Skyrim Special Edition

[MPXP] CHANGELOG TRANSMISSION QUEUE FORUM (1 comment)

  1. KhrysINXS
    KhrysINXS
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    VER. 1.1.0IS CURRENT BUILD ON FLOOR
    VER. 1.0.9
    ====================================================================================================
    BUILD 1.0.9: Completely safe to Update from 1.0.8 to 1.0.9. Everything
    SIMPLE HOTFIX UPDATE (MORE FOR THE 1.4 JKBP PATCHES)
    ====================================================================================================
    [1.1/1.2] MAIN COMBO OVERHAUL
    Moves the Balmora Blue Chest underneath the re-positioned Red Wave Ship from TGCoS. Credits be to LordMithro for noticing this
    > MPXP1.1 [PATCH - DBPT.SSkwy.TGCoS]
    > MPXP1.1 [PATCH - SSkwy.TGCoS]
    > MPXP1.2 [PATCH - DBPT.SSkwy.TGCoS] (OCS)
    > MPXP1.2 [PATCH - SSkwy.TGCoS] (OCS)

    [1.4] MAIN COMBO OVERHAUL (ADDITIONS++) JKBP
    Fixed Roombounding issues in  JK Blue Palace by the stairwell in Blue palace (closest to the Door you would exit by Skyway door in courtyard)
    This matter was brought to my attention on "Palaces and Castles Enhanced SSE - Vanillafied Locations (PCE-VL)" Bug Reports
    Troubleshooting Help (Inquiry #01) HERE: https://www.nexusmods.com/skyrimspecialedition/mods/102361?tab=bugs&jump_to_bug=747253
    > MPXP1.4 [PATCH - DBPT.SSkwy.JKBP]
    > MPXP1.4 [PATCH - DBPT.SSkwy.JKBP] (OCS)
    > MPXP1.4 [PATCH - DBPT.SSkwy.LotD.JKBP]
    > MPXP1.4 [PATCH - DBPT.SSkwy.LotD.JKBP] (OCS)

    [MPXP] [3.0] OTHER MODULES (SINGULAR SELECTION PATCH OPTIONS)
    Moves the Balmora Blue Chest underneath the re-positioned Red Wave Ship from TGCoS. Credits be to LordMithro for noticing this
    > The Great City of Solitude Tweaks
    VER. 1.0.8
    ====================================================================================================
    BUILD 1.0.8: Completely safe to Update from 1.0.7 to 1.0.8. Everything ====================================================================================================
    [SEC1.0] OCS Patch Checks Against New "Open Cities Skyrim" Update v3.1.11
    MATTERS REGARDING: The Solitude Windmill Tower Door to the Solitude Docks/Grounds Door
    > I submitted my fix for that area to Arthmoor as the AutoDoor at Windmill Tower to ground door made the NPC Actors become invisible
    > So it is implemented in the latest OCS. Arthmoor does the exact same thing with the Vanilla DoorREF in Tower as I
    > The Tower Vanilla DoorREF (formally an AutoDoor, is now a Solitude Door), I and Arthmoor handle the same way
    > Now the DoorFrame will be duplicated there as Arthmoor adds his own and I (like always), had my own
    > I will not remove mine as I cant guarantee every OCS user on the planet is up to the latest OCS build
    > If I remove my frame and users use older versions of OCS, the tower will have a frame-less door which teleports Actors to the Solitude Docks ground
    > Its safest I leave my frame while Arthmoor adds his for OCS (Same POS/ROT/SCALE)
    > Z-Fighting could occur (never did for me) using latest OCS v3.1.11. Just console disable one frame once your mod stack is set, if that occurs
    > There will ONLY be ONE door managed within those two duplicated frames
    > THIS IS ONLY STATED FOR CONTEXT AND EVERYONES UNDERSTANDING
    > ALSO: If using "eFPS - Exterior FPS boost" WITH OCS, install its OCS Patch or the Windmill Tower Door assembly will blink in/out. I tested

    [2.0] SSkwy Estuary Fortress Extension - SSkwy
    > Corrected a mistake I made where I must have lost train of thought and removed half of something I initially meant to remove in full
    > Gave an error in plugin
    > I corrected it but did not remove it in full. I modified it in this Extension version differently then how it is staged in the TGCoS.SSkwy Extension
    > Its the quick teleports to climb the rock cliff to the base of the Extension Porch. I left one on each side of the main cliff at bottom for quick teleporting

    VER. 1.0.7
    ====================================================================================================
    BUILD 1.0.7: Completely safe to Update from 1.0.6 to 1.0.7. Everything ====================================================================================================
    STAGING CHANGES - [SEC 1.1/1.2]
    > Moved one FURN marker top of the Estuary Fort Extension stairs - 6 PLUGINS
    MPXP1.1 [PATCH - DBPT.SSkwy].esp AND MPXP1.2 [PATCH - DBPT.SSkwy] (OCS).esp
    > Scale handled one huge NAVCUT Collision Primitive smaller in one direction just offset to the Estuary Fortress Staircase (out of the way)
    > Moved and scaled down ONE MountainRidge ObjectREF out of way for Estuary Fortress area
    SECTION 2.0
    [OLD] SSkwy Estuary Fortress Extension - SSkwy/TGCoS
    [NEW] SSkwy Estuary Fortress Extension - SSkwy
    Changes For Both:
    > Fully Navmeshed
    > 4 New Guards - 2 with patrols
    > Tons of FURN & IDLE Markers
    > Model Optimizations
    > New texture for spike-rails that ascend/descend along the long main staircase from Skyway to the extension
    > Regarding the [NEW], I left an instruction in the Extensions section of page how to remove DBPT as a Master incase someone wants to use it without TGCoS, DBPT or content from SEC1.0

    FUTURE PLANS FOR COMPLETION:
    > Go through all SSEEstFort Assets in BSA - re-modeling if need be
    > Add clutter and crap with NAVCUT Primitives to the port
    VER. 1.0.6
    ====================================================================================================
    Completely safe to Update from 1.0.5 to 1.0.6. Everything ====================================================================================================
    > Removed TGCoS as Masterfile from two [1.3] LotD Modules that ended up becoming a master during PCE development. Fixed
    https://www.nexusmods.com/skyrimspecialedition/mods/36116/?tab=posts&jump_to_comment=124502379 Thanyou for report: bojanni
    VER. 1.0.5
    ====================================================================================================
    Completely safe to Update from 1.0.4 to 1.0.5. Everything ====================================================================================================
    Light Update
    > NEW Patch: MPXP1.4 [PATCH - DBPT.SSkwy.LotD.PCE].esp
    > Should have been made but was an over-site on my behalf. 
    https://www.nexusmods.com/skyrimspecialedition/mods/36116/?tab=posts&jump_to_comment=124482075 Thankyou for report: Alan7337
    VER. 1.0.4
    ====================================================================================================
    Completely safe to Update from 1.0.3 to 1.0.4. Everything Everything
    ====================================================================================================
    MAIN PAGE OVERHAUL NOW SUPPORTS TOGETHER:
    Skyway, TGCoS, Drengin's Terrace, Redbags Solitude, LOTD, JK's Blue Palace and Palaces and Castles Enhanced
    (besides your other overhauls that just work natively speaking like JKs Skyrim/Dawn of Skyrim, etc...)

    ==> SECTION 1.1, 1.2, 1.3, 1.4 <== FIXES
    > Lots of Optimization checks on everything
    > removed a few ITPOs, few NAVM adjustments and even deducted some NAVM
    > General re-review of prev. work so to see if I made any microscopic over-sites

    ==> SECTION 1.4 <== NEW SUPPORT PATCHES
    JKs Blue Palace "Combined Support with" Palaces and Castles Enhanced (PCE) Patches (QTY:02)
    Palaces and Castles Enhanced (PCE) Patches (QTY:05)

    VER. 1.0.3
    ====================================================================================================
    BUILD 1.0.3: Completely safe to Update from 1.0.2 to 1.0.3. Everything
    ====================================================================================================
    > THIS PAGE IS ALL UP TO PAR REGARDING LOOT AND I AM SO THANKFUL FOR THAT
    > WILL MAKE MPXP USAGE SO MUCH EASIER ON EVERYONE. LESS CONFUSION FOR YOU MEANS LESS EXPLAINING FROM ME
    > LOOT KNOWS HOW THINGS SHOULD BE PLACED,  THE ORDER, WHAT NOT TO MIX THIS WITH OR THAT WITH, ETC.... HELPS US OUT A TON
    > I WAS WAITING ON ANY FINDS/MISTAKES THE LOOT TEAM CAUGHT I OVERLOOKED BEFORE THEY FINALIZED THE MASTERLIST FOR MPXP
    > THIS MIN UPDATE OF FIXES IS BASED ON THEIR FEEDBACK PRIOR TO THEM ISSUING MPXP LOOT UPDATE. JUST SOME OVERSITES ON MY PART
    ==> MINIMAL UPDATE ON FEW FIXES SEC3.0 <==
    DBPT [PATCH - Solitude Expansion].esp
    > Few consistancy edits forwarded from DBPT (LOOT Find) and the ArgonianBurrowCave NAVM in Tamriel being forwarded (My Choice)
    KvHarborside [PATCH - TGCoS].esp
    > Removed old/non-existant "The Great City of Solitude Unofficial Patch.esp" as Masterfile (LOOT/MPxP User Find)
    > Did NOT add "The Great City of Solitude Tweaks.esp" as Masterfile in its place (My Choice)
    > Tweaks recommended to use but not embedded as a Masterfile in the event it becomes redundant down the road like its former "Unoffical Patch.esp"
    > I don't want to "have to" remember what Patches use it as master and need to remove it as I might forget thus making this mistake again
    VER. 1.0.2
    ====================================================================================================
    BUILD 1.0.2: IS OK TO UPDATE FROM V1.0.1 BUT PAY ATTENTION TO:
    > Must re-run your Lods and follow the "CHECK YOURSELF RESOURCE SECTION" Instructions
    > There is some things in the SEC [1.1/1.2] TGCoS overhauls that are adjusted at the Skyway Docks entrance for the sake of Redbags Solitiude
    > most important is that area looks ok for you upon a continuing save after this update
    > I am mostly concerned of a huge Rock that is persistant where the Skyway entrance stairs loop up to the stretch. It uses a new base
    > If after updating and you dont have LODs active > if this area looks OK > then you can continue and re-genrate your New LODs
    ====================================================================================================
    FOMOD> Restructured the package to be BAIN-compatible for Wrye Bash (WB)
    > WB recognizes it as a complex installer & let's you configure the sub-packages
    MODULAR PATCHXPRESS GEN "CHANGES"
    > New LOD guidlines added to the "CHECK YOURSELF RESOURCE INFO"
    SECTION 1.1 & 1.2 - "CHANGES"
    > Some prep changes at the Skyways Docks entrance for more compatibility for Redbag's Solitude
    > New Bulbs have been added to TGCoS huge GiantFires (QTY:02). One at Estuary Fortress and One under the Arch
    SECTION 1.2 (OCS) - "CHANGES"
    > Adjusted lots of the shared NAVM for Drengins OCS Patch v1.1 update
    > Just mostly update work for the sake of Drengins update
    SECTION 1.4 - "NEW CONTENT"
    > Redbag Solitude Patches for the 1.0 Combo overhaul section (NO-OCS PATCHES)
    > These NON-OCS Patches are special in the sense they offer you the most OCS experience possible from within the SolitudeWorld
    > TGCoS, Skyway, LotD (with use of the RBS LoTD variant) has the entire SolitudeExterior setup (minus lots unneeded) copied inside the SolitudeWorld for Scenery when looking over the citys edge
    -------------------------------------------------------------------------------------------------------------------------
    > WORD OF WARNING:
    > More then likely (you as the user) will need to either remove or patch modifications to some 3rd-party Occlusion Patches. From testing:
    "Occ_Skyrim_GCoS_patch.esp" from "Unofficial eFPS Patches" https://www.nexusmods.com/skyrimspecialedition/mods/70176
    "Occ_Skyrim_RedBg's_Solitude_patch.esp" from "eFPS - Exterior FPS boost" https://www.nexusmods.com/skyrimspecialedition/mods/54907
    seem to not be staged very well to work in favor for: MPxP's [1.0] combination of: LOTD / RBS / GCoS / SSky / BPT
    > I'm sure there are more to list. If you see things popping in and out, you know its from Occ Patches and you will have to make choices from there
    > Just putting it out there that many of these Occlusion patches are not setup taking into account MPxP's combo overahaul compilations
    > HOWEVER: In the event your SolitudeWorld is occluded nicely, the content SEC1.4 RBS patches adds (asthough it were infact OCS), will feel as light as a
    feather. I developed these testing many times in-game without any Occ and I felt nothing. Despite that; I made the choice of sacrificing some Occ patches as I
    am not interested in modifying my own. To each thier own
    SECTION 2.0 - "NEW CONTENT"
    > SSkwy Estuary Fortress Extension [PATCH - Redbag's Solitude]
    > this patch copies the Extension to exist inside the SolitudeWorld (as the addition it is) with the content from the ladder RBS patches in SEC 1.4 for scenic viewing
    SECTION 3.0 - "CHANGES"
    > Again, some content in this section needed updating for Drengins v1.1 OCS Patch update
    SECTION 3.0 - "NEW CONTENT"
    > Redbag's Solitude [PATCH - TGCoS]
    VER. 1.0.1
    ====================================================================================================
    BUILD 1.0.1 IS NOT TO BE UPDATED FROM BUILD 1.0.0 BUILD
    =======================================================
    ===> WARNING DISCLAIMER <==============================
    > Updating from v1.0.0 to v1.0.1 will break your game in a MPXP 1.0.0 saved playthrough
    > I am ONLY interested on fresh content bug reports
    > I will realize extremely quick if a claim is filed from updating from v1.0.0 to v1.0.1
    > It will be deleted so don't waste your time as I am not going to waste any of mine
    > I don't disclaim this warning for the fun of it or as a prank. Its the legit truth. Too much has changed is an under-exaggeration
    ===> WARNING HAS BEEN TOLD <===========================
    =======================================================

    BRIEF SUMMORY OF v1.0.0 to v1.0.1
    =======================================================
    > After along time of abandoning ship Re this page due to other projects on my plate and the horrid state MPXP was in everytime I looked back, I
    went at a clean slate v1.0.0 update
    > Build 1.0.0 was all about; cleaning the page up, adding a FOMOD elimnating tons of varying files with wildcard Nexus versions and an update
    system that makes for easier management and everything cleaner overall for users. It was a HELL of a job
    > Build 1.0.1 update is; all works re-evaluated, implemented with different approaches and fixing things up how I would have done them had I owned the experience I do now. Thats just the nature of the beast with skill growth and due to that, many authors never return to old works being the creation was made too sub par to their matured eye and evolved standard
    > From now onwards; ALL the changes for entire page will ONLY be documented in the "MPXP Full Historical Changelog"
    > Original READMEs per selection choice (if existed) will remain but under each changelog header states "Go to Historical Log'.......
    > I have to do whats best for Dev workflow purposes and its just too much all these logs. One log for Changes is good
    > I will still keep the [MPXP] CHANGELOG TRANSMISSION QUEUE FORUM https://www.nexusmods.com/skyrimspecialedition/mods/36116/?tab=forum&topic_id=12270208 containing the update of the page just earlier then the latest update on the floor

    BUILD 1.0.1 - "PLUGIN NAMES"
    =======================================================
    Plugin name changes which are now final as I figured out how I want the naming schematic for plugins on page
    I submitted the Plugin Name updates to the LOOT Team so they are aware of this but its a big page so give them time.
    Until LOOTs Messages begin to look normal regarding the MPXP v1.0.1 update, just "IGNORE LOOT MESSAGE ERRORS/WARNINGS"
    > Section 0.0 & 1.0 - RE: the plugin names; will be Prefixed per plugin with Page name acro followed with section numbers i.e "MPXP1.1 [PATCH - Acro.Acro.Acro] (OCS)"
    > Section 1.0 - Re: the plugin names; will use mod name acronyms (known acro's indefinitly and if no knowns available, I will create my own (i.e "SSkwy", "DBPT", etc..)
    > Section 2.0 - Listed alphabetically top-down. No Name changing took effect. Its all good there
    > Section 3.0 - Listed alphabetically top-down with two sub-sections. Single and Multiple selection patch option(s) per patch kind choice
    > Section 3.0 - Re: the plugin names; mod name acro's assigned per 1.0 section of page will be used in the plugin names (known acro's indefinitly & if no knowns exist, used from 1.0)
    > Section 3.0 - Re: the plugin names; mod which was never in 1.0 (to begin with), didn't create an acro and there is no known acro's for, that mod will use its regular name
    > Section 3.0 - Re: the plugin names; PATCH NAME ORDER SCHEME CAN WORK IN A FEW WAYS:
    (A) "Mod1st" will be the mod that starts with highest font in alphabet between the two mods being patched i.e  "AMOD1st [PATCH - CMOD2nd]"
    (B) If "Mod1st" is highest font between both patches being patched but will never be used again, it will be "Mod2nd" (real page example of this below:
    Open Cities [PATCH - Jks BluePlace]... I know I am going to have way more OCS patches then JKBP so OCS was considered "Mod1st" between those two

    BUILD 1.0.1 - "GAMEFILE ASSETS"
    =======================================================
    Files such as Meshes, textures, scripts, etc:
    > Section 0.0 - Remain in there BSA and the parent folder containing all the asset path files is named "MPXP0.0_LOD"
    > Section 1.0 - Built in SELUA-II for the 1.0 overhauls. Unless some assets are very unique per a selection option, they install as loose files with that option of choice
    > Section 2.0 - Nothing much has changed
    > Section 3.0 - Nothing much has changed

    SECTION 1.1 & 1.2 - "TECHNICAL CHANGES"
    =======================================================
    ==> "GAMEFILE ASSETS" <==
    > Consolidated several models into one per its use-case
    > Fixed up flaws I overlooked when early in modelling and re-approached other geometric situations from ground up
    > All the models have there Vertex coloring (as I broke many thus removing completly long ago)
    > Collision updates, geometry revisioning, BSXFlag checks, Shader flag checks, error checks, etc....Full overview

    ==> "MODULAR/PLUGIN" EDITS - NAVMESH (NAVM) <==
    > Requires Rob's Bug Fixes - TGC Solitude ESP Replacer https://www.nexusmods.com/skyrimspecialedition/mods/72117 (100%)
    > All the NAVM has been re-evaluated and tons of it is geometrically reworked from ground up (even tho it was done well to begin with)..... I'm just a NAVM sicko, sue me!
    > Not one NAVM is a new FormID. I recycle all the VanillaIDs and those in which I do not use and are useless are nuked -30K
    > Tons or NAVM FormIDs are Nuked (not only limited to the ones bombarding my space) but also useless islands all over in the Wildreness created from primarily TGCoS
    > Lets put it this way; any NAVM I found that I know will serve NO PURPOSE, is gone so it is not calculated at all on game resources and could confuse NPC AI in varying scenarios
    > Performance and overall feel using these overhauls is drastically better. Stutters I got on occasion on my joyful craptop are gone. Do bear in mind, it's a heavy combo overhaul so it can only do so much
    > I do NOT carry any NAVM overrides inside the SolitudeWorld or OCS Solitude EXCEPT: The NAVM occupying the BluePalaceCourtyard. That FormID 100% needs to be winning

    ==> "MODULAR/PLUGIN" EDITS - XEDIT SCRIPTS <==
    > Ran script that checks for duplicated references within tolerance .0001 on Ref Position/Rotation in plugin. In total of all 1.0, probably over 100 duplicated RefIDs are removed
    > Removed tons of EditorIDs from when I started this. I literally named every single record in the plugins originally. Now its only things of grave significance labelled
    > Removed all override/new Landscape (LAND) records and made sure ONLY the 3 Landscape records created in the Skyway for the entrances are carried overrides

    ==> "MODULAR/PLUGIN" EDITS - DUPLICATES NUKED CREATED IN MASTERS <==
    DUPLICATES FIXED: Same Position/Rotation/Scale (All Sub-Data):
    > BluePalaceTerrace.esp [REFR:xx047D80] (places TreePineForest03 [TREE:0004B016]
    > BluePalaceTerrace.esp [REFR:xx12C103] (places TreePineForest03 [TREE:0004B016]
    > [REFR:xx12C103] Nuked: -30K "initially Disabled"

    > The Great City of Solitude.esp [REFR:xx01B0B1] (places Slightpost01 [STAT:000D8759]
    > The Great City of Solitude.esp [REFR:xx01C4CA] (places Slightpost01 [STAT:000D8759]
    > [REFR:xx01C4CA] Nuked: -30K "initially Disabled"

    > The Great City of Solitude.esp [REFR:xx01B0B3] (places CandleLanternwithCandle01 [STAT:0002D847]
    > The Great City of Solitude.esp [REFR:xx01C4CB] (places CandleLanternwithCandle01 [STAT:0002D847]
    > [REFR:xx01C4CB] Nuked: -30K "initially Disabled"

    > The Great City of Solitude.esp [REFR:xx01B0B2] (places SLightCandleStreet01 [LIGH:000B735D]
    > The Great City of Solitude.esp [REFR:xx01C4CC] (places SLightCandleStreet01 [LIGH:000B735D]
    > This would explain for years that flickering area by the CompanyWarehouse Docks Entry Door. Dupped Light bulbs
    > [REFR:xx01C4CC] Nuked: -30K "initially Disabled"

    ==> "MODULAR/PLUGIN" EDITS - DOORS <==
    > The Blue Palace Courtyard Skyway door has been moved. Swung 90 degrees and placed beside the DBPT placed Statue near the same corner it originally is
    > Done to promote more compatibility flex since MAs like to place doors in spots other big name mods have. Theres like 10 other empty wall pockets to choose from so yeh, idk
    > All the DOORs I was the last to edit before are done so now in the favorable way:
    v1.0.0 and earlier - I had NEW DOOR BaseForms with New RefIDs from those Bases.
    v1.0.1 ------------------ I Use Vanilla DOOR BaseForms and recycling VanillaID Door RefIDs
    > New Door casing/frame models created for: SkywayTOCourtyardDoor, CourtyardTOSkywayDoor &
    ArchWindmillTowerDoorTOArchWindmillDocksDoor

    ==> "MODULAR/PLUGIN" EDITS - MANY OTHER REFIDs <==
    > Like the Ladder message, Tons of RefIDs that were New made REFRs are now recycling VanillaIDs or Master made RefIDs that where flagged "initially disabled"

    ==> "MODULAR/PLUGIN" CORRECTIONWORK - OUTPOST ENTRANCE <==
    > Lots of Position rework (same design layout) but better blending regarding the stone ziggy stairsteps that lead to the Eastern Guard Outpost
    > Many CollisionMarkers have been repositioned and some with the wrong Collision type layers have been altered per the nature of there use-case

    ==> "MODULAR/PLUGIN" EDITS - NEW ADDITIONS <==
    > All the lighting has been redone and adheres to Lux Orbis Skyways lighting style. Not exact but very similar color palette
    > Tons of new added IDLE Markers and FURN markers for all the Skyway Guards to interact with and the lady that sells food in the main Skyway Central Sector
    > New Smelter (custom asset) and Anvil (<-- Both NEW Baseforms w/ extra Keywords) along and off to side ascending the Outpost stairs for Player and guards to use
    > 4 New TikiTorches (custom made using TruTorches Flame and Smoke) light up by night and are out by day
    > Distributed the Vanilla placed trees surrounding the entrance stairs in a much more appealing fashion
    > Recycled Vanilla and TGCoS  made trees that where "initially disabled" -30K to the Outpost area also swapping around the Bases they use to give some extra diversity
    > Catapult is now a custom model with AttachLightNode above the Shell. Is a Light Type Baseform Shadowcaster and the bulb moves with the arm of the catapult swing upon fire

    ==> "DYNDOLOD RULESHEETS" EDITS  <==
    > There is new manual stepwork to be implemented by user if using TGCoS disclosed in:
    > Modular PatchXPress Gen > "CHECK YOURSELF RESOURCE INFORMATION - FOR DYNDOLOD USERS"
    > New rules for the Boats in the TGCoS area and Braziers along the SKyway. Rules Target those RefIDs specifically
    > The boats will all hold true and render there Full model far further before transitioning to there LOD model at way away distance
    > DynDOLOD trial runs have been conducted by myself and LordMithro whom has helped me always so very much on everything. Kudos my friend :-)

    SECTION 1.3 - "TECHNICAL CHANGES"
    =======================================================
    ===> WARNING DISCLAIMER <==============================
    > There is extremely important NEW step-work involved BEFORE you create your LODs regarding these plugins disclosed in:
    > Modular PatchXPress Gen > "CHECK YOURSELF RESOURCE INFORMATION - FOR DYNDOLOD USERS"
    > This is also in the new FOMOD First Page step "CHECK YOURSELF RESOURCE SECTION"
    > Build 1.0.0 and earlier, after creating LODs was a persistant situation where the original DBMRocks respawned and could not be removed
    > For years nobody informed me about this so I did not know
    ===> WARNING HAS BEEN TOLD <===========================

    ==> "GAMEFILE ASSETS" <==
    > Same as Ladder Section 1.1 & 1.2. Fixed up
    ==> "MODULAR/PLUGIN" EDITS - NAVMESH (NAVM) <==
    > Same as Ladder Section 1.1 & 1.2. Fixed up carrying edited override FormIDs ONLY needed per these plugins
    ==> "MODULAR/PLUGIN" EDITS - DOORS <==
    > Same as Ladder Section 1.1 & 1.2 (where applicable)
    ==> "MODULAR/PLUGIN" CORRECTIONWORK - OUTPOST ENTRANCE <==
    > The HauntedRecipe was always difficult for the Player to pickup because of the SKYL_STATIC collisions from the massive rocks. Now it sits on a custom collision Rock
    ==> "MODULAR/PLUGIN" EDITS - NEW ADDITIONS <==
    > Nothing New

    SECTION 1.4 - SUPPORT MODULES - MISC. ADDONS (New Section)
    =======================================================
    > If it were not for Leontristain interior patching Drengin's Blue Palace Terrace and JK's Blue Palace, I would not have make these.
    > Patching mashups within interiors is not really my cup of tea. With that being said, if you choose to use a JK's Blue Palace variant from here that integrates Drengin's works, head on over to:
    Drengin's Blue Palace Terrace - JK's Blue Palace - Patch https://www.nexusmods.com/skyrimspecialedition/mods/45458
    > download just so you can toss Leontristain an endorsement to show your appreciation.
    > I can only imagine the amount of time it took to creatively patch the insides.
    ==> "JK's Blue Palace" <==
    QTY:4 Versions for SEC 1.1 to be combined with/without SEC 1.3 (choose based on your desired combo)
    QTY:4 Versions for SEC 1.2 (OCS) to be combined with/without SEC 1.3 (choose based on your desired combo)

    SECTION 2.0 - "TECHNICAL CHANGES"
    =======================================================
    ==> "FUN WITH FLAGS" CHANGES <==
    > Nothing. I have not had a chance to re-evaluate this yet. Its not essential

    ==> "SOLITUDE EXTERIOR SOVNGARDE STATUE SET" CHANGES <==
    > Fixed an issue was reported to me.
    > Previously, for rocks added to these plugins, their baseform LOD models where targeting a path explitly created in this selection option. It fought with SELUA come LODGen time
    > Now for those same rocks, the path is still created in this selection choice for those LOD models but pathed the same as those same rocks are in SELUA

    ==> "SOLITUDE SKYWAY SE ESTUARY FORTRESS EXTENSION" CHANGES <==
    > Reworked the Lighting to match the parent overhauls
    > New simlified statue model collision
    > All duplicate or existing REFRs that were one for one sitting on top of another existing REFR
    > Removed a tree billboard
    > Fixed a protruding collision at top of main stairs to skyway that promoted Guards and player walking along Skyway stretch at intersection stairs starts a little hump
    > Althought this is ESSENTIAL and works fine, I have not had a chance to re-evaluate this in full as of yet. I know its going to be a big modelling job. THIS IS COMING

    SECTION 3.0 - "MULTIPLE SELECTION OPTION PATCHES"
    =======================================================
    ==> "DRENGIN'S BLUE PALACE TERRACE [PATCH - LEGACY OF THE DRAGONBORN] (QTY: 03)" CHANGES <==
    ===> WARNING DISCLAIMER <==============================
    > Same Warning regarding LOD creation per the LOTD Modules in 1.3 Overhauls
    > New sub-spoiler is in the Patch selection option main dropdown Spoiler
    > This is also in the new FOMOD First Page step "CHECK YOURSELF RESOURCE SECTION"
    ===> WARNING HAS BEEN TOLD <===========================
    > The HauntedRecipe was always difficult for the Player to pickup because of the SKYL_STATIC collisions from the massive rocks. Now it sits on a custom collision Rock
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "Drengin's Blue Palace Terrace [PATCH - Personal Additions] (QTY: 02)" CHANGES <==
    > Nothing New
    ==> "Harborside Solitude Bridge Home Patches (QTY: 02)" CHANGES <==
    > Requires Rob's Bug Fixes - TGC Solitude ESP Replacer https://www.nexusmods.com/skyrimspecialedition/mods/72117
    > Nothing New. But I am sure their is much to address in the Harborside Bridge Home Patches. Lots of re-modelling and perhaps different implementation approaches
    =======================================================
    SECTION 3.0 - "SINGULAR SELECTION OPTION PATCHES"
    =======================================================
    ==> "BLUEPALACETERRACE-LOTD-SKYWAY-PATCH (OCS)" CHANGES <==
    ==> "DRENGIN'S BLUE PALACE TERRACE [PATCH - SOLITUDE EXPANSION]" CHANGES <==
    ==> "DRENGIN'S BLUE PALACE TERRACE [PATCH - THE GREAT CITY OF SOLITUDE MOUNTAIN EDITS]" CHANGES <==
    ==> "DARK FORESTS OF SKYRIM SE [PATCH - THE GREAT CITY OF SOLITUDE]" CHANGES <==
    ==> "ENHANCED LANDSCAPES [PATCH - FORGOTTEN DUNGEONS SSE]" CHANGES <==
    ==> "ENHANCED LANDSCAPES [PATCH - SOLITUDE EXPANSION]" CHANGES <==
    > Nothing New
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "ENHANCED LANDSCAPES [PATCH - SOLITUDE SKYWAY SE]" <==
    > New Patch. This patch is encouraged to use over Urtho's variant (on Solitude Skyway SE page) for MPXP 1.0 Overhauls
    > It has additional edits that Urtho's does not provide geared for MPXP [1.0] and are neccessary for it
    > However, it is totally fine to use without MPXP 1.0 also
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "ENHANCED LANDSCAPES [PATCH - THE GREAT CITY OF SOLITUDE]" CHANGES <==
    > Wreckedship on shore had a Tree stump growing in it which is removed
    > Few trees moved and other subtlties
    > this was all reported to me earlier so I tried to fix best things I saw based on there direction
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "OPEN CITIES SKYRIM SE [PATCH - JK's BLUE PALACE]" <==
    > New Patch. Not to mix with page 1.0 combo overhauls
    > Just integrates JKs Palace into Open Cities Skyrim
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "OPEN CITIES SKYRIM SE [PATCH - THE GREAT CITY OF SOLITUDE]" CHANGES <==
    > Requires Rob's Bug Fixes - TGC Solitude ESP Replacer https://www.nexusmods.com/skyrimspecialedition/mods/72117
    > Very similar to the MPXP 1.0 overhauls
    > Reworked the NAVM from ground up in many places that could use it. Everything disclaimed in the 1.0 changelog section NAVM-wise
    > Fixed some collision Markers
    > Fixed all the DOORs per my explanation in the 1.0 changes. New Door casing/frame models created for:
    ArchWindmillTowerDoorTOArchWindmillDocksDoor
    --  --  --  --  --  -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
    ==> "THE GREAT CITY OF SOLITUDE UNOFFICIAL TWEAKS" CHANGES <==
    > Very similar to the MPXP 1.0 overhauls
    > Reworked the NAVM from ground up in many places that could use it. Everything disclaimed in the 1.0 changelog section NAVM-wise
    > Duplicate REFRs created in TGCoS nuked. (Described in "SECTION 1.1 & 1.2 - "TECHNICAL CHANGES""
    > Fixed some collision Markers
    > Fixed a cliff clipping side of path from Katias farm to the shore Lumbermill
    > Clipping Models that needed better position work
    > I have submitted this in full to RobertGK2017 like my former "The Great City of Solitude Unofficial Patch"
    > I am in hopes that this plugin will just be wiped out of existance eventually
    > When Robert finds the time, will implement it directly into the TGCoS main plugin replacer like my former "The Great City of Solitude Unofficial Patch"

    THERE IS TWICE AS MUCH I CAN ADD TO THIS LIST TO THE UTMOST SUBTLETIES. I HAVE MY WRITING LIMITS SO CONSIDER THIS THE
    CHANGELOG. IF YOU SEE THINGS YOU AREN'T SURE WERE THERE OR WHATEVER, JUST ASK :-)
    VER. 1.0.0
    =======================================================
    FULL PAGE
    =======================================================
    > New Changelog Management Infrastructure. This will work and make things much cleaner
    > Version numbers will go nothing but up per the new FOMOD EX. v1.0.1, v1.0.2, v1.0.3,,,,,,,v1.0.9, v1.1.0, v1.1.1, etc.....
    > New Media Pictures and Desc. Page GIFs
    > Brand new Desc. Page formatting with far less dropdowns and much information is consolidated and some that was unneccessary was removed
    > New Post Section Sticky disclaiming how I want us to use the BUGS Section. I prefer any Bugs, Patch Requests or Existing MPXP Patches that could use some edits to be claimed into the BUGS Section as its easier for me to track. This doesnt imply I will get to it in a heartbeat and still need to weigh the pros and cons per request but its better
    > Standard Acronym (STD) is removed from all Plugins, SELUA Mods plugin was also renamed along with a few patches
    - for details on this, refer to the new "[MPXP] CHANGELOG TRANSMISSION QUEUE FORUM" as this is all documented in there
    =======================================================
    [MPXP] AIO FOMOD
    =======================================================
    > New AIO MPXP FOMOD
    > This FOMOD is not setup to pick choices automatically. There is just too many multi-combinable options in the FOMOD
    > Staging it for a true automated experience was nothing more then a nightmare (as I was working on it for sometime until I said "the hell with this").
    > If you managed to use MPXP page prior to this FOMOD; then this is a piece of cake.
    > Furthermore, per option disclaims the Load order with links and the AVOID USE WITH: Warnings
    > Per selection option installs that mods README (if it has one)
    > Installer Exit Step has an optional "[MPXP] FULL HISTORICAL CHANGELOG.txt" to install if desired. This text will only grow from the "[MPXP] CHANGELOG TRANSMISSION QUEUE"
    > All readmes that exist (including the "[MPXP] FULL HISTORICAL CHANGELOG.txt") all install down dedicated path at "Data/Docs [MPXP]/Mod.txt"
    =======================================================
    MODULE EDITS THIS UPDATE
    > This update consumed a lot of time and is not dedicated to mod additions/edits. Its strictly MPXP QoL update for management and Community
    > AIO FOMOD is made cleans; the Download area, solid Changelog System created means new paths can be paved & old ones could use re-evaluation
    =======================================================
    [2.0] --> Solitude Exterior Sovngarde Statue Set --> Sets I and III>
    > Rotated the Northern statue pulled forward a bit so head not clipping into rock
    [2.0] --> Solitude Exterior Sovngarde Statue Set --> Sets IV and V
    > Re-positiuoned the Southern statue a bit so left hand arm not clipping into rock. This one was a tight pain but pulled it off
    [3.0] --> The Northern Star Retreat - Revisited AIO Pack [PATCH - Enhanced Landscapes]
    > These patches where entirely removed since Enhanced Landscapes is now an ESMlified ESP, it has no chance of overwriting TNSR-R Landscape Edits for its Home
    ALL BUILDS BEYOND THIS POINT:
    [MPXP] FULL HISTORICAL CHANGELOG