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  1. Regexion
    Regexion
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    Good news for those that missed it:

    In October 2024, USSEP thankfully removed Bitterblade Hollow - the random cave they added to "fix" the Redbelly Mine problem. But both Northwind and Redbelly Mine remain as iron mines. The Redbelly Mine optional patch still works.

    (No, I will not add ebony into Northwind Mine as that would go beyond the scope of this mod.)
  2. ImReadyToBingo
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    I'm doing some conflict resolution in my modlist and noticed a conflict with this mod and the kryptopyr patch hub over the qf_da05_0002a49a.pex script. Could you tell me what that one does? Thanks!
    1. Regexion
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      Saviour's Hide, Ring of Hircine and Cursed Ring of Hircine exploit.
    2. ImReadyToBingo
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      thanks for the quick answer! I was able to resolve that by hiding the script in the patch hub so I could keep your changes. endorsed!
    3. Regexion
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      That script is part of the The Choice Is Yours + Wintersun compatibility patch. I would recommend using the script from the Patch Hub instead, as you might run into issues with Hircine worship otherwise and you will likely not be able to refuse the quest.
    4. ImReadyToBingo
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      Got it, thanks!
  3. AbrubtDusty
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    Can you add an option to revert the dragon level list thing where USSEP replaced one of the frost dragon spawns with a weaker elder dragon? that change made frost dragons feel unreasonably rare compared to the rest of their scaly family
  4. TheBlackBarth
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    Getting crashes nearby Evergreen Grove and Crash Logger seems to be pointing an issue between the patch and USSEP. Could you help me figure it out if there is any minor edit I could do to keep your mod or if I will need to disable it instead?

    https://pastebin.com/WsaMWYBR
    1. Regexion
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      Does disabling my mod fix the crashing? Because I see nothing that would suggest my mod being the cause in the crash log. It only mentions it when listing all plugin files which touch the Skyrim worldspace record. Almost every mod that adds or changes any object in an exterior cell will have an identical copy of this record.

      I am unable to replicate this issue on my end.
    2. TheBlackBarth
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      Yeah disabling did made it stop crashing on my end. Really unsure what is going on at my end then. Thanks for taking a look into it anyway.
  5. DryDryIce
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    Does this also fix the fortify destruction infinite enchantment charge?
  6. PaladinEzrah91
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    can you add the infinite arrow for companions, where adding 1 arrow of any kind to their inventory allows them to shoot infinite arrows please? 
    1. Regexion
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      Might add it as an optional patch. But I need to clarify some things. The bug you are referring to only works with the default hunting bow that all followers get. USSEP makes the bow playable, which means that it can be taken from the follower's inventory and upgraded. This also makes the bow consume given arrows normally.

      A side effect of reverting this fix is that followers will switch to this un-upgraded bow once combat starts, even if they have a better one and there is nothing you can do about it. Unless you use console commands to remove the bow, but this seems to disable infinite iron arrows, too.

      Bows can be upgraded, arrows can not.
  7. PausterizeMe
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    There is one thing I am looking for that is not on your list of revertions. In the vanilla game without Ussep you can give your follower an arrow (for example elven) and with just that one arrow they will now use only elven arrows (infinitely). The patch removes that and when your follower shoots the elven arrow it is in fact removed from their inventory and so every follower ends up using only iron arrows which is just stupid. 

    Are there any plans to updating the mod to include that patch?
    1. darkjedii
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      If you use Bethini, under the Gameplay tab you can uncheck "NPCs Use Ammo"
      No mod required.

      Or if you don't want to use any software, open Skyrim.ini.
      Look for bForceNPCsUSeAmmo user [Combat]
      Make sure it's set to 0. If it's not there I guess you have a custom ini overwriting that one?

      Either that or USSEP makes the game ignore that setting. Either way, I can't find a mod that reverts that and is compatible with AE.
    2. Regexion
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      Might add it as an optional patch. But I need to clarify some things. The bug you are referring to only works with the default hunting bow that all followers get. USSEP makes the bow playable, which means that it can be taken from the follower's inventory and upgraded. This also makes the bow consume given arrows normally.

      A side effect of reverting this fix is that followers will switch to this un-upgraded bow once combat starts, even if they have a better one and there is nothing you can do about it. Unless you use console commands to remove the bow, but this seems to disable infinite iron arrows, too.

      Bows can be upgraded, arrows can not.
  8. KnightOfYsmir
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    can't choose Apothecary, Summermyst and Thaumaturgy !
    the option is not avaivable in the FOMOD
    1. Regexion
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      Restoration loop is now an optional patch and those patches are only necessary and available when you choose it in the FOMOD.
  9. SoundlessShade
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    absolute gigachad mod, shame some of my ahehm.... research mods required ussep but this is just a wonderful little mod that needs tons more recognition given how god awful ussep's creator is about these things.
  10. KitCarsonNV
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    I'm not sure if any of the existing reversion mods actually do this, and I didn't notice it in the features list for this one, but assuming its not already included is there any chance you'd ever consider adding an option to revert the spliced line of dialogue when the player asks Master Neloth about the Nerevarine?
  11. BasilAldwin
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    seems the Thaumaturgy patch doesn't actually revert the fortify restoration loop.
    1. Regexion
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      Fixed in version 2.6.

      This was actually intended behaviour, as my vision for compatibility patches at the time was simply preserving the functionality intended by the mod authors. The records were identical to the mod and served purely to make sure LOOT would not make my mod break those mods with incorrect load order. But I have since changed my mind on how to handle patches.
    2. BasilAldwin
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      Sweet, thanks for the super quick reply! I'll update it now, what should the load order be? just make sure your mod overwrites Thaumaturgy ?
    3. Regexion
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      The patch has Thaumaturgy and the restoration loop as masters, so MO2 will not let you put them in the wrong order. I would imagine Vortex has the same behaviour.