Skyrim Special Edition

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Roadhouse699s Semi-Fun Modding community

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Roadhouse699

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298 comments

  1. HellbentHades
    HellbentHades
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    Sticky
    Had the grey face bug in v2, easily fixed by manually exporting facegen data for the enitre mod. Looking forward to this mod!
    Thought I'd just give a heads up for anyone who was having issues with the faces still
    1. Roadhouse699
      Roadhouse699
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      If none of the bug fixes I've made work, here's a tutorial on how to fix the grey faces:
      https://www.creationkit.com/index.php?title=Dark_Face_Bug
      Just select all NPCs with the prefix "_RHS".
  2. Tanner85800
    Tanner85800
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    I have both parts installed. Is it safe to go ahead and clean Part 1?
    1. Tanner85800
      Tanner85800
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      Has anyone cleaned it to test?
    2. Roadhouse699
      Roadhouse699
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      Should be fine.
  3. Mudbass10187
    Mudbass10187
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    Well hell. I give up. The mod has great potential but it's about the buggiest damned thing I've ever played. I'm stuck in Thalmor hell. The attack on the castle is stalled and I have dozens of Thalmor corpses strewn everywhere; some floating in the air, some are spinning around like tops, some slowly flowing across the ground like a river and my frame rate is totally in the toilet ...it's a complete mess and whatever is supposed to happen next isn't. Quests don't start right, some quests repeat because the dialog options are still there after you've completed the quest. NPC's act like they've never seen you before and greet you with the same quest options even though you've talked to them and completed their quests. ...and I won't even go into the missing armor textures. Sorry but I can't endorse.
  4. aragonit
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    Are there any mods which are incompatibel with this? Occupying the same space or so?
  5. Dreifels
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    SSEEdit v4.0.3 found 177 ITM entries, 126 deleted references and 2 deleted navmeshes. It is strongly recommended not to use mods that contain deleted navmeshes as they are known to cause crashes. Deleted navmeshes must be corrected manually (a complex process that should be done by the mod author). More information about Deleted Navmeshes is provided here.
    1. Kulharin
      Kulharin
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      Aren't deleted navmeshes only an issue if another mod or something tries to reference those navmeshes? Are the deleted navmeshes in Tamriel? "as that would be an issue" or in the new custom world space/cells added by this mod? If it's the latter this wouldn't post an issue.
    2. Pierce6
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      I reinstalled both this and the sequel, sorted them in the load order and re-cleaned them. That got rid of the deleted navmeshes I think, at least LOOT doesn't detect any deleted navmeshes now. I think the sequel mod patches some stuff from the first one but it took a couple installs.
    3. nhoclesnar
      nhoclesnar
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      The deleted navmeshes are fine since they belong to the worldspace from the mod and should not cause conflicts. The ITMs and deleted references are easy to clean with SSEEdit, although some of them may be intentional.
    4. aragonit
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      Loot doesn't "detect" anything, but has a database of mods with certain problems (which could be fixed in the next version). If SSEedit isn't showing a deleted navmesh it's fine, don't depend on Loot to know all mods that need cleaning.
  6. quinnywaffellord
    quinnywaffellord
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    Good mod besides the ending quest, using the updated quest (Part 2) fixes a ton of bugs, but the last quest makes it a bit annoying, besides that bug, 10/10!
    1. quinnywaffellord
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      By the way, has anyone found a fix? I checked bugs and I can't really find one... Sorry!
    2. Roadhouse699
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      Are you at a part of the quest were you're supposed to talk to him? The objective might be on Wilaar or Marim.
      Also, which defense method did you choose? Defending the whole valley or consolidating to the fortress?
  7. MisterNoBrows
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    For anyone playing or about to play this mod, be aware that some quests are buggy and don't trigger properly for one reason or another. So, my work around would be the player.sqs and setstage commands for the quests. Here's a basic tutorial for anyone who isn't a Bethesda console wizard: https://steamcommunity.com/sharedfiles/filedetails/?id=446371882 .I think most of the quests have the prefix _JMC1_, so look for those. Obviously be careful as this can also break certain things, but it is an option.
    Apart from the buggy quests, so far I love the mod and characters.
    1. Roadhouse699
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      Are you playing with or without the latest version of Part II installed? That mod uses this one as a dependency, and after it came out, I started releasing all bugfixes for both Part 1 and Part 2 in Part 2 so that I didn't break Part 2 by changing its dependency too much.
    2. MisterNoBrows
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      I didn't have part 2 downloaded. That'd be my mistake then
  8. Eriugam31
    Eriugam31
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    No idea where I found this mod, accidentally stumbled across Wilaar in Falkreath. Cleared the two areas and the keep (after two hours of tough combat) and I've got to say, this mod has really impressed me.

    Now I am gathering the materials to improve and upgrade the keep.
  9. steelfiredragon
    steelfiredragon
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    Well I'm going back to a previous version and will consider the current one to be broken... well, I will next play through anyway
    1. steelfiredragon
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      yeah its not broken. its just not compatible with Holds....
  10. goldleaderdargon
    goldleaderdargon
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    hey there, just downloaded this mod, looking forward to playing it. however I can't seem to initiate any dialogue with Wilaar to start the story. he just kind of stands there and doesn't say anything at all. is there a fix to this that anyone knows of?
    1. topdestruction3
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      I had the same issue so I started a new save and i was able to talk to him.
    2. Nathanielvdv
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      Having to restart a playthrough isn't exactly an ideal solution, has anyone found any other fixes?
  11. earthdude
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    FYI, I had the black face bug with the latest version (as of this posting) and Black Face Fix 2 in the Miscellaneous section fixed the problem.
    1. Crowing1305
      Crowing1305
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      Can confirm this, Latest version had black face bug , and using the Black Face fix 2 file fixed it for me also.
    2. Roadhouse699
      Roadhouse699
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      Wait, something actually *worked*? I thought this mod broken...