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havochot

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  1. InvoQer
    InvoQer
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    Is the Adventurer Guild of Unfinished Business Dungeon Pack
    supposed to be disabled by this patch?
  2. dizzyb2u
    dizzyb2u
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    does this work for 3tweak ? like does it add potion of insights to loots ? and what should the load order for this patch if using 3tweak ? does this patch need to load after requiem.esp AND 3tweaks ftweaks.esp or only after requiem.esp ?
  3. Chatacabra22
    Chatacabra22
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    Navmesh in Whiterun Bandit Camp seems to be broken: boss can't come down from the stairs (where chest is).
    Floating leftover rockcairn banner near alfa wolf den (near riverwood) - B6336 5B00AD8B.
    Dungeon with tons of mages to the north of Ivarstead is too brutal, imo. Will continue playthrough tho!
  4. woosh100
    woosh100
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    there is incompatibility issue with 2 of the recommanded mods, "more bandit camps" and "loffee dungeon pack" at the location of Mthdunt Ruins/camp arcius (left of windhelm) idk if thats a thing you guys wanted to know
    1. havochot
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      These are things I want to know.

      For this example, I don't really see any incompatibility. I see that they're relatively close but there's no overlap or anything. Could you give a couple more details?
    2. woosh100
      woosh100
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      in my game at least it appeared that the access route to "mthdunt" included some landscape changes and camp arcius was in the way so it got buried under a pile of snow and most of the bandits got killed upon loading the corresponding cell
      (just for curiosity this is you forn right?)
    3. havochot
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      Hmm interesting. I can't say that I noticed that when I went over there. I'll have to test further.

      And yeah, it's me :)
  5. GhoulSmasher
    GhoulSmasher
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    Nice
  6. jnstudi
    jnstudi
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    Hey dev, this plugin makes synthesis generated patches to crash, otherwhise it works fine, but please look into it, synthesis is required in a lot of modlists.
    1. havochot
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      You've gotta be more specific than that. There's hundreds of synthesis patchers. Which are causing crashes, or if you can't narrow it down, which are you using?
    2. jnstudi
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      Heres the relevant part of the log i get when i include this plugin on the synthesis patcher.

      File: "Synthesis.esp"
      Flags: 0x20200C00
      Form ID: 0xAB0DDBFF
      Form Type: 61

      After i delete that record the game works just fine, it points out to a tomato that is being disabled, i have the food remover on synthesis so probably that has something to do with it.
  7. Androme
    Androme
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    holy based
    1. jnstudi
      jnstudi
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      Unfortunately adding this to my list makes my game crash immediately after running it thru a Synthesis patch.
  8. shazdeh2
    shazdeh2
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    F'ing legend!

    Is this good to go with FTweaks?
    1. havochot
      havochot
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      Still working on balance, so i wouldn't recommend permadeath, but yes.
    2. shazdeh2
      shazdeh2
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      Thank you!
  9. thpassenger
    thpassenger
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    Thank you for this great compilation/patch, looks really nice. Do you know if this would be directly compatible with wildlander modpack? 
    1. havochot
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      Not sure, there may be worldspace problems but it's probably *safe* to add it
  10. Enojitothebrave
    Enojitothebrave
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    Do you by any chance also have separate esps for these dungeon packs, or did you just make the one patch all at once?

    I have a lengthy modlist mostly set up and about ready to go, but can't use your patch as I had to merge my venjhammet dungeons (and a couple non-conflicting others) to avoid some unpleasantness with the Reqtifactor, but I still have some on the list separate (More Bandit Camps certainly, but I'm not using Bandit Hermits, for example, because in my last playthrough, the companions kept sending me to the BH site beyond High Hrothgar-which wasn't possible at the time and would be a bigger issue using Requiem).

    I *think* I can separate out the ones I'm using with SSEEdit, but I thought I'd ask if you happened to have them first.
    1. havochot
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      Sorry, made it all in 1 esp, although with some tinkering and using the 'report masters' script in xedit it's fairly simple to take out the content you don't want, followed by a clean for unused masters.

      As for your bandit hermits comment, I removed all radiant quests from being directed to any bandit hermit content, because I found it silly doing a bounty quest for 1 bandit, so no need to worry about that.

      Edit: once I get this mod to a place where I'm happy with it, I'd be more willing to split up patches.