Skyrim Special Edition
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Zzyxzz

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Zzyxzz

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8 comments

  1. ZadeL2P
    ZadeL2P
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    I think you have these a folder level too deep, might not matter but it didn't match any of the other patches folder structure or the original SkyValor folder structure.

    Your path: SKSE\Plugins\SkyValor\Race\SkyValor
    Should be: SKSE\Plugins\SkyValor\Race

    Same with NPC: SKSE\Plugins\SkyValor\npcs\SkyValor
    Should be: SKSE\Plugins\SkyValor\npcs
  2. ShMinitmMan
    ShMinitmMan
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    Love your mods, you are awesome dude. Waiting for Falskaar and New Vominheim SkyPatched. Btw, why there is need for specific sypatched mods? I suppose SkyValor through SkyPather should be distributed across mod list, right? Or it's like more precise fitting to mod?
  3. HeartOfDust
    HeartOfDust
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    I have a question, I suppose it applies to any and all of the related patches. Should I add them, do I need to start a new game for the effects to take place if I haven't been in any area with NPCs/enemies from said mods
    1. Zzyxzz
      Zzyxzz
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      yes. No new game required. I changed SkyPatcher, so it can update NPCs on the fly while playing.
    2. HeartOfDust
      HeartOfDust
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      Thank you for the speedy reply!
  4. TheTrueAwesome
    TheTrueAwesome
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    Wassup king. Will the saints and seducers extended cut version be it own mod or a different file on this mod page
    1. Zzyxzz
      Zzyxzz
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      Oh, I didnt know that mod. I will release an update here, which covers both versions in one file.
    2. TheTrueAwesome
      TheTrueAwesome
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      Well considering how skypatcher works and as long as extended cut didn't add MORE races, it might not even need its own patch