This kind of reminds me of the "old sword" or whatever it was called from enderal near the beginning after coming ashore from the ship, of course this sword has much more detail to it than the enderal sword but the feeling appears to be the same. My only complaint so far is the 1st person model doesn't appear to be the same as the 3rd person model. The sword when worn has a nice clean break on the blade but in 1st person view it has a more detailed break on the blade. Also the sword case appears to be dark so it is hard to see the details even in the daytime. I think I know why this sword broke it is because the blade is too thin. The textures imply the blade is thicker than it actually is just rotate it around and look at the edge it is kind of thin. Other than those things the sword works great for me gonna hang onto it.
If you click "preview file contents" in the files section, you'll see the esp is there. I don't know what Vortex's problem is. I switched to MO2 after NMM went away.
I can't find it either, I looked under water, and the only chest under there is right next to the ship, with some gold and leveled loot in it, no sword.
My apologies, but I have no idea what that means. I use NMM. The zip has been packaged such that NMM can handle it OR you can extract and drop all the contents into your ...\Skyrim\data folder.
Chaotic, a form 43 is an ESP designed for LE. SE mods use a form 44. Generally speaking there's no difference, but a small handful of record types do have a different coding to them that, when not converted, can fail to be read and cause issues and crashes. There's also a lot of people that claim form 43s cause save corruption down the track, though I am yet to see any even remotely adequate evidence of this (more likely people uninstalling mods mid playthroufh and suffering from save bloat and such from previous mods that weren't properly removed). That said, it is generally better to upload form 44 mods. To update it is simple, just open the mods ESP in the SE creation kit, and immediately save. That's it, the esp will convert to the correct form 44 and those few record types will update to the new coding automatically.
It's worth doing, otherwise you will get a bunch of paranoid people screaming at you and they'll come pointing the finger at you for ruining their game (despite it probably being entirely their faukt for doing something stupid).
oh, and just be aware for future. The SE creation kit was updated a few months ago and no longer saves ESPs that have other ESPs as masters. Doing so removes the dependant esp link and messes up any references to the other mod. This mod will be fine, but it's important to remember with things like patches. If you had a patch made for this mod and you made it in the SE CK, It would need to reference this mod as a master. sinxe this mod is an ESP and not an ESM, as soon as you saved the patch esp the link to this mod would be removed and any overrides or linked references would now show as NULL records. Easiest way around it is to find an earlier version of the SE CK, Or temporarily make the dependant mods ESMs. It gets a bit fiddly. Again, this is only an issue for mods that have other ESPs as masters.
@Ruddy88, Thank you kindly for the clarification. As I stated on the description page, my process for porting this mod was to optimize the nifs and pass the file through the CK after making a tiny change. Based on what you're saying, it -should- be in form 44. Is there a way I can check this without having wrye bash? I can pass it through the CK again if I know what to look for.
Also, from what you're saying, this mod shouldn't suffer from any of the symptoms. Solvistapp is only dependent on Skyrim.esm. I'm aware of the changes to the CK which means I have to take an extra step in xEdit to manage dependencies, which is a pain, but doesn't apply to this mod.
I haven't downloaded the mod yet, but you can check for form versions using SSEEdit. Just download SSEEdit and open it. Double click on this mod's esp. Expand it in the left panel and click on File Header. You should be able to see the Form Version in the right-side panel now.
18 comments
i only find 3 box in the ship
SE mods use a form 44.
Generally speaking there's no difference, but a small handful of record types do have a different coding to them that, when not converted, can fail to be read and cause issues and crashes.
There's also a lot of people that claim form 43s cause save corruption down the track, though I am yet to see any even remotely adequate evidence of this (more likely people uninstalling mods mid playthroufh and suffering from save bloat and such from previous mods that weren't properly removed).
That said, it is generally better to upload form 44 mods.
To update it is simple, just open the mods ESP in the SE creation kit, and immediately save. That's it, the esp will convert to the correct form 44 and those few record types will update to the new coding automatically.
It's worth doing, otherwise you will get a bunch of paranoid people screaming at you and they'll come pointing the finger at you for ruining their game (despite it probably being entirely their faukt for doing something stupid).
The SE creation kit was updated a few months ago and no longer saves ESPs that have other ESPs as masters.
Doing so removes the dependant esp link and messes up any references to the other mod.
This mod will be fine, but it's important to remember with things like patches.
If you had a patch made for this mod and you made it in the SE CK, It would need to reference this mod as a master. sinxe this mod is an ESP and not an ESM, as soon as you saved the patch esp the link to this mod would be removed and any overrides or linked references would now show as NULL records.
Easiest way around it is to find an earlier version of the SE CK, Or temporarily make the dependant mods ESMs. It gets a bit fiddly.
Again, this is only an issue for mods that have other ESPs as masters.
Also, from what you're saying, this mod shouldn't suffer from any of the symptoms. Solvistapp is only dependent on Skyrim.esm. I'm aware of the changes to the CK which means I have to take an extra step in xEdit to manage dependencies, which is a pain, but doesn't apply to this mod.