The mod seems to work, still, report any issues here, so we can get to a fully working version quickly.
A first official release for the XBox 1: https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3241963 Consider it a beta release. Can't test it myself, since I don't have a console or a suitable race mod.
Sacrosanct support added.
Edit: About Mod Collections... While I consider the idea of mod collections a nice addition to modding in general, as it allows mod users to try out mods more easily, which in the end would benefit not only mod users but also mod authors, seeing an uptake in mod usage. The donation angle for mod collections, I'm already less happy about, but that is more related to the fact that I think the current atmosphere of trying to monetize everything is something I find problematic and unhealthy in the long run. It is however set up to be donation only and not a paywall, so that's not too bad...
The two things I, as a mod author, find most problematic are the version pinning and dubiously legal approach of effectively claiming ownership of someone else's IP.
The version pinning causes mod authors to have to support old, possibly broken versions in perpetuity, simply because that version ended up in a collection. Frankly that is not acceptable and that is not how one should treat the people that form the entire basis of your website. So my statement about that is that for any support on outdated mods, you can contact the Nexus staff, since they seem to know best. I will only be supporting the newest versions of any of my mods.
As for continuing to distribute a mod, even if a mod author removes it, stating that "what's on the internet stays on the internet" or "what about the mod users"... Those statements more than likely wouldn't hold up in court. Now I'm probably not going to remove any of my mods, since that would screw over a lot of mod users and other mod authors... And I wasn't going to remove anything even if I decide not to support my mods anymore. However, it will give me cause to reconsider whether to publish any other mods here in future.
If the day comes that I *do* decide I wish to remove anything, I will pursue legal action, if I have to, to protect my IP, against what I consider software piracy.
First type: help racedispatcher in the console and take note of the first two digits of the form id of the quest then type (replacing the xx with the 2 numbers you just saw) revertformlist xx000d62 revertformlist xx000d63 That should reset 2 lists; then type help racecontroller 4 in the console and you should get one or more racecontroller quests then for each of those enter (obivously replace <racecontrollername> with the actual name) stopquest <racecontrollername> after they have all been stopped type for each one: resetquest <racecontrollername> after they have all been reset, type for each one: startquest <racecontrollername>
I've updated the mod with a bunch of things. 1. Sacrosanct patch updated 2. Better Vampires patch updated 3. USSEP support updated (mainly just removing some outdated changes) 4. Updated vanilla scripts to match latest patch 5. changed scripted installer (and manual installation guide) to better deal with Moonlight Tales and similar mods, as well as mod manager weirdness 6. Added archive attribute to all files, since certain mod managers can't handle normal files for some reason 7. Fixed an issue with custom beast races potentially not gaining access to some vampire related parts (even though that shouldn't normally be an issue). Thanks to FelesNoctis for the report.
Not necessarily directed at you, TMPhoenix. I just need to rant. I've modded a lot of games. This game is by far the most difficult one ever with the numerous hoops to jump through and confusing instructions on installation of the mods. I've had better success and less frustration adding mods to RDR2 and to Spore. RDR2 has several mods that I use that have multiple mods required, but at least those modders give exact instructions on how to install (i.e. what files go where) and if there is anything that requires specific instructions on operation, they usually provide that. I've seen multiple modders here using fomod, but none of them explain what it is and how to use it. I'd prefer the convenience of the Creations tab available in the game to download and add mods, at least there I can adjust the load order easily. This is frustrating beyond belief.
hi probably a stupid question but the instructions say to replace racecompatibility.esm which I assume is the original mod is there a way to install this on bethesda.net? Since a lot of race mods on there require this and vortex is broken for me. pls and thnx :D
This mod needs a .seq (RaceCompatibility.seq) file generated using xEdit... To do this, load RaceCompatibility.esm into xEdit. Right-click RaceCompatibility.esm & select Other from the drop-down menu that appears. Select Create SEQ file from the second drop-down menu that appears, then close xEdit. Pack the newly-created .seq file into the archive & update the mod with the newly-created .seq file included in the FOMOD to ensure it's installed with the rest of the mod files. This .seq file is critical to ensure the RaceDispatcher quest works correctly in-game. Please fix this.
Hayo, since the Scion Patch in the download page is a bit outdated I made a new one for myself and might as well share it here for anyone else who might want it. Linky here Tested against the ESL-flagged Version of Scion 2.2.0. It's just one script and a plugin to resolve the conflict between the two, and Scion's vampire racial abilites can now check for the ActorProxy Keyword in addition to the race. You can add it to the download page too if you want. :) Happy Modding! :)
Didn't see this sorry :D I'm not sure manbeast needs any changes. Only one script conflicts and you can exclude said script from the installation when you use the moonlight tales option.
1382 comments
A first official release for the XBox 1:
https://mods.bethesda.net/#en/workshop/skyrim/mod-detail/3241963
Consider it a beta release. Can't test it myself, since I don't have a console or a suitable race mod.
Sacrosanct support added.
Edit: About Mod Collections...
While I consider the idea of mod collections a nice addition to modding in general, as it allows mod users to try
out mods more easily, which in the end would benefit not only mod users
but also mod authors, seeing an uptake in mod usage.
The donation angle for mod collections, I'm already less happy about, but that is
more related to the fact that I think the current atmosphere of trying
to monetize everything is something I find problematic and unhealthy in
the long run. It is however set up to be donation only and not a
paywall, so that's not too bad...
The two things I, as a mod author, find most problematic are the version pinning and dubiously legal
approach of effectively claiming ownership of someone else's IP.
The version pinning causes mod authors to have to support old, possibly broken
versions in perpetuity, simply because that version ended up in a
collection. Frankly that is not acceptable and that is not how one
should treat the people that form the entire basis of your website. So
my statement about that is that for any support on outdated mods, you
can contact the Nexus staff, since they seem to know best. I will only be supporting
the newest versions of any of my mods.
As for continuing to distribute a mod, even if a mod author removes it,
stating that "what's on the internet stays on the internet" or "what
about the mod users"... Those statements more than likely wouldn't hold up in court.
Now I'm probably not going to remove any of my mods, since that would screw
over a lot of mod users and other mod authors...
And I wasn't going to remove anything even if I decide not to support my mods anymore.
However, it will give me cause to reconsider whether to publish any other mods here in future.
If the day comes that I *do* decide I wish to remove anything, I will pursue legal action, if I have to, to
protect my IP, against what I consider software piracy.
First type:
help racedispatcher
in the console and take note of the first two digits of the form id of the quest
then type (replacing the xx with the 2 numbers you just saw)
revertformlist xx000d62
revertformlist xx000d63
That should reset 2 lists; then type
help racecontroller 4
in the console and you should get one or more racecontroller quests
then for each of those enter (obivously replace <racecontrollername> with the actual name)
stopquest <racecontrollername>
after they have all been stopped type for each one:
resetquest <racecontrollername>
after they have all been reset, type for each one:
startquest <racecontrollername>
1. Sacrosanct patch updated
2. Better Vampires patch updated
3. USSEP support updated (mainly just removing some outdated changes)
4. Updated vanilla scripts to match latest patch
5. changed scripted installer (and manual installation guide) to better deal with Moonlight Tales and similar mods, as well as mod manager weirdness
6. Added archive attribute to all files, since certain mod managers can't handle normal files for some reason
7. Fixed an issue with custom beast races potentially not gaining access to some vampire related parts (even though that shouldn't normally be an issue). Thanks to FelesNoctis for the report.
I did not see any changes in the relevant scripts going from 8.8 to 8.9; If there were there were no updated source files included.
I use Scion and when it comes to the installer do I check "no vampire overhaul"? and then use the scion beta patch and merge it with this mod?
I'll add it to the optional downloads. - It's now in the download section.
Beth.net is an unmaintainable mess. So no. I can't even update the XB1 version of the mod anymore.
You can manually install the mod. Not that difficult really.
Linky here
Tested against the ESL-flagged Version of Scion 2.2.0.
It's just one script and a plugin to resolve the conflict between the two, and Scion's vampire racial abilites can now check for the ActorProxy Keyword in addition to the race.
You can add it to the download page too if you want. :)
Happy Modding! :)
I'm not sure manbeast needs any changes. Only one script conflicts and you can exclude said script from the installation when you use the moonlight tales option.