomes part of your save game, and my Fixpack won't do anything. If you install my Fixpack in the middle of an ongoing game, it will not work.
    4. fasenoob
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      Thank you again. Last question. Do you know a mod/fix/command that just closes/complits any quest? maybe i can just make it complited in the files of the game?
  11. mousestalker
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    I just finished my second play through using the fixpack. Both games I had the following problems:

    Completing the third quest not only restocks merchants (as intended) but also breaks stacking for consumables.

    Some items are unequipable (Armor of Diligence for example). These items are clearly labeled as such, so this is a deliberate choice on Qwinn's part.

    Werewolves in Brecilian forest refuse to ambush (after clearing, then leaving the map werewolves are supposed to respawn and ambush) (some, not all).

    Despite finding all five scrolls, the Banastor quest does not complete.

    All in all, it's a massive and useful undertaking. But i am uninstalling it and going back to my previous configuration. Having my crafting stacks break offends my OCD.

    The only mods running were Qwinns, Complete Bi Overhaul (for one game), and a slew of cosmetic and DLC mods.

    Thank you Qwinn for an excellent mod!
    1. Qwinn
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      "Completing the third quest not only restocks merchants (as intended) but also breaks stacking for consumables."

      I'm sorry, I don't understand. How does stacking break? Things like how items stack isn't something that my Fixpack intentionally touches, for the record. Please give me a specific example and what actually happens to it so I can try to duplicate it, please. Also, I don't touch the inventory of a single store in the game. That's why I was able to make my tiny "Tougher Merchants" mod without any conflicts.

      "Some items are unequipable (Armor of Diligence for example). These items are clearly labeled as such, so this is a deliberate choice on Qwinn's part."

      Also don't understand this, I'm afraid. I don't touch that armor in any way (well, I do fix how the gloves sort in inventory, along with all other heavy gloves, but that's it. ) And I'm not sure if you're saying that it's supposed to be unequippable but can be equipped, or if it's supposed to be equippable but isn't. For the record, it is supposed to be equippable if you have a strength of 34 or better. Either way, I make no such "deliberate choice".

      "Werewolves in Brecilian forest refuse to ambush (after clearing, then leaving the map werewolves are supposed to respawn and ambush) (some, not all)."

      Indeed, there are werewolf respawns in the West part of the forest, and I always got them during my testing. They only respawn once though. If you're thinking they're supposed to spawn infinitely, that does not and never did happen in the unmodded game. And if there were, it *would* be a bug, because the intended design is clearly that there are not supposed to be any infinite sources of xp in the game.

      "Despite finding all five scrolls, the Banastor quest does not complete."

      I'm pretty sure this bug happened in vanilla also, but I'll take another look. Are you saying you actually had a quantity of five in your inventory, but when you went to the mage collective quest guy, he didn't recognize it?
    2. mousestalker
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      In re breaking stackables

      Okay, After the third quest completes, done in any order, the stackables acquired before that completion do not stack with the stackables acquired after. This matters to me as I like to craft. So, for example, If I have a stack of 54 lyrium potions and then complete the third quest, that stack will not combine with any lyrium potions I later acquire. This holds true for any stack, be it runes, gems, potions or arrows.

      In the vanilla game, 'Armor of Diligence' is equippable if you have adequate strength. In my game with your mod, there is a red letter warning saying that once it is equipped, it can not be removed. That statement is true. I assumed since the red letter language is not present in vanilla, then it was intentional on your part. My apologies.

      I am aware that the werewolves respawn once. In two games, they re-popped, started to attack, and then four out of the six turned pacifist and could not be attacked.

      The scrolls of Banastor have always completed for me.
    3. Qwinn
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      "Okay, After the third quest completes, done in any order, the stackables acquired before that completion do not stack with the stackables acquired after. This matters to me as I like to craft. So, for example, If I have a stack of 54 lyrium potions and then complete the third quest, that stack will not combine with any lyrium potions I later acquire. This holds true for any stack, be it runes, gems, potions or arrows."

      I just tried this after completing Circle, the elven forest and Orzammar. Bought from Bodahn and from the Circle quartermaster. When I buy a potion from them, it initially shows up in a separate slot in my inventory, but as soon as I exit the merchant screen, the new potion is stacked with my previous potions. I cannot duplicate your issue.

      "In the vanilla game, 'Armor of Diligence' is equippable if you have adequate strength. In my game with your mod, there is a red letter warning saying that once it is equipped, it can not be removed. That statement is true. I assumed since the red letter language is not present in vanilla, then it was intentional on your part. My apologies."

      Just loaded up an old save where I have the armor, and it equipped just fine with no such message. Frankly I wasn't even aware the vanilla engine could produce such a message. I've certainly never seen it and I definitely didn't add it. It almost sounds like a mod that makes items "cursed" or something. Can you please post your mod list in spoiler tags? Because I don't see how you could only be running my mod and morphs and get an effect like that.

      "I am aware that the werewolves respawn once. In two games, they re-popped, started to attack, and then four out of the six turned pacifist and could not be attacked."

      The only place I've ever seen werewolves go neutral is just upstairs from the room where you have the big fight at the end... there's a bug that would make some of those wolves upstairs within the temple non-aggro, and I fix that bug. I've never seen it anywhere else. In what area exactly are you seeing this? And did you only pass through that area once before completing the quest?

      "The scrolls of Banastor have always completed for me."

      Okay, but this doesn't answer my more pertinent question. Please look at your plot items in your inventory and verify that you actually have 5 of them, and if it says you have 5, then please tell me what happens when you go to a mage collective guy.

      All of these but the werewolf issue involve item inventory issues.. And given that bizarre Armor of Diligence message that I've never seen before, I can't see how you could not have another mod in your setup that is doing some seriously odd things to your inventory management. Again - please post your mod list in spoiler tags.

      Has anyone else ever seen this message about not being able to unequip an item and recognize what mod can do that? Because, again, it isn't mine.
    4. Portucally
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      Qwinn wrote:
      All of these but the werewolf issue involve item inventory issues.. And given that bizarre Armor of Diligence message that I've never seen before, I can't see how you could not have another mod in your setup that is doing some seriously odd things to your inventory management. Again - please post your mod list in spoiler tags.

      Has anyone else ever seen this message about not being able to unequip an item and recognize what mod can do that? Because, again, it isn't mine.


      The only mod I used that had some warning similar to that one was one that makes some changes to the noble origin, mostly appearance wise, with the equipment that Ser Gilmore wears.
      Can't remember wich or the name but the ones I have tried on diferent playthroughs were: TommyIrianto's Noble Couslands of Ferelden - Origins, JOG's Of Noble Cast and Obsidians Nobler Noble...



  12. crisx22
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    Does it fixes the ancient elven boots bug in Lothering? I did the installing with daupdater, to extract the fixpack, but I return to the game and can't find the boots in the chantry temple.
    1. Qwinn
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      It does fix that bug, but if you are installing my fixpack after entering the chantry, its not going to work. You really do need to start a new game.
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