Skyrim Special Edition

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  1. AndrealphusVIII
    AndrealphusVIII
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    WARP/OldVARP/BUVARP

    WARP or OldVARP? Read this article: https://www.nexusmods.com/skyrimspecialedition/articles/3002?

    List of suggestions of NPCs that I have had over the years: https://docs.google.com/document/d/1FXtJkpqzRubM0L_imLADPkGL_TShOBI6jDPKSJ0cyMg/edit?usp=sharing

    Requests

    I am currently NOT taking any requests. Please stop posting them, as I'm unable to do them. Thank you for your understanding.


    Previously unsupported NPCs

    As people request re-doing the previously unsupported NPCs, I'm looking into them and so far made this conclusion:


    • [DONE] Shahvee
    • [DONE] Shavari
    • Selveni Nethri -> Her daughter is added to the game. I might add a small reunion quest for the both of them, if I can find the correct lines. I might need more ideas for her. Currently her daughter just sandboxes in the inn in Raven Rock.

    • From-Deepest-Fathoms -> I do have interest in adressing her, but I'm not sure what to do with her.
    • Deep-In-His-Cups -> Same as From-Deepest-Fathoms    
    • Malborn -> Need to think about him.
    • Brelas -> Need to think about her.
    • [DONE] dunWatchRiverWolf aka Fenrir (previously "Scruffy")

    • J'datharr -> No interest or good ideas for him, as a similar thing is already been done to Shahvee.
    • Nubaree -> RDO NPC, will not be reintegrated.
    • Razita -> RDO NPC, will not be reintegrated
    • All NPCs regarding the Ill Met By The Moonlight quest -> Adding the NPCs pre-quest, as in OldVarp, would mean they either need to be essential or would be able to killed off pre-quest, which would mess up the Ill Met the Moonlight quest. For this reason, I will not be redoing them. The Ill Met by the Moonlight quest might become its own standalone submod.

    Current status

    Sept 23th 2023: I've uploaded a small update. More updates are coming soon. The main reason I did this update, was to move the script lines from Missing Follower Dialogue Edit over to BUVARP SE RE (with some extras since it's been way too long).

    Questions regarding NPC appearance overhauls

    I will no longer answer these, as I'm tired of doing so.
    In short:
    1. It's not okay to let them override my edits to NPCs. You need to patch them.
    2. I won't make patches because I don't use them. Please stop asking. (I can't patch every single mod on the Nexus, for my own sanity.)
    3. If anyone else wants to patch them, feel free. (see permissions)
    4. There are automated patchers that can fix compatibility issues between these and BUVARP, namely NPC- NPC Plugin Chooser and EasyNPC.
    5. If you're still have black face issues, there's also this mod: Face Discoloration Fix.

    Any questions regarding compatibility with NPC appearance overhauls will be considered spam and deleted.
  2. Percivali
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    do you have plans for dragonborn dlc?
  3. ovidius171
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    big conflict with CFTO in Falkreath (at least)
    need a patch
    a great ideea this mod but without patches isnt playable
    1. AndrealphusVIII
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      Patches for several mods can be found here.
  4. dericwise16779
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    I just started using BUVARP, and I love it so far! Great concept for a mod. That said, I was wondering if you would make a patch for "carriage and ferry travel overhaul"? I hate having to pick between one or the other, as the Falkreath carriage added by that mod conflicts with Valdrs house. Thanks in advance! 
    1. AndrealphusVIII
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      Patches for several mods can be found here.
    2. dericwise16779
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      I don't know how I was unable to find that, thanks so much for the quick response!
  5. UberClock
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    Thank you for the mod! This is amazing!

    I'm so glad you made this because I've definitely looked for a few of the NPCs you've listed, trying to find mods for them individually.

    Before finding BUVARP I was looking at Denizens of Morthal for Eisa. I had mixed feelings about that mod changing Eisa's appearance, so I was happy with finding this alternative. Of course that one is more a quest and lore expansion, so it's different.
    1. AndrealphusVIII
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      I'm glad you like my mod.
  6. steelfiredragon
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    I've a dumb question to pick your brain with. you touch those two blackmailers in the riftin sewers there, intimidating them is not going to ca use bandits to stop attacking me will it? cause I've had this problem of bandits not attacking me( attack the horse but not me)  happening twice.
    went in the sewers to get duskfang/dawnfang deal with them get sword go do that mooncaller temple  pick up the dreamstrider and a helm that is added by lotd. came out afterwards and bandits do not attack.
    1. AndrealphusVIII
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      I doubt that's related to this mod.
    2. UberClock
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      Just a hunch, but the bandits not attacking could be Alternate Start related.
  7. Renamon69
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    Is the navmesh by Anska's house and Brandy Mug Farm supposed to be broken. I play this on the Xbox and the navmesh cells are clearly not linked. NPCs cannot cross the navmesh threshold between the cells. Will there be a fix soon? Or will I have to fix it myself?
    1. AndrealphusVIII
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      Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
      A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.
    2. Renamon69
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       I tried getting ahold of the the person who ported it but I got no response. It's fine though. I downloaded a different version of BUVARP SE RE, Jk's Windhelm Outskirts, And Jk's Windhelm Outskirts & BUVARP Patch and the Navmesh is working now.
  8. davidgilbertking
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    Hi AndrealphusVIII!
    I'm currently translating this mod, and ran into a typo:
    Dialog Topic
    BUV_TuldinwaeIntroTopic01
    "Hello Tuldinwae, I've read your letter to Delvin. Would be willing to sell me some of your goods?"
    I think there's a "you" missing in that last sentence.
    Just letting you know, for the further updates.
    1. AndrealphusVIII
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      Thanks! I'll fix that.
    2. AndrealphusVIII
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      Done in 1.3.3
    3. davidgilbertking
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      Awesome!
  9. MacKom
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    Hey Andrealphus!

    Love the mod, had it in my LO for quite some time now.

    However, I seem to be having a problem with Valdr. The moment I take his quest and enter the cave to clear it out, choosing the option to leave him outside, he dosen't wait for me  but starts walking back to Falkreath. Once he gets to Falkreath, he aggros at the goat and cow there, kills them, goes to the inn and...that's it. I can't talk to him, can't finish his quest. I guess it's easily fixed by having him tag along with me in the cave but I just wanted to ask if you could have a look?

    I *am* using 1.5.97 version of cutting room floor.
    1. AndrealphusVIII
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      Sounds like a conflict with another mod.
    2. MacKom
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      Yep, turns out it was a soft conflict with Arthmoors "Falkreath" which I also had installed. Loading Buvarp after it solved the issue. Had to add a custom LOOT rule for it but so far, so good!
    3. AndrealphusVIII
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      Glad you figured it out.
  10. Steregos
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    Love this mod.

    Have any chance for patch with Morthal Creation?
    1. AndrealphusVIII
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      Maybe down the road, but I currently don't own that.
  11. milkdrinker214
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    Hi! I would just like to ask if your mod touches any of the master spells in Mysticism. For context, my character cannot simultaneously cast Dragonhide, Lightning Shield, and Springheel (the last one cancels out the other two), and I have been told that BUVARP may have something to do with it? I actually don't know if it does, but I would just like to see if I can find out what's causing my character's strange situation. Thank you! 
    1. AndrealphusVIII
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      Not sure where you got that information from. My mod doesn't touch any of these spells.
    2. milkdrinker214
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      Thank you for your response!