Love the idea of this mod, but it contains 177 ITM records and 1 deleted navmesh that need to be cleaned up. ITM's can overwrite other mods and deleted navmesh can cause crashes.
You can automatically clean the ITM's with xEdit, but you have to manually fix the navmesh. - Remove the deleted flag from the navmesh in xEdit - Go into the CK - Find the navmesh that was deleted - Select the entire navmesh - Move it down far under the ground (so it's not accessible to any NPCs) - Finished
Instead, find the Navmesh in SSEEdit and manually go through every file under the Worldspace records. When you find it right click on the Deleted heading and it brings up a window. Now Uncheck the box marked Deleted. Save the file and the deleted navmesh will be of no further worry to you.
It removes it again completely after a second cleaning.
Okay here is how you do it. Install SSEEdit to your main Skyrim Data Folder under the Tools folder. Watch any of the videos by GamerPoets to learn how to install SSEEdit correctly, make sure you set a shortcut on your desktop to your Skyrim Data folder placing it on the Desktop for easy access. Set a shortcut called SSEEditQuickAutoClean.exe (copied from the SSEEdit installed in the Skyrim/Tools folder) on your Desktop.
Open the mod folder for this mod and MOVE the ESP to the Skyrim/Data Folder where the main ESM files are. Now click once on the shortcut you created for SSEEdit Quick Auto Clean (this is referenced in GamerPoets youtube videos) on your desktop (or where ever you choose). It will clean the ITMS and inform you of the main deleted references. Plus the one it cannot remove automatically.
Here is where I've done the work for you to find it. AFTER the quick clean auto process stops it will inform you how many ITMS it removed and how many Deleted References it found that it removed and the Deleted Reference that it CANNOT remove. Now go down to the Worldspace records and do this carefully to find the file the numbers I type here are the ones you NEED to look for to remove the navmesh entirely.
It is located under Block -2, 0 Sub-Block -5, 0 - under the header that says Temporary find the record 000070DA - Navigation Mesh 001051BA - Click on it and it will have a yellow box with green lettering that says Deleted - Now Right Click on it. A box comes up and it will have Deleted checked. Now UNCHECK that box, close the record and close SSEEdit, it will ask to save the esp file, hit yes.
Now leave the ESP where it is in the Skyrim Data folder and use the Quick Auto Clean method again. It will remove the navmesh ENTIRELY this time. Save again and you have now repaired the mod.
The navmesh has been removed for a reason, and doing what KainThePheonix says is merely reverting it to vanilla and potentially conflicting with other changes made by this mod. The correct way to repair the issue is to do as somohexual says, basically hiding the navmesh so that it's inaccessible in-game. Full instructions for doing so have been written by mnikjom and are available here.
Actually the correct way is to find the navmesh that overwrite(is in the same place) and give that navmesh(which should be new) the formid of the deleted navmesh, this way all problems are solved and you don't have extra information(data) taking up space for no reason
I revisited this mod and I checked the navmesh in the CK, it doesn't appear to be removed for a reason so it's probably safe to just go into xEdit and remove the record from the plugin.
You say your mod puts the afflicted at a high level, but what do you consider a high level? The quest with Peryite starts at a fairly low level, so it's odd for the afflicted to be considered high level. I want to try out the mod, but I don't want to jump head first into something if my character isn't likely to be a decent level for it considering the level at which the quest is first available.
I can't fully remember, but I believe I made it closer to Lvl 30. I added new enemies that are mostly of higher level, I don't think I adjusted the base ones. Given how Unique the Afflicted are I had wanted to make them stand out in a few ways, as by default they just seem like weak bandits with an extra spell.
But yeah It'll be considerably tougher than average, but more rewarding
Is it just me or does anyone else have afflicted enemies being totally immune to all damage. I thought they are tanky, but selecting one of them and observing, their health stays as is, not even a point drop, they are perfectly immune, nothing hurts them
Hey! Thank you for quick response :) and yes, the regen was the thing, combine this with other mods that provide skills and perks, every one of them was tanky as hell. I played a bit in xEdit, removed the regen and brought health and stamina at par with other enemy mods and now its great, thanks for the beautiful mod :)
A very impressive mod for someone who is new to modding. I loved the new look of the afflicted and how dangerous they became, the skeevers, the notes, the new ingredients, how well it was integrated into the game, basically everything. Unfortunately the esp needs cleaning as it has been pointed before, and even after that the game kept crashing during the final battle so I had to uninstall it to finish the quest. I hope someday you come back to it and fix it, it has great potential.
Is this compatible with The Only Cure Quest Expansion (https://www.nexusmods.com/skyrimspecialedition/mods/57683?tab=posts)? It would be awesome to use both of them at once!
Edit: I just played this in conjunction with The Only Cure Quest Expansion (and the proper patch, which I was able to find), and my only problem was preventing the other Afflicted from killing Orchendor before I could speak with him. I don't know which of the 2 mods caused that problem, but otherwise everything went great, so: Endorsed!
If you can (Not sure it needs it) could you patch it for the ( https://www.nexusmods.com/skyrimspecialedition/mods/44291 ) it gives the Afflicted Vomit Sounds. I prefer the LE version more so I ported that but I installed both. I'll likely use the LE port because it sounds more like someone puking.
The link for the LE port if anyone is interested. Hopefully it works with this mod with no patch.
Well done on the mod, you have beefed up a quest that was definately lacking. The enemies were good with interesting weapons that caused me problems, glad i had a stack of cure disease potions. End battle was hard as well which i enjoyed.
Really cool mod, gave the whole quest a new atmosphere and depth. Looking forward to your futur plans with it. Any chance on compatibility with pilgrim - a religion overhaul?
49 comments
You can automatically clean the ITM's with xEdit, but you have to manually fix the navmesh.
- Remove the deleted flag from the navmesh in xEdit
- Go into the CK
- Find the navmesh that was deleted
- Select the entire navmesh
- Move it down far under the ground (so it's not accessible to any NPCs)
- Finished
It removes it again completely after a second cleaning.
Okay here is how you do it. Install SSEEdit to your main Skyrim Data Folder under the Tools folder. Watch any of the videos by GamerPoets to learn how to install SSEEdit correctly, make sure you set a shortcut on your desktop to your Skyrim Data folder placing it on the Desktop for easy access. Set a shortcut called SSEEditQuickAutoClean.exe (copied from the SSEEdit installed in the Skyrim/Tools folder) on your Desktop.
Open the mod folder for this mod and MOVE the ESP to the Skyrim/Data Folder where the main ESM files are. Now click once on the shortcut you created for SSEEdit Quick Auto Clean (this is referenced in GamerPoets youtube videos) on your desktop (or where ever you choose). It will clean the ITMS and inform you of the main deleted references. Plus the one it cannot remove automatically.
Here is where I've done the work for you to find it. AFTER the quick clean auto process stops it will inform you how many ITMS it removed and how many Deleted References it found that it removed and the Deleted Reference that it CANNOT remove. Now go down to the Worldspace records and do this carefully to find the file the numbers I type here are the ones you NEED to look for to remove the navmesh entirely.
It is located under Block -2, 0 Sub-Block -5, 0 - under the header that says Temporary find the record 000070DA - Navigation Mesh 001051BA - Click on it and it will have a yellow box with green lettering that says Deleted - Now Right Click on it. A box comes up and it will have Deleted checked. Now UNCHECK that box, close the record and close SSEEdit, it will ask to save the esp file, hit yes.
Now leave the ESP where it is in the Skyrim Data folder and use the Quick Auto Clean method again. It will remove the navmesh ENTIRELY this time. Save again and you have now repaired the mod.
The quest with Peryite starts at a fairly low level, so it's odd for the afflicted to be considered high level.
I want to try out the mod, but I don't want to jump head first into something if my character isn't
likely to be a decent level for it considering the level at which the quest is first available.
But yeah It'll be considerably tougher than average, but more rewarding
I played a bit in xEdit, removed the regen and brought health and stamina at par with other enemy mods and now its great, thanks for the beautiful mod :)
Edit: I just played this in conjunction with The Only Cure Quest Expansion (and the proper patch, which I was able to find), and my only problem was preventing the other Afflicted from killing Orchendor before I could speak with him. I don't know which of the 2 mods caused that problem, but otherwise everything went great, so: Endorsed!
The link for the LE port if anyone is interested. Hopefully it works with this mod with no patch.
https://www.nexusmods.com/skyrim/mods/72469/
Endorsed.