Skyrim Special Edition
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McChuggernaut

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mcchuggernaut

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13 comments

  1. kamikazes
    kamikazes
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    Only working partially.  Tried using console command to disable and enable him. He only use the wolf armor after the ambush sequences and reverted back to steel armor after. 
  2. AskAgainL8r
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    Anyone know if there is any possible reason for this or other replacers not to work? Tried USSEP, tried this, the man still is wearing the Wolf Armor. :/

    ETA: Started working after a certain point. Weird.
  3. Jebbalon
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    Not wanting to be downer on your mod - but, Unofficial SSE Patch fixed this long ago. May have also fixed the Dustman's Cairn issue I believe, though would have to search changelog for that.

    Anyway, check out USSEP and look into contributing there - finding bugs and being able to squash them is always good skill to have
    1. madpaddy
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      This ^^^.
    2. mcchuggernaut
      mcchuggernaut
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      I would make the case that some people don't use the USSEP. I try and stay away from large mods that make too many changes for me to know what exactly is modded and what isn't. I like to be able to pick and choose every little tweak I make to the game, making it perfect for me and knowing exactly what I changed. This mod is for people like that. I have decided to wait for an evening when I have spare time and take apart some of the old mods that made Farkas wear wolf armor and were able to circumvent the Dustman's Cairn problem. Looking at the changes those modders made should allow me to perfect this mod.

      edit: This problem has been fixed.
    3. Jebbalon
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      Well, the Unofficial Patch for Skyrim dates back to 2012. It's change log is over 10,500 lines long. I'd argue that it is exactly what you stated as liking - Picked and chosen little tweaks over the years and agreed upon by active and knowledgeable members of the modding community. Tweaks would be the wrong word also, Bugs is more what the USSEP deals with.
    4. mcchuggernaut
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      I tried the USSEP, and although I love all the instances where things like floating rocks and other terrain errors are fixed, I kept finding items that weren't in the vanilla game at all (such as "barkeeper's shoes" and meat pies, just to name a couple.). Apparently the pies were added to the USSEP because a character mentions meat pies being given away by a person who doesn't have any and actually gives out apple pies, as there are no meat pies in the game. Instead of changing that line of dialogue, or just deleting that line of dialogue from the character, the USSEP adds an entirely new item, AND adds it to a bunch of leveled lists. If there is sufficient evidence that the devs just left the pies out, I could see it as justified to add them to that specific person, although that's still a bit iffy for my tastes. It's likely they removed the pies for a reason, and just forgot to alter the dialogue of the character that mentions them. Even if that's wrong, I'm reasonably certain they didn't intend them to show up on bandits, various NPCs, and in dungeon loot as well. I have a sneaking suspicion that the pies might have been intended to have been implied to be made with human flesh, and tie in with Namira's quest like the butcher in Markarth, but the devs thought that the pies being given away to NPC children during a festival was a bit too dark for the game and it was scrapped, and that's where this bit of weird dialogue error actually came from.

      Anyway, enough about the damn pies. To the point: I think there is a fuzzy limit where something crosses the line from a bug-fix to added content, and shouldn't be regarded as a bug-fix. But here's the great thing about mods. If you don't personally like something, or have a different philosophy, or prefer a different method to do or fix something, you can just do it your way. the USSEP is a great piece of work put together by talented people, but the more alternatives the better. To quote the little Mexican girl from the taco commercial "Why not have both?".
    5. KainThePheonix
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      I hate to necro a dead thread but hopefully the mod author checks in occasionally here and there. I agree with you (all due respect to Jebbalon) but there are quite a few people that do seem unhappy with some of the changes the USSEP makes to mthe game and a bunch of active legitimate bugs it does not.

      I respect the work Arthmoor and the USSEP team have made on behalf of Skyrim and the modding community, it can be and is a thankless task sometimes. I remember playing Skyrim LE without the patch and I really wish I had played with the patch back then because the vanilla bugged game SPOILED me ROTTEN with the Enchantment system.

      To each their own then. It's nice to have mods that walk both sides of the fence in regards to the USSEP issue. With tools like SSEEdit now it is easier than ever to make changes and even add USSEP as a master and forward any changes it makes to a particular mod if need be. A lot has changed between 2017 and 2021.

      Your mod deserves an endorsement mcchuggernaut. Thank you.
  4. docteure
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    Hi,

    Just realised that Farkas revert back to using steel armor (though he initially wore wolf armor with USSEP) after finished companion main quest long ago!

    So after I found this mod, I tried what you suggested (console disable and enable) and it works! Thank you
    ==
    edit
    ==
    when I loaded again it revert back to steel armor, maybe it is incompatible with "Males of Skyrim"
    1. mcchuggernaut
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      Sorry, It's been a while since I checked my comments section for this mod. When I tested before releasing it, I made sure to play through and finish the Companions quest from start to finish and that I had caught every instance of script to make sure Farkas did not revert back at any point during or after it. I took a look at "Males of Skyrim", and Farkas was indeed modified. This is likely your problem. You could try changing your load order so that my mod loads after Males of Skyrim, and that SHOULD fix the issue, as the only thing I changed about Farkas was his default armor set, and a couple scripts that made him revert back to the steel armor set after some quest events. If it still does not work, then you would have to modify Males of Skyrim by opening it in the creation kit and making the same changes to Farkas' quest scripts that I did in my mod, then your changes. You can see what I changed by left-clicking on my mod in the plugin selection screen, and there should be an option to view what it changes. Then it's a simple matter of making the same changes to the same scripts for Males of Skyrim.
  5. worksa7
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    Thanks for this. I was wondering if anyone else noticed this or if I was crazy lol.
    Edit: As you say, he just reverts back to it after one of the early quests- which kind of negates the mod's purpose almost entirely unfortunately.
    Going to track it for now.
    1. mcchuggernaut
      mcchuggernaut
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      Fixed it all up nice and working fully now.
  6. tommy61157
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    I didn't even think about this until now, thank you, such a small change, yet it adds to immersion!