for some reason the signs are missing. isnt there supposed to be a sign that says "free sweetrolls -sheogorath" in the various spots where theres a like pedastal thing with sweetrolls on it like in bleakfalls barrow? i have this, the unofficial patch patch, the high poly sweetrolls mod and fix for that.
It is a large red transparent diamond with a white exclamation in the center, it appears when the game is looking for a mesh that does not exist in the files.
i'll be honest i completely forgot about this, sorry. but i ended up testing this mod with as minimum a load order as possible and its still broken. i only have the alternate start, skyui, engine fixes and the address library, the unofficial patch, this and the patch for this and the unofficial patch (and all the creation crap) and things added by this mod are invisible (the signs that i remember existing in the oldrim version and sweet trolls). no idea why its broken for me.
Yes, the regular version under Main files. The high-poly sweetroll requirement is ONLY if you use the high-poly addon under optional files. The requirement pops up because the addon requires it, but it is not required for the main mod.
Edit: I fixed the popup when you hit download, I didn't know I could change that :)
Hi, thanks for your reply! Hmm, I tried version 3.5.2, but it looks like it needs the high poly mod. I'm not sure. The sweetrolls are shaped like the ones from that mod but the textures aren't right.
If you have any mod that changes the default sweetroll, such as the high poly sweetroll by Kadraeus, it changes the default sweetroll mesh and also the normal maps, which my mod uses. If they don't match the standard assets, there will be some conflict. If you don't have a mod, maybe there is a loose file from a previous mod that you didn't clear out. Check data/meshes/clutter/ingredients/ and look for sweetroll01.nif
If, for some reason, you downloaded the high poly addon without the separate high poly sweetroll mod, it will be missing some required files and will also look strange.
You are right. I just had to check to make sure I didn't mess anything up with the last fix, and somehow I got the wrong mesh in this version :(
I was away from modding for a while, so I guess I forgot what I was doing. You did nothing wrong, my archive is wrong. I'll try to upload a fix this weekend
Edit: And by this weekend, I mean right now. File is updated.
Hello Darthhister, just so you know, you packaged your latest version wrong. everything that you had in the data folder you created needs to be in the main folder of the mod because that IS the data folder. Just thought I'd let you know because the sweetroll stone was completely not there at all and the MCM didn't appear at all either.
Edit: Also, just so you know I can't get the Sweetroll stone to activate at all. Could you please fix this? Thank you in advance.
Hello. I just checked the download, all the files are where they should be. the .bsa, .esp, interface and source go in the data folder. I also tried to install it with Vortex, and that worked too. How are you installing it?
If you are using any other mods that change the standing stones, there will be a conflict.
Hello again, Thank you for responding so quickly! I installed it exactly as you had it, but like I said before the sweetroll stone was not there at all. however the the other stones around it were there. when I took the assets that were in the data folder you created out of it, the sweetroll stone appeared, I just couldn't activate it. I had messed with the script for that, but I reset it to what it was and still couldn't activate it. Also, I don't have another mod that messes with the standing stone scripts at all.
The scripts in the source folder are non-compiled papyrus scripts, and thus do not affect the game. The compiled scripts to activate the stone itself would be in the .bsa archive file.
If moving files out of the data folder is making a difference, then I am wondering if the mod is installed properly. Your file structure should be [your install directory]/Skyrim Special Edition/Data/(all game and mod files such as .esp, .bsa, plus any loose files in separate folders)
So I thought I solved the problem but I didn't. I went into creation kit to try and fix it there and when I got to the sweetroll stone entry, I noticed the script that was entered to be used on it was written "powerShrineScript", where as the actual script was written "powershrinescript.pex". So I renamed it to match and it still didn't work.
I don't know how to help you. I just tried a clean install of the mod and everything worked. The standing stone is right where it should be and it works properly. Delete all the mod files and redownload it, make sure the files are in the correct place in your file structure. If you are installing manually, use vortex instead. If you are already using vortex, then check the settings because the fomod file will place the files in the correct place and I don't know what would cause files to be misplaced
I don't know exactly what kind of issues you were having with the Sweet Troll transformation effect, but if it involved crashing on attack, this is a common bug with transformation mods ported from LE to SE and a fix is available here if you're interested.
Also echoing what a few other users have said about the Sweet Trolls being invisible. In fact, not only do they seem to be invisible, they also have no hitbox and cannot move or attack. If it weren't for their health bar and the red dot popping up on the UI, I wouldn't have known they were spawning at all.
After poking at it for a bit in the creation kit I think the problem might be that the Sweet Troll's body data is set to use "Actors\SweetTroll\character assets\skeleton.nif", however there is no skeleton.nif packaged in the bsa, only a "sweettroll.nif". Either skeleton.nif was accidentally omitted from the bsa, or the esp is set to use the wrong skeleton mesh and was meant to use sweettroll.nif instead. I'm not sure which it is. All of this applies to the player version as well which may be another potential source of issues with the transformation.
Hope this helps. Love the mod, I'm a big fan of mods that add silly little concepts like this and this one in particular is very well designed. You find those things in the darndest places! Always gives me a chuckle.
Thanks, but I think transforming into a sweet troll didn't really add much to the game, so I'm fine with leaving it out.
As for the skeleton. If I recall, it only need the sweettroll.nif because the creature itself is based on the regular troll in-game and does not need a separate skeleton. If you use any creature mods that alter the original skeleton, or the original troll in the CK, that may cause issues.
That's too bad, I actually found the feature quite humorous, but oh well.
In regards to the "invisible sweet troll" bug users are having, I think you misunderstood what I was saying. The sweet troll race in the creation kit is not set to use sweettroll.nif, but skeleton.nif, which results in it having a missing mesh, like so, whereas if the path is set to use sweettroll.nif it works correctly, like so. However doing it this way causes it to be missing animations and "t-posing" when I spawned it in game. It's possible you intended to use the vanilla troll skeleton, but in that case the file path should be Actors\Troll\character assets\skeleton.nif, not Actors\SweetTroll\character assets\skeleton.nif. In any case the bug is with the file path being set incorrectly in the creation kit, not with the actual skeleton.nif file being missing or changed.
That is strange, the skeleton should be set to the original troll skeleton and the sweet troll nif is attached to the 'skin'. I have uploaded a fix, let me know if that resolves the issue.
I took the textures from this mod and created a new mod just making the trolls into sweettrolls. All of them including armored trolls have this new texture design. I won't upload it without permission though. But I see this and needed the sweet trolls.
If you are using vortex to install the mod, see if the archives are being placed in the data folder properly. If you are using the high poly addon, make sure you have the high poly sweetroll mod; install the SRA first, then the high poly mod, then the addon.
i use MO2 and have the same issue installed via mod manager and the sweetrolls are invisible. why have the option to install via mod manager if it dont bloody work??
EDIT: nevermind. installing the high poly sweetroll and the sra patch fxied the issue. sorry.
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Edit: I fixed the popup when you hit download, I didn't know I could change that :)
If, for some reason, you downloaded the high poly addon without the separate high poly sweetroll mod, it will be missing some required files and will also look strange.
I was away from modding for a while, so I guess I forgot what I was doing. You did nothing wrong, my archive is wrong. I'll try to upload a fix this weekend
Edit: And by this weekend, I mean right now. File is updated.
Edit: Also, just so you know I can't get the Sweetroll stone to activate at all. Could you please fix this? Thank you in advance.
If you are using any other mods that change the standing stones, there will be a conflict.
If moving files out of the data folder is making a difference, then I am wondering if the mod is installed properly. Your file structure should be
[your install directory]/Skyrim Special Edition/Data/(all game and mod files such as .esp, .bsa, plus any loose files in separate folders)
Also echoing what a few other users have said about the Sweet Trolls being invisible. In fact, not only do they seem to be invisible, they also have no hitbox and cannot move or attack. If it weren't for their health bar and the red dot popping up on the UI, I wouldn't have known they were spawning at all.
After poking at it for a bit in the creation kit I think the problem might be that the Sweet Troll's body data is set to use "Actors\SweetTroll\character assets\skeleton.nif", however there is no skeleton.nif packaged in the bsa, only a "sweettroll.nif". Either skeleton.nif was accidentally omitted from the bsa, or the esp is set to use the wrong skeleton mesh and was meant to use sweettroll.nif instead. I'm not sure which it is. All of this applies to the player version as well which may be another potential source of issues with the transformation.
Hope this helps. Love the mod, I'm a big fan of mods that add silly little concepts like this and this one in particular is very well designed. You find those things in the darndest places! Always gives me a chuckle.
As for the skeleton. If I recall, it only need the sweettroll.nif because the creature itself is based on the regular troll in-game and does not need a separate skeleton. If you use any creature mods that alter the original skeleton, or the original troll in the CK, that may cause issues.
In regards to the "invisible sweet troll" bug users are having, I think you misunderstood what I was saying. The sweet troll race in the creation kit is not set to use sweettroll.nif, but skeleton.nif, which results in it having a missing mesh, like so, whereas if the path is set to use sweettroll.nif it works correctly, like so. However doing it this way causes it to be missing animations and "t-posing" when I spawned it in game. It's possible you intended to use the vanilla troll skeleton, but in that case the file path should be Actors\Troll\character assets\skeleton.nif, not Actors\SweetTroll\character assets\skeleton.nif. In any case the bug is with the file path being set incorrectly in the creation kit, not with the actual skeleton.nif file being missing or changed.
No promises.
EDIT: nevermind. installing the high poly sweetroll and the sra patch fxied the issue. sorry.
When there is an issue, I just have to assume something is wrong with my fomod module since I don't know anything about it.
and dem Sweet Trolls doe