Yes, it should be. The script only runs once when you first load the game with the mod installed. It and it's quest should get removed if you uninstall.
Thanks for this small patch! But there is something small, I'd like to share: I'm playing the game on German. The problem is: With both versions (1.1 and 1.0) the spell is added with English description. Of course this shouldn't have any impact on the game but this is a small thing that confuses me a tiny bit, if you get what I mean. :) If it's a small fix maybe there is a way to do so? :D Thanks in advance!
It's so easy that you are better off just doing it yourself (especially since I don't know what it should be in German). Download TES5Edit (if you haven't already). It's a wonderful tool and without knowing very much you can make all sorts of edits like this. Since you'll probably have this same problem with other mods learning how to fix them yourself is a valuable skill.
Start by running TES5Edit and make sure the mod you want to change is selected. (By default it selects all of the mods your game would be loading but you only need the one you're going to edit and it's faster if you don't have it load everything.) Then find the record you want to change and drag the name from one column to another, exit the program and save your changes.
I've added a fifth image above showing what the view would look like for changing Sailor's Repose. Since my game is in English there's no difference between the two columns, but when you do it you'll find the German name in the Skyrim.esm column and dragging that over to the other column will make the change you want. (Alternately you could just edit the name in the right-hand column directly if you wanted to give it a completely different name.) The actual changes a mod makes are the ones highlighted in yellow and since there's a conflict with the German name in your game that row will already be yellow for you.
Yes, even though abilities don't have a duration like other spells Sailor's Repose was the exception. And the duration was set to zero, which tricked SkyUI into thinking it was a spell that was just about to finish.
Technically SkyUI could have checked for this really strange condition but it's really a just a quirk of how this one ability was set up in the CK.
26 comments
But there is something small, I'd like to share: I'm playing the game on German. The problem is: With both versions (1.1 and 1.0) the spell is added with English description.
Of course this shouldn't have any impact on the game but this is a small thing that confuses me a tiny bit, if you get what I mean. :)
If it's a small fix maybe there is a way to do so? :D
Thanks in advance!
Start by running TES5Edit and make sure the mod you want to change is selected. (By default it selects all of the mods your game would be loading but you only need the one you're going to edit and it's faster if you don't have it load everything.) Then find the record you want to change and drag the name from one column to another, exit the program and save your changes.
I've added a fifth image above showing what the view would look like for changing Sailor's Repose. Since my game is in English there's no difference between the two columns, but when you do it you'll find the German name in the Skyrim.esm column and dragging that over to the other column will make the change you want. (Alternately you could just edit the name in the right-hand column directly if you wanted to give it a completely different name.) The actual changes a mod makes are the ones highlighted in yellow and since there's a conflict with the German name in your game that row will already be yellow for you.
Thank you again for this mod, endorsed when you uploaded it.
I took the liberty to create an entry in the Tracdown of the USKP team. http://afkmods.iguanadons.net/index.php?/tracdown/issue/14878-sailors-repose-ability-has-a-duration-set-to-0/
Maybe the USKP team will incorporate your fix, I don't know.
I did this because you write in the Permissions tab : "This is a trivial tweak. Do with it what you want." I hope this does not annoy you.
so the problem is caused by the spell itself ?
Technically SkyUI could have checked for this really strange condition but it's really a just a quirk of how this one ability was set up in the CK.
Thank you!