Skyrim Special Edition

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  1. icecreamassassin
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    Legacy Information and FAQ

    Full Guide | FAQ | Wiki | Skyrim Classic Version | Mod Blog | PatreonDiscord | Patches

    Please read the entirety of the mod Description Page first and foremost. After reviewing the description page, all users are asked to review the new Legacy of the Dragonborn Full Guide, it is updated frequently. All common questions and important bullet points are now on the FAQ section. It is REQUIRED to review both of these documents if you wish to receive any form of official support. This sticky will be updated periodically with any relevant news or important notices, otherwise all permanent information will be found in the Full Guide and connected articles within.
     
    Please note that we are not currently taking any requests, suggestions or otherwise for any patches or display support, features for the core mod, etc. If your issue is a possible conflict resolution situation, please post about it on the Patch Central Nexus page,
     
    Typos and Editing: If you find any typos, spelling mistakes, punctuation problems, etc that you want to report, please do so on TheNoobyDuelist's typo patch page: https://www.nexusmods.com/skyrimspecialedition/mods/34528
     
     
    Current News:  July 25th 2023
     
     
    XBOX Port
    The Xbox port is NOT SUPPORTED by the official development team here on Nexus. The port is being curated and supported by Rhaella on the Icecreamassassin Mods Discord server in the Xbox support channel.
     
    Skyrim AE
    Legacy works on Skyrim v1.5x (SE) and Skyrim v1.6x (AE) just fine with no patches or updates needed. STOP ASKING IF IT WORKS ON AE! If you are using Creation Club, the only thing you have to make sure is to use the correct version of those patches found on the Legacy CC patches page.
  2. icecreamassassin
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    Updated Aug 23rd: Come and see the latest update trailer for Odyssey of the Dragonborn Act 1 by Syn Gaming!
  3. icecreamassassin
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    So I previously mentioned this to the rest of my team, but now I’m bringing it here to you as well to make it official. I’ll cut right to the chase. I am going to be diving in and working on V6 of Legacy of the Dragonborn in an effort to meet the 10 year anniversary of Legacy come next March! That’s the incentive but the reason is because I have hit a brick wall with Odyssey and I need to strip back to basics once again and embrace the thing that brought us to this point to begin with, and hopefully with some more energy and excitement I’ll be able to once again drive the team for Odyssey to finish up what we have in progress. It’s just been too much like a job in recent months and I’ve been feeling that passion suffer for it and become harder and harder to recapture with every spurt of burnout that has occurred over the last year. So as a reminder, the standing WIP notes on what I have planned for this generation of Legacy can be seen on my mod blog page here:

    https://arcadiamgames.wordpress.com/2022/02/15/immersive-legacy-of-the-dragonborn-reborn-masterpiece-edition-redux-final-version-for-good-guysaka-legacy-v6/

    Firstly to kick off this new development cycle I have already overhauled the airship and I think everyone will be pretty excited about this one. Come V6, you will be able to use the ship’s wheel on the airship to open your map and select ANY map marker you wish to fly to. When you load in at the new location, you’ll be on deck and ready for adventure. Use the rope ladder to pop down to the ground, loot that dungeon and fill up the cargo hold of your ship, all the while dragging your follower on and off and inside the ship like never before (currently for the vanilla follower framework; will need to consider other frameworks as well potentially). This new flight system will mean maximum compatibility with all new lands mods and anything that adds a new map marker for that matter. Patches will only be required if the airship needs to have its default arrival adjusted due to clipping or accessibility, and that literally will only require dropping a single directional marker near the location and that’s it! No more building static airship locations, no more script attaching or linking half a dozen references all over the place. One simple universal system and it’s much more slim and streamlined mechanically speaking.

    In addition you will be able to activate your course plotting from inside the ship cabin’s map room and travel directly from inside! This will put you up on deck at the new location, saving you a couple load screens and giving even greater convenience. The map room is also now equipped with a failsafe device if you find the ship in a location where it cannot be flown out from or malfunctions for whatever reason. Using the device will put you and the ship back at the Explorers dock ready to go.

    Lastly the airship beacon will now simply have two functions: Return ship to the Explorers dock, or summon ship to your location. The ship will then find the closest map marker location and fly to that spot within a few hours!

    So all in all I’m pretty excited about this overhaul of the airship system as well as many of the other things I’ve already implemented for V6 as well as the long list of plans we have in store. Just a few days in and I’m feeling a lot more like my old creative self.
  4. dbGhostBear
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    I've (finally) come around to being interested in LOTD, problem is, I'm fairly deep in a playthrough - however I haven't been inside Markarth, Solitude or Windhelm yet. Is it possible for me to install LOTD without restarting and what do I need to be wary of?
    1. Roger44477
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      Possible? Technically. At all a good idea? Not really no.
      It doesn't matter where you have or haven't been, scripts get baked in when you press the "new game" button and that's the point that matters. If you add LotD mid-save, you are guaranteeing that certain functionalities will be broken and that your save will become extremely unstable, as well as locking yourself out of content that involves quests or locations you have already done.

      My first playthrough was adding the mod mid-save back in I want to say 2017, and while I enjoyed it, it was extremely busted and crashes and broken quests were exceedingly common. It's worth starting a new game over.
    2. Rangertal
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      I'm going to second what Roger said. Just wait for a new playthrough. It really does change the entire way that you play the game, technical issues aside, which will likely be legion. 
    3. dbGhostBear
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      Thanks for your replies (both of you) I'm going to leave it now. Problem was, I never really intended to ever restart again, but I guess in a year or so...
  5. Freelanceactual
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    Just started a new Character and I am suddenly running in to strange issue where most Npc's refuse to follow me into the Museum Safe house and the guildhall, It appears to be any Npc that uses vanilla follower scripts (Modded Npcs such as Inigo and Sofia still follow like normal) This includes Auryen who is supposed to follow the player into the guild hall to hand them the explorers society charter. I was able to get around the issue by using console to move Auryen into the guild house with me to complete the stage of the quest and trigger his dialogue as normal.  I have not added any new mods since my last character where this issue was not present, I suspect it probably an updated mod that is causing a conflict. While it is not a game-breaking issue thus far just a minor annoyance, anyone else run into this issue before and if so any advice on how to correct the issue.


    EDIT: Just saw the large number of similar posts before me, Good luck and hope its fixable
  6. xraytec
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                               I'm stuck on the museum robbed quest. I'm at the point near Falkreath, but he won't spawn to update the quest? Can you give me the set stage?
    1. Roger44477
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      You need to wait for him to arrive.
    2. xraytec
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      How long? I already tried an hour?
    3. xraytec
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       I just waited 24 hours, and he still gig not spawn? Now what?
    4. stonehands1
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      Probably the best thing would be to hard save, use the console to move to him so you can find him and see where he's stuck.  Then either reload the save and make your way to him normally to try and get him unstuck so he starts following again, or load an earlier save before you went to Falkreath in case the save data got borked. 
    5. xraytec
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       i DON/T KNOW IS ID # TO DO THE "PLACE AT ME" COMMAND. Sorry for the cap lock. Just finished playing for the night. And forgot about the always run button 
    6. Abhan
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      Reload an earlier save just long enough to snag the ID#....DON'T use placeatme... stonehands said to move to him that's... moveto? 
    7. Roger44477
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      player.moveto [IDHERE]
    8. xraytec
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      Do I have to use an earlier save? I would loose a lot of time spent finishing other quests. How do i find his ID?
    9. Abhan
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      You open the earlier save, find him (try for a save where you know he's in the museum)...open the console and grab his id#....then exit and go back to your current save
      THEN, on the current save, use player.moveto to get to his stuck location and try to unstick him
  7. pvpgirl
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    I'm not sure if this has been reported yet because I don't see it on the incompatibilities list, but JS Dwemer Puzzle Cube SE ( located at https://www.nexusmods.com/skyrimspecialedition/mods/68570 ) causes a texture error with the control pedestals in the hall of lost empires.  They show up purple, as though they don't have an installed texture.  I don't know enough about mod inner working to know why, but thought I'd let folks know.
  8. IWantMyMod
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    I'm having an issue where none of my follower will follow me into any parts of the museum other then the main area. They will follow me into the museum from outside but once inside they will not follow into room such as the library or the safe house. If I teleport them into of those rooms they will follow me out as expected.

    Has anyone else had this issue. Any clues what might be causing it.
    1. EntropyEngaged
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      that's popped up in the patch posts as well, and i've got the same issue as well. for me, jk's skyrim is causing it and the patch for it ain't helping fix the navmeshes, i've resolved to just wait for v6 before trying again after isolating the issue and my inability to fix it.
    2. Kriana
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      Has it updated somewhat recently or something? JK's that is.
    3. icecreamassassin
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      JK's on its own should not be causing issues, when I went to fiddle with it for V6 recently, the border links were working fine and there was no break in the pathing, so it must be something else working in combination that is breaking it.
    4. EntropyEngaged
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      only removing JK's fixed the issue for me, so i just stopped, im a novice at modding so i didn't feel confident going too deep
    5. IWantMyMod
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      I don't think there are any JK's modes that effect the interior cells of the museum and the issue is with moving from one interior area to another.

      I found out today that my follower will follow from the upper gallery onto the balcony then into the safe house. It's a helpful workaround for getting them into the safe house.
    6. icecreamassassin
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      Oh if it's between museum interiors it must be an out of date patch from 3rd parties
  9. everyonelikestehcats
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    So the mueum music from this mod keeps playing, pretty much everywhere I go, on repeat.
    Specifically the track "Ritual" by Kevin MacLeod, which I'm fairly certain originates from this mod.
    Anyone know how to fix this?
  10. jaitsu
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    Im getting a frustrating bug with some of the Auryens Notes quests, specifically some regarding CC content. I have the CC patches for the record, but on a couple quests they don't recognize me picking up the items in question so the quests never end. Specifically, Auryens Notes: The Tools of Kagrenac doesn't recognize me picking up Sunder (but does recognize Wraithguard), and Auryen's Notes: The Fists of Randagulf don't recognize the item in question being picked up either.

    I can (and have been) use setstage to fix this once i've accomplished the quests goals, but obviously that's not the most supported option. If anyone else has experienced this same issue lemme know!
  11. SvkHazra
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    I am having a weird issue, where weapons keep falling from their display in armory, I didn't had this issue in my previous playthrough, the difference is this time I added a lot of weapon expansion mods, which added a tons of additional display in armory. This is not a physics issue generally happens due to uncapped refresh rate as I don't have any other physics issue and also have SSE Display Tweaks.
    Is anyone else having the same issue?
    Is it because of any engine limitation where too many displays in a single cell causes them to misbehave?
    1. icecreamassassin
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      The items are all live displays and have a script that manages their placement back on the walls. If they are falling and not resetting and you have FPS above 60, then it IS because of frame unlocking. If you are not having issues elsewhere that's irrelevant. The armory is much more densely set up with the display handling script that locks the keyframes for physics, but if your system is running too much stuff messing with physics or just can't handle so many scripts running at once, then that can happen.
    2. SvkHazra
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      Yeah that might be possible, let me try to lock my fps back to 60 to see, what happens, I also have papyrus tweaks installed and have the script limit set to 1000, not sure if that makes any difference.
      FYI, even with my framerate unlocked, its not that far, its still maxed to 75.
    3. icecreamassassin
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      doesn't matter if it's 61, anything above a 60 lock will make gamebryo flip out; it's an ancient engine that bethesda needed to retire 15 years ago. Your game should be running at 59FPS and no higher. As for the script limiter, I am not familiar with how that works so I can't really comment to it, but if it's just delaying scripts that should be fine, but if it's actually blocking scripts in some way, that is bad.
  12. JRJRSLAYER
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    I've experienced an odd bug in two different LOTD runs now, with similar but different modlists loaded. I have been able to repeatedly replicate it in the experience I just had, and eventually found a way to delay/bypass it through the console.

    The bug occurs during Shadows of One's Past. At some point after getting Avram as a follower, and having loading the Whiterun area with North Windcaller Pass, the game appears to start a script of some kind that puts me on a timer to crashing. It's a reliable, in game clock tied crash. On the morning of the next day from loading that area (a few minutes past 4am for me - unsure if it would always be 4am, or if it's an actual x amount of hours must pass thing), the game will lock up and crash, but not CTD. It's one of those crashes you've gotta kill the app in task manager for.

    The crash will then *always* happen at that in game time time, no matter where I am, both from using the in game wait feature, or standing and waiting it out, unless I am able to advance the quest to the point where you have the final artefacts back. It seems to resolve either on picking up the boxes, or talking to Avram. It does not seem to crash any more on the quest stage where you have to return stuff to the curator.

    The way I was able to bypass this was to repeatedly set the game time to before the time of day when it crashes, never letting it advance to that time. I would then clear out Engelmann's Rest, kill Jelal, get the stuff back, and leave before letting time cross 4am again. It will then not crash any more from passing the time.

    I was also able to prevent/delay the crash by using the console command which disables script processing. With script processing disabled, I could advance time as I pleased, but turning script processing back on at any point would result in an instant crash. It is therefore presumably a script doing this, whether added by LOTD or not, that will activate only near Whiterun and only obviously problematic during the bulk of Shadows of One's Past.
    1. stonehands1
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      Definitely not a Legacy issue or it would be a very wide-spread problem.  You've got something else going on.  Not sure if it's save corruption or a mod conflict.  Really the only way to test would be on new games; first with the load order 'as is' to rule in or out save corruption, and (if you still had the error) second on a stripped-down load order to make sure the base game is functioning correctly.  Since they'd be new test games (and thus throw-aways), just console all the things you'd need to the start of Shadow of One's Past and proceed from there to figure out where the issue is.
    2. JRJRSLAYER
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      At this stage, given that I have already sunk quite some time into testing and *seem* to be okay for now, I'm not particularly inclined to continue. It's not exactly the most fun thing to be doing when you just want to play skyrim.
    3. icecreamassassin
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      Yeah pausing or stopping script processes is never the solution. If you aren't actually looking for help diagnosing the issue why bother even posting about it? It absolutely is not a bug caused by Legacy and nobody in 10 years has ever reported behavior even remotely similar to this with the game (reliable repeatable timed freezes). If you are ever curious about the actual cause, feel free to bring by your papyrus log to the discord and start a support topic. I'm sure the results would be interesting and would probably help lead you to a more stable load out so future issues of all sorts could be avoided.
    4. DarkestLord665
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      This sounds VERY familiar. I suffered from a similar issue during an old playthrough, though I don't think I attributed it to Legacy or Shadows of One's Past. My game would lock up and freeze at a specific time without fail. How I ended up fixing it was I somehow discovered that Isran had gotten himself stuck. He was out on patrol or something, but had left the road and wasn't moving at all. After getting him back on track, the freeze never happened again. Maybe it was related, maybe it was a coincidence.
    5. icecreamassassin
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      Now that you mention Isran, I vaguely remember hearing about an issue with him like this in the past, but I dunno the specifics, it's just a vague recollection. May have to use the google fu and try and find references to it.
  13. Bando10
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    Hey, I'm having an issue and I'm not really sure why. Maybe someone here can help.

    I can't seem to use the Disenchantment Font or Soul Extractor in the Safehouse. It says that I need SKSE64... even though I'm using SKSE64. It's the latest version of it, so unless I shouldn't be doing that, I don't see why there is an issue. It's kinda annoying as I want to enchant the armour set you get at the end of the shattered legacy questline, but I don't want to do that if I can't undo it later to make changes.

    Loving the mod so far, and this is really the only issue I've had with it (other than one of the Auryen's Notes quests not toggling properly (hasn't disappeared even though I got the item), but I can deal with that).
    1. icecreamassassin
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      are you actually RUNNING the game with the SKSE executable?