Skyrim

316 comments

  1. Araanim
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    *UPDATE 8.43*

    So it has been brought to my attention that this mod has a bunch of random vanilla scripts included that can cause issues.  This was NOT intentional, so sorry if it messed anyone up.  The latest version should have all of that removed.  Let me know if you still have any issues!
  2. Araanim
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    *UPDATE 8.44*

    Alright, a few more important updates.  Took me a minute to get it figured out:

    >Makes Sea Serpents "protected" so that they will not sky spawn and die.

    >Figured out why Leng was crashing; turns out SE really didn't like rendering entire crates of rubies at one time.
  3. Araanim
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    *UPDATE V8.45*

    So it seems like a lot of people have been having issues in areas where the Sea Elves are involved (sounds like it's more of an issue on SSE, but I'm fixing both.)  I thought one possible cause could be the Harpooner Beetles, but really they are just retextured Ballistas so I can't imagine that was the issue.  They DID have an alpha map to remove some of the mechanical parts, so I removed that to see if it would help.  The other issue is that the Weresharks were wigging out like crazy, which I'm sure caused some issues.  I apparently had "allow ragdoll collision" checked in the Race profile, which was causing the crazy physics.  That has been fixed.  Not sure if this will alleviate all of the issues, but it should help at least.  Let me know if it helps.
  4. Araanim
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    *UPDATE V8.47*

    Did a few more tweaks to try and reduce crashes in Pyandonea.  I noticed that I had made a custom "bow" and ammo for the Harpooner Beetles.  I changed that back to the default version; they are now functionally just retextured Dwemer Ballistae.  That may have been causing issues.  I also re-produced all of the Navmeshes in the Pyandonea worldspace.  I also had issues with the Sea Serpents spawning a hundred feet in the air; that may have been causing crashes.  I think I fixed them so they spawn a little below the ground instead.  I also fixed some tears and sharp edges in the landscape; that might help.  I was able to walk from the palace all the way to Baga without crashing, so it seems to have done something!  I also removed some of the effects on Cthulhu's attacks to see if that reduces crashing while fighting him.  Let me know if you still have issues.
  5. Araanim
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    *ATTENTION*

    I am well aware of the issues happening in Pyandonea.  I'm not sure what I changed to cause this, but I suspect it is my new serpent models.  It might simply be the fact that they are functionally dragons, and there are just too many of them for the game to handle.  I might have to go back to the old-style serpents.  I'm currently unable to work on this, as my laptop recently died, but hopefully I can get to it soon.
  6. Araanim
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    ATTENTION

    I believe I have some leads on what is wrong in Pyandonea.  One issue is that vanilla Dwarven Ballista automatons are inherently broken; there is a missing collision that can cause CTDs.  This generally isn't a huge deal because you only ever encounter one or two, but in Pyandonea I have a Sea Elf version so there are many more crawling around.  I think that is a part of it.  I also have some sea serpents that are based off of the Serpent Dragon, but using Mihail's snake skeleton which magically deletes their wings and legs.  I'm fairly certain this is a very BAD way to do things, and could also be a huge issue.  All of this happens in the final battle with Cthulhu as well, since there is a sizable Sea Elf faction there.  I'm not sure how quickly I'll be able to look into all this and try to fix it, but it's definitely on my radar.
  7. Dion240
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    • when i sort my plugins with MO2 this is the message i get for this mod could you possibly fix the deleted navemeshes files 
    • SSEEdit v4.0.3h (Hotfix 1) found 273 ITM record(s), 0 deleted reference(s) and 73 deleted navmesh(es). It is strongly recommended not to use mods that contain deleted navmeshes as they're known to cause crashes. Deleted navmeshes must be corrected manually (a complex process that should be done by the mod author). More information on deleted navmeshes is provided here.


  8. CoolBro96
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    An amazing mod! Power level in its story is insane. I really wish it could be played without the first part, though. It works great as a standalone mod!
  9. monkseal
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    ?Hello! First of all, just wanted to add to the choir of voices proclaiming this mod is awesome, because it is. And second... could someone give me a heads up on what you can expect from joining the cult side? I'd assume you kill everyone that fights alongside you in the "good" ending and probably get some kind of Cthulhu-summoning power, while Yog Sothoth claps his tentacles enthusiastically - am I right and is there anything else? I'm considering doing this on one of my evil playthroughs, but I'd love a bit of extra information to decide just what kind of evil woud fit the best here :D
    1. Araanim
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      Basically instead of fighting each of the major monsters, you unleash them.  And they are just there forever, destroying everything.  So Solstheim becomes a bit . . . destroyed.
    2. KingTim98
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      How is skyrim affected? And can i still kill the monsters after they kill everyone?
  10. H4RP00N770X
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    After the end, I can't seem to get the option to open the Chaoskampf on the ship, so I can return to Skyrim. Any ideas on how to work the door?
    1. Araanim
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      you need to use the rowboat 
  11. H4RP00N770X
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    In my part, I can't seem to get that Stormcloak Soldier to spawn. :(
    Any ideas of why this is happening?

    Edit: Turns out, she was underneath the platform and the objects took long to spawn. So I moved her with Moveto player to where she's suppose to be, and now I found her. Now I can talk to her about the Hunter.
  12. JohnKnighthawke
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    This is a little embarrassing to admit but I'm stuck pretty early -- can't figure out what to do in the Plateau of Lang. Can anyone tell me?

    EDIT: Ignore. Not 10 minutes after posting this I figured it out.

    They key was to follow my normal Skyrim instinct of heading for territory that from a distance appeared open and empty. "Something must be there."
  13. Starley777
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    Oh, this quest still need some litle loot pieces from 1st part? This mods great but heavy for my skyrim so usually i delete each part after completed. 
  14. UmarilUnfeathered
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    can i have activated this and here there be monster part 1 at the same time in load order
  15. vinniegt500
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    This question has probably already been asked and answered, but i may be overlooking it. Is there a way to return to the platau of leng after everything has been completed? I kinda want to revisit that world.
    1. Araanim
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      there is a hidden door in a grave in falkreath
  16. FirstTimeAndLastI
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    Currently can't get past the like Bethesda screen with this mod or the Cipatli one enabled, with the pre-requisites of the DLC and the base mod, just crashes after the Bethesda screen, tried it with all mods disabled, tried some of the older versions, tried manual install, still seems to crash, any help would be appreciated, thanks in advance.