Skyrim Special Edition

8727 comments

Comments locked

The author has locked this comment topic for the time being
  1. Madcat221
    Madcat221
    • premium
    • 5,800 posts
    • 645 kudos
    Locked
    Sticky
    NOTICE ABOUT TITLE SCREEN INFINITE LOADING ISSUE

    It has been determined that residual references to a removed redundant package on Aventus Aretino in other mods' USSEP compatibility patches is the cause for the recent spate of Infinite Loading Screen problems associated with the 4.1.8+ updates. Though related to the change, the root cause is an unresolved reference error in USSEP compatibility solutions in other mods. If you are familiar with xEdit usage, go to formID 14132 to get to Aventus Aretino, and remove the unresolved reference error in Aventus's AI package list subrecord in whatever mods have overrides on that form.</p>
    <p>I need a list of mods affected, so I can alert them to the change. Post mods I have not yet listed. So far, I have notified the following mods:

    * TK Children
    * RS Children (FIXED)
    * Simple Children (User-created ESPFE fix module linked in mod page's comments)
    * Killable Children
    * Axe's RS Children Mod
    * Improved Adoptions
    * Immersive Weapon Integration (FIXED)
  2. Arthmoor
    Arthmoor
    • premium
    • 20,122 posts
    • 5,839 kudos
    Locked
    Sticky
    There has been a rash of people demanding we provide copies of USSEP for outdated versions of the game, specifically 1.5.39. Please stop asking us to do this. We do not support outdated copies of the game under any circumstances and we NEVER have. Update your games and you'll eliminate the problem.

    Now then. 4 things:

    1. 1.5.39 is the version most commonly used by pirates. You raise our suspicions whenever this specific version is being asked for.
    2. Required means REQUIRED. End of story.
    3. Take your anti-CC and anti-Bethesda hatemongering back to the 76 forums and leave us out of it.
    4. Asking me about this in a PM will result in me simply deleting said PM without an answer. You already have the answer here and that's not going to change because you PM'd me.

    Any further posts on this subject will result in immediate deletion and loss of access to the comments AND the download. We're tired of it. DROP THE SUBJECT.
  3. Arthmoor
    Arthmoor
    • premium
    • 20,122 posts
    • 5,839 kudos
    Locked
    Sticky
    We are aware that Skyrim VR for PC has been released. Bethesda has made it clear that the VR versions of the game do not support the use of mods. As a result, this mod will not be supported for anyone attempting to use it on a VR version of the game. You do so at your own risk and any incompatibilities, breakages, or other issues are entirely out of our control. Take note that even if Bethesda later changes their mind on this, VR equipment is too expensive to justify the purchase just for the sake of making sure the mod works with it. Also, the data files on the VR version are not identical so we cannot guarantee compatibility with any of it.

    Please direct all issues with VR here: https://www.nexusmods.com/skyrimspecialedition/mods/31673 Any posts in our thread will be removed and any persistent violators will be blocked and possibly reported to Nexus staff depending on how serious we think it is.
  4. Arthmoor
    Arthmoor
    • premium
    • 20,122 posts
    • 5,839 kudos
    Locked
    Sticky
    Folks, don't post requests here for help with illegally jailbroken console systems. Your posts will be deleted without a response. If you attempt to repost the same question you will be reported to staff for it.

    For obvious reasons we only support legal copies of the game and the systems it's played on and cannot help you with your problems.
  5. Arthmoor
    Arthmoor
    • premium
    • 20,122 posts
    • 5,839 kudos
    Locked
    Sticky
    Starting to get why other mod authors have a wall of stickies about stuff like this now, but:

    This mod thread is not a general troubleshooting area. We are here to provide support for the use of USSEP in your game, not to provide general support for every tangentially related thing in your games. We have been noticing lately that these types of posts coming here are leading people to the false conclusion that this patch is responsible for those problems and then they tell others elsewhere and all context is lost. This ends now.

    From now on, any post not having something directly to do with the USSEP itself is not permitted here. Go and use the general forums for your general troubleshooting. Nexus has plenty of people who frequent those areas, and so does Reddit. Please go and use those. There are also a number of mod support chat rooms on Discord you could use as well.

    Posts violating this will be locked, removed, and the posters possibly blocked as well.
  6. Arthmoor
    Arthmoor
    • premium
    • 20,122 posts
    • 5,839 kudos
    Guys, go troll on reddit if that's what you're here to do. Since you all insist on making a scene about this and we don't have time to chase your s*** down and delete it, I'm locking this thread until such time as you can pull your collective heads out of your asses and do the proper research into the issue you insist on making a spectacle of.

    To the rest of you who weren't involved, my apologies, but I'd rather spend the remainder of the night playing games instead of policing idiots in the thread. It'll be unlocked again at some point. When we do that, anyone who comes here with the intent of trolling the thread will be permanently blocked on sight.
  7. ModMan74769
    ModMan74769
    • member
    • 12 posts
    • 0 kudos
    My 2 questions are strictly about the PATCH. How come the patch has no ID number in NMM after download and install ??
    Also this is a plug in not a MOD but yet after install the game sees it as a MOD and the old warning comes up when trying to star ta new game that achievements are disabled because of using Mods. That was literally the only thing I installed mod wise and right away it takes away the achievements.
    1. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      1. I don't know, since I don't use NMM. You'd need to ask someone who does.

      2a. This is a mod. All .esp/.esm/.esl files generated by users are mods. The .dll files you're referring to are called plugins and have nothing to do with this.

      2b. Achievements are disabled by Bethesda whenever you install a mod. You need an SKSE64 plugin to override that behavior on PC. (found here: https://www.nexusmods.com/skyrimspecialedition/mods/245 ) If this behavior annoys you, you're not alone, but you need to take it up with Microsoft as it was through their decree to BGS that achievements be disabled when mods are in use.
  8. Igoreks123
    Igoreks123
    • member
    • 3 posts
    • 0 kudos
    I have a small question...does this mod fix the bug where quiver with arrows and bow stick out and arent even touching your characters back?
    1. DarkDominion
      DarkDominion
      • premium
      • 9,362 posts
      • 237 kudos
      Don't be silly . . .

      It Just Works ™
    2. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      It's also better for it to be slightly sticking out because being too close to the back would probably have it clipping into everything.
    3. Garymmorris5976
      Garymmorris5976
      • member
      • 784 posts
      • 16 kudos
      I use CBBE and modded meshes for the Quiver's, if you close the cap to much running and sprinting the clipping is to distracting add this with modded Armor becomes even more exaggerated I would try out a few mods.

      Belt-Fastened Quivers
      https://www.nexusmods.com/skyrimspecialedition/mods/1182  Don't make your butt to big it will clip need patches if animation framework used.
      auto hide Ammo
      https://www.nexusmods.com/skyrimspecialedition/mods/1882
    4. Xz0mb13killaX
      Xz0mb13killaX
      • member
      • 239 posts
      • 4 kudos
      there's an oldrim mod that fixes that

      https://www.nexusmods.com/skyrim/mods/7716

      it should work for SSE as well
  9. BegoniaPetals
    BegoniaPetals
    • member
    • 2 posts
    • 0 kudos
    I installed this "patch" kind of blindly, expecting bug fixes or literally anything to make Skyrim better. I guess I'm just confused as to what exactly this patch is..... I've run into EVERY single Skyrim bug as any normal playthrough. Except now sometimes NPCs walk me to destinations instead of telling me where it's at and saying "good luck". Am I missing something, or maybe is this the wrong unofficial Skyrim special edition patch? There just seems to be nothing here???
    1. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Maybe read the Description?
    2. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      Sounds like you haven't actually installed it properly.
    3. BegoniaPetals
      BegoniaPetals
      • member
      • 2 posts
      • 0 kudos
      This is my mods downloaded. Ordinator works great. I've experienced a few quest bugs though, the most recent being the Petra hagraven glitch where the hagraven just lies on the floor with a white arrow over its head. Maybe I'm missing something or this mod is still majorly unfinished??? And I did read the description. It hints that it's working towards being complete, but I didn't see any harm in asking some people who knew this community better than me. 

      ^                                            ^                                                        ^                                                ^                                               ^                                         ^

    4. Oblivionplayer437
      Oblivionplayer437
      • supporter
      • 2,108 posts
      • 51 kudos
      Google for UESP Wiki, they describe a lot of things there. Generally, USSEP is mostly finished. Its changelog is monumental already (see link description page).

      Are you starting SSE through MO2? (I would think so).  But are you starting it with the SKSE64 symbol or by executing the skyrim.exe? You should install SKSE64 in any case for playing a modded game. And grab/ the beginners guide from Reddit in their Skyrim section r/skyrimmods (in the right pane), it may be helpful to you. Also join the MO2 Discord for help. I have the feeling you miss a few things (which is normal when new).
    5. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      Petra hagraven glitch

      Yes, this is something that was just brought up on the tracker and will be addressed with the next update.

      No, the USSEP is not "majorly unfinished" but obviously there are still bugs in the game left to be fixed and we're a small team of human beings who have other life priorities that don't allow for us to do this 24/7.
  10. Zerin99
    Zerin99
    • member
    • 39 posts
    • 0 kudos
    So this patch did not change the elk hide to be listed as elk hide it still says deer, do I need to reinstall it or is it that another mod is keeping them from changing?
    I'm trying to get the elk in the museum for Dragon born legacy.
    Thanks
    1. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      If you're not seeing that fix, you have something overriding it. It wouldn't surprise me if that was LOTD itself.
    2. Zerin99
      Zerin99
      • member
      • 39 posts
      • 0 kudos
      Thanks but it appears to have been a hunting mod that increased prices for everything collected from animals. I got the elk display now I've got to see if I can turn them mod back on and keep the display, or do you think it would be better to leave that mod off?
    3. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      It's never a good idea to remove any mod from your existing save. That can easily lead to save corruption.
  11. nojyr
    nojyr
    • member
    • 114 posts
    • 15 kudos
    Locked
    Does USSEP include the bugfixes provided by the "Thieves Guild Dialogue Fix" mod? I just want to know whether that mod is redundant with USSEP or not.
    This is the mod I'm referring to: https://www.nexusmods.com/skyrimspecialedition/mods/34225
    1. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      No, because that mod isn't a bug fix.
    2. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      Why isn't it a bug fix? It fixes a bug... The description on the page is rather brief but the bug it addresses is discussed in more detail/length here: https://www.reddit.com/r/skyrimmods/comments/fs3k89/does_a_fix_exist_for_the_clearly_incorrectly/
    3. DarkDominion
      DarkDominion
      • premium
      • 9,362 posts
      • 237 kudos
      Assumptions. . . 

      If someone says it's a bug, doesn't mean it is actually a bug. 
      This is just one guy's interpretation of how he sees these conversations being done.

      Same as that The Paarthurnax Fix is a fix, but not a bug
      Original Thievesguild conversation is just Bethesda being Bethesda, ghe  

      -=DD=-
    4. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      @DarkDominion - Did you actually read the post I linked? It clearly lays out how this bug is caused by faulty conditions for the dialogue.

      "Update: Found the issue! A global variable called TGtalkgate does two things: At 0, causes those thieves guild members to have less familiar dialogue- four or five lines, organized as greetings, which make sense for early guild stages. When set to 1, everyone belches their life stories at you instead. The problem is, it gets set to 1 when you accept the Goldenglow quest- i.e., three milliseconds after you gain access to the area these characters are in. I'm certain at one point in Oldrim, completing Under New Management would set it back to 0, but that no longer seems to be the case in the current version of SSE."

      The Paarthurnax Dilemma mod (which is great btw) gives the player an alternate way of completing a quest through additional dialogue. It doesn't fix a bug with dialogue. So that comparison doesn't make sense.
    5. DarkDominion
      DarkDominion
      • premium
      • 9,362 posts
      • 237 kudos
      The problem is, it gets set to 1 when you accept the Goldenglow quest- i.e., three milliseconds after you gain access to the area these characters are in
      Design by Bethesda, not a "bug" ?

      The Paarthurnax Dilemma mod (which is great btw) gives the player an alternate way of completing a quest through additional dialogue. It doesn't fix a bug with dialogue
      Because there is no bug. Same goes for "Thieves Guild Dialogue Fix" also gives an alternate way and doesn't fix a bug because there is none.

      I still don't see your point ?
    6. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      Are you claiming that anything Bethesda designs is, by definition, not a bug? Because they designed the entire game, which includes many bugs, many of which are fixed by the Unofficial Patch. Very bizarre line of reasoning.
    7. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Pretty simple.

      Thing that Bethesda intended but missed (or is broken) in their original vanilla game development = bug
      Thing that users think that Bethesda should have done because they think they know better = not a bug (but possibly a mod)
    8. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      @Wolfpack49 - OK. Even by this rather arbitrary definition, Thieves Guild Dialogue Fix is a bugfix. It corrects a glaring inconsistency in Bethesda's implementation of dialogue.
    9. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      It "corrects" what the mod author thinks is a glaring inconsistency in Bethesda's implementation of dialogue.

      All fixed.
    10. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      The same can be said of a lot of bugfixes included in the Unofficial Patch, but they're still generally considered bugfixes. Again, your distinction is completely arbitrary.
    11. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      The same can be said of a lot of bugfixes included in the Unofficial Patch

      No, it can't actually.

      You'd be correct if we began adopting various things like the mod you're suggesting should be included. Ironic, yes? You are one of these people who think we make preference based decisions but are arguing that a preference based mod is actually a bug fix.

      If Bethesda had wanted to set that gating variable to a later portion of the TG quest line, they'd have done it. The quest line is not broken by this variable being set where it is.

      That being said, I could see an argument for it being considered partially as cut content, which would make it candidate material for Cutting Room Floor, but I'd have to look into things to be sure they actually recorded the lines for any alternatives that would show up instead.

      At the end of the day, if you want this change, use that guy's mod. Just keep in mind it's not a bug fix just because he says it is.
    12. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      "Ironic, yes?"

      No, not really. I'm not asking you to integrate the bugfixes from Thieves Guild Dialogue Fix into USSEP. I only asked whether USSEP has made the same bugfixes. A simple "no" would have sufficed. I realise that USSEP does not and cannot fix every bug in a massively buggy game - and that's OK.

      "If Bethesda had wanted to set that gating variable to a later portion of the TG quest line, they'd have done it. The quest line is not broken by this variable being set where it is."

      The exact timing of that one variable is not the only problem with the progression of dialogue over the course of the TG questline. The mod author discusses this in their initial reddit post, which I linked. I would recommend reading it more carefully (or reading it at all). 

      "cut content"

      The mod in question does not restore cut content. It corrects a faulty set of conditions that leads to an incorrectly and very strangely ordered sequence of events. In other words, it fixes a bug.
    13. DarkDominion
      DarkDominion
      • premium
      • 9,362 posts
      • 237 kudos
      A simple "no" would have sufficed
      Arthmoor:
      No, because that mod isn't a bug fix
      *smh*
    14. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      Arthmoor: "No, because the mod author lied about what their mod really does for some inscrutable reason. Just trust me."
    15. Oblivionplayer437
      Oblivionplayer437
      • supporter
      • 2,108 posts
      • 51 kudos
      Sorry, what's the issue again?
    16. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Dude wants to argue over the definition of bugs because he thinks if someone writes the word 'bug' in their mod description, it has to be a bug. And if I write that my mod is a flaming banana, well, you better believe that, too...
    17. nojyr
      nojyr
      • member
      • 114 posts
      • 15 kudos
      I asked whether USSEP fixes a specific bug that is fixed by another mod. (USSEP evidently does not fix said bug.) Arthmoor and a couple of other people in this thread somehow took this question as a personal attack, got offended, and are now insisting that the author of the mod in question (Thieves Guild Dialogue Fix) actually lied about their mod fixing a bug. Really the most childish behavior I've ever seen on Nexus.
    18. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      Arthmoor: "No, because the mod author lied about what their mod really does for some inscrutable reason. Just trust me."

      Congratulations, you've just gotten your topic locked. You clearly have no case to make and are here to troll. If you insist on continuing this you will be blocked.

      That mod is not a bug fix, period. You can choose to put whatever words you like in my mouth, but you should also not be surprised when I spit them back out at you.

      The only childish behavior I see here is yours, where you're flinging wild accusations against me for no valid reason.

      ( I see you insisted while I was actually writing this post, so consider yourself gone now)
  12. abc123guy
    abc123guy
    • member
    • 983 posts
    • 10 kudos
    There's an inconsistency that is bothering me. I'm able to enchant rings with everything except stamina regeneration. I can loot stamina regen rings in the world but trying to enchant a ring with stamina regen option is grayed out. Health and Magicka regen works though. 
    Is it possible to fix this? This feels like unfinished or missing detail bethesda let slip. 
    That issue is yours specific with your mod list. Definitely this works with USSEP. You must troubleshoot elsewhere.

    @Oblivionplayer437
    So you are able to enchant rings with stamina regen? Did you try and reproduce this? I tested with and without this mod and the option is still grayed out. My mod-list is irrelevant in my opinion because it's disabled.

    Also are you on the mod team, or are you a random? Thanks for any help. 
    1. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Your mod list is always relevant because mods are baked into your saves whether they are disabled, uninstalled or whatever (Modding 101). Please test on a vanilla install before reporting.
    2. abc123guy
      abc123guy
      • member
      • 983 posts
      • 10 kudos
      Are you able to reproduce this? Are you able to enchant a ring with stamina regen? Out of curiosity. 
    3. arthur853
      arthur853
      • member
      • 119 posts
      • 6 kudos
      Yes, I can always enchant one. Even without the patch.
      (Even though stamina regen is pretty useless.)

      Edit: I just checked, and yes, ClothingRing [KYWD:0010CD09] was in fact excluded from the vanilla formlist (EnchantmentStaminaRegen: 10cd2b)
      That could be why you couldn't enchant it.

      Edit2: I'm not exactly sure if this counts as a bug since those included forms may be intentional.
      Veggie soup is still the king.
    4. abc123guy
      abc123guy
      • member
      • 983 posts
      • 10 kudos
      Did you just now test it, or are you making an assumption based on recollection? lol
    5. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Dude. Go create a vanilla game and test it yourself.  We're not your personal QA team.  The fact that you think your mod list is irrelevant because you disabled some mods mid-game (always a no-no) tells us that you lack a fundamental understanding of how modding works.  If you can reproduce a bug on your own in a clean vanilla game, then you can talk about it being a vanilla bug that might need to be reported.  Anything in your 200 or whatever mod build and old saves could be causing this issue -- you reporting it here is irrelevant until you've (not us) have tested it in vanilla.  Right now, you're just reporting a problem in your personal setup, which should be tackled over in general troubleshooting.
    6. abc123guy
      abc123guy
      • member
      • 983 posts
      • 10 kudos
      I said nothing about disabling mods mid-game. I started a new game with no mods installed, and tested it. Same result. I enabled USSEP, loaded up same result. I'm not here for a Q&A. I'm here because I encountered something weird and thought community would help me understand this while I troubleshoot. 
      I'm sorry if you don't want to answer a question or two or even help out at all, but I'm not "testing a theory" or doing a Q&A. The purpose of asking you (or anyone) to test this, or reproduce this in their game right now is to isolate the issue even further for me. *If you tell me that you just now enchanted a ring with fortify stamina regen, then that will definitely point me in the right direction. I've fixed issues before, and sometimes it needed cooperation and help from the community. 

      edit : arthur853 Saw your edit, thanks. I sort of figured something like that. 
    7. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Uh... so...

      "I tested with and without this mod and the option is still grayed out. My mod-list is irrelevant in my opinion because it's disabled."

      ...was somehow supposed to be interpreted as a clean vanilla install?
    8. arthur853
      arthur853
      • member
      • 119 posts
      • 6 kudos
      Apologies. It would seem that I have something altering my enchantments.
      (ClothingRing was in fact excluded from the vanilla formlist: 10cd2b)
      That might be the problem.
    9. abc123guy
      abc123guy
      • member
      • 983 posts
      • 10 kudos
      Uh... so...

      "I tested with and without this mod and the option is still grayed out. My mod-list is irrelevant in my opinion because it's disabled."

      ...was somehow supposed to be interpreted as a clean vanilla install?
      It is as you said. Disabling a bunch of mods mid game is a bad idea. You are the one assuming I didn't know that, and interpreted it that way. It's all good. Doesn't matter really. At least someone else confirmed this inconsistency. It's excluded from the vanilla formlist as arthur said. 
      Magicka and Health works, but Stamina is excluded, not a bug in the purist sense, but a detail that might have slipped Bethesda 
    10. Wolfpack49
      Wolfpack49
      • premium
      • 1,909 posts
      • 39 kudos
      Yep, all good, though next time I'd suggest giving a bit more info about your setup and how you tested.
  13. Chimchung
    Chimchung
    • member
    • 9 posts
    • 1 kudos
    Can someone tell me how to fix aringoths dark face? I've tried changing his race back to high elf but its still dark. 
    1. Madcat221
      Madcat221
      • premium
      • 5,800 posts
      • 645 kudos
      The facebake for Aringoth got missed in the USSEP pack-up. Check this ticket for a temp fix. It will be bundled in the next USSEP update.
    2. Chimchung
      Chimchung
      • member
      • 9 posts
      • 1 kudos
      Thank you it worked great.
  14. abc123guy
    abc123guy
    • member
    • 983 posts
    • 10 kudos
    Locked
    There's an inconsistency that is bothering me. I'm able to enchant rings with everything except stamina regeneration. I can loot stamina regen rings in the world but trying to enchant a ring with stamina regen option is grayed out. Health and Magicka regen works though. 
    Is it possible to fix this? This feels like unfinished or missing detail bethesda let slip. 
    1. Oblivionplayer437
      Oblivionplayer437
      • supporter
      • 2,108 posts
      • 51 kudos
      That issue is yours specific with your mod list. Definitely this works with USSEP. You must troubleshoot elsewhere.
  15. Czembro
    Czembro
    • member
    • 53 posts
    • 4 kudos
    Locked
    I know that this thing was discussed a few times here and there, but I feel that what I'm going to describe should really be considered by creators of this mod.

    Enter Erik the Slayer.

    Changes made by this patch do so that Erik's class matches his equipment. I get it, it sound reasonable from the technical standpoint, but Skyrim isn't just piece of software, an application, but a game with a narrative and many pieces of storytelling scattered among it's masive world. Let's analyse Erik's story:
    When we first find Erik he asks us with helping him convince his father, to let him pursue Erik's dream to be adventurer. Whe speaking with Mralki we can see he is very protective of his son, fearing for his life in a vast and dangerous world. If we convince him to let his son go, he ensure us that he will take Erik to Whiterun to buy him an armor. When we later come back to Rorikstead, Erik is fully equiped for his new life as an adventurer, even changing his name to Erik the Slayer (which kinda sounds simillar to Conan the Barbarian, which for me is also a clue of why such class was assigned to him in vanilla Skyrim. And yes, I'm fully aware of the full story of the real world origin of this name). But his new quipment doesn't really match his style, which when I first played Skyrim without any mods, was a great example of continuing previously established narrative for Mralki, who is feared for his son's well being, and even after agreeing to let him roam the world is still holding Erik back with his choice of quipment, buying him clunky, heavy armor and sword and shield, to provide him with as much protection as he can, reagardless of what Erik actually feels best in, like an protective mother who dresses her child in too many layer of clothes when winter come. This was something that player could discover him/her-self when adventuring with Erik, which also make it appear as if Erik was growing as a character to his new life, finding himself in this new role.

    As I said at the beginning, I get it why from the CreationKit perspective it might seemd like a bug, but we are not playing CreationKit, we are playing Skyrim, and as such I feel that this particular change actually robs the game of one of its best example of little storytelling. If you can, please, reconsider reverting this change.
    1. Arthmoor
      Arthmoor
      • premium
      • 20,122 posts
      • 5,839 kudos
      Further discussion of this should be directed to the tracker: https://afktrack.afkmods.com/index.php?a=issues&i=29377

      Please keep in mind that "I don't like this change" is not going to cut it as a reason to argue for it's alteration in some way. Anyone who intends to participate needs to prove solid, logically sound reasons for why the current implementation of the fix is not correct.