Skyrim Special Edition

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AndrealphusVIII

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67 comments

  1. wrigbugg
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    This doesn't bump elbows with any of the official compatibility patches that update the gallery's layout, does it?
    1. AndrealphusVIII
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      No, it shouldn't.
  2. Hyacathusarullistad
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    Legacy's radiant system seems to be obsessed with Bruma -- Auryen doesn't seem willing to send me literally anywhere else. I've told him several times I can't find what he's looking for (I'm just not prepared to go all the way to Bruma just yet), but the new artifact he sends me after is consistently a basic piece of equipment from that mod.

    It's getting kind of irritating, honestly. Is there something I can do to fix this? Even just instructions on how to properly uninstall this mod and its scripts?
    1. sirjesto
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      Just don't use the radiant quests. They are not even one little bit important.
      The fact that you now want to ruin your save by uninstalling a mod mid game is kind of silly when you can just ignore it.
    2. AndrealphusVIII
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      @Hyacathusarullistad I see. That's interesting. I'll look into that. Maybe make some hotfix.

      As sirjesto pointed out, it's not recommended to uninstall a mod midsave, especially if that mod contains scripts.
    3. AndrealphusVIII
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      @Hyacathusarullistad Some questions:

      - Is this only in the Finder's Keepers radiant quest? Or also the research station as well?
      - Which items were giving you a location in Bruma?
    4. Hyacathusarullistad
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      Both during Finder's Keepers and from the Research Station. I only tried the research station once, but asked Auryen almost a dozen times over the course of a few in-game days. I'd always be asked to retrieve <Cyrodilic Iron [X]> from <Bruma location>. It was always an iron item, and always a location added by Bruma.
    5. AndrealphusVIII
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      I see. Thank you. I'll do some further investigation.

      So, to clearify, The locations you get in Bruma are reachable, but you're getting them far too often, to the point like it seems that you don't get any other ones anymore, as if al project content is taking priority. Is that correct?
    6. Hyacathusarullistad
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      That seems to be the case, yes.
    7. wrigbugg
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      I understand I'm probably being very impatient, but in the hopes that this can be resolved before my new save even runs into it, any progress?
    8. AndrealphusVIII
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      I have been in contact with the LotD team and we are investigating this. My apologies if it takes a little while.
      As far as I know, there is a dialogue option build in LotD, where you can tell Auryen that you cannot find the artifact, after which he will give you another to find.
      The main issue we are looking at, is why LotD keeps assigning Bruma locations.
  3. JDJ3
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    Hello, thank you for this patch. I'd just like to point out Cyrodiil is spelled with 2 i's so all the items must be changed from "Cyrodillic" to "Cyrodiilic".
    1. AndrealphusVIII
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      Hi there
      Thanks for reaching out. Yes, I know that Cyrodiil is spelled with 2 i's, however, when it's used as an adjective, it seems to only use one i, as seen in Cyrodilic Spadetail: http://en.uesp.net/wiki/Skyrim:Cyrodilic_Spadetail
      Although "Cyrodiilic" seems acceptable as well (as that was used in Morrowind): https://en.uesp.net/wiki/UESPWiki:Archive/CP_Cyrodiilic_or_Cyrodilic
      However, I wanted to keep it in line with the rest of the Vanilla game and opted for "Cyrodilic".

      Kind regards
      Andre
    2. JDJ3
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      You seem to be right, I read up on other games using the adjective, and it seems that it is in fact Cyrodilic in the later games (ESO, Skyrim, Oblivion). This UESP article confirms it https://en.uesp.net/wiki/UESPWiki:Spelling#Specific_Words . Thank you for your kind reply!
  4. ellis097
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    Thank you for making this! I have been waiting for someone to come out with a bruma patch - very exciting. One suggestion - it would be great if you could add display space in the safehouse for some of the smaller items - the ceramic and metal cups and plates, and the food and things from bruma. I like collecting things :)
    1. AndrealphusVIII
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      Great idea, but I'll need to ask icecreamassassin whether there's still room for that.
  5. 22b3
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    I don't know whether this is a bug or simply an interaction but if you use Paper World Map for SSE(https://www.nexusmods.com/skyrimspecialedition/mods/10836), it reverts the map to the vanilla map. I am 99% sure it is this mod because after deactivating and reactivating this mod, I was able to confirm it was the mod affecting the map. I tried setting Paper World Map to load after this but it didn't have any effect. I'm not asking for anything, just raising this to your attention!
    1. AndrealphusVIII
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      Do you use the ESL version?
    2. Reper343
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      my experience with paper map is to just not use paper map, honestly I love it but you can install a completely unrelated mod and it just stops working. If you really want to use it make sure its the very bottom of your Load order even below Smash and Bash patches
    3. AndrealphusVIII
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      Well, I'm asking because I know that that mod requires its worldspace setting to load last. If any mod overrides it's worldspace setting, it reverts. Although, I'm not 100% sure how an ESL plays into this.
    4. 22b3
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      Hey, sorry for the slow reply, I'm bad with Nexus. Anyways, yes I was using the ESL version, I wouldn't be surprised if that may have been the cause of it. I'll try converting it to an ESP and see if that fixes my problem!
    5. 22b3
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      Hey, reporting back. Just wanted to say that I didn't notice any difference now between the ESL and ESP version I made. What DID make a difference was installing this mod before the other Paper World Map mods on the left hand pane in MO, that ended up resolving my problem. In an sense, thanks for responding back! I super dig what your mod does and I wouldn't have thought to work with it some more until you started asking questions.
    6. AndrealphusVIII
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      I see. I'm unsure what caused the issue in that case. But I'm glad you fixed it.
    7. mrwitchhunter
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      Hi AndrealphusVIII, thank you for the mod.
      Sadly, I'm also experiencing an issue with the Paper World Map. Mine is a quite well-known one - flickering textures of the city and fort towers. Tried to solve it similar way as 22b3 did, but even though the city flickering was resolved, those towers still flicker =(
    8. AndrealphusVIII
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      @mrwitchhunter

      Thanks for reporting. Unfortunately, I'm unsure what could be causing that.
  6. megablackk1d
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    can this be updated mid playthrough??
    1. AndrealphusVIII
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      I hope so. I'd recommend keeping a backup save, just in case.
    2. megablackk1d
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      Is there anything game changing about the update. Does the initial version work as intended?
    3. AndrealphusVIII
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      The update adds some new displays and makes the lighting in the display room a bit brighter.
    4. megablackk1d
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      I would download it but my game is so stable i'm not gonna risk it. This is a great mod by the way. I have been waiting for this on legacy for years.
    5. itsbosco1025
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      I installed it mid game and it works just fine, at least by the time that I am writing this
    6. megablackk1d
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      ok ill try it
  7. Arceus9261
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    Do you plan on adding any support for Beyond Skyrim - Wares of Tamriel?
    1. AndrealphusVIII
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      Perhaps, I might consider it.
  8. azhrael
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    Quite happy to see this; while I can understand the reasons why the Legacy team doesn't want to officially support BS, I still enjoy playing it and having a room to fill up with stuff helps motivate me to explore it more. Two minor suggestions:

    1: The display room could do with a bit of light; it's somewhat dim compared to other rooms in the Hall of Oddities.

    2: More displays! There's a number of unique items in Bruma, and while you have displays for a lot of generic gear it adds, there's only, like a couple uniques? Ice gave you one of the big rooms, make use of it! (I admit, this is mostly because I'm disappointed Glenroy's Blade didn't have a spot.)

    Still, great job overall! Now to go wander around Cyrodill for a while...
    1. AndrealphusVIII
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      Thank you for the suggestions.
      I was a bit torn on some of those items, because they're renamed vanilla items, but use a Vanilla mesh. I might consider them though:

      - The mithril set (not sure whether that could be obtained already)
      - Aera's Amulet of Talos (Renamed Amulet of Talos)
      - Garridan's Mithril Helmet
      - Steinulf's Protective Amulet (uses Vanilla mesh, but has unique enchantment)
      - Alina's Akaviri Katana (Renamed Blades' Sword)
      - Raaslan's Akaviri Katana (Renamed Blades' Sword)
      - Corvon's Akaviri Katana (Renamed Blades' Sword)
      - Glenroy's Akaviri Katana and Glenroy's Empowered Akaviri Katana (both use a Vanilla mesh, but the latter has a unique enchantment)
      - Blade of Larrius Varro (uses Vanilla mesh, but has unique enchantment)
      - Blade of Prepotence (uses Vanilla mesh, but has unique enchantment)
      - Clasomo's Stormblade (arguable, uses Vanilla mesh, and vanilla enchantment)
      - Rilja's Sharpened Nord War Axe (arguable, uses Vanilla mesh)
      - Rod of Potency (uses Vanilla mesh, but has unique enchantment)
      - Sceptre of Frosty Entombment (uses Vanilla mesh, but has unique enchantment)
      - Wooden Staff of Awesome Conflagration (uses Vanilla mesh, but has unique enchantment)

      If you know any others, please let me know. I'll work on integrating them.
    2. grc472
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      I would also like to see displays for all of the unique items. Collecting the generic armor and weapons doesn't really interest me. I think the museum should be for displaying unique stuff. If an item isn't unique then there isn't much reason to collect it. That's just my opinion; I'm sure many disagree. I feel the same way about the LotD Armory room. Most of what's in there is not unique, so I don't bother with it.

      Anyway, I'm in favor of displaying all of the unique items found in Bruma, even if they are just renamed vanilla items. Hopefully they don't respawn in the world. If it respawns then it really isn't unique, is it?
    3. azhrael
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      I'm pretty sure the full Mithril set can't be obtained yet, only the named helm, so I'd pass on those. Probably skip Alina's, Rasslan's, and Corvon's katanas as well, as they get sacrificed to turn Glenroy's into the empowered version in that miniquest, so I'd probably just have a display for the empowered version of Glenroy's. As well, I know Legacy didn't have seperate displays for owned versions of otherwise normal divine amulets you fetch-quested for, so probably not that either. Other than that, the rest all seem unique enough to qualify. The only thing I can think of offhand not on that list is the Flamelight Spire (another with generic mesh, unique enchantment)

      And, I have to admit, I'm kind of with grc472; collecting the generic items is nice, but the unique ones, even if they're not visually different, is more interesting, because those are the ones you get as rewards for, or through the course of completing, the various mod-added quests. It's a record of your progress as much as it is a showcase of the mod. I'll also note that most of the unique weapons from the vanilla game that you collect for Legacy are only visually unique because Legacy itself borrows from a few other mods that remodel those items to make them that way.
    4. AndrealphusVIII
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      @azhrael

      Awesome! Thanks for the feedback. I'll look into adding those.
    5. AndrealphusVIII
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      Update: I have made the displays. Now, I'll need to test them, which I'll be doing tomorrow.
    6. AndrealphusVIII
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      Update 2: I uploaded a new version with more displays and a better lit room.
    7. azhrael
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      Very nice! Now to go and collect all the things so I can fill it out (and probably get sidetracked doing other things instead).
  9. avh159
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    Would you recommend playing through the original fort pale pass if i have never played LOTD (any version) before? Or just grab this mod for the first playthrough as i have Bruma installed as a staple in my load order. I dont care about having two passes but if the aesthetics and feels are the same in LOTD and this patch, i would use this one for consistency. If you recommend palying LOTD first, is it then safe to install this after the mission for the displays?
    1. AndrealphusVIII
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      It shouldn't matter which one you play first. This patch makes Fort Pale Pass consistent between both mods.
  10. Cer12
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    Looks great! Only thing I would be sad to loose is the added pale pass section from LOTD. (I can kind of headcannon it as another route through the pass). Alternatively an exit through that section into Cyrodiil might work - I might make a personal fix for my LO. But again, great work!
    1. AndrealphusVIII
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      Oh yes, patching it the other way around. The thought crossed my mind. Basically this would entail:

      - Moving all important refs and NPCs from Beyond Skyrim: Bruma's Fort Pale Pass into LotD's version.
      - Removing Fort Pale Pass from Beyond Skyrim: Bruma, and moving the entrance to the Pale Pass cave (the entrance that's in Skyrim by default) to that spot.
      - Enable/Disable NPCs based on the correct quest stages, so you can have both the NPCs from Bruma, as well as the LotD Stormcloak attack.

      If you ever doing anything like that, let me know. I'd love to see it.
    2. Cer12
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      Possibly, but there might even be a simpler solution(s).
      1) Requires a bit of retconning- Change the name of the fort added by BS:Bruma to "Cyrodiil Border Garrison" or something like that, and the Cyrodiil gate location to "Cyrodiil Border Crossing". Then, it acts as a new official crossing point (though not the actual pale pass), and the Pale Cave serves as the historical entrance. A dialogue option could even be added for the Legate who guards the Cyrodiil side, letting him know about the attack (if the quest has started).

      2) I might try to tackle this one - Add a new passageway/addition from inside the LOTDB Fort that snakes out west under the mountains. Bruma's fort is westward of where that technically is, so you could pop out through a doorway into the BS:Bruma fort (And call it just a massively sprawling fort). A couple quest-linked stormcloaks would help on the Bruma side, but I think it would definitely be doable.
    3. AndrealphusVIII
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      Very nice ideas. I'd love to see them.

      About the renaming of the BSBs Fort Pale Pass: We might have to tackle any references to that. I believe there's a quest in Bruma to deliver a letter to one of the soldiers in "Fort Pale Pass". In addition, there are some interior cells in BSB that refer to Fort Pale Pass in the lore.
    4. AndrealphusVIII
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      Edit: ignore, wrong reply.