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Domenicus

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Domenicus7

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12 comments

  1. Tetrol88
    Tetrol88
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    So - we require both "Main" downloads to get both effects? - both contain "default2StateActivator.psc (4.9 kB)" but everything else differs
    1. Domenicus7
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      Yes, don't worry about that it's just a source file. I should have removed it but it won;t do anything
  2. Dreifels
    Dreifels
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    you refer to a report of Skyrim Legendary, but this here is Skyrim SSE
    1. Domenicus7
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      That's cus ussep was the same as usleep for most of its development. It might still be tbh. If you go checkout that issue number in the ussep issues, it redirects you to the page i linked.
  3. r0000
    r0000
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    This mod doesn't appear in my Tracked mods list, what did Athmor did this time?
  4. deleted130512078
    deleted130512078
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    Why are you trying to make Ruunvald clearable since it's by default marker as "Never Reset" encounter zone?
    I have looked at the changes made by USSEP on the script and didn't see anything that can cause harm; they were trying to optimize the script conditions.
    1. Domenicus7
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      If you don't believe me about USSEP, I invite you to test it like this :
      Start the dawnguard questline via console
      Go to fort dawnguard, speak to isran to get the first quest
      Run really far away manually (no fast travel) - riften should be far enough, but you could go to windhelm to be sure
      step through all the quest stages in dawnguard that should be set manually by playing in the console up to stage 70 of 'A new order' 
      Run back to fort DG
      observe the gates

      If you do that with and without this installed, you'll see the gates behave as I describe. Anyway, USSEp does a lot more than 'optimise the script conditions', it stops bits of the script working deppending on a certain flag added by ussep in order to fix the 'bug' in that bug report I linked

      As for ruunvald, I like having it clearable and if you have 'experience' it's useful
    2. deleted130512078
      deleted130512078
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      Didn't even know that these gates are supposed to be open.
      So they say it's fixed while it's not?
      https://afktrack.afkmods.com/index.php?a=issues&i=29293
      (do they test their fixes?)
      I will restore these scripts to their vanilla values but I will keep an eye on anything odd.

      But the Ruunvald thingy is not supposed to reset. It's part of Dawnguard story and contains an unique faction.
    3. Domenicus7
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      I think they caused the gates to not open with their original 'fix', then realised the gates weren't opening and blamed it on the script which they changed in the bug you linked. However, that script works fine in vanilla and its ussep that causes them to  not open. 

      They must test some of their fixes but I suspect when testing the gates they tested them in a way which meant they changed state while their 3d was loaded so the bug wouldn't appear.

      Correct me if I'm wrong, but Making Ruunvald clearable shouldn't make it reset.
  5. MaeroDestroya
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    So, for further clarification, this sort of fixes the bugged out lighting that Isran casts on Sorine and Gunmar when they first arrive at the fort? That light for me never seemed to reach the floor and seemed to be cut off mid-screen. I've had this issue since I first started modding SE, but never really bothered to look for fixes coz it's a one-time thing and I could easily not care about certain bugged stuff.
    1. Domenicus7
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      No it do4esn't do that- I haven't ever seen that. You see those big gates in the screenshots- if you have a recent version of ussep they usually won't  appear like they;re meant to
    2. MaeroDestroya
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      Oh. I see what you mean. Okay, thanks for clarity.