Any idea if this will break SKSEVR? I want to use this, as script optimization is really important to VR because of the heavier load is puts on the engine, but I'm unsure about this.
So far this is working well for me in VR.. i just installed it as-is no changes.. ** UPDATE: it seems to work fine but it made Vortex act goofy for me, always wanting to Purge whenever I'd disable/reinstall a mod.. So I've uninstalled this mod for now
In my game at least all the quest objectives that require you to hit an actor with a shout will not advance with this mod installed. This includes shouting at Arngier on your first entry to High Hrothgar and shouting at Paarthurnax after he teaches you Fire Breath, both of which you can get around by advancing the quest via the console. However this mod also breaks the Alduin's Bane quest, since the fight will go on forever until the game registers that you've used Dragonrend on Alduin, which it will not do with this mod enabled.
It was 1 pm when i added this mod to my load order after which i have gone through pains i never have endured before modding skyrim now its 4 am and i still didn't figure what the hell it broke in my game,for love of talos whoever reads this don't use this mod with vortex if you love your sanity please don't....
So the priority rules are causing a lot of issues. Even the World Encounter Hostility Fix Patch for THIS mod tries to override itself. I had to merge them together to get Vortex to stop complaining. Same for any other script that conflicts, no matter how I set the rule up on a mod level - I have to go find every individual script file and manually merge or delete the one I don't want, which is very annoying and defeats the point of using a mod manager. I'm still getting the notification that the mod is overriding the deploy order somehow, so I probably need to check every single mod with the same script, even if it doesn't show up as a conflict at the mod level.
Some of them are for mods that actually change things, like At Your Own Pace, Andrealpus' exploit fixes, or Improved Camera Patches, or have a dozen others, which may or may not be better than this mod, but do often have a specific reason to exist. While this override effect may not cause problems in game by itself, it does make it very hard to preserve desired changes, or simply test for issues by adjusting which mod is deployed last. And sometimes the scripts are overriding something they really, really shouldn't, like SKSE.
Note: I did unpack the BSA as recommended in the previous comment. Only the SKSE conflict seems to cause autopurging, or maybe I just had to bring the conflicts down to a certain threshold that Vortex could cope with.
I've had the same issue. It's because this mod dowload is .bsa packed so Vortex can't create rules to resolve any conflicts between the files packed into the .bsa and any files already installed as part of other mods.
To fix the issue I disabled the mod in Vortex, unpacked the .bsa contents using BAE, placed the unpacked files into the vortex mod staging folder for this mod and deleted the UOSC.bsa and UOSC.esl from the folder. Then I enabled the mod again. Vortex then flagged each individual conflicting file (I had 4) and I resolved these in the usual way. This fixed the problem.
Note: I can't check on other versions, but if you are using a 'rolled-back' 1.5.97 game with the 2.0.20 version of SKSE, the ObjectReference.pex from SKSE must not be overwritten by the version of that script included in this mod or, annoyingly, the Vortex purging issue will persist even after implementing the solution above.
@captainlei1993; firstly, thank you for these script fixes. They're great and much needed. Endorsed.
With regards to the download, I completely appreciate that there does seem to be a number of "Nexus users who have no clue how to manage their load order", but it seems that the .bsa solution isn't the most ideal one for Vortex users. I don't know about MO2, and the Vortex issue certainly isn't a fault of yours, just a result of how that program works.
If it is helpful to you for any future version upload of this mod; when installing the unpacked scripts and flagging conflicts Vortex 'recommends' each of your scripts takes priority over the conflicting file, guiding less technically minded users towards the correct management of their load order.
@JDog162 Tyvm for the write up! My game worked well enough without the mod, so I didn't mind having to disable it (due to the purge loop). I am so happy I found your comment though! My stuttering issues & load times seem to be fixed with the mod :D
Again, thank you for the thoroughly explained explanation; also ty @friendmyfriend for the original question
> Note: I can't check on other versions, but if you are using a 'rolled-back' 1.5.97 game with the 2.0.20 version of SKSE, the ObjectReference.pex from SKSE must not be overwritten by the version of that script included in this mod or, annoyingly, the Vortex purging issue will persist even after implementing the solution above.
Confirming this is an issue on the latest version with the latest version of SKSE as well. I had to manually delete objectreference.pex entirely before it would behave (aside from the autopurging, Skyrim wouldn't launch because the old file kept being read instead of the new one).
165 comments
Word Wall Suspended Stack Fix - Shearpoint at Skyrim Special Edition Nexus - Mods and Community
i just have a conflict with wordwalltriggerscript
In my game at least all the quest objectives that require you to hit an actor with a shout will not advance with this mod installed. This includes shouting at Arngier on your first entry to High Hrothgar and shouting at Paarthurnax after he teaches you Fire Breath, both of which you can get around by advancing the quest via the console. However this mod also breaks the Alduin's Bane quest, since the fight will go on forever until the game registers that you've used Dragonrend on Alduin, which it will not do with this mod enabled.
Some of them are for mods that actually change things, like At Your Own Pace, Andrealpus' exploit fixes, or Improved Camera Patches, or have a dozen others, which may or may not be better than this mod, but do often have a specific reason to exist. While this override effect may not cause problems in game by itself, it does make it very hard to preserve desired changes, or simply test for issues by adjusting which mod is deployed last. And sometimes the scripts are overriding something they really, really shouldn't, like SKSE.
Note: I did unpack the BSA as recommended in the previous comment. Only the SKSE conflict seems to cause autopurging, or maybe I just had to bring the conflicts down to a certain threshold that Vortex could cope with.
To fix the issue I disabled the mod in Vortex, unpacked the .bsa contents using BAE, placed the unpacked files into the vortex mod staging folder for this mod and deleted the UOSC.bsa and UOSC.esl from the folder. Then I enabled the mod again. Vortex then flagged each individual conflicting file (I had 4) and I resolved these in the usual way. This fixed the problem.
Note: I can't check on other versions, but if you are using a 'rolled-back' 1.5.97 game with the 2.0.20 version of SKSE, the ObjectReference.pex from SKSE must not be overwritten by the version of that script included in this mod or, annoyingly, the Vortex purging issue will persist even after implementing the solution above.
@captainlei1993; firstly, thank you for these script fixes. They're great and much needed. Endorsed.
With regards to the download, I completely appreciate that there does seem to be a number of "Nexus users who have no clue how to manage their load order", but it seems that the .bsa solution isn't the most ideal one for Vortex users. I don't know about MO2, and the Vortex issue certainly isn't a fault of yours, just a result of how that program works.
If it is helpful to you for any future version upload of this mod; when installing the unpacked scripts and flagging conflicts Vortex 'recommends' each of your scripts takes priority over the conflicting file, guiding less technically minded users towards the correct management of their load order.
Hopefully this is of use to people.
Again, thank you for the thoroughly explained explanation; also ty @friendmyfriend for the original question
Confirming this is an issue on the latest version with the latest version of SKSE as well. I had to manually delete objectreference.pex entirely before it would behave (aside from the autopurging, Skyrim wouldn't launch because the old file kept being read instead of the new one).
Heheheh(I mean I get it). Thank Mara MO2 has a convenient BSA unpack function.