Skyrim Special Edition

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  1. Araanim
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    *UPDATE 8.44*

    So it has been brought to my attention that this mod has a bunch of random vanilla scripts included that can cause issues.  This was NOT intentional, so sorry if it messed anyone up.  The latest version should have all of that removed.  Let me know if you still have any issues!
  2. Araanim
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    *UPDATE 8.48*

    Alright, a few more important updates.  Took me a minute to get it figured out:

    >Makes Sea Serpents "protected" so that they will not sky spawn and die.

    >Figured out why Leng was crashing; turns out SE really didn't like rendering entire crates of rubies at one time.

    >Fixed FaceGen data so that the Hunter will no longer have Dark Face.
  3. Araanim
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    *UPDATE V8.49*

    So it seems like a lot of people have been having issues in areas where the Sea Elves are involved.  I thought one possible cause could be the Harpooner Beetles, but really they are just retextured Ballistas so I can't imagine that was the issue.  They DID have an alpha map to remove some of the mechanical parts, so I removed that to see if it would help.  The other issue is that the Weresharks were wigging out like crazy, which I'm sure caused some issues.  I apparently had "allow ragdoll collision" checked in the Race profile, which was causing the crazy physics.  That has been fixed.  Not sure if this will alleviate all of the issues, but it should help at least.  Let me know if it helps.
  4. Araanim
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    *UPDATE V8.5*

    Did a few more tweaks to try and reduce crashes in Pyandonea.  I noticed that I had made a custom "bow" and ammo for the Harpooner Beetles.  I changed that back to the default version; they are now functionally just retextured Dwemer Ballistae.  That may have been causing issues.  I also re-produced all of the Navmeshes in the Pyandonea worldspace.  I also had issues with the Sea Serpents spawning a hundred feet in the air; that may have been causing crashes.  I think I fixed them so they spawn a little below the ground instead.  I also fixed some tears and sharp edges in the landscape; that might help.  I was able to walk from the palace all the way to Baga without crashing, so it seems to have done something!  I also removed some of the effects on Cthulhu's attacks to see if that reduces crashing while fighting him.  Let me know if you still have issues.
  5. Araanim
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    *ATTENTION*

    I am well aware of the issues happening in Pyandonea.  I'm not sure what I changed to cause this, but I suspect it is my new serpent models.  It might simply be the fact that they are functionally dragons, and there are just too many of them for the game to handle.  I might have to go back to the old-style serpents.  I'm currently unable to work on this, as my laptop recently died, but hopefully I can get to it soon.
  6. Araanim
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    ATTENTION

    I believe I have some leads on what is wrong in Pyandonea.  One issue is that vanilla Dwarven Ballista automatons are inherently broken; there is a missing collision that can cause CTDs.  This generally isn't a huge deal because you only ever encounter one or two, but in Pyandonea I have a Sea Elf version so there are many more crawling around.  I think that is a part of it.  I also have some sea serpents that are based off of the Serpent Dragon, but using Mihail's snake skeleton which magically deletes their wings and legs.  I'm fairly certain this is a very BAD way to do things, and could also be a huge issue.  All of this happens in the final battle with Cthulhu as well, since there is a sizable Sea Elf faction there.  I'm not sure how quickly I'll be able to look into all this and try to fix it, but it's definitely on my radar.
  7. RedFishDude
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    So do you have to complete Dragonborn to do this quest 
    1. Araanim
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      The story implies that you have defeated Miraak, but it is not a hard requirement.
    2. RedFishDude
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      So I can do it before dragonborn it's just that defeating Miraak is an endgame for me so I like doing it last 
  8. orion11937
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    Is anyone else getting cdt on trying to load a save file with this? I have encountered the problem repeatedly after the return to Innsmouth from R'lyeh onward.  This is the first time I have experienced this with any frequency. I have loved this mod sooo much, but may have to delete it & revert to an older save. Anyone know what's going on and what else I might do about it?
  9. ClamantesDaemonium2
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    Can anyone share the code for the third word of the Call of Cthulhu shout? The word wall is glitched, and looking it up via console gives the ID but not the code to give it to the player. This mod has a lot of great moments, but I keep running into issues that make things difficult. Terrain has gaps that you can fall through, the enemy frequently doesn't aggro against the player, and underwater enemies often just hang out where spells and arrows can't reach. I really liked HTBM and Sign of Cipactli, and I'm looking forward to playing Trollhunter, but it kind of feels like I'm just trying to get through this one to have done it.
    1. dimensionsher
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      1.You need to download Dynamic Collision Adjustment to fix the wrong  hit boxes of oversize monsters.  Then you are able to attack them with your spells and arrows.
      2.if you are stuck please use console. 'getstage [quest id]' to get current stage while 'setstage [questid] [stage id]'  helps you jump to specific stage . In fact , this is how i finish the quest beacuse my character is not a dragonborn, thus he don't know how to shout.

  10. arcanus1776
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    So I have been making my own patch to fix the sea elf area.  Seems the problem is threefold.

    1. Sea Serpents (set them all to initial disabled, disabled spell tomes)
    2. Harpooners (set them all to initial disabled, deleted spell from sea elves, disabled spell tomes)

    First 2 fixes have made it so the game does not crash in the first two minutes in the area.

    3.  Too many actors in the area (as evidenced by floating actors) I have been going through and selectively disabling mobs in the initial sea elf areas. Once I can go into the area and summon creatures without them floating off or seeing already floating actors, then I will stop.  So far have disabled 1 of every 3 fire crab, every other roach and still having the actor issue.

    Also at this point the patch is still an ESL, hopefully that will hold true to the end.  I also noticed (and it might just be because of my load order) the necromonican is under the snow in the Skaal village, so I am going to move it to the table in the hut.
    1. Skynet45
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      Awesome! I have been wanting to play this for ages now, will you be uploading this as a patch on nexus? 
    2. Ayshara
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      I also concur, please post your patch when its complete!
    3. Morcalvin
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      please upload the patch
    4. arcanus1776
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      Still working it, real life intruded
    5. Skynet45
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      All good, I eagerly await :)
    6. Jackaldark666
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      dude you're a legend, been wanting to continue this mod but couldn't pick up the book
  11. skyrim817
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    this mod has deleted navmeshes which are known to cause crashes. just loaded it up on loot. there is additional info on there that should say how to clean it up.
  12. Sibbiq
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    I can't pick up the Necronomicon, I'm in Innsmouth and the next step is to take the book but all I can do is read it and flick through the pages. I don't want to skip the quest stage as I imagine I'll need the book in my inventory later? Has anyone else run into this issue?
    1. Araanim
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      You can't take it?  That doesn't make any sense.  If you can read a book you can always take it in Skyrim?
    2. Sibbiq
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      I can read it and it gives me the M1 and M2 to turn pages prompt but no press E to take and pressing E does nothing. No issues with any other books.

      I don't know if this could be related but I think I started the quest incorrectly. I haven't done any other Here there be Monsters quests and didn't look up the start conditions ahead of time because I enjoy the whole explore and be surprised aspect but I started by reading the Necronomicon in the Arcanium.
    3. HellLizard
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      Ran into the same issue, never seen that happen with a book that I can remember but it has now, as far as I know I have done all of these quests in the correct order, the original HTBM completely -> HTBM Sign of Cipactli (which the hunter's dialogue acts as if we're still there both in idle chatter and choices), -> HTBM Trollhunter -> and now this one from the tavern startup messages to here at this book on the altar, the only thing I haven't done is never even seen Alduin, Miraak, nor Helgen, I did have to use the console to disable some conflicts that were blocking passage or tcl but re-enabled them before leaving, I also did use 'kill' on that posse leader after the 4th force greet about needing an extra blade while underwater in combat of all places, but no quest altering commands, might have to here though.

      EDIT - The base book item placed at Innsmouth is flagged as 'Can't Be Taken' in the esp, that probably explains things although if that's the case I wonder how nobody else but Sibbiq and myself ran into this problem.

      Appears the original black books from Dragonborn are also flagged like that, guess they're added to your inventory via quest script rather than being taken.

      EDIT 2 - Removing that flag did the job, was then able to pick up the book and continue with the quest, had an issue with talking to the shaman afterward though, after he said he wants to show something nothing else happened, I reloaded and used moveto player command on him to place him back in his hut instead of inside the ship which solved that issue, also when he's inside the ship I always end up being stuck above the ceiling when trying to enter and need to tcl down to do anything.

      EDIT 3 - Crashing in Pyandonea as soon as I tried to talk to anyone including a follower just after getting off the ship, cause appears like it was related to the 2 creatures that should probably not be on land (sea serpent and spawn of something), I had to use disable command on both of them which instantly stopped the lag I was getting and allowed me to progress toward the steps without a crash.

      Also upon leaving the Pyandonean palace the door teleport from interior to exterior placed me under the stairs mesh.

      EDIT 4 - Finished it finally but had a rough time with issues in the final bit, that iceburg camp had a full game freeze 4 times, it seemed to have something to do with close range combat, 4th time it froze I was using waterwalking archery and cleared all except one monster enemy that swam toward me and caused it to freeze, 5th attempt I used long range stealth archery which worked.

      The last issue was during the final battle about as many crashes with it but they were collision related best I can tell from the crash logs, better than a freeze but still annoying, I got through that with pure waterwalking melee, knocked the boss clear out of the map nearly from how he stumbles back so far but didn't crash from doing it that way at least, I can't pinpoint the cause of either of those issues sadly or know if they are unique to my load order.

      Also may I suggest turning off the scripted ambient explore during that part so combat music isn't being overridden, or use your own scripted combat music?
    4. earthdude
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      I have the same problem with not being able to take the Necronomicon in Innsmouth.
    5. Metamor4
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      Same problem here. SkyrimVR. 
    6. Metamor4
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      Managed to pick up book but spamming "take" button and moving cursor around the book.
    7. Gawad
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      Also having this problem.

      Edit: also fix it by removing the "Can't be taken" flag from the book in SSEEdit.
    8. Araanim
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      Sorry fellas haven't had a chance to address this.  No idea why it would be tagged as "can't be taken".
    9. Gawad
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      It could just be the CK messed with you the last time you updated the file, especially if the base ref was a Black Book (the 2000 gold value is kind of a giveaway ;^). Here is the offending flag. It has to be either "Removed" in SSEEdit or its value set to 0 (it's currently 1 in the mod). Same thing, really. Otherwise the quest can no longer progress (I tried spamming "E" in game and while that seems to have worked for one user it didn't in my case). 

      Other then that, well, you can tell from the get go that the Gamebryo engine isn't really made to do Pacific Rim in Skyrim( Pacific SkyRim???), but, wow, on the whole these quest mods are so well made it's incredible. I'm really surprised at the quality of all the voice acting, too. Not many mod authors go though the trouble of doing anything even half baked and this is top notch.
    10. Araanim
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      Appreciate the feedback!  This one in particular is a mess; I started it a long time ago with no idea what I was doing, so it's got a lot of issues.  I'm trying to clean it up but it's not quite there yet.
  13. UmarilUnfeathered
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    is there any ways or hidden quest to kill yellow king, he isnt essential  but he still is invulnerable 
  14. envylen
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    Bruh i can't pick up the necronomicon
    1. Jackaldark666
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      Yea, just got there and same
  15. Jackaldark666
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    .
  16. Jackaldark666
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    please help, i cannot for the life of me find the kidnappers around morthal, been trying for an hour, please tell me
    1. Araanim
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      They're pretty far west, almost due south of the Solitude stables.
    2. Jackaldark666
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      Thank you!! Found em!