I'll be taking a break from modding over the next year so I can complete my studies. Thanks all for your support and feedback over the years :)
V6.2 has lots of improvements to existing features as well as bug fixes, but there are no major changes so modpacks shouldn't be affected.
I have removed a few scripts in this version so I recommend doing the following:
Once you have updated, make a save then exit the game. All unused scripts from the old version will be orphaned, ready to be removed from your save file by the Save Game Script Cleaner. Kudos to Hadoram![/spoiler]
There's a minor conflict with Konarhrik's Accoutrements. In the entrance of the arcanaeum, a book added by KA is sitting on the floor. Checking without iCoW installed, the book is apparently supposed to be resting on a table that iCow disables. There's also an older comment on here mentioning a conflict with weathers changed by iCow, specifically relating to windows. None of this is game-breaking of course, but there should be some mention that there are minor compatibility issues between these two mods.
I'm using enhanced lights and fx and its appropriate patch, but the windows show a black sky even in the mornings. anyone know what to do? edit: it was in the faq, place the patch below the elfx esp
After having had a playthrough to lvl 20 and completing the wizard guid line - I do not recommend this mod. It is much too buggy during a full playthrough in its current state! It did break or bug several of the quests in my absolutely stable game setup. I warned you.
Doing my next playthrough without it, bugs are not immersive.
This has ended up as the most stable mod of its scope out there for Skyrim, period, in my experience. That's largely because its creator has been both willing to experiment and to adjust the mod's goals when they're too ambitious for the engine. At this point, this mod's stability is all but assured, barring conflicts with other mods.
If you explain the issues you're having, a lot of people here might be able to troubleshoot the mod conflicts that are causing your issues.
Bruh... the only must have in this mod is the free training while the player goes out for Netflix and chill. So much better than the old rubber-band-holding-the-fire-buttons-to-dual-cast-concentration-spells-at-Shadowmere-while-hiding-in-a-spot-he-can't-reach-you trick but unnecessary once you can sell high value potions to recoup the cost of training if you're not into looting Todd's magical mystery chests for the free gold.
tl;dr - It's good but it ain't that good and it's made worse with the hardcoded dependency to the useless "patch" mod that requires user intervention to remove. Works fine without it.
There are certain rooms (one upstairs and one in the basement floor) in the hall of attainment that have two unowned beds. Are the storages in those rooms safe? They look much nicer than the room we have. Also, if I drop things and move them to say, a desk, would they stay there forever if I don't interact with them? I want to spruce up the dorm room if I can't move anywhere else.
Hello All I know the mod author is busy with rl studies, .. So I would like to ask has anyone tried using this without the usleep patch, I only ever use that if its a requirement, or I wouldn't use it at all ?? I went back thru 20 pages , using unofficial and alt +f search term, and that was far enough to see if anyone had asked a similar question, and nothing close came up.. What does usleep do for this mod that its needed ? Seem to me a lot of posts , plus the bugs tab were having many issues ? Thanks
I have no idea. An yeah now that its busted i just uninstalled and rolled back to a previous save. Which was a pain. The only thing i can think of is using TESTEDIT to find where it connects to USLEEP. and disable it.
I made a blank ESP with an identical name to the unofficial patch. This allowed me to load this mod in TES5Edit without actually having the unofficial patch installed. I checked it for errors. It found one: the faction for the Jarl's Longhouse in Winterhold. Its set to use a custom faction added by USLEEP. Looking over the patch notes, apparently its set by default to be part of the same crime faction as the city, unlike other longhouses. This means that if you get a high enough reputation with npcs outside the longhouse, you can freely take things from it even though all the other longhouses clearly don't work that way.
This error does not come up with the unofficial patch proper enabled. I was able to fix this to use the default crime faction, so now there's no error message even with the fake plugin installed. Though it does still refuse to remove USLEEP from its masters for some reason.
For some reason, all the student's don't have their mage hoods. I don't think I have anything installed that should be messing with this. Help, Ideas, any thoughts?
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V6.2 has lots of improvements to existing features as well as bug fixes, but there are no major changes so modpacks shouldn't be affected.
I have removed a few scripts in this version so I recommend doing the following:
Once you have updated, make a save then exit the game. All unused scripts from the old version will be orphaned, ready to be removed from your save file by the Save Game Script Cleaner. Kudos to Hadoram![/spoiler]
See you on the other side,
Granty
Please read the FAQ before posting bug reports :)
edit: it was in the faq, place the patch below the elfx esp
Doing my next playthrough without it, bugs are not immersive.
I haven't had a single issue and all the little details and cool stuff he added make it a must have.
If you explain the issues you're having, a lot of people here might be able to troubleshoot the mod conflicts that are causing your issues.
tl;dr - It's good but it ain't that good and it's made worse with the hardcoded dependency to the useless "patch" mod that requires user intervention to remove. Works fine without it.
I know the mod author is busy with rl studies, ..
So I would like to ask has anyone tried using this without the usleep patch, I only ever use that if its a requirement, or I wouldn't use it at all ??
I went back thru 20 pages , using unofficial and alt +f search term, and that was far enough to see if anyone had asked a similar question, and nothing close came up..
What does usleep do for this mod that its needed ?
Seem to me a lot of posts , plus the bugs tab were having many issues ?
Thanks
I made a blank ESP with an identical name to the unofficial patch. This allowed me to load this mod in TES5Edit without actually having the unofficial patch installed. I checked it for errors. It found one: the faction for the Jarl's Longhouse in Winterhold. Its set to use a custom faction added by USLEEP. Looking over the patch notes, apparently its set by default to be part of the same crime faction as the city, unlike other longhouses. This means that if you get a high enough reputation with npcs outside the longhouse, you can freely take things from it even though all the other longhouses clearly don't work that way.
This error does not come up with the unofficial patch proper enabled. I was able to fix this to use the default crime faction, so now there's no error message even with the fake plugin installed. Though it does still refuse to remove USLEEP from its masters for some reason.
Kann mir dabei jemand Helfen ob das Normal ist?
Some of my magicians are naked. Can someone help me if this is normal?
Edit: it turns out all of them dont have hoods??