This page was last updated on 25 January 2023, 9:45AM
Changelogs
Version 1.3.7
Fixed a conflict with ccASVSSE001-ALMSIVI.esm
Version 1.3.6
Now all versions require USSEP (yes, it's back) because not having the fix to the "default2StateActivator" script might, in some rare but not impossible cases, frustrate the effectiveness of the no-reset flag added by this mod.
This update is obviously for new users installing the mod for the first time. No need to update if you have v1.3.5 -- nothing else has changed.
Version 1.3.5
"Complete" version: Removed Volskygge's first area.
"Dwemer-only" version: Unchanged.
Version 1.3.4
I found two kinds of retractable bridge which have their collision activation inverted -- that is, if the bridge is down, the navcut collisions are re-enabled by a script when the cell loads. As a consequence, the NPCs can't go across it.
Fixed, hopefully.
Version 1.3.3
"Complete" version: disabled one USSEP trigger in High Gate Ruins because it was reverting my fixes -- it had been added by USKP v1.2 in 2012 (bug #235) and it's useless with this mod.
"Dwemer-only" version: unchanged.
Version 1.3.2
"Complete" version: added two missing floor gates in Dead Men's Respite and High Gate Ruins.
"Dwemer-only" version: unchanged, but no longer requires USSEP.
Version 1.3.1
Nothing new -- just re-saved everything in the CK.
Version 1.3.0
I collected all my strength and painstakingly went through all the 355 Encounter Zones to remove the references which are in "no reset" cells. This allowed me to get rid of tons of redundancies and consequently reduce the risk of conflicts or errors. The mod's functionality is unchanged because those cells wouldn't have reset no matter what.
The non-USSEP versions have been discontinued, now USSEP is a hard requirement.
Version 1.2.9
Added a bunch of missing retractable bridges.
Removed all the references in Shroud Hearth Depths because they're script-managed by the boss fight, and some in Shroud Hearth Barrow because they're managed by self-resetting triggers.
The "dwemer only" versions are unchanged.
Version 1.2.8
Added a missing reference to the "complete" version -- the "dwemer only" one is unchanged.
Its absence caused the two Sundered Towers bridges to get out of sync because one of them could still reset.
Version 1.2.7
Removed from the mod the puzzle gate in Lost Valkygg.
Version 1.2.6
I had inexplicably missed a whole category of gates: the ones made of individual sliding poles. They've been added to the party.
Version 1.2.5
Added ESM-flagged, ESP-FE, and ESP versions, to cater for all tastes.
Added one missing barred door in Hillgrund's Tomb and a few gates in Soul Cairn ["complete" version only].
Version 1.2.4
The 'complete' version should be really complete now [hopefully]. The 'dwemer only' is unchanged.
Version 1.2.3
Added six missing imperial doors to the 'complete' version. The 'dwemer only' is unchanged.
Version 1.2.2
Removed gate 000AC283 in Liar's Retreat because it actually needs to reset.
Version 1.2.1
Added a few missing references that could have prevented seven exterior lift gates from staying open. Hopefully this will fix them once and for all, but they use a tricky system with two statics, multiple markers, and scripts. Please let me know whether they work as intended.
Now the installer should be fully compatible with MO2.
Version 1.2.0
New optional 'complete' version, enhanced with the 'non-Dwemer' Skyrim and DLC locations.