Hello! I seem to be having some save bloat issues stemming from this mod- perhaps someone can corroborate or comment:
It seems that script wezArtistCreepy is the cause my bloat issues. Looking at my save files using Save Tool, if more than one instance of this script is listed under Active Scripts, my save files begin to bloat. Clicking on any instance of wezArtistCreepy crashes save tool. I believe this script has something to do with the despawn of the Artist ghost, as I could resolve the bloat each time by returning to Haafinheim, finding the Artist, and watching him vanish. I have to do this twice: re-entering the cell to find him a second time, though one time I entered to find two iterations of the Artist despawn in the same vicinity. I've compared saves before and after in terms of size and active threads (using Papyrus Data Transfer), and undoubtedly this event resolves a significant amount of bloat. In my first investigation, I instantly shaved off 10mb from my save, and the active thread count went down from an astronomical 37000, to 1.
I don't know what could be causing this script to 'stick' twice, and it obviously doesn't happen all the time, as I've visited Haafinheim frequently without inducing bloat. Might be a peculiarity of my load order, but I figured I should bring it up and see if others have any comment. Any help or advice would be much appreciated :)
It's a beautiful home, but I'm considering a (risky?) mid-game uninstall since it seems to be behaving oddly in my particular case.
Confirming this issue. One of my favorite homes, but it seems the ghost is causing major issues. Removing this mod halved my save file size and associated problems (intermitting freezes, long save time, etc.).
Could you put a trigger warning for the implied suicide and suicide note? Not to be over-sensitive but from experience sometimes small things push people or trigger bad memories.. Not for me, but just for other people so they know before they download the mod you know?
I've read that helping people with anxiety issues avoid the things they fear is misguided according to psychology. At least it's debatable whether trigger warnings are actually helpful or harmful to mental health? Not my topic of expertise either, just figured it's worth mentioning there's two sides of the coin ^^
It's a real issue for some people you insensitive fucks. Just because you don't have experiences to relate to doesn't give you the right to think you can dismiss others' issues.
It is still pretty ridiculous that someone would need a trigger warning for this quest...I mean Jesus Christ we spend 90% of our time hacking people and monsters to bits...
i mean this is skyrim.... if someone need warning to use this they proboly not make it consider there was a 1 family burn by dragon 2witch spider 3 horible monster and implie that they skin people 4family in remote location massecar by falmar and alot more that is a fun expirest for the whole family
if people really really need waring they have other problem bigger problem
I'm on the inside of this issue. Please post a warning if you haven't already, thank you. Yes, I knew before hand that suicide would be in Skyrim when I bought it years ago. but in shopping mods, it helps some of us to decide whether or not we can handle more and thus whether or not to install the mod. Informed choices are much easier to bear than the unexpected. Trust me on that. Fortunately, I also know aforehand that I can uninstall easily too.
Is there supposed to be a corpse outside the main door? If there is, can someone give me the ID of it. My game has a tendency of flinging actors who spawn dead, and I'd rather not have to search every square inch of skyrim for a corpse that might've already despawned.
Hi there! XB1 player here. I love this home - the location, layout, and absent-minded artist's theme - but unfortunately am afraid to use it, because it conflicts with the Undeath quest mod. Haafinheim sits directly on top of the southern entrance of the Solitude Sewers dungeon / player home added by Undeath. In my brief testing with both active, I didn't notice any crashes, stuttering, or even visible clipping, but the Sewers entrance is buried and inaccessible without the ability to no-clip. I feel it's always risky to keep running with a worldspace conflict like this, and at the very least it's an inconvenience for players who'd want to get full functionality out of both mods.
So I was wondering if you'd be interested in creating a Haafinheim / Undeath compatibility patch? Something that moves the Solitude Sewers entrance further down the shoreline and closer to the Solitude Sawmill should work perfectly. I'm new to the modding scene, but I imagine that Undeath is a fairly well-known and used mod, and more people than myself would appreciate and make use of this patch. Thanks for your time!
Went to go pick up one of my dragon priest masks that I mounted on the bust (Morokei) and it didn't go back to my inventory. Completely disappeared! I can just use the console to get my mask back, but this needs to be fixed. I don't know if it's doing this to other items.
218 comments
It seems that script wezArtistCreepy is the cause my bloat issues. Looking at my save files using Save Tool, if more than one instance of this script is listed under Active Scripts, my save files begin to bloat. Clicking on any instance of wezArtistCreepy crashes save tool. I believe this script has something to do with the despawn of the Artist ghost, as I could resolve the bloat each time by returning to Haafinheim, finding the Artist, and watching him vanish. I have to do this twice: re-entering the cell to find him a second time, though one time I entered to find two iterations of the Artist despawn in the same vicinity.
I've compared saves before and after in terms of size and active threads (using Papyrus Data Transfer), and undoubtedly this event resolves a significant amount of bloat. In my first investigation, I instantly shaved off 10mb from my save, and the active thread count went down from an astronomical 37000, to 1.
I don't know what could be causing this script to 'stick' twice, and it obviously doesn't happen all the time, as I've visited Haafinheim frequently without inducing bloat. Might be a peculiarity of my load order, but I figured I should bring it up and see if others have any comment. Any help or advice would be much appreciated :)
It's a beautiful home, but I'm considering a (risky?) mid-game uninstall since it seems to be behaving oddly in my particular case.
Edit: Not even implied, it's explicit. There's a suicide note and all.
if people really really need waring they have other problem bigger problem
Yes, I knew before hand that suicide would be in Skyrim when I bought it years ago. but in shopping mods, it helps some of us to decide whether or not we can handle more and thus whether or not to install the mod. Informed choices are much easier to bear than the unexpected. Trust me on that.
Fortunately, I also know aforehand that I can uninstall easily too.
[REFR:73011BF8] (places ShrineBaseStatic [STAT:000D8277] in GRUP Cell Temporary Children of AAAAAAAAA "Haafinheim" [CELL:730251A0])
REFR \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [05011BEF] < Error: Could not be resolved >
So I was wondering if you'd be interested in creating a Haafinheim / Undeath compatibility patch? Something that moves the Solitude Sewers entrance further down the shoreline and closer to the Solitude Sawmill should work perfectly. I'm new to the modding scene, but I imagine that Undeath is a fairly well-known and used mod, and more people than myself would appreciate and make use of this patch. Thanks for your time!
i have floating rocks and may stairs outside is cut in half.
PLS help...