Regarding Skyrim Special Edition: The Huntsman obviously needs to be released on SSE first before this could be ported. Should that happen, I have no desire to port this. If anyone wishes to port and support a variation of this mod on SSE whenever The Huntsman is ported, feel free to do so.
Optional meshes by Mur4s4me are available. These meshes line the scope up with the crosshair. Main file version # updated to match. No actual changes made to the main file. No need to re-download.
The ESP does not just change the position of the upgrade kit in Windpeak Inn. The ESP also houses a new quest which contains a player alias with the script that manages the leveling and painting processes whenever the game is reloaded.
So if another patch replaces the ESP then the two are incompatible. It would probably be best to transfer the other plugin's changes into this one.
I did some testing with this (just added the mod, and consoled the bow into my inventory) and found that the bow has a habit of disappearing when dropped. So, get disarmed by a draugr and your bow ceases to exist. Adding it back from console would lose any leveling and, presumably, upgrades. It didn't seem to happen every time so it doesn't look like a missing mesh. Not sure what was going on, but it made me a little nervous to invest time in leveling the bow.
Just mentioning this in case anyone else has a solution.
I never ran across that when I used The Huntsman and made this patch. I've heard other people complain about it tho. To be honest, I wouldn't even know where to look. Only thing I could think of is that the collision box isn't set up well and allows the bow to bounce away possibly through walls and floor.
I do not know about Bows and Arrows tweaks. There is an optional download which contains meshes where the scope was lined up better. This may help. I have no idea if the distance edit in skyrim.ini has any affect. I had set that at the recommended distance for long range archery a long time ago and promptly forgot about it.
You did a nice patch but I've found a minor glitch. To have free painting : - quicksave before buying the paint - buy the paint, apply it - quickload - unequip then equip the Huntsman - profit =)
It's a very minor bug, no point on fixing it just to save 300 golds ^_^
Hi IsharaMeradin, I just downloaded your patch and decided to manually install. One Question...are the Source scripts supposed to be in their own folder entitled "Source - The Huntsman Patch"? If so, do I install that folder in the Script/Source folder intact? My first instinct is to remove the patching scripts from that folder and replace the original scripts with them. Please advise.
PS- Reason I'm doing it this way...NMM gives me the option to Update the original Huntsman .esp (which deactivates it) or NOt. Never handled that situation before and thought > manual is simple and saves an install slot anyways.
PPS- Of course, if I'm supposed to just Update the original mod (NMM de-activates it) then I might do it that way. Or perhaps I should select No to the Update? Again, please advise. Thanx.
EDIT: Nvmd...saw you're response to similar Q. on page 2. I'll say No to Update, thanx again. But maybe a small note could be added about this install procedure on your Description page?
I haven't used NMM in a long time and cannot give accurate instructions for it. All I can really say is that this mod needs to overwrite the files from the original rather than doing any method that causes the original to be removed.
As far as the source scripts go, the game itself does not use them. If you wish, you can delete them. I include them in a distinct folder so that should anyone wish to compare what I did against the originals they could.
No. The patch only improves upon the scripting. Carries over USLEEP edits which affected the locations of some of the upgrades. There is also an optional tweaked scope mesh available, but as far as I know it aligns the scope with the standing position.
According to your download history, you've not yet downloaded this mod. Which if that is true would explain why you can't find it. It is supposed to be on top of one of the mead barrels. USKP/USLEEP raises the barrel forcing the upgrade kit to fall underneath. This patch, if you use it, raises the upgrade kit to sit above the raised barrel (whose edit is also carried over). So, with this patch active alongside the original file for The Huntsman you should have no trouble locating the upgrade kit UNLESS you have another mod which re-arranges the interior of the inn. In that case, who knows where the upgrade kit could have been moved to by the havok system.
The original mod is not compatible with [Open Cities] by Arthmoor, mainly because on the 4th piece of upgrade in Solitude Blacksmith. It crashes the game every time I enters Solitude with this mod installed. If the upgrade could be place "inside", like the rest of the upgrades then it should fixed the problem. But the problem is I don't know how to use CK, would you be able to do something about it? Maybe a patch for someone who uses Open Cities maybe please?
I've never used Open Cities and do not know how it works. I also no longer have either The Huntsman or this patch installed. Shoot I haven't even played the game in a good while. So doubt I would do anything about it.
Load the original plugin in TES5Edit Expand the entries till you find the upgrade reference in Solitude (it would be a sub-record of a Solitude cell) Highlight the reference Right click on it and choose to remove it. (repeat for each empty level of the record tree) Exit TES5Edit to save the plugin
That will get rid of the reference that is causing the crash. You'd then need to console in that specific upgrade unless you wanted to use the CK and figure out how to place it in a different location.
89 comments
The Huntsman obviously needs to be released on SSE first before this could be ported. Should that happen, I have no desire to port this. If anyone wishes to port and support a variation of this mod on SSE whenever The Huntsman is ported, feel free to do so.
Main file version # updated to match. No actual changes made to the main file. No need to re-download.
So if another patch replaces the ESP then the two are incompatible. It would probably be best to transfer the other plugin's changes into this one.
Please see the following article for detailed information on which records were edited and added. http://www.nexusmods.com/skyrim/articles/49928/?
Just mentioning this in case anyone else has a solution.
Is it compatible with Bows and Arrows tweaks?
Now my bow is off by a lot.
Does the distance edit in skyrim.ini effect it as well.
There is an optional download which contains meshes where the scope was lined up better. This may help.
I have no idea if the distance edit in skyrim.ini has any affect. I had set that at the recommended distance for long range archery a long time ago and promptly forgot about it.
To have free painting :
- quicksave before buying the paint
- buy the paint, apply it
- quickload
- unequip then equip the Huntsman
- profit =)
It's a very minor bug, no point on fixing it just to save 300 golds ^_^
Yeah, I'm not messing with that. Enjoy your exploit. Tho I'd think the tedium of quick save and quick load would eventually get on ones nerves.
I just downloaded your patch and decided to manually install. One Question...are the Source scripts supposed to be in their own folder entitled "Source - The Huntsman Patch"? If so, do I install that folder in the Script/Source folder intact? My first instinct is to remove the patching scripts from that folder and replace the original scripts with them. Please advise.
PS- Reason I'm doing it this way...NMM gives me the option to Update the original Huntsman .esp (which deactivates it) or NOt. Never handled that situation before and thought > manual is simple and saves an install slot anyways.
PPS- Of course, if I'm supposed to just Update the original mod (NMM de-activates it) then I might do it that way. Or perhaps I should select No to the Update? Again, please advise. Thanx.
EDIT: Nvmd...saw you're response to similar Q. on page 2. I'll say No to Update, thanx again. But maybe a small note could be added about this install procedure on your Description page?
As far as the source scripts go, the game itself does not use them. If you wish, you can delete them. I include them in a distinct folder so that should anyone wish to compare what I did against the originals they could.
Load the original plugin in TES5Edit
Expand the entries till you find the upgrade reference in Solitude (it would be a sub-record of a Solitude cell)
Highlight the reference
Right click on it and choose to remove it. (repeat for each empty level of the record tree)
Exit TES5Edit to save the plugin
That will get rid of the reference that is causing the crash. You'd then need to console in that specific upgrade unless you wanted to use the CK and figure out how to place it in a different location.