Skyrim Special Edition
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Subhuman0100

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subhuman0100

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612 comments

  1. deleted90965448
    deleted90965448
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    hello if I have the  unofficial creation club patches should I load this before or after?
    1. KaidanTheAccursed
      KaidanTheAccursed
      • member
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      Here's a load order suggestion from Sattyre of the USMP SE :

      - Base Game
      - CC Content
      - USSEP
      - USCCCP
      - Vanilla Script (Micro)Optimizations
      - USMP
      - Navigator - Navmesh Fixes
      - all other esms
      - esps
      - patches

      Sattyre really knows what he's talking about so I trust him
    2. deleted90965448
      deleted90965448
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      gotcha thanks for informing me kaidan! :D
    3. Viekang
      Viekang
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      Danke!
  2. VanoxPlay
    VanoxPlay
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    Reading posts, seems like this mod adds more problems than fixes lmao
    1. JobiWanUK
      JobiWanUK
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      Not my experience. I've used it for years with zero issues.
    2. Indominus113
      Indominus113
      • supporter
      • 18 kudos
      yeah if that makes you happy buddy, people tend to point to mods issues with not even basic knowledge of modding.
    3. yRaven
      yRaven
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      • 25 kudos
      Didn't install
      It's not working
      Pls fix.
  3. Liseralla
    Liseralla
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    If your game instantly crashes when you use "weak poison", unpack the bsa from this mod and then delete the BSA. Then delete the magicimodonplayerhitscript.pex from the loose files.
  4. Anakin1773
    Anakin1773
    • member
    • 3 kudos
    @subhuman0100

    Hello. I can't extract the latest version of this mod (1.17) due to receiving an error that says the following when extracting:

    "There was an error while extracting Vanilla Script MicroOptimizations-54061-1-17-1696891566.zip / Unsupported zip
    compression method (9: deflation-64-bit)"

    This may be due to the usage of either PKZIP or DEFLATE64, or software that utilizes the previous.

    Could you compress the mod with 7Zip instead of some other software, so that Linux users can extract it?

    P.S: I can however, extract the previous version (1.16) just fine.
  5. Hirosan8
    Hirosan8
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    I recommend using 1.16a, in my experience using 1.17 there are strange bugs 
  6. jascardoryjan
    jascardoryjan
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    Is this compatible with the 1.6.1179.08 version from GOG?
  7. slanglois
    slanglois
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    Hi, I'm still running SSE 1.5.97 and USSEP 4.2.5b.  Is it okay to run 1.17 of this mod, or should I be using an older version.  Many thanks.
    1. Mousetick
      Mousetick
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      It's not okay.

      You could potentially use 1.17 of this mod with USSEP 4.2.5b if you extract caravanleaderscript.pex from the USSEP BSA or from the BSA of this mod version 1.16a. The loose file will take precedence over this mod 1.17. If you don't understand what I'm talking about or aren't sure how to do that, it's best and safest to stick with version 1.16a of this mod.
    2. IllusiveMan196
      IllusiveMan196
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      Tested on same setup (Skyrim SE exe V1.5.97, USSEP V4.2.5b) with both VSO at 1.16b and 1.17, here are results:
      1.16b - caravan stayed in one place for at least several in-game days without moving anywhere (so say you meet them in Whiterun, run off and come back like 4 days later, caravan still there. COnvenient, but very un-caravan-like).
      1.17 - caravantravels (or at least I couldn't find them easily in one spot for several days in a row), potentially works on same save as previous versions somehow.

      If I'm reading bug report on this mod's page correctly, the bug may have been solved way back in 4.1.9 USSEP, but on its own tracker it is noted as "fixed for USSEP 4.2.9" (bug: 32950), so idk when it was changed, but to answer slanglois's question: yes, looks like you can.
    3. Mousetick
      Mousetick
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      Your results don't make sense. I think you've got your versions mixed up. Caravans will get stuck in one camp and won't ever move if:
      - VSO 1.16a or earlier is used with USSEP 4.2.9 or later
      - VSO 1.17 or later is used with USSEP 4.2.8 or earlier
      This is caused by an API mismatch between VSO and USSEP scripts, which can be easily verified by reading the caravanscript and caravanleaderscript script sources.

      It may not be possible to fix stuck caravans in an ongoing game (without using console commands) because there is only one chance for them to pack up and leave, based on a 24h timer that is started when they make camp. If that one chance fails, they're stuck indefinitely.
    4. SkyMiku39
      SkyMiku39
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      Could the author of this mod verify this, please? The new Mod version is compatible with the SE and AE versions?
      we very much appreciate your response~
    5. slanglois
      slanglois
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      All, as I'm about to restart the game, I will report back on what Mousetick said to do (use a loose version of the caravanleaderscript.pex from 1.16a) when I update to 1.17, which makes sense to me as I'm current running 1.16a of this mod, w/ 1.5.97 of SSE and USSEP 4.2.5b, and I have no stuck caravans.

      UPDATE - Caravan's are working properly if you follow Mousetick's suggestion.
    6. glowin
      glowin
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      @Mousetick What console commands for fixing stuck caravans in an ongoing game?
    7. Mur4s4me
      Mur4s4me
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      Try the console commands by qruk in this Steam thread.
    8. Kulharin
      Kulharin
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      Not sure, but I know I updated to 1.6.1130 then rolled back to 1.5.97 with best of both worlds, since then I've been getting this crash A LOT, with the log being very hard to inerpret.  https://pastebin.com/stuPBPBu
    9. kansas72
      kansas72
      • supporter
      • 4 kudos
      So are you saying for those newbies. If 1.17 is installed. Use bsa tool and extract both of the caravan pex mods from 1.16a and have them override 1.17 mod?
    10. EmperorAzazel
      EmperorAzazel
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      @Kulharin, I think the crashes happen bc of your rolled back. I play with 600+ mods on 1130 with a slow ass HDD and I dont get 1 crash
  8. kadogfy
    kadogfy
    • supporter
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    I'm trying to find the culprit for my game not letting me absorb any dragon souls at all anywhere ever. Is there any chance this mod touches those scripts?
    1. ninju833
      ninju833
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      Are you sure it isn't because you've been progressing the storyline for the Dragonborn DLC? I don't remember when exactly but at a certain point it removes your ability to absorb dragon souls until you finish the quest line I think.
    2. kadogfy
      kadogfy
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      I am 100% positive that my issue has nothing to do with Miraak's shenanigans. It happened on two different files for me and neither of them had even been to Solstheim. I found out because the first dragon, Mirmulnir was it? That's the one that already I couldn't absorb. Had to manually advance the main quest. Same with the one that Delphine helps you kill at Kynesgrove. Something else is broken...
    3. naixboi
      naixboi
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      Maybe make a new save and use console to rush to a dragon fight? That way you will know if it's a mod or something else in your save.
    4. kadogfy
      kadogfy
      • supporter
      • 0 kudos
      It's not save-specific, unfortunately...
  9. casber
    casber
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    • 6 kudos
    I have both uscccp and ussep fully up to date and my game is on the latest version is it safe to use this to fix the khajiit caravans from being stuck in one place the only mods I have effecting them is tamrilce distributions and the one that adds donkeys and mules
  10. Hirosan8
    Hirosan8
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    • 6 kudos
    Can the USCCCP be placed after this mod or before it like the USSEP in the loading order?