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wankingSkeever

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wSkeever

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49 comments

  1. temmo45
    temmo45
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    The chest is empty lmaoooo

    Edit: NVM, updated to latest version, loaded earlier save, (dismissed followers just in case) and it works now.
  2. mpicklesster
    mpicklesster
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    I'm getting this weird error in the Trinity Restored quest in version 0.20 of this mod, but not in version 0.1.1. To preface, I'm not sure if this is either A) a version-specific error or B) an interaction between the latest version and my load order. I've yet to exhaustively test my load order for interactions with this mod. That's why I'm reporting it here and not in the bugs section. Anyway--here it goes:

    When I used the latest version, the Nightingale Armor Stone wasn't replaced with the Nightingale Armor Chest. Instead, the old vanilla stone spawns and--when I select it--the sound effect of spawning the Nightingale armor plays, but I never receive the armor. I tried a couple of solutions; both to no avail.

    First, I tried removing all of my currently equipped armor (just in case there was an armor-specific bug), but I still got the same result. The armor spawning sound effect played, but I didn't receive any armor. Second, I tried switching to the non-USSEP option. (I use USSEP, so I had first tried the USSEP option of version 0.20.) Anyway--switching options didn't work either.

    However, when I reverted the mod back to version 0.1.1, everything worked as intended. The armor stone was replaced with the armor chest, and I was able to loot the armor from the chest.

    Finally, I know there's always the possibility of mod conflicts, but I couldn't find any conspicuous suspects in my load order. The only other Thieves Guild mods I have are GG's Thieves Guild Headquarters and Thieves Guild Alternate Endings. Of those two, only the latter had a conflict with this mod. Specifically, they conflicted on a file named dunborderwallnocturnaltrapdoorscript.pex. (I let the Alternate Endings mod win this conflict because it's a substantial quest mod.) I'm no modder, but I can't fathom why a conflict for that script would produce the error I described above. Moreover, that conflict was present in both version 0.1.1 and 0.20--which makes me less inclined to believe it's the cause of what appears to be a version specific error.

    Anyway--just thought I'd report this here for anyone else running into a similar error during the Trinity Restored quest. TL; DR: try rolling back to version 0.1.1 if you're getting the same error as me.
    1. wSkeever
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      fomod installer didn't place a file. Just install latest.
    2. mpicklesster
      mpicklesster
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      That was quite a quick fix! Thanks, Skeever.

      I tested it out in the Trinity Restored quest, and the new version works. The Nightingale Armor Stone was replaced with the Nightingale Armor Chest, and I can now loot the armor.
  3. fc1109
    fc1109
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    Zip file contains Nightingale Stuff_SWAP.ini, but after installing and opening it with MO2, I can't find any ini file. Is this intentional?
    1. wSkeever
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      Thanks for the heads up. fomod installer was bugged.
  4. livipup
    livipup
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    Fix for Karliah not walking to the pull chain to lower the bars?
    1. wSkeever
      wSkeever
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      That's in ussep
    2. livipup
      livipup
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      Oh, then something in my mod list must have reintroduced the bug :'
    3. deleted173605723
      deleted173605723
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      • 13 kudos

      That's in ussep

      AFAIK they never fixed it.
      The real fix was done by an unanimous modder at nexus.
      Can't find link (if its LE or SSE).
      TG08AKarliahOpenGatePackage_Fix

      there are ten of stories like that in the past.

      Here is the mod that fix it. Thanks to a reddit thread for finding the link because I have it integrated in my game for a long time.

      Trinity Restored Karliah Gate Fix
    4. wSkeever
      wSkeever
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      In your broken save, what is karliah's broken ai package? And was it near midnight or something?
    5. livipup
      livipup
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      It actually was late at night. I hadn't even considered that she might be looking for a bed to sleep in somewhere far away.
  5. anton6732
    anton6732
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    Hey. This mod removes some  ussep script(?): USKPTG08AMapMarker: Object = nightingaleCaveMapMarkerREF [REFR:00047D25]
    Is it intentional?
  6. doofusshe
    doofusshe
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    "
    I know it's hard, but use your brain and don't be stupid
    "  
    This line should be required reading before anyone gets their Internet Starter Kit.

    Excellent work as always
  7. deleted173605723
    deleted173605723
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    Nice work but in my opinion the thieves standing stone should look old. The twilight Sepulcher was set for centuries and you can see the spider webs behind him.

    Note. Most nexus modders fail at making stuff looking old with the exception of raiserfx.

    Edit.
    This is from another mod
    1. 2Dimm
      2Dimm
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      that texture looks old alright, as in outdated
    2. deleted173605723
      deleted173605723
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      that texture looks old alright, as in outdated.

      Pyramids Al Giza textures look outdated too.
    3. soupdragon1234
      soupdragon1234
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      Pyramids Al Giza textures look outdated too.
      I know, have you seen the state of them? Someone ought to  bulldoze and put up a new set! Proper eyesore!
    4. Conifer
      Conifer
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      • 71 kudos
      I agree. These textures are a bit pristine, with no weathering. I love everything else about the mod though.
    5. wSkeever
      wSkeever
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      As stated in mod description, these just use mountain textures.
    6. Conifer
      Conifer
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      Yes, but the high-poly mesh should be a normal map instead so it can look weathered through graphical means. I modeled a weathered stone once and the poly-count was astronomical. You could make a normal map from the high-poly model  and replace the model with low-poly.

      Either way, I'll be using this mod, just without the standing stone mesh.
    7. TomahhErrazurihh
      TomahhErrazurihh
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      It looks alright with Skyland textures so no complaints from me.
    8. DefinitelyNotNoah
      DefinitelyNotNoah
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      We got some mad scientists in this comment section and I fuckin love it. Guys, you mod skyrim, a game where half of the s#*! that happens doesnt make sense. Use the mod or don't but please - spare us from your wannabe "i know how long it takes for stone to be affected by weather" s#*! cuz u don't. Mf thinkin that stone is old (duh) and spider webs are a clear sign. Like, I got spider webs in my appartment and I only started livin there 2 years ago. 
  8. HappyMexicanGuy
    HappyMexicanGuy
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    while definitely an improvement, your standing stone does not look weathered like the original does. It looks like something that was put up last week, not something that's been exposed to the elements for years.
    1. wSkeever
      wSkeever
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      This depends on your mountain textures
  9. HalfdanWolfheart
    HalfdanWolfheart
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    How does this fair with No to Nocturnal ? I really like the new meshes, but I'm afraid it's incompatible.
    1. wSkeever
      wSkeever
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      Check in xedit
    2. HalfdanWolfheart
      HalfdanWolfheart
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      Well nothing crazy, gonna lose the text change as the descripition says, but the quest mod above doesn't change the container in any shape or form luckily.
    3. jonado1
      jonado1
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      You know, that is very easy to patch.
  10. TEC769
    TEC769
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    Exceedingly common wSkeever W. Thanks for another great mod.