Skyrim Special Edition
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Janquel and kulharin

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Janquel

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  1. Janquel
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    Sorry folks, I'm not taking requests for the time being.

    TODO list is on whatever my latest patch collection is, but it won't be growing at the moment. :)

    Quick note with regards to EmbersXD patch: Embers XD went through a few revisions - originally the patches were for the compacted EmbersXD.esp, but due to changes in formids they were inconsistent, so EmbersHD.esp version of Embers XD became the main one. However, that version is now being retired and the only version to be supported moving forwards is EmbersXD.esp - UNCOMPACTED. If you use the ESL version, the patches will almost certainly not work. If you would like a compacted version, install the uncompacted, any patches you need, and THEN compact it - the patches will adjust accordingly (but the process would need to be repeated for any subsequent updates, most likely). The ESL version and the HD version are in the optional files, but will no longer be updated.
  2. OrdosAlpha
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    The Better Dynamic Ash patch has 4 cannot resolve errors.

    [00:00] [REFR:04038EDF] (places [FE194C49] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2HrodulfsHouseExterior01 [CELL:0400EF57] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 10,4))
    [00:00]  REFR \ NAME - Base -> [FE194C49] < Error: Could not be resolved >
    [00:00] [REFR:04038F1B] (places [FE194C4A] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2HrodulfsHouseExterior01 [CELL:0400EF57] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 10,4))
    [00:00]  REFR \ NAME - Base -> [FE194C4A] < Error: Could not be resolved >
    [00:00] [REFR:04038F1C] (places [FE194C51] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2HrodulfsHouseExterior01 [CELL:0400EF57] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 10,4))
    [00:00]  REFR \ NAME - Base -> [FE194C51] < Error: Could not be resolved >
    [00:00] [REFR:04038F1F] (places [FE194C4A] < Error: Could not be resolved > in GRUP Cell Temporary Children of DLC2HrodulfsHouseExterior01 [CELL:0400EF57] (in DLC2SolstheimWorld "Solstheim" [WRLD:04000800] at 10,4))
    [00:00]  REFR \ NAME - Base -> [FE194C4A] < Error: Could not be resolved >
    1. Janquel
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      You compacted better dynamic ash before installing the patch.
  3. Accelera
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    Appreciate your wonderful work here! Wondering if you might be able to help illuminate how necessary the USSEP patch is, not entirely sure what it covers? On console we are very limited on mod slots and I'd love to know how necessary this patch is.
    1. Janquel
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      Not super, depending on tastes.

      It forwards the music changes from USSEP in 4 (house) cells from being Apocrypha music to being Explore music (QRR keeps the base game values), it removes a trapped wolf from the player friend faction and....I'm not entirely sure why anymore when looking at this (it's not a USSEP change, but this ref isn't actually touched by QRR as far as I can tell. Looks like I carried forward my bashed patch change when making it? Whoops? I should remove this from the patch. Will do so when I get some free time). Other than that, it applies ownership to 15 items which QRR moves. That's it.
    2. Accelera
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      Appreciate the detailed write up!

      That's good to know, I can definitely see Apocrypha music possibly feeling a little out of place in certain interior cells, though I can probably live without those changes if necessary.

      That'd be wonderful, if you end up having the time for it of course!

      I'm a little confused by applies ownership, I assume the items are placed in alternative locations that might have differing ownership, is that what this applies to? Would an example be a player home with items that could be considered stolen if taken? Just wanted to clarify that I'm not misunderstanding this.

      Thanks again!
    3. Janquel
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      So ownership in this context is what flags an item as "stolen" if you pick it up (ie, taking it is a crime, because it's owned by someone else). These are mostly objects around stores (ash yams, I recall there was a bucket and broom, a few other things, etc). As they're vendor goods/property, USSEP applied ownership to them. QRR shifts them around some, but not like...to the other side of town, just rearranging the market place to fit other stuff in. So the ownership changes from USSEP is still correct, but because QRR moves the objects last (and in Skyrim, last plugin wins), they were no longer marked as owned so you could steal them with impunity. (I've been meaning to go back to these old collections and re-visit them to make sure there's not similar changes that need to be applied to things placed by the other mod - so QRR in this case - as opposed to simply doing conflict resolution, but I definitely haven't gotten the urge to be that thorough yet. :P )

      So if you're willing to have self control to not steal stuff that's marked as fine to take and you don't mind four houses having Apocrypha music, the patch won't do anything for you, really :)
    4. Accelera
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      Ah that makes perfect sense, appreciate the clarification!

      You've been incredibly kind and helpful, many thanks!
  4. dbrecht
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    Well, i don't know if u are getting suggestions, but it seems that Ineed Continued places a bucket in the water well, and that bucket is out of position.
  5. Kulharin
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    ash, shunned :(
    1. Janquel
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      I'm slowly getting back into the swing of things, and the BDS patches someone posted and your BDA one are definitely on my to-do list, but I need to crack them open and look at the new types to see what, if anything, QRR adds that needs converted.

      And then I got distracted by finally figuring out how to break up meshes so proper COTN lighting mods are possible, so that's probably going to be my next few weeks.
  6. novastark
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    Is there a proper load order for EmbersXD and ELFX with your patches? I have an issue with floating fires: https://imgur.com/a/bEZFWWT This is in the dedric temple.

    EDIT: Also using ELFX Fixes.
    1. Janquel
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      In retrospect, I'm not sure if I tested them in tandem because at the time I made them I still wasn't using Embers XD myself (in fact, making this patch is what put me off it for a while :P ).

      Can you use More Informative Console and just give the refid of one of the floating embers? I'll take a look when I get the opportunity.
    2. novastark
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      ref form: 04035d55

      I tried moving the esps around a bit, but it just causes other issues. I can get the stand alone floating fires to disappear, but then the ones in the nearby braziers start to float.
    3. Janquel
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      OK, yeah - looks like a joint ELFX - Embers patch is necessary. Boo.

      ELFX disables two of the braziers, Embers XD resizes and lowers the embers, so the two combine and you get floating embers. Meanwhile, if you have just ELFX, it touches most of the embers as well, so it doesn't get the resize/lowering from Embers XD patch.

      I'll try to get to this at some point in the near-ish future, but for the time being I'd recommend just console disabling them. Thanks for the heads up.
    4. Janquel
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      Sorry, took me a bit to get to it, but it should be up now :)
  7. Kulharin
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    The new version of better dynamic ash has a few conflicts with quaint raven rock but it looks like these would be pretty easy to patch?
  8. Chiinami
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    Hello, thank you for all your patches and for your time ! :D I see you're not taking any more requests at the moment, but I'd still like to make one, maybe for later...
    I've had a bug with the mod for a while and I've tried with different mods to see, but the problem comes from the light sources added by Quaint Raven Rock. At home, the outside lights make everything very flashy and bright... It's super weird. On these sreenshots I use ELE + Relighting Skyrim + Scandinavian Seasons :

    https://imgur.com/q4sD62w
    https://imgur.com/YXMKjF2
    https://imgur.com/AVwZTyQ

    I also tried with either just ELE or just Sandinavian Seasons, but the result is always the same at different degrees of brightness. Only for outdoor light sources. I don't have this problem elsewhere in the game or at Raven Rock vanilla, the three mods I use work very well together normally.

    I feel like I'm the only one with this problem, maybe it's because I don't use ENB... Or maybe someone else has already noticed this problem? I know that making a patch for these three mods in question is not possible but maybe it would be possible to make one removing the external light sources?

    Thanks for your time and help! :D
    1. Janquel
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      So ELE shouldn't be involved here - Enhanced Lighting for ENB just changes the cell settings for interior cells, and I don't believe it'll impact exterior portions of Raven Rock. So I think you can rule that one out, at least.

      Scandinavian Seasons is a weather mod, so I don't think it places any bulbs.

      My guess is that Relighting Skyrim, much like ELFX, places some bulbs in places where there's vanilla braziers/etc, to have them cast light, but QRR is shifting where the supposed "source" of those lights are, which leads to some odd "well here's a light with no source" cases.

      Bu yeah, sorry - you're correct that I'm not picking up any more patches at the moment, sorry :) One quick and dirty option might be to remove those cells from RLS using xEdit? Just as an option to see if it'd work - I have a similar explanation for how to do so over in my PCE patch collection: https://www.nexusmods.com/skyrimspecialedition/mods/33364?tab=posts In this case, instead of under Cells, it'd be under Worldspace > DLC2Solstheim (I think it is, something like that), then within the cells there will be sections for Raven Rock. Might be worth a shot if it bothers you a lot :)
    2. Chiinami
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      Hello thank you for your answer! Indeed, now that you say it, it was obvious that the problem came from Relighting Skyrim... I followed your advice and removed all the modifications that Relighting Skyrim was doing at Raven Rock with SSEEdit, and everything works fine now ! I will be able to keep QRR ! Thank you very much for your help, it was very nice :D
    3. Janquel
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      No problem, glad I could help :)
  9. SlyWolfe
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    Does this fix the underscores in the editor IDs of cells?
    1. Janquel
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      I only forwarded editor IDs, I didn't change any.
    2. Janquel
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      Rather - could you clarify about the problem? If there's something wrong, I could go ahead and fix that in the patches, at least :)

      e: just followed up on Discord and someone pointed me to the save game thing. I understand now - none of my patches touch those cells, so no, I don't fix those. I just pinged Undriel to see if the base mod can be updated to fix that, though. If not, I can put together a quick fix for it.
    3. Janquel
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      Sounds like Undriel will push an update of QRR itself soon-ish. Thanks for the heads up :)
    4. SlyWolfe
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      Ty!
  10. XanderVirtus
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    Is the Quaint Raven Rock - Embers XD Patch for Embers XD [ESL].esp and not included in the FOMOD?
    1. Janquel
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      Please read the description, the changelogs, or the sticky in the comments.
    2. XanderVirtus
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      I saw, but there is an Embers XD [ESL].esp, an EmbersHD.esp AND an EmbersHD.esp with ESL flag version so I got confused about the Embers XD [ESL].esp one...
    3. Janquel
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      So previously, I had made the patch for Embers XD [ESL].esp, because my personal preference was for the compacted ESL. However, due to the continual updates XD is getting, in subsequent revisions of that patch, it was having some of its internal formIDs change, which was making it difficult for mindflux to maintain as he didn't want to impact any existing patches. After some discussion on the Embers XD page, it was determined that the "primary" version would be the EmbersHD.esp (non-compacted and flagged as ESL) version.

      I've left the previous one up on the optional files page, as a manual download, but in the FOMOD at this point, the patch is designed for the EmbersHD.esp non-compacted version.
    4. XanderVirtus
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      Ok, thank you for explaining!
    5. Janquel
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      No problem. Sorry for my initial snark :P
    6. XanderVirtus
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      No worries
  11. Kulharin
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    Hello, thanks for these although the embers xd patch will only work if you're using the new plugin name and not the legacy plugin. the masters would need to be manually changed.

    EDIT: I also don't believe this ITM is intended for your patch?

    http://icecream.me/uploads/7a751d4249c610a38a7cbc5459d837b9.png

    It serves no purpose but to revert a fix to the music.
    1. Janquel
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      Whoops, had missed your edit at some point.

      It's technically not an ITM - neither Quaint Raven Rock nor Embers XD have USSEP as a master, and USSEP is what changes the music. Now, neither of them also edit that cell, to be fair, but when I was going through raven rock and settling those embers so they weren't floating, I decided to be thorough and go through the temples because I knew they all had them.

      My patches don't enforce any masters in addition to what the two masters they were patching did (so in this case, Embers XD and Quaint Raven Rock), so any further conflict resolution on things like cell settings that are changed by other mods like USSEP would be up to the end user to resolve :) You can easily have that conflict fixed by having it load before one of the other mods which carries forward the USSEP settings (provided they don't also touch the torches).