Skyrim Special Edition

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Strange1884

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  1. Strange1884
    Strange1884
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    If you discover bugs or have ideas to make Project AHO even better, contact me via PM or leave a comment here. 
    Thank you all for your feedback! 

    UPDATE 25.12.2020: Been real busy with Christmas and Cyberpunk 2077. Can't say whether I'll update this mod any further as I'm getting more interested in doing mods for Cyberpunk. We'll have to see though!

    UPDATE 4.12.2021: I've been busy in real life and haven't had time to update this mod. Got myself a new job at programming, university studies are soon to be finished, I'm about to become a father... I'll see if I can make one small update to this mod by the end of January before my son is born, but no promises.
  2. Abbraaxus
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    I wrote this for another mod page last Spring. This does not mention the use of the newer SSEEdit function: "PseudoESL". Regardless, it is still current, and should still be helpful, I hope, for those new to Eslification...

    Some people sometimes confuse an esl: Elder Scrolls Light master
    with an espfe: Elder Scrolls Plugin Flagged ESL

    People often refer to both of them as "esl".
    This is incorrect.
    The difference is easy to see when you look at the actual plugin: an esl has the suffix ".esl".
    An espfe has the suffix ".esp".
    To indicate that neither takes up a load order spot, both of them are generally represented in mod managers italicized :".esl" and ".esp".

    I am seeing confusion because some people know one "esl" and some people know the other "esl". I have no idea who first started misnaming espfe's as esl, but they really did a doozy on a lot of people. I've seen  people on this website arguing in the comments that "ESL" and  "esl"` were light master and light regular plugins respectively!
    Arguing! Adamant in these positions about upper and lower case. Yah,  it's an interesting fuddle.

    Regardless:
    An esl (or ESL) is a Light Master - a Master Plugin which does not take up a load order spot from the 254 limit.
    It does, however, behave like a Master in that it remains near the top of the load order, taking priority over mere esp's.
    This is what is made when you convert to esl using the Creation Kit (SSEEdit can now also convert to esl.)

    An espfe is an esp that is flagged as an esl - but it is not a Master. This is what is made when you flag as esl using xEdit. It too does not take up a spot in your load order limit, but it will remain wherever it is placed - not stay on top like a master.

    In both cases you must first run a Script to check if it can be converted or flagged, and if you need to Compact Form ID's first.
    The script is in SSEEdit - it is "Find plugins that could be turned into ESL" -Note: There are 3 such scripts - use that one, that wording, for the best range of results (all three begin with "Find", so are found together in the list when you select "Apply Script" in SSEEdit.)

    Hope that helps

    A final note: If you have to Compact FormID's, then you absolutely cannot use the resulting plugin to replace its original mid-game. It will break the Save Game!
    While theoretically you can make a Clean Save to resolve this, in practice more and more folks "in the know" are saying that such things are never completely removed from Saves, and lead to later problems in the game. In other words, if Compacting FormID's to Eslify something already in your Load Order, then the new plugin should be used for a NEW GAME ONLY.
    1. Strange1884
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      This is nice! This clears up a lot of the misinformation. Thanks again! 
    2. Gawad
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      I'd like to confirm what Abbraaxus says about Clean saving prior to compacting FormIDs in order to change an esp to an espfe. Just clean saving can still leave behind unattached script instances and elements that will no longer be defined in the save and these can come back to haunt you later.

      I myself have compacting mod FormIDs to make the switch mid game to free up esp slots, but always using Fallrim Tool's ReSaver to make sure no unattached script instances and undefined elements are left in the save file post clean saving and before reinstalling and compacting the mod's FormIDs. Also, some mods just don't take well to compacting (tested on a new game), so you still have to try them out on a new game to make sure they're still working properly. For example, one mod I use, Rolling after landing (Controllable), confirms the keypress to initiate a roll when used compacted, but the roll never happens, like the key binding is actually lost. So compacting, while it can work, is really very caveat emptor. 
    3. Abbraaxus
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      I have also learned since then to use not only ReSaver when adding, updating, or changing anything mid-game, but also have had great success and security in using Save Cleaner - CTD Fix and Cell Reset. If necessary, I always remove Unattached Script Instances in ReSaver separately, first (and always keep a backup Save, of course.)

      Checking afterward in ReSaver has shown me in black and white how much of a difference it makes.
      Works like a charm! I highly recommend it.

      But personally, I still would not compact FormID's in a plugin already in use in a Save. No matter how thoroughly I've made sure of a Clean Save. Not worth risking the time investment a game represents, in my book. To each their own, or course... 
  3. ItsRainmoon
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    this mesh also missing according to dyndolod

    Warning: File not found Meshes\dwarfsphere\channels\pipes\dwaspchpipeend01ex.nif. Used by DwarfsphereImprovedPatch.esp DwaSpChPipeEnd01Ex [STAT:FE0EF81D]

    Warning: File not found Meshes\dwarfsphere\channels\traps\dwaspchspinningrailbladegroovesmall01.nif. Used by DwarfsphereImprovedPatch.esp DwaSpChSpinningRailBladeGrooveSmall01 [STAT:FE0EF81E]
  4. limpan233
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    Is it possible to add this mod to a game in progress if ive completed aho. Want the ability to move the aho sphere back underground
  5. TorinCollector
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    What about a version 1.7.2 of the patch that is basically 1.7.1 + the Mesh fix? Would appreciate this since vortex always wants to falsely update 1.7.1.
    1. iurikill111
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      +1
    2. nessman13
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      +1
    3. hadaev
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      +1
      I can get then things in development, but it was updated 2+ years ago, final version as one mod instead of 2 will make a lot of lives easier.
    4. votolom
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      Temporary solution is to download the mesh fix manually, unzip it, rezip it, then drag and drop into Vortex. Vortex will no longer recognize it as the same file. You may or may not have to rename it.
  6. MasterXploder777
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    Checked by activating and deactivating this patch - this may not happen to you)
    When Yen-Ylu introduces you to the Project AHO sphere, a large section of bridge is
    missing, causing Yen-Ylu to fall and die and the player unable to access
    the sphere.

    As far as I am aware, this entirely breaks Project AHO
  7. CarGT5000
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    Not sure if there's any chance of this getting updated again, but there are 3 issues I have with the mod so far:
    1. When using the control cube inside the AHO it frequently gets duplicated.
    2. Next to the alchemy area there are some floating potions and such.
    3. When using Ars Metallica, the smeltery added by the mod doesn't grant smithing XP.
    The cleanup the mod offers is fantastic; if I'm bored and have some time I might try learning enough about the creation engine to fix some of these issues myself.
  8. Ballsofdoom
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    Thanks a lot for the patch. Reading the description, I see that it makes a ton of useful fixes. But there is one fix that makes me not want to use it. Alas, this is the decision to move Typewriter inside AHO. The Typewriter is a unique device that is located in an equally unique and very beautiful place. And I want to have a reason to visit this place. To feel this unique mystical Dwemer atmosphere every time. But if Typewriter is inside AHO, then I have no reason to visit the Great Hexagonal Library anymore. I'd say this is a big design mistake.
  9. SteveTownsend
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    Does this mod include fixes from https://www.nexusmods.com/skyrimspecialedition/mods/65245 ? I see you edit the same meshes, but maybe XPMSSE is out of scope here, wondering how to handle if there is a conflict.
  10. kylecat15
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    No matter what I do I cannot progress once you start "Freedom of Choice" after you get your belongings I cannot leave the council area. The door just does not work, not for me or guards they can't even leave. 
    1. Loser568
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      I had the same problem. I execute on the console the following command: setstage dwarfsphereq07 16

      The command comes from here
  11. amon31
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    Hallo.
    I got problem with No corpse, no case.. When i leave house and then return, there is no corpse of vampire. Pls help. 
    1. Moylanator
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      I had this problem once, For me this was due to a dead body clean up mod. You need to change the Cleaner settings to only clean bodies that you kill.
  12. bloodmooneagle
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    I tried this one but my character keeps on getting stuck in a cage. Like literally just there and nothing's happening. Idk what to do. I tried waiting for an hour and nothing's happening. I also dont have a follower with me at that time. Do you guys know how to fix this one?
    1. Strange1884
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      Follower shouldn't be a problem as it gets dismissed right before you end up in the cage. Is it right at the beginning in the slave market or at Shanath's house?
    2. Aromov
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      Nevermind, I got it working now. This issue likely occurred for me because I flagged the original mod as an esm instead of using the one that was provided.