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Arthmoor

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  1. Arthmoor
    Arthmoor
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    In order to debug any problems that may occur with the mod, some information is REQUIRED - without it, there's nothing I can do. Comments reporting problems with the mod will be ignored unless this information is supplied.

    In order to make this slightly easier to gather, I've updated the package with a global debug toggle that will turn on the log messages on demand.

    You will obviously need to make sure your SkyrimCustom.ini file has the following section:

    [Papyrus]
    bEnableLogging=1
    bEnableTrace=1
    bLoadDebugInformation=1
    bWarnOnFillAliasFailure=1
    bShowEventHandlingOutput=1

    Enable the mod's debug log:

    In MCM

    Open the menu for the mod, select options, enable the "Script Debugging" option, and then close the menu. This menu will also tell you if the quest is running too.

    Without MCM

    Open the console with the ~ key and type:

    Set ARTHWVADebugGlobal to 1

    The Log Files

    Your Payrus logs will begin tracking any and all activity generated by the system. While playing, if you run into a problem (folks running inside for no apparent reason etc) then I will need the following from that play session:

    1. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Papyrus.0.log"
    2. A copy of "C:/Users/<USERNAME>/Documents/My Games/Skyrim/Logs/Script/Script/AliasDump/AliasDump.0.log"

    Archive these files and put them on something like DropBox, or paste the contents to Pastebin.com, then provide a link to where I can get these.

    One thing - don't bother if you're one of those people who has altered your Papyrus memory settings. Any logs I see in which this has taken place will be dismissed. Altering those settings is bad for the game and leads to malfunctions in scripting that can cause all sorts of unwanted behavior. If you're not using default vanilla Papyrus memory settings, I don't want to hear from you.

    Posts advising people to deactivate or uninstall the mod to fix problems will be summarily deleted. People should know by now this is not a good idea for Skyrim and I will not allow such advice to remain posted.
  2. KazenoShun
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    I've been using the SLE version of this mod for a while now, and it's made game-play much more realistic and less frustrating when it comes to completely preventable deaths. I'm currently in the process of preparing to move from using SLE to SSE, and was wondering if you have any tips for things I should be aware of when changing from the SLE version of this mod to the SSE version?

    Also, I know you're no longer providing updates/support for the oldrim versions of your mods, but perhaps a link to this page would be handy on those mods to make it easier for players looking to move to SEE to locate the SSE version of your mod? Just a suggestion
  3. gades28
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    Hello,

    I would ask, is it possible that this mod could break the AI of some friendly npc ? Maybe in conflict with some other mod (I have protect your people too).

    I have noticed some bugs :
    - Frodnar with broken AI, standing in place after the cutscene with Ralof at the start of the game.
    - A follower npc walking slowly in the street
    - 3 other npc in Riverwood continiously hiding their head in their hands, crouching and standing in place after wiping a werewolf attack (I have More werewolves mods + patch mod for run for your life).

    I was able to repart them all with the console command "resetAI".
    1. Arthmoor
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      Nope. The only time this mod does anything at all is during a dragon attack (not at Helgen) or a vampire attack. At all other times it's just sitting idle.

      Since you mention using a patch for another mod, I'd suggest asking the other author because it sounds like their AI detection is not working properly.
    2. gades28
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      Ty for answer.
      And a big thank for all your great mods.
  4. Byg
    Byg
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    Hi, thanks for the mod. As I don't know what the following paragraph really means, may I ask if it is safe to just install via vortex?
    "DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function ... etc."

    1. mred1602
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      He just means that you should leave the BSA file intact and install it alongside the ESP file, which Vortex will do by default.
      I used Vortex to install this mod last week with no issues.
    2. Byg
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      Thanks for that quick and concise explanation.
  5. MarisMarch
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    Excellent Work!

    This mod is so... Common Sense.
    I can't imagine why Bethesda saw fit to release the game without it's functionality.

    I salute you.
    .o7.
  6. atakangavati
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    Greetings Arthmoor! I forgot to download this mod when I was starting my playthrough, and wanted to ask you if it would be safe to install RFYL mid-play. Thanks for your work and have a nice day
    1. Arthmoor
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      Yep, perfectly fine.
  7. EmberBlade6366
    EmberBlade6366
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    I really enjoyed this mod in Oldrim so I had to install this for SSE. Unfortunately, there must be a conflict somewhere, as I had to uninstall this because NPCs would refuse to return to their routines afterwards. I noticed this after I noticed that Belethor stopped opening his shop 24/7.
    1. Arthmoor
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      Does nobody at all EVER bother with reading documentation OR the stickies literally sitting right over their heads when they post?
  8. Timmy51m
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    Is it true that Bethesda patched out Vampire attacks in cities a couple of months ago? Wondering if this mod might not be as essential as it once was if that's the case, dragons don't generally attack cities very often do they?
    1. Arthmoor
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      Yes, they patched out vampire attacks on cities. Except for the one with the random traveler and that was probably because you have to get near him to set him off. The others could happen entirely out of view.

      Dragons are still very much a threat though. They can attack any city, town, village, or whatever just as they always have.
    2. Timmy51m
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      Well I've been playing survival with no mods for a couple of weeks and they're definitely gone, don't think I've ever come across this random traveller. I'm starting to realise just how much I haven't come across though now I can't fast travel, surprising just how many people want you dead out there, and really adds to the challenge just getting from a to b. It's quite a thrill actually I'm finding, especially early on, I walked from Whiterun to High Hrothgar, took two days to get there with a couple of distractions along the way, had crippling brown rot, ataxia, was freezing to death and getting my face smashed in by that frost troll half way up, it was the most alive I've ever felt in skyrim, then realising there was nowhere to sleep and no shrine to cure myself when I got there half dead, I ran back to whiterun with my tail between my legs.

      You download so many mods without truly knowing what the game has to offer on its own, that you don't know what is vanilla and what's mod half the time, but I'm really noticing things that you've fixed that I had no idea you'd fixed, like vegetable soup and Venison stew not having working health regen, they really haven't fixed things like that after all these years, amazing. Some things are helping though, like I think you might have made changes to a lot of barrels that usually marked as stealing, but now I'm able to just take salt from them without stealing, and that's a huge help in survival, especially early on, although you could just steal anyway and that would probably make sense considering and further increase the risk, now I think about it that would be better. Those 2 redguards as well that remain at whiterun gates after the quest is complete, didn't realise you'd fixed that. Stealthiest mods ever you make, don't even know they're working until they're not. You take a lot of s*** from people, and get little thanks, but you're a good guy Arthmoor, fair play to you.
    3. PlutoHimself
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      Did you fold in the code for When Vampires Attack? That is, if the city attacks were to resume from a mod, would this pick up on those events (assuming identical to vanilla), or is this still solely dragons?
    4. Arthmoor
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      Yep, WVA was folded in. So it will trigger on those events if some mod randomly re-adds them to the game. Though I honestly can't see any good reason to do that since the events are universally unfair other than the random traveler guys.
  9. Ilard
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    Why would you run into an wooden building when a highly flamable dragon starts lighting things up? ;)
    Maybe you could try making the npcs scatter into the woods in case of dragons... just a thought tho, the mod is still better that seeing an npc fighting a dragon with bare fists.
    1. SaifAlJoharaYU
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      And then die to spiders or wolves and trolls? xD
      Now that would make sense realistically but as far as Skyrim is concerned, buildings are never actually burned in the dragon attacks we witness (save for the starting scene with Alduin).
  10. Mone2
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    Thank you so much for this GREAT MUST have mod, i was so sick of normal NPCs trying to fight a goddamn dragon or a vampire with their bare fists or daggers and getting them selfs killed XD
  11. Fhalkor
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    Was just wondering, when you say farm animals and your horse won't run away. Do you mean you've altered them to act that way, or are they just unaltered acting like they do in vanilla? Because I've got a few mods that modify animal behaviors with dragons, and I just want to make sure there's no incompatibilities. Thank you :)
    1. SaifAlJoharaYU
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      He simply didn't touch animals with this mod.
      Edit: animals aren't quite adept at using doors xD
    2. Arthmoor
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      Correct. I simply didn't cover dealing with animals so their vanilla behavior (or alterations by mods) will take over. IMO it's more realistic as animals panic in random ways, which is what vanilla behavior more or less does.
    3. Fhalkor
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      Thank you for responding guys. I personally feel if something like a dragon showed up, an animal's flight or fight response would kick in and they'd run for their life. But thank you for this mod Arthmoor, it's a must have. Endorsed!
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