This patch is finished for now, until the next version of Beyond Skyrim Bruma is released. This is to avoid people reporting issues on multiple pages, causing general confusion. If you find issues with the base mod, please report them there.
Did you fix stairs problem on various parts of the map? Stairs in Rielle, press button to raise them.
I have to jump at the bottom and followers can't move.
horrible singer quest - mountian mesh gap midway down
Quest objective: Ask around at the tavern to find the lute. You ask around and get an answer and fail this objective.
Also, I have mesh gap climbing down a mountain. It's normally not going to be noticed, but I couldn't find my way to the scamp. I have an image of it and the image location. Do you have this fixed?
I am in the middle of conflict resolution patching and came across a few dozen conflicts I don't understand. They involve making many armors, shields, weapons, etc., unplayable and removing the names of those items and model nifs. These are all duplicated names (EDID, Editor ID) with 'zzzUnused' as a prefix. There is no weight, value, armor or damage rating. I am mostly curious as to the purpose of this, the why? And if putting them back in the game is a good or bad idea.
Marked many unused placeholder records and Vanilla duplicates as UNUSED and DUPLICATE. I also added measures in an attempt to prevent them from being distributed through automatic patchers such as Synthesis.
These are all placeholder items that aren't used by the mod. They have missing textures, meshes or other issues. However, certain auto patchers, like Synthesis, faultily distributed those, which led to users complaining they were seeing broken meshes and textures in their games. That's why I made these edits. To make 100% sure they are NOT being distributed.
And if putting them back in the game is a good or bad idea.
Putting them back would be bad. I would recommend you don't touch these edits.
I came here to ask about this. I have a bunch of other mods that overwrite the EditorID changes in your patches' cell records (e.g. "UNUSEDCYRAleswellFalegusResidence" to "CYRAleswellFalegusResidence"). Off-hand, I can't imagine that this would cause issues, and neither my bash nor Synthesis patch touches any of these, but am I wrong?
i watched, just making a patch like that guy on the video did for the plate, but here if add in to the patch what is in the falskaar i'm good to go? another thing, if just add what is in the falskaar to the bsheartland unnoficial, will there be problems? my english is not the best hope you understand
Do not edit existing ESPs. Instead, make a new ESP in which you combine the edits. Also red doesn't always mean bad. In certain conflicts there needs to be red. But not in this case.
Hi AndrealphusVIII, I recently noticed a weird behavior of the NPC Lasiana (xx0d2642 from BSHeartland.esm) when using AI Overhaul, BS Bruma, and your mod. Basically, with these three mods enabled, Lasiana will inevitably travel to the Bannered Mare after you start a new game, while she should have been staying in Aleswell Inn (which seems to be an unfinished area in Bruma).
How to reproduce: 1. Start a new game (preferably by Alternate Start - choose I'm a Vigilant of Stendarr then go to sleep) 2. It should be around 9 am when the game starts, then wait in game for 20 hours (if it's not 9 am, then wait long enough to get to 5 am the next day) 3. run console command `player.moveto xx0d2642` where xx is the plugin index of BSHeartland.esm
Then you will find Lasiana in the Bannered Mare or on the road to Whiterun. After looking in xEdit, I found that the package DefaultSleepEditorLocNOLOCKING24x8 (0010e2c6) used by Lasiana is modified by AI Overhaul, which now points to a bed in the Bannered Mare, leading to her traveling to Whiterun. Therefore, this bug could be solved by replacing this package with another one.
However, from what I've learned, NPC AI is not being processed when player is not in the same cell as the NPC. This means Lasiana shouldn't be automatically moving to another area when the player hasn't even met her yet. That's why if your mod is disabled, AI Overhaul and BS Bruma cannot produce this bug on their own.
Therefore, even though this bug can be solved by replacing the package, I am still confused why your mod could participate in triggering this bug. Do you happen to have any insight into this, or would it be possible for you to help me investigate this issue?
The fact that AI overhaul changes a default generic package to a very specific package, is bad modding practice. Potentially any mod that uses this package for NPCs would be affected by this issue. I could remove/replace the package, but to be honest, this should be adressed by the author of AI overhaul.
Yeah I definitely agree with you on that point. I think I shall mention this on their mod page. To be honest, this bug should have nothing to do with your mod, but I'm still curious why it only triggers with your mod enabled. Could there be a way for NPC AI to be processed even when out of current cell? Or is there some mechanic that I am missing?
Just looks like the glass shield, as it does in normal Bruma. I'd send a screenshot, but idk how to do that over the Nexus x.x
The mithril armor also looks like glass armor in my inventory, but looks fine outside it. Don't know if this patch is also supposed to make it scale off smithing perks, but if so, it's unfortunately not doing that either.
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I have to jump at the bottom and followers can't move.
horrible singer quest - mountian mesh gap midway down
Quest objective: Ask around at the tavern to find the lute.
You ask around and get an answer and fail this objective.
Also, I have mesh gap climbing down a mountain. It's normally not going to be
noticed, but I couldn't find my way to the scamp. I have an image of
it and the image location. Do you have this fixed?
I am in the middle of conflict resolution patching and came across a few dozen conflicts I don't understand. They involve making many armors, shields, weapons, etc., unplayable and removing the names of those items and model nifs. These are all duplicated names (EDID, Editor ID) with 'zzzUnused' as a prefix. There is no weight, value, armor or damage rating. I am mostly curious as to the purpose of this, the why? And if putting them back in the game is a good or bad idea.
Thanks
Ignore ungulate but this mod gets rid of some Falskaar stuff
How to reproduce:
1. Start a new game (preferably by Alternate Start - choose I'm a Vigilant of Stendarr then go to sleep)
2. It should be around 9 am when the game starts, then wait in game for 20 hours (if it's not 9 am, then wait long enough to get to 5 am the next day)
3. run console command `player.moveto xx0d2642` where xx is the plugin index of BSHeartland.esm
Then you will find Lasiana in the Bannered Mare or on the road to Whiterun. After looking in xEdit, I found that the package DefaultSleepEditorLocNOLOCKING24x8 (0010e2c6) used by Lasiana is modified by AI Overhaul, which now points to a bed in the Bannered Mare, leading to her traveling to Whiterun. Therefore, this bug could be solved by replacing this package with another one.
However, from what I've learned, NPC AI is not being processed when player is not in the same cell as the NPC. This means Lasiana shouldn't be automatically moving to another area when the player hasn't even met her yet. That's why if your mod is disabled, AI Overhaul and BS Bruma cannot produce this bug on their own.
Therefore, even though this bug can be solved by replacing the package, I am still confused why your mod could participate in triggering this bug. Do you happen to have any insight into this, or would it be possible for you to help me investigate this issue?
The mithril armor also looks like glass armor in my inventory, but looks fine outside it. Don't know if this patch is also supposed to make it scale off smithing perks, but if so, it's unfortunately not doing that either.