The latest release is v3.4.3. Updated ESP and additional resources BSA. Updated compared to v3.3.5: ESP and additional resources BSA.
11-Oct-2024: I have uploaded v3.4.3 ESP and v3.4.1 BSA here today, but they are the same versions that were available on the mirror for a while already. No need to re-download if you already had them.
Updated compared to v3.3.2 (the last available on Nexus): - TamRes v2.5 ESM and BSA (find it under Updates) - TWMP Skyrim Alive ESP - Resources Additional BSA - Voices2 BSA - LOD BSA
This is a maintenance release that fixes various bugs - see the Bugs tab. There is also a bonus - a new castle in Hjaalmarch. It is called Moonglint Bastion... if the name rings a bell, then yes, it should ring!
This is the last maintenance release for now. I am too far down building Release 4, there are too many changes. Bug fixing will resume once Release 4 is out.
I have rewritten the mod description page and added a section specifically for people upgrading from release 2. This release is very different under the hood, so please make sure you update the prerequisites and delete files that are no longer used. Upgrading from a preview version is not recommended - you may experience glitches.
It is generally recommended to start a new game or load this release into a clean save. This is of course bad news for those who already played quite a bit with release 2. Don't worry! It is not such a big deal. I tried my best to minimise discrepancies, there is just a small number of items that will vanish and will need to be re-acquired if you had them. All quest progress will be preserved and you should not be seeing any serious problems.
Please report issues as usual. I shall be making maintenance releases to fix them.
What's next? Before I can start on the next chapter of the main quest, I want to fill in more content into the settings already available now, as well as build new towns and villages. Release 4 will therefore contain new settlements and local quests but no further development of the main quest. Release 5 will pick up the main quest again (oh yes, I already have the story).
I am currently building cities and villages in The Reach, to be released as v4, see main description. And yes, it will come with local quests.
-------------------------- KNOWN BUGS Please see the Bugs tab. All bugs that are marked as fixed and closed are fixed in the version noted on the bug and remain fixed in all subsequent versions.
NOTE: all bugs relate to the main ESP. Pay no attention to what they are listed to relate - this is a bug in the Nexus Mods bug tracking system.
I travelled by coach to Windhelm, where the journey ends within the city gates. Leaving the city by normal means was impossible, unfortunately, because the city gate could not be opened. I fast-travelled out and walked to Windhelm again, trying to open the gate from the outside, but it was still locked. Is that intentional?
Another thing: Suddenly I get messages that Helga and Tiana are unconsicous. Bad for them, so sorry, but I have no idea who these two are :D
The gates of Windhelm are not supposed to be locked, I didn't realise they were locked! That's a bug - logging it in the Bugs section.
Messages about NPCs becoming unconscious are issued by the game if those NPCs are essential but get into a fight with something or other and get knocked out. Perhaps there's a bear nearby or a werewolf. Never mind.
In the meantime, since you cannot use the console, perhaps this spell can help: https://www.nexusmods.com/oblivion/mods/43182 I'll need to check why it is locked though. If there's a script on that gate, the spell may not work.
I have found a mod that adds a "Ring of Console", so I can open the console with that. I unlocked the gate with the console, but I could still not open it after unlocking.
Sorry to bother you, but I have another question: I have a quest to get a bit ore from the Southern Mine near Helgen. Still level 1. Unfortunately there are several level 25 and 30 Dremoras in this mine :/ Is that intentional? (I use the "Skyrim Less Scary" esp)
I think the door must have a script on it, by mistake. Your only option is to disable it altogether (delete the gate!).
Regarding dremoras in the mine... They are not standard spawn, so they won't be affected by the "Less Scary" mod. Yeah, it's Haldar's mine, so may be a bit too tough. I'd say kill them with the console.
I have installed the mod with all its requirements (using the Hammerfell STUD) and in general it seems to work fine.
But I have a LOD issue. When facing west on the road to Whiterun, shortly before Dungar Wall, a sudden terrain "barrier" is one the street. One can walk through this, though, so I figured the visible 3D shape is LOD.
So I switched off distant terrain in the Oblivion settings, and indeed this artifact disappeared.
I have this problem both with the LOD BSA you provide, and when generating LOD using TES4LODGen (the old v3.1.1 from https://www.nexusmods.com/oblivion/mods/15781)
Please try unpacking the LOD BSA from this mod into your Data folder. The LOD effect that you are seeing is because the LOD from TWMP Skyrim Improved is not correctly overridden.
Regarding the missing mesh, can you click on it and give me the form ID from the console? And just to check, have you installed the update v2.5 for the Tamriel Resource Pack? It is found on this mod page, not on the original one. Without this update, your game might freeze on startup.
I had the v2.5 update of the Tamriel Resource pack, but forgot to install the v2.3 update as well. This fixed the missing mesh in the Mage's Guild. (But in the meantime I found another missing mesh on my way to Helgen, near Fort Sophia, where this little lake is). Unfortunately I can't use the console - I'm on Linux and use Steam/Proton for playing (which works very well, but for the console key).
Unpacking the BSAs (and removing them afterwards) did not solve the LOD issue near Dungar Wall unfortunately.
The freeze with "TWMP Locations" at game start is not solved as well. I unpacked its BSA as well, but it's the .esp that seems to make problems. Is that one very important? (Does it maybe fix some of the floating rocks one stumbles upon occasionally)?
I already see the unique atmosphere of your version of Skyrim, it is highly interesting. I read you plan to release a new all-in-one version; if I don't get the current one to run as well as I'd like, I will definitly try the new one.
The problem with the LOD is that it does not get overridden correctly. May be this works differently on Linux, and especially on Steam. I use Windows 10 with GOG Oblivion. You probably need to delete the other LOD instead of overriding it, especially since even your own locally generated LOD didn't work. Look in the BSAs that came with TWMP Skyrim Improved and remove all LOD from there. That is remove these folders:
Data\DistantLOD
Data\Textures\landscapeLOD\generated
Data\Meshes\landscape\LOD
TWMP Locations is fairly important because it fixes quite a few bugs in TWMP Skyrim Improved. They are not game breaking bugs, that is, they don't cause crashes, but they are quite obvious (objects missing and the like). But those are Haldar's mods, you'd need to ask him about hanging and such. As to floating rocks, that is always going to be a problem, with all the mages and dragons about, it's a wonder that most rocks do stay put... But seriously, grey rocks on grey background are not easy to see, so yes, mistakes can happen! But without a form ID, it will be virtually impossible for me to find them. Perhaps this mod could help you: Form ID finder, this does not require the console.
There may be still some missing meshes, I think I know what you mean near Fort Sophia. It's nothing important, I believe. Of course it needs to be fixed, but it isn't game breaking. I am indeed mostly working on the new stand-alone version, but if you can get me those form IDs, I can patch up the TWMP version in the meantime.
The main reason mod installs can be screwed up on Linux is the case sensitivity of file names. One has to be very careful about this when installings mods, and usually I am, but somehow I overlooked it with the LOD files. And indeed I noticed that my various LOD folders had more than one version of the same file (some with .nif file ending, some with .NIF file ending, and others). Of course the game then does not know which of the files is the correct one.
So I will have to start over with the lod files from the beginning. Thankfully I have only TWMP Skyrim and Elsweyr the Deserts of Anequina installed, no other LOD affecting mods. So I can simply delete all LOD folders, then use Steam to verify game files to re-install default LODs, then install Elsweyr LODs and then start over with TWMP.
EDIT: Ok, got the LOD working now :) Your LOD works perfectly.
Next will be checking for the meshes with the Form ID finder.
Good to hear you figured it out! Case sensitivity is an issue because Windows is still blind to it. It is nearly impossible to get file names right, and when you pack them in BSAs I think they are all converted to lower case anyway. At least, when I unpack BSAs, all files come out in lower case. But it could be a Windows artefact again.
I can now successfully use TWMP Locations. I replaced the Hammerfell STUD with the full TWMP Hammerfell, and this works.
TWMP Locations also fixed the missing mesh near Fort Sophia and the non-working inn in Helgen.
So it seems I am hopefully all set now :D
I just need to decide if I want to use the "Less Scary" version. There are quite a lot of dangerous enemies for my level 1 character - a poor horse in Riverwood tried to fight an Ice Atronach. In the end, both died, slain by these... what are they? Look like some humanoid creature who occur in groups of 2 or 3?
(By the way, I use the voice packs. In the Helgen inn there's an NPC who looks visually a lot like a woman, but has a male voice.)
Oh, yes, I forgot to say that you cannot use the Hammerfell STUD with Locations, I think it is written somewhere on the mod description page. The STUD is really just for the minimal setup. Anyway, glad you figured it out.
The creatures in the wilderness come from TWMP Skyrim Improved, and they are mostly unleveled. It will be way, way, way too hard for a level 1 character - you'll be having level 22 werewolves in packs of 5 ambushing you in the wilderness, among other things. The "Less Scary" mod makes all creature spawns leveled similar to what you see in the vanilla game, so you should only be getting wolves and such at level 1. Much more manageable. I think you probably ran into those werewolves.
The voices are all correct for the race/sex combinations of the NPCs, so if there's one that looks a bit feminine but has a male voice... well, then I bet he's the type who's also always overdosing on aftershave...
Yes, I decided now to use the "Less Scary" version. Feels much more natural this way, and still not too easy.
I really love it so far, the exploration alone is worthwile. It's cool to compare, if you know other Skyrims (from TES 5 and from Morrowind's Skyrim Home of the North).
Hello Lena, im getting stuck on a side quest in Winterhold "Rescue Emma Dragonblood's Lion named Ratsassin", the lion does not follow despite i do have rat meat inside the inventory, so i was forced to use the console to teleport the lion to Emma' inn, but she does not react so that i can close the quest, can you check if i was doing something wrong or is it a bug ?
The lion is supposed to follow... it worked with other people as well as in my game. If you're stuck, you need to go to the inn and teleport the lion there as well. Then you can talk to Emma and close the quest.
Well, what you are suggesting me to do is exactly what i was doing already, im gonna replay the whole quest, if it does not work i might have to find the quest ID and setstage for it myself, by the way the Goblin shaman that hold the key to unlock the lion's cage have something related to the Thieves guild, everytime i killed it, the blood debt quest will trigger and i will got kicked out of the Thieves guild, do you mind checking it, Lena ?
Ok, i checked the TES4Edit, look like it's doesn't trigger "I found Ratsassin. Now to get some rat meat so that he'd follow me. I need to lead him to Dragonblood Inn and watch him all the way." I will try to trigger the xmarker inside the lion's cage, if it doesn't work then "setstage", that might solve the problem.
I don't understand what it has to do with the Thieves Guild though. That goblin is just a goblin... a creature without any scripts. There can be no blood money on its head, that's for sure. If you get stuck, you can go to the inn and then do setstage like so: setstage WinterholdLionQuest 60Then you should be able to talk to Emma and close the quest. I checked every stage but cannot see anything wrong. May be just one of those strange glitches.
Ah, don't worry i know how to check for quest structure inside xEdit, so i solve that problem already, thanks anyway.
Other than that, it's appear that there is a new issue now, im currently doing "Wolven hour" quest, im at the room outside of the Alpha's chamber, im trying to activate the Aylied remote door at the front, but looks like there is nothing really work, i assume it has to do with the "press button" at a room nearby, i tried to activate it for a few times but nothing happen, so i do a "tcl" and it looks like the front door can be activate by the press plate which lies behind the door, so this is getting nowhere.
The door to the back cavern opens with the button, yes. The press plate serves for opening it from the inside on your way out. If the button does not open the door for some reason, then this is a bug (although I and another person tested that part and it was working). But never mind, these things happen. You can open that door from the console. Click it and then enter: playgroup forwardThe door should open.
I just noticed that you are running an outdated version of this mod. This bug with the switch was fixed in version 3.4.2 - please see the Bugs tab. The same for the bug with the lion in the Ratsassin quest. Please update.
Thank you, gonna update right away. Other than that, is the key to unlock the "key required" door inside the hidden tower inside Wizard's Fury and a "key required" door to the wine cellar inside Wizard's Fury suppose to be obtained in a quest or something, cause i don't see any key around the castle otherwise maybe the key got hit and flying elsewhere while i was busy smashing those undeads.
No, both keys are there, not locked in a quest and always accessible. Of course, you have to find them first... Keep looking. Remember that they may be hidden in some container just so they would not fly away.
Well thank you, i wasn't expecting there is any mod that does that stuff, but well i have to decline your offer, for now. I'm a bit of a try hard person myself, take about an hour with a bit of dizziness going on in my head, but it's worth it,... Anyway thanks again for all your help Lena, i am very appreciate it.
Haha, I'm the same really! I made that mod for someone who was having trouble finding things, but I myself don't use it! And of course by now I already completely forgot where I hid everything, so have to search for it just like everyone else...
I have a quick question that just dawned on me! Now with Oblivion Remastered out and the 2006 release of Oblivion, the original now called Classic Oblivion, is this mod still gonna only be for Classic Oblivion or is there gonna end up being 2 versions, one for each Oblivion game?
I won't be making a version for Oblivion Remastered, so this mod will remain exclusively for the original Oblivion. There are two reasons for this: 1) As long as there is no OBSE for the Remaster, it is impossible to convert this mod to the Remaster version. 2) I do not have a PC that is capable of running the Remaster, so I won't have that game and won't be able to make any mods for it. I stay with the original.
This made me cry inside ;( hopefully when the game is more optimized you will change your mind! But I have OBSE installed currently for Oblivion Remastered so it seems like that is already available for you ! Really hope you'll reconsider once the games more stable the game is fing gorgeous, I want all of tamriel in next gen graphics would be such a major ultra bong hit moment :)
Okay, I read that the latest released version of TWMP Skyrim Alive will be the final version of the TWMP version and that the future version 4.0 will be completely stand-alone! So does that mean it's gonna be in a separate world space or will the player still be able to walk seamlessly between Cyrodiil and 4.0 Skyrim like they can in the still current 3.4 version, such as along the the 3 trail routes and one wooden stairstep route, in other words version 4.0 will still take place/be in the same Tamriel world space as Cyrodiil and Elsweyr Deserts of Anequina? And also, what's gonna happen to all those caves/dungeons you have all over the place once 4.0 comes out?
The stand-alone version will play the same way as the current TWMP version, that is, it will be in the Tamriel worldspace and not in a separate one, so you will still be able to walk from Cheydinhal to Riften or from Bruma to Falkreath, etc. All caves, dungeons, castles, etc. will remain in the same places where they are now. The quests will have to be converted because the ESP will have a different name, but otherwise they will play exactly the same as they play now. Most roads will also be the same because it was I who built those roads, so I can reuse them. Cities and villages that I built myself will also remain unchanged, such as for example Whiterun, Dawnstar, Winterhold, etc., but cities and villages that come from TWMP Skyrim Improved will be replaced by new versions. I have also replaced all rivers by different ones, I build different landscapes with different trees, etc. For further details and previews please see this thread on Chorrol.com forums.
with the Tam res 2.5 update, do we keep the compliment bsa 2.1 (that was the name for both its iteration in 2.1 & 2.3 update) or is that now redundant with the compliment bsa 2.5?
Keep the 2.1 complement BSA. The 2.5 update adds another BSA and replaces TamRes.esm. This will be rolled into one when the next version of TamRes comes out (currently it's in the works).
I'm very interested to try this mod out, but i want just to be sure that i understood correctly that: when the next update/version releases it includes all the content from what youve done so far with somewhat different landscape and doesn't have any requirments and is easier to install? Like just one file and youre good to go? I'll perhaps wait for the next release with more polished experience and easier install or do i miss something if i dont play earlier versions? Peace.
My game cant seem to load to menu with this installed. I have all the other twmp mods required and the game runs and works with them, but with twmp skyrim alive I cant seem to get to the main menu. I tried reinstalling and checking my load order, checked that I had all the required files, nothing has yet worked. Messagelogger is giving me these warnings
2025/02/23 00:11:41 [0044F66E] [WARNING] One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information. 2025/02/23 00:11:47 [004FC335] [WARNING] Script 'CellarSwitchShock' in file 'TWMP Skyrim Alive.esp' has not been compiled. 2025/02/23 00:11:47 [004FC335] [WARNING] Script 'CellarPoisonLeverSCRIPT' in file 'TWMP Skyrim Alive.esp' has not been compiled. 2025/02/23 00:11:47 [004FC335] [WARNING] Script 'tlsDragonFlyingDamage' in file 'TWMP Skyrim Alive.esp' has not been compiled. 2025/02/23 00:11:47 [004FC335] [WARNING] Script 'tlsDragonChey1Script' in file 'TWMP Skyrim Alive.esp' has not been compiled.
...
2025/02/23 00:11:48 [004D9EEC] [WARNING] Missing object (0300D247) for reference (1A412F42) 2025/02/23 00:11:48 [0044DDF4] [WARNING] Form (18003823) in file "TWMP Skyrim Alive.esp" has wrong type. Should be:REFR Is:PGRD 2025/02/23 00:11:48 [0044DDF4] [WARNING] Form (18003821) in file "TWMP Skyrim Alive.esp" has wrong type. Should be:REFR Is:PGRD 2025/02/23 00:11:48 [004D9EEC] [WARNING] Missing object (03000FB9) for reference (18004860)
...
2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0F2) Wilderness already exists at coord (-57, -67 ). 2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02AFF5) to world space (0000003C). Cell will be destroyed. 2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0F0) Wilderness already exists at coord (-58, -67 ). 2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02AFFB) to world space (0000003C). Cell will be destroyed. 2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0EE) Wilderness already exists at coord (-59, -67 ). 2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02B001) to world space (0000003C). Cell will be destroyed. 2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0EC) Wilderness already exists at coord (-60, -67 ). 2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02B007) to world space (0000003C). Cell will be destroyed.
Any idea what ive done wrong here or anything else that can help would be greatly appreciated, Im really looking forward to playing this mod
Have you installed the update for TemRes.esm? You need version 2.5 from this mod page. I think the first warning may be about this. Do you have that file - Warnings.txt?
As for your other warnings, not all of them have to do with TWMP Skyrim Alive. You can tell which is which by looking at the first two digits of the reference ID reported - it is the mod index. For example, this:
Missing object (0300D247) for reference (1A412F42)
This refers to mod loaded at index 1A - see reference ID reported.
In fact, you only have a few warnings for TWMP Skyrim Alive. The ones about scripts not compiled, that's fine, those scripts are not used, they are for future use so not yet compiled. The following are the only other warnings for TWMP Skyrim Alive:
Form (18003823) in file "TWMP Skyrim Alive.esp" has wrong type. Should be:REFR Is:PGRD Form (18003821) in file "TWMP Skyrim Alive.esp" has wrong type. Should be:REFR Is:PGRD Missing object (03000FB9) for reference (18004860)
The first two I am not sure what to say other than it seems to be a conflict with another mod loaded before it, but it would not freeze the game. The third one indicates that master file loaded at index 03 is outdated. Is this TamRes.esm, perhaps? Someone else reported that the game wouldn't start without the update.
The other warnings indicate some conflicts in other mods, I leave it up to you to unavel.
472 comments
Updated compared to v3.3.5: ESP and additional resources BSA.
11-Oct-2024: I have uploaded v3.4.3 ESP and v3.4.1 BSA here today, but they are the same versions that were available on the mirror for a while already. No need to re-download if you already had them.
Updated compared to v3.3.2 (the last available on Nexus):
- TamRes v2.5 ESM and BSA (find it under Updates)
- TWMP Skyrim Alive ESP
- Resources Additional BSA
- Voices2 BSA
- LOD BSA
This is a maintenance release that fixes various bugs - see the Bugs tab. There is also a bonus - a new castle in Hjaalmarch. It is called Moonglint Bastion... if the name rings a bell, then yes, it should ring!
This is the last maintenance release for now. I am too far down building Release 4, there are too many changes. Bug fixing will resume once Release 4 is out.
I have rewritten the mod description page and added a section specifically for people upgrading from release 2. This release is very different under the hood, so please make sure you update the prerequisites and delete files that are no longer used. Upgrading from a preview version is not recommended - you may experience glitches.
It is generally recommended to start a new game or load this release into a clean save. This is of course bad news for those who already played quite a bit with release 2. Don't worry! It is not such a big deal. I tried my best to minimise discrepancies, there is just a small number of items that will vanish and will need to be re-acquired if you had them. All quest progress will be preserved and you should not be seeing any serious problems.
Please report issues as usual. I shall be making maintenance releases to fix them.
What's next?
Before I can start on the next chapter of the main quest, I want to fill in more content into the settings already available now, as well as build new towns and villages. Release 4 will therefore contain new settlements and local quests but no further development of the main quest. Release 5 will pick up the main quest again (oh yes, I already have the story).
I am currently building cities and villages in The Reach, to be released as v4, see main description. And yes, it will come with local quests.
--------------------------
KNOWN BUGS
Please see the Bugs tab.
All bugs that are marked as fixed and closed are fixed in the version noted on the bug and remain fixed in all subsequent versions.
NOTE: all bugs relate to the main ESP. Pay no attention to what they are listed to relate - this is a bug in the Nexus Mods bug tracking system.
I observed two little issues:
I travelled by coach to Windhelm, where the journey ends within the city gates. Leaving the city by normal means was impossible, unfortunately, because the city gate could not be opened. I fast-travelled out and walked to Windhelm again, trying to open the gate from the outside, but it was still locked. Is that intentional?
Another thing: Suddenly I get messages that Helga and Tiana are unconsicous. Bad for them, so sorry, but I have no idea who these two are :D
Messages about NPCs becoming unconscious are issued by the game if those NPCs are essential but get into a fight with something or other and get knocked out. Perhaps there's a bear nearby or a werewolf. Never mind.
Ah I see, ok!
I'll need to check why it is locked though. If there's a script on that gate, the spell may not work.
Sorry to bother you, but I have another question: I have a quest to get a bit ore from the Southern Mine near Helgen. Still level 1. Unfortunately there are several level 25 and 30 Dremoras in this mine :/ Is that intentional? (I use the "Skyrim Less Scary" esp)
Regarding dremoras in the mine... They are not standard spawn, so they won't be affected by the "Less Scary" mod. Yeah, it's Haldar's mine, so may be a bit too tough. I'd say kill them with the console.
But I have a LOD issue. When facing west on the road to Whiterun, shortly before Dungar Wall, a sudden terrain "barrier" is one the street. One can walk through this, though, so I figured the visible 3D shape is LOD.
So I switched off distant terrain in the Oblivion settings, and indeed this artifact disappeared.
I have this problem both with the LOD BSA you provide, and when generating LOD using TES4LODGen (the old v3.1.1 from https://www.nexusmods.com/oblivion/mods/15781)
This is my load order (sorted by LOOT):
(I currently do not use the "TWMP Locations" mod, because when I have this active, my Oblivion freezes after playing the Bethesda intro videos.)
Do you have any ideas I could try?
Oh an I have a yellow missing mesh in the Whiterun Mage's Guild (1st floor), even though I have all required resource packs installed.
Regarding the missing mesh, can you click on it and give me the form ID from the console? And just to check, have you installed the update v2.5 for the Tamriel Resource Pack? It is found on this mod page, not on the original one. Without this update, your game might freeze on startup.
Unpacking the BSAs (and removing them afterwards) did not solve the LOD issue near Dungar Wall unfortunately.
The freeze with "TWMP Locations" at game start is not solved as well. I unpacked its BSA as well, but it's the .esp that seems to make problems. Is that one very important? (Does it maybe fix some of the floating rocks one stumbles upon occasionally)?
I already see the unique atmosphere of your version of Skyrim, it is highly interesting. I read you plan to release a new all-in-one version; if I don't get the current one to run as well as I'd like, I will definitly try the new one.
TWMP Locations is fairly important because it fixes quite a few bugs in TWMP Skyrim Improved. They are not game breaking bugs, that is, they don't cause crashes, but they are quite obvious (objects missing and the like). But those are Haldar's mods, you'd need to ask him about hanging and such. As to floating rocks, that is always going to be a problem, with all the mages and dragons about, it's a wonder that most rocks do stay put...
There may be still some missing meshes, I think I know what you mean near Fort Sophia. It's nothing important, I believe. Of course it needs to be fixed, but it isn't game breaking. I am indeed mostly working on the new stand-alone version, but if you can get me those form IDs, I can patch up the TWMP version in the meantime.
Welcome to Skyrim! Bring your axe...
The main reason mod installs can be screwed up on Linux is the case sensitivity of file names. One has to be very careful about this when installings mods, and usually I am, but somehow I overlooked it with the LOD files. And indeed I noticed that my various LOD folders had more than one version of the same file (some with .nif file ending, some with .NIF file ending, and others). Of course the game then does not know which of the files is the correct one.
So I will have to start over with the lod files from the beginning. Thankfully I have only TWMP Skyrim and Elsweyr the Deserts of Anequina installed, no other LOD affecting mods. So I can simply delete all LOD folders, then use Steam to verify game files to re-install default LODs, then install Elsweyr LODs and then start over with TWMP.
EDIT: Ok, got the LOD working now :) Your LOD works perfectly.
Next will be checking for the meshes with the Form ID finder.
I can now successfully use TWMP Locations. I replaced the Hammerfell STUD with the full TWMP Hammerfell, and this works.
TWMP Locations also fixed the missing mesh near Fort Sophia and the non-working inn in Helgen.
So it seems I am hopefully all set now :D
I just need to decide if I want to use the "Less Scary" version. There are quite a lot of dangerous enemies for my level 1 character - a poor horse in Riverwood tried to fight an Ice Atronach. In the end, both died, slain by these... what are they? Look like some humanoid creature who occur in groups of 2 or 3?
(By the way, I use the voice packs. In the Helgen inn there's an NPC who looks visually a lot like a woman, but has a male voice.)
The creatures in the wilderness come from TWMP Skyrim Improved, and they are mostly unleveled. It will be way, way, way too hard for a level 1 character - you'll be having level 22 werewolves in packs of 5 ambushing you in the wilderness, among other things. The "Less Scary" mod makes all creature spawns leveled similar to what you see in the vanilla game, so you should only be getting wolves and such at level 1. Much more manageable. I think you probably ran into those werewolves.
The voices are all correct for the race/sex combinations of the NPCs, so if there's one that looks a bit feminine but has a male voice... well, then I bet he's the type who's also always overdosing on aftershave...
I really love it so far, the exploration alone is worthwile. It's cool to compare, if you know other Skyrims (from TES 5 and from Morrowind's Skyrim Home of the North).
If you get stuck, you can go to the inn and then do setstage like so:
setstage WinterholdLionQuest 60
Then you should be able to talk to Emma and close the quest.I checked every stage but cannot see anything wrong. May be just one of those strange glitches.
Other than that, it's appear that there is a new issue now, im currently doing "Wolven hour" quest, im at the room outside of the Alpha's chamber, im trying to activate the Aylied remote door at the front, but looks like there is nothing really work, i assume it has to do with the "press button" at a room nearby, i tried to activate it for a few times but nothing happen, so i do a "tcl" and it looks like the front door can be activate by the press plate which lies behind the door, so this is getting nowhere.
playgroup forward
The door should open.For further details and previews please see this thread on Chorrol.com forums.
Cheers
2025/02/23 00:11:41 [0044F66E] [WARNING] One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
2025/02/23 00:11:47 [004FC335] [WARNING] Script 'CellarSwitchShock' in file 'TWMP Skyrim Alive.esp' has not been compiled.
2025/02/23 00:11:47 [004FC335] [WARNING] Script 'CellarPoisonLeverSCRIPT' in file 'TWMP Skyrim Alive.esp' has not been compiled.
2025/02/23 00:11:47 [004FC335] [WARNING] Script 'tlsDragonFlyingDamage' in file 'TWMP Skyrim Alive.esp' has not been compiled.
2025/02/23 00:11:47 [004FC335] [WARNING] Script 'tlsDragonChey1Script' in file 'TWMP Skyrim Alive.esp' has not been compiled.
...
2025/02/23 00:11:48 [004D9EEC] [WARNING] Missing object (0300D247) for reference (1A412F42)
2025/02/23 00:11:48 [0044DDF4] [WARNING] Form (18003823) in file "TWMP Skyrim Alive.esp" has wrong type.
Should be:REFR
Is:PGRD
2025/02/23 00:11:48 [0044DDF4] [WARNING] Form (18003821) in file "TWMP Skyrim Alive.esp" has wrong type.
Should be:REFR
Is:PGRD
2025/02/23 00:11:48 [004D9EEC] [WARNING] Missing object (03000FB9) for reference (18004860)
...
2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0F2) Wilderness already exists at coord (-57, -67 ).
2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02AFF5) to world space (0000003C). Cell will be destroyed.
2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0F0) Wilderness already exists at coord (-58, -67 ).
2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02AFFB) to world space (0000003C). Cell will be destroyed.
2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0EE) Wilderness already exists at coord (-59, -67 ).
2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02B001) to world space (0000003C). Cell will be destroyed.
2025/02/23 00:11:48 [004EFF8E] [WARNING] Cell (1402E0EC) Wilderness already exists at coord (-60, -67 ).
2025/02/23 00:11:48 [0044DFDC] [WARNING] Error adding cell (1B02B007) to world space (0000003C). Cell will be destroyed.
Any idea what ive done wrong here or anything else that can help would be greatly appreciated, Im really looking forward to playing this mod
As for your other warnings, not all of them have to do with TWMP Skyrim Alive. You can tell which is which by looking at the first two digits of the reference ID reported - it is the mod index. For example, this:
Missing object (0300D247) for reference (1A412F42)
This refers to mod loaded at index 1A - see reference ID reported.
In fact, you only have a few warnings for TWMP Skyrim Alive. The ones about scripts not compiled, that's fine, those scripts are not used, they are for future use so not yet compiled. The following are the only other warnings for TWMP Skyrim Alive:
Form (18003823) in file "TWMP Skyrim Alive.esp" has wrong type.
Should be:REFR
Is:PGRD
Form (18003821) in file "TWMP Skyrim Alive.esp" has wrong type.
Should be:REFR
Is:PGRD
Missing object (03000FB9) for reference (18004860)
The first two I am not sure what to say other than it seems to be a conflict with another mod loaded before it, but it would not freeze the game. The third one indicates that master file loaded at index 03 is outdated. Is this TamRes.esm, perhaps? Someone else reported that the game wouldn't start without the update.
The other warnings indicate some conflicts in other mods, I leave it up to you to unavel.