Skyrim Special Edition

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  1. cmkostrom
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    Hey, just want to say thanks so much for porting this to console! Really cool mod!
    1. Acherones
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      No problem! 
    2. cmkostrom
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      Would you be willing to port over a couple patches too? Anniversary Edition and Man those Borders SE patches specifically would be great!
    3. IrilethIsABadAss
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      Even after downloading the required mods it's still saying

      This creation cannot be installed since it depends on files that aren't present.

      Already have USSEP so downloaded the other two and I'm still getting that message.
    4. cmkostrom
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      Can also confirm. Seems multiple users are having this issue. You can tell by looking at the mod details, it has many views but no plays.
    5. Acherones
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      Thanks for the report. I'm gonna see what I can do about it, but I cannot test anything since I don't own a Xbox.
    6. cmkostrom
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      Thanks! I’ll keep an eye out for an update and let you know if I can 
    7. cmkostrom
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      Any luck? I saw you removed the ports.
    8. Acherones
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      I'm gonna try porting them from scratch again, just in case. Should be up within two hours.

      • Have you used the Fort Takeovers Framework port that is currently available?
      • Is it still working correctly with Rebuilding Falskaar that you know of?


      I'm actually going to upload the ERS plugin first, could you check if you can launch the game with it?

      • If that works, the problem is either this  plugin or FTF as the other dependencies are the same for the main file.

      ERS Link: https://creations.bethesda.net/en/skyrim/details/71313/SRC___Exclude_from_Radiant_System
    9. cmkostrom
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      Hey! I can check in a couple hours! 
    10. cmkostrom
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      Have not used FTF before so not sure about how it’s working with current version of Falskaar
    11. cmkostrom
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      ERS downloads and activates with no issues. Can’t imagine why anything would be wrong with FTF port. It’s newer than the latest version of FTF on nexus.
    12. Acherones
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      Yeah I didn't think FTF was the issue, but it is good to know what is working and what is not. I'm gonna publish the main mod again. This time I made versions of FTF and ERS for Xbox, then resaved the main mod with those ports. Hopefully it will now properly recognise them.

      Let me know! I'll also check if it gets any plays now.

      Main mod link: https://creations.bethesda.net/en/skyrim/details/71316/Skyrim_Realistic_Conquering___All_In_One
    13. cmkostrom
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      Thanks! I can check after work later today. Appreciate it!
    14. cmkostrom
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      Great news! I got someone else to test downloading them and everything seems to be working fine! Thanks again for reuploading these!
    15. Acherones
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      Awesome! Glad that worked! Thank you for sticking with me and testing :D
    16. Acherones
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      I also uploaded the patches you requested, let me know if they work (:
    17. IrilethIsABadAss
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      Yeah it all enabled perfectly now, but when i started a test playthrough and cleared out these locations, i fast traveled to another location and back and the bandit corpse were all still there.

      I even tried sleeping in a bed and waited for several game days and the bandit corpse were still there, I haven't tried the other locations that has necromancers but I'm sure it'll be the same issue with those locations too.

      At first i thought it was because of the Lawbringer Bundle mod conflicting with this mod but even when i disabled that mod the problem still persists and I don't know what else could be the cause of it. When this mod was previously uploaded in 2022 I never had any issues with it then.

      It's no load order issue because this mod is in the Multi Area edits section with the other requirement mods for this.

      Some of the enemy corpse finally vanished but still no new npcs have shown up at these now deserted locations I even remember Riverwatch was supposed to have new npcs and a courier who was supposed to send a letter to you from the 2 new npcs who have moved there, Because i remember that in 2022 after i cleared out riverwatch when this mod was previously uploaded on bethesda.net, But now i don't get no such message and riverwatch remains deserted. So I'm quite sure the bandits will just respawn at these locations eventually and Riverwatch will have another Bear or Sabre Cat.
    18. cmkostrom
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      Doesn’t it take a full cell reset for the changes to take place? Isn’t that 30 in game days?
    19. Acherones
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      Nope, should be the first time you return after clearing it.
    20. Acherones
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      Yepp, sounds like something isn’t right. That sucks.

      Didn’t even know someone uploaded it in 2022 lol.
      They should have continued!

      I published another Fort Takeovers Framework for testing, could someone let me know if that changes anything?
    21. cmkostrom
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      I’ll see about testing that FTF upload when I get home in a couple hours. Patches installed and enabled fine, fyi
    22. mateusmarcone
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      Hi Acherones,

      Im on Xbox, using USSEP, FTF, SRC AIO and its radiants patch. Downloaded everything today. In my playtests I also havent managed to trigger the transition in Robber's Gorge (only location I tested so far, but should be the same everywhere). Ive tried waiting for several days in Whiterun before returning to Robber's Gorge, but the bodies were still there.

      Ive used lawbringer previously, but the patch for robber's gorge doesnt work in xbox, so I wanted to try your solution. If enemies stop respawning in those locations on the road then I figure it wont be a total dealbreaker (I simply hate enemies respawning in main roads near civilization), though it would be cool to see your mod in full effect. Im also not sure if they wont ever respawn, since I dont know how many in game days it takes for an idle cell to respawn enemies. Hopefully enemies wont ever come back and the radiants patch will work by itself in preventing radiants for cleared locations.
    23. cmkostrom
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      @mateusmarcone are you using the new port of FTF or the old one?
    24. mateusmarcone
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      Ive just downloaded these mods yesterday, I believe I went with the newest version but Ill check again regardless. Is it the "for testing purposes" one?
    25. cmkostrom
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      Yes, it’s uploaded by the same as the main mod and make sure to test on a new game 
    26. mateusmarcone
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      I've tested Robber's Gorge yet again using the newest test version of FTF with a brand new character.

      The location is still not conquered after several days of waiting and travelling from Whiterun.
      I've noticed one thing, though. The corpses of the bandits have despawned except for one bandit. I dont know if your mod relies on those bodies vanishing, but it could be that this persistent body is doing something?

      Ive also had to do a few runs in the location because the map was saying I had cleared the location, but there was a live bandit in that location near the stairs to the bridge behind the rock formation. Once I killed him I waited yet again for a few days just to be sure and noticed most bodies had vanished but one.
    27. cmkostrom
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      Did a quick test and cleared White River Watch, which also did not change after traveling to another location and back as it should work. @mateusmarcone what order do you have the mods in and where? I didn’t try putting them all the way at the bottom yet, ran out of time. 
    28. mateusmarcone
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      I use "FTF" near the top, since its a framework. The SRC patches are placed all the way in the bottom, near the end.

      "SRC" itself is placed in a somewhat higher area of my LO near other mods that dynamically alters worldspaces such as "Environs" and "Whiterun watchtower doesnt start broken", since I believe mods of this nature fall into the type of mods that are quasi "foundational", so to speak. Not certain if this is the right approach but it has worked for my LO for the longest time, even when using "Lawbringer" or the "Hero" bundle.
    29. cmkostrom
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      I feel like it’s the framework that’s not triggering. I would be curious what moving it to the bottom would do.
    30. Acherones
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      Alright I think the FTF uploads are not the problem. The main mod has the quests and story nodes that trigger FTF, so as long as the main mod loads after FTF it is fine.

      I'm going to check the main mod for a bit, see if I can find anything that isn't working right as best as I can from PC lol.
    31. Acherones
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      Uploaded a new version, let me know if anything changed.
    32. mateusmarcone
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      Conducted a test with the updated SRC. Still same behavior on Robber's Gorge. After 5-ish days outside the area I returned to the place and found only 2 bandit bodies laying around while the rest despawned, these 2 bodies seem to be persistent, like the user Irilethisabadass mentioned in his/her own tests. Cant confirm the behavior right now in other areas, maybe someone can chime in and test it out.

      Ive mentioned before, but my order for these mods in the LO is as follows

      High atop:
      USSEP
      FTF (the newest test version)

      Somewhat high in the LO:
      SRC

      Near the bottom of the LO:
      SRC patches, including the one to exclude the locations from radiant quests.
    33. mateusmarcone
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      Hey Acherones, I noticed you're dipping in xbox ports as of recently. Would you allow me a suggestion? We have some knowledgeable porters on skyrimmodsxbox subreddit who could help you look into this. I could refer you to snipey360 or tommas666 who are masters of this craft (Tommas even creates his own frameworks).

      In the past we had Basspainter as a porter for Lawbringer and Hero (a bundle which included SRC, lawbringer and headhunter) but he seems to have gotten out of the game. My problem with his bundle was that it still referred me to radiants in places I had liberated, which is one reason among many I'd rather have SRC as a standalone.

      I really hope you can figure this out. Let me know if you want me to contact Tommas or Snipey on your behalf, but everyone on that subreddit are fine folks and would welcome you with open arms.
    34. cmkostrom
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      Better to reach them via discord. There are a ton of talented porters in Halls of Ysgrammor that could help. 
      https://discord.gg/mtAyAmQ
    35. Acherones
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      If you could get someone to port it I'm all for it! I can't really test anything so that would be very helpful. They may even upload it for all I care :p
    36. cmkostrom
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      I’ll spread the word. Can you either open upload  permissions or state here “I grant permission for someone to port this to Xbox on my behalf”? Bethesda is very specific about port perms. They need to be public 

      Edit: I got a porter who said he can take a look at it tomorrow. He goes by Snipey360
    37. Snipey360
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      I don't mind taking a look at it tomorrow, I can reach out if I have any further questions. 
    38. Acherones
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      Nice, would be awesome! My permission is already open:
      Want to port the mod, make patches or expand on it (under an at least somewhat different name)?
      Go ahead! Just let me know, as I would like to see what you've done :D

      Its under Permissions and credits on the mod page. You can refer to that on the Bethesda website (:
    39. cmkostrom
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      Hi Acherones,

      Not sure if you’re done trying to get this up on Xbox yourself but someone mentioned needing to include the FTF_Addon files in the main mod. Not sure if that helps. 
    40. Acherones
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      Yeah I have absolutely no idea what I can do to fix it sadly…

      All the necessary FTF files are included in the bsa of FTF, so that sadly won’t fix it. Thanks for the thought though!
    41. cmkostrom
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      Snipey uploaded a version that seems to work! Cleared a couple locations and they changed over to the new factions just fine. New buildings and NPC’s spawned and even the map marker changed in one location! Not sure what he did differently but so far everything is functioning as it should be. 
    42. Acherones
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      Sweet! Do the patches I uploaded work?
      You can try the Anniversary Upgrade Patch. Once you're in game, just head to Ironback Hideout and check if the trapdoor is behind the broken building, instead of inside.
    43. cmkostrom
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      I actually can’t test that one because I only use a couple AE mods but I can test the Man Those Borders patch later and will report back.
    44. cmkostrom
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      Hi! Sorry for the delay! Patches seem to be working as intended and so far Snipey’s port of the mod is working splendidly!
  2. PavonisStar
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    Does anyone else have the invisible stairs at Duskwatch Tower problem? I went over to that mod's page and it says it has been fixed but I'm having the issue in my game, even through I only have SRC and its dependencies installed (no possible mod conflict).
  3. bormahh
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    Hello. Can you update the Dawnguard faction in Duskwatch Tower mod to Riften faction? Does it seem more appropriate this way?
  4. lenova
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    Hello,
    Could it be possible you provide distinct patches for the Anniversary Upgrade ? I only installed Elite Crossbows, not the others two. Maybe those files could be provided as optional files (easier than patching the FOMOD I suppose)
    1. Acherones
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      Uploaded to Optional Files.
    2. lenova
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      Thank you very much Acherones :-)
  5. RadiantWings
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    For the navmesh error, do the individual SRC mods need updating? I'm using the non AIO versions of SRC.
  6. justcallmedots
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    is this mod compatible with envious mods? Sorry if I asked before but it was a long long time ago if I did that.
  7. Aventinus
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    Hey rubenvd7, TexGen gives me this error. Is this something I should worry about? Is it a red herring? Can you fix it? Maybe an update is needed? Thanks!



    EDIT: Scratch that, it appears that I had to use "Hand placed Enemies - no ambushes" version that is compatible with SRC.
    1. Acherones
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      I've seen multiple people get that message. Sadly I cannot replicate it at all. TexGen runs without errors every time. The patch works properly as well, no weird behaviour, no errors, no CTDs. None of the likely issues stated on the Dyndolod page are true either. So I have no idea why TexGen is having issues with some select installations.
  8. PavonisStar
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    About Compatibility with East Empire Company Expansion:

    Having EEC Expansion may block the effects of Skyrim Realistic Conquering from taking effect. (Edit: I'm not really sure. It seems to be variable in my playthroughs. Safest thing if you want to use both mods is not have EECE active at the same time you want SRC handovers taking effect).

    However, if you use SRC first, you can then use EEC Expansion later, after you've done all the location clearings you want to do for SRC.

    At least that's what I experienced in my play-through. My game is pretty lightly modded so there's not much else which could be interfering.

    If you want a replacement for EEC Expansion (at least in the early to mid-game) and you have AE, find Halvar the Goat in Rorikstead. 200 gold for a high capacity pack animal with a teleport spell. Works in vanilla and is also compatible with all mods, including SRC.
  9. IrilethIsABadAss
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    I did like you told me to do and waited 10 game days but none of these places change and they remain deserted apart from Robbers Gorge that won't fully reset because of those two bandit corpse that won't vanish.

    Edit : Wrong comment but regardless i still did it and these locations still remain the same the good news the bandits wont respawn since i waited 10 game days already however bad news is the locations i cleared remain uninhabitable.
    1. mateusmarcone
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      I only tested Robber's Gorge so far and I noticed one persistent body after several days of waiting outside / travelling back to the location. Maybe there's another one I didnt notice, which would check with your report.

      Not gonna lie, while I want to see this mod in full effect, it gives me a sense of easiness knowing that these forks in the road wont be occupied by bandits any longer. A fort in the wilderness I can understand, but places such as Robbers Gorge, Valtheim and Falkreath Bridge are pretty strategic to their respective holds. Much rather have them empty than respawning bandits.
    2. mateusmarcone
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      Just for curiosity, are you using "skyrim belongs to the nords - bandits version"?
      Im using it. It replaces some mage type enemies around the worldspace for nord warriors in several locations. Maybe the corpses that arent despawning are replacers from SBTN? Worst case scenario, this could be rippling in SRC preventing the location to change? (Wasnt a problem with Lawbringer, though).
  10. Echo60000
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    Sorry for asking but think the Unofficial skyrim patch requirement will ever be dropped? Thanks for the great work tho.