Yeah, I absolutely love this type of mods. Check also for Siberpunk profile and Arthmoor Granite Hill village. Both add loactions that change dynaically when certain quests/conditions are met!
You sure Arthmoor is still with us? I see that his mods are gone and I imagined that all his most precious possessions followed him into his pyramid to delight him in the afterlife.
Gone from the Nexus. Not gone. I have no idea what the drama was, but I get the impression that there was some. But whatever the case may be, he and his mods are still around if you know where to look.
Well, Lux Via sounds like a Latin-ish "road light", no roads in here ... but maybe Lux Viae would have been better :) More seriously, when I was making a patch for one of my mods I noticed that it doesn't edit interior cells.
@tarlazo, thanks mucho for this! Had a few of your mods installed but didn't realize the extent of your efforts in squashing game bugs. Just now downloaded virtually all of your other mods, so thanks again and kudos!
That's a very nice idea, but my "modding career" has come to an end :) Maybe some energetic, young fellow reading your comment will take the hint and do something.
Since I don't use a mod manager, remembering where something came from is a bit hard. Filtering my download history for "clothes", I suspect it might be https://www.nexusmods.com/skyrimspecialedition/mods/18094
tarlazo, thanks for the update to the Rigmor patch. Just wondering, I'm looking at the file size of the Rigmore_TSS_patch.esp in the main mod, and comparing it with the file size of the version in the "Miscellaneous files" mod, and they are quite different. Why are they so different?
Edit: is it because the one in the "Miscellaneous files" related to "Rigmor Legacy", which is the old Rigmor prologue mod prior to it being merged with "Rigmor of Cyrodiil"?
Ah, my mistake. To clarify (and by looking at Rigmor of Cyrodil's Post section and the first sticky), quote:
I got my names mixed up. I thought "Legacy" was the separate mod "Dragonchild", when in fact, "Legacy" its just another name for the current "Rigmor of Cyrodil" mod, which has the alternative name "Rigmor of Cyrodiil - Reboot" as seen under the "Files" tab of that mod.
I've looked at the "Rigmor" patches in both the main file and the miscellaneous files, and there are significant differences. The patch in the "Miscellaneous files" contains a lot more changed records (most of them related to objects within Cells), although a few of the changed records are probably redundant. Using SSEedit, the patch from the installer's changed "Navigation Mesh Info Map" record with form id "00012FB4" is greyed out (not sure what that means) whilst the one in the "Miscellaneous files" is not greyed out. Oddly, the patch in the installer is far larger in size, whilst seemingly containign fewer record changes.
With my untrained eye, the patch in the "Miscellaneous files" seems to be more up-to-date and complete, and so I assume should be used in preference to the one from the installer.
You assume incorrectly; they're both up-to-date and complete. Although they both have a Rigmor.esp as master, the two Rigmor.esp(s) are different and need different patches with different records. They're not interchangeable. But why are you raging at this patch? What did it ever do to you? Did it steal your sweetroll?
Huh? Not at all! You do great patches and mods, and when I was looking at this mod, I simply noticed the 2 files were of different sizes. So, I queried it and you mentioned that you didn't know. So, when I had a bit of time, I looked into it further using xEdit, to find out what the differences were. When I discovered them, I thought it useful to pass on my findings to you, as it may remind you why the difference exists.
If I sounded like I was "raging", then that wasn't my intent. I was just aiming to investigate and understand what was happening. I've just got that kind of brain whereby, if I find a mystery, then I have to find out the cause. Or maybe I just watch too many "Scooby-doo" cartoons!
Ah! I was not aware of that! I thought they were interchangeable. This is why I like to investigate mysteries. I've now just learned something, which will make my load order a bit better.
Edit: Fook. I just notied this at the bottom of the description page. That means i've installed the wrong one in my game. Time to swap them over.
Btw this mod has been a staple since I found it in August 2020, before this character and his special requests, it was all it ever needed to be and more! :D
So I am in the basement in the Stumbling Sabercat. There is a trapdoor named "Strange Hideout" that needs a key. More Informative Console indicates the door is from the Buxom Wench Yuriana mod. Is it?
I have not gotten very far with either mod. I don't need spoilers (yet). Just can't find that key, and am trying to find which mod (or vanilla?) it is part of. I am cross posting in Buxom Wench Yuriana which I also have.
I think I have cleared Fort Dunstad, but when looking at the map, it does not say "cleared". Is it supposed to say cleared with this mod installed? I wonder if there is a section I could not find? Or if somehow the Buxom Wench Yuriana mod is keeping the fort from being cleared?
Hopefully that doesn't keep this Stumbling Sabercat mod from kicking in.
Forts don't have "cleared" on the map marker like dungeons or other clearable places. When you get rid of the bandits, an Imperial or Stormcloak garrison (depending on Civil War status and/or location) occupies them (you need to go away and come back later, though.) That's when the inn reopens. Just be absolutely sure that this is loaded after the buxom wench mod or anything else editing the same cell.
Wow, thanks! I learn something new every day (re: forts not getting "cleared"). I see that in MO2, right side, Stumbling Sabercat loads after, but on the left side, Stumbling Sabercat is placed before. I think it will work. I will test and report back.
I don't know if I mentioned it but I love your mods!
thanks for this small time, but amazing mod. but i'm wondering, is there actually somebody out there who isn't using "sounds of skyrim" mod ? why didn't you just integrate the compatibility into the mod ?
Glad you like it. I'm one of those somebodies -- didn't even know it existed before Kulharin offered a patch for it. If you don't wish to install the patch, just use xedit and carry the differences into the main plugin.
103 comments
I see that his mods are gone and I imagined that all his most precious possessions followed him into his pyramid to delight him in the afterlife.
More seriously, when I was making a patch for one of my mods I noticed that it doesn't edit interior cells.
Surprising.
Anyway, I suspect that any conflict would be inconsequential and/or easily bearable.
Hopefully you have not download Pinky Biggy and Wobbly :)
Maybe some energetic, young fellow reading your comment will take the hint and do something.
Filtering my download history for "clothes", I suspect it might be https://www.nexusmods.com/skyrimspecialedition/mods/18094
Edit: is it because the one in the "Miscellaneous files" related to "Rigmor Legacy", which is the old Rigmor prologue mod prior to it being merged with "Rigmor of Cyrodiil"?
BTW, glad you asked because it made me notice that the legacy patch had an unnecessary master.
I've re-uploded it.
Hopefully the patch still works.
To clarify (and by looking at Rigmor of Cyrodil's Post section and the first sticky), quote:
I got my names mixed up. I thought "Legacy" was the separate mod "Dragonchild", when in fact, "Legacy" its just another name for the current "Rigmor of Cyrodil" mod, which has the alternative name "Rigmor of Cyrodiil - Reboot" as seen under the "Files" tab of that mod.
With my untrained eye, the patch in the "Miscellaneous files" seems to be more up-to-date and complete, and so I assume should be used in preference to the one from the installer.
Although they both have a Rigmor.esp as master, the two Rigmor.esp(s) are different and need different patches with different records. They're not interchangeable.
But why are you raging at this patch? What did it ever do to you? Did it steal your sweetroll?
If I sounded like I was "raging", then that wasn't my intent. I was just aiming to investigate and understand what was happening. I've just got that kind of brain whereby, if I find a mystery, then I have to find out the cause. Or maybe I just watch too many "Scooby-doo" cartoons!
Ah! I was not aware of that! I thought they were interchangeable.
This is why I like to investigate mysteries. I've now just learned something, which will make my load order a bit better.
Edit:
Fook. I just notied this at the bottom of the description page.
That means i've installed the wrong one in my game. Time to swap them over.
I have not gotten very far with either mod. I don't need spoilers (yet).
Just can't find that key, and am trying to find which mod (or vanilla?)
it is part of. I am cross posting in Buxom Wench Yuriana which I also have.
and no buxom ones either :D
The trapdoor isn't vanilla nor from this mod.
I think I have cleared Fort Dunstad, but when looking at the map, it does not say "cleared". Is it supposed to say cleared with this mod installed? I wonder if there is a section I could not find? Or if somehow the Buxom Wench Yuriana mod is keeping the fort from being cleared?
Hopefully that doesn't keep this Stumbling Sabercat mod from kicking in.
When you get rid of the bandits, an Imperial or Stormcloak garrison (depending on Civil War status and/or location) occupies them (you need to go away and come back later, though.)
That's when the inn reopens.
Just be absolutely sure that this is loaded after the buxom wench mod or anything else editing the same cell.
I don't know if I mentioned it but I love your mods!
I'm one of those somebodies -- didn't even know it existed before Kulharin offered a patch for it.
If you don't wish to install the patch, just use xedit and carry the differences into the main plugin.