Skyrim Special Edition
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DragonBlame

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BlameDragon

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24 comments

  1. RouNeo
    RouNeo
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    Hi! I want to use the file that removes the Elite Crossbow quest. I see that it also disables the body of the vampire hunter etc. But for some reason the Trapdoor to his hideout is still there in my game. It is also unlocked and I can enter the cellar. I don't see any conflicts in xEdit either.
  2. ZoiLATC10
    ZoiLATC10
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    Im not certain if this is a mod conflict or not but upon entering quicksilver mine on a new playthrough with the vigil enforcer removed quest plugin it placed my character in a void. I checked in xedit and nothing is overwriting this mod. I ended up just preventing the quest from making an appearance by putting the note to start the quest as initially disabled and distributing the armors via another mod. The other 2 plugins work fine for me so far.
    1. BlameDragon
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      Thanks for the report and sorry for a late reply, unfortunately that is a problem on my part.
      I have a big break from Skyrim, so will just hide it for now. I believe other plugins should work well.
  3. kreftdjur
    kreftdjur
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    Yo, got a crash on the way to Arkngthamz from Markarth.
    Crash Logger says problem is ESP from your mod for disabling Spell Knight Armor.
    1. BlameDragon
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      Hello!
      Have you checked out in xEdit is anything from the plugin overwritten by other mods?
    2. Zireael1251
      Zireael1251
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      Hey, BlameDragon. Thanks for sharing these! The CC content has some good assets, but the quests are just low effort, low budget, and create needless patching issues, so your plugins are a big help.

      As you already seem to know, the crashes are likely due to your plugins marking references as deleted, and the user loading something lower that affects the same reference. If you run your plugins through xEdit's Quick Auto Clean (QAC), it will solve the problem. It is primarily references in Cells and Worldspaces that shouldn't be marked as "Deleted" in the case of your plugins. QAC won't change the "Deleted" flag on other records, like Quests.

      Ultimately, it is a user's responsibility to ensure their mods are compatible. QAC's method has become standard because users will make mistakes, and they generally prefer to deal with a random enabled object or landscape gap than a CTD. Users notice and complain about a CTD, which just makes more work for you in explaining, whereas the alternative issues tend to be minor and users know it's something they did wrong rather than the mod.

      Just less headache for you and all involved
    3. BlameDragon
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      Hi! Sorry for not replying for so long, have been dealing with things.

      I have to agree with you - while I can assure that I have no conflicts on my side with this deletion method, unfortunately, it won't be as easy with users, so overall it was just easier to remake the plugins for everyone to be able to use them in a more crash proof way. Probably wasn't even thinking too much about it when I made and published those plugins in the first place.

      Thanks to you too!
  4. lukebryan
    lukebryan
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    Tundra Homestead?
    1. BlameDragon
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      Why? It is just a creation, which adds a home near Whiterun, it doesn't add any quest or any other meaningful stuff.
  5. temporalsoup
    temporalsoup
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    I think its best practice to flag as initially disabled rather than deleted. If a script references a deleted reference the game will crash.
    1. BlameDragon
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      Yep, usually it is like that, but considering that the mod's intent is to basically delete everything, which needs those scripts, and
      leave just items we can use in different ways, which aren't attached to those scripts, we are safe. :)
  6. Catteraine
    Catteraine
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    1. jaderiver
      jaderiver
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      Catteraine, 
      How is this going to help, the mod you linked it on, is sposed to help with removing any saints stuff n such other ( I think ) tho I still don't know  what it actually does tbh...
      But that link,  has a dlc sized requirement list longer than your arm, and guessing its for people  who bought the full AE ?? 
      Ive yet to watch the you tubes, but it seems to me , that it just adds more, whilst not adding cc crap ... >>   
    2. BlameDragon
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      The mod you linked just lets you pick which Creations you would like to use. Doesn't do anything else. But I guess people can use it too to check out what is actually in CC (thou I believe it is easier to just check them out here or in other Internet resource).
  7. SourFaced
    SourFaced
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    I dont get this mod what is doing ,when you dont want some anniversary added CC content just remove the bsa and esp files of the added content like me.I removed by myself the Pets of Skyrim,and the auto triggered in Riften that mask of the thief or what called .I installed AI civys deadbody removal mod and its kinda messed up when removed dead bodies from you had to loot some items to going further so i just removed the content what was already useless for me.I never used that mask and just got more minus than benefits like always had to take down in cities cause tha guards automatically attacked me.It was frustrating.The Lords Mail got only chestpiece like WTF?Why not the whole set????Like some CC content in the anniversary edition i cant even understand how Bethesda could let it go into the game in the first place!Also just deleted the the bsa and esp files and all works fine.No problem ,no CTD, nothing.With Additem menu, esp explorer you can check the related quest esp file name than just delete it from the datafolder.
    1. BlameDragon
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      I guess you haven't read the description of the mod carefully then.
  8. jaderiver
    jaderiver
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    Hello BlameDragon.
    So does this remove any triggers that are forced on you in the form of those stuuupid forced saints quests , and remove all saints quests,
    Like halder I hate the saints mod infinitely, more so the way p.o.s bethe continues to force a ball of crap on us ...
    ( sorry I really really can't stand saints n seducers )!
    1. Tetrol88
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      Saints and Seducers Begone works perfectly - as does Fishing - Reduced Cut  - both leave the esp's there so mods using them as masters are still satisfied. Nice to play without these two in your face all the time.
    2. jaderiver
      jaderiver
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      THanks for that Tetrol, I didnt know about the saints begone, Really really appreciate that , but knew the fishing cut one was there, but wans't sure it'd work, I only have the partial ae ..
      Have downloaded both, thanks again !!! gave you a kudo for that ..
    3. Tetrol88
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      to complement all of this Hide Those Futile Quests - got quests you never intend to do or followers with location marker quests that fill up your journal? - hide them.
    4. BlameDragon
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      Hello!
      I haven't touched Creations, which already have some sort of overhauls or reduced cuts to make them better. Of course, there are some, which I haven't experienced fully myself, I guess people can leave recommendations if there is a Creation, which deserves similar treatment like the ones I have made patches for.
  9. SteveTheBandit84
    SteveTheBandit84
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    I hope you consider removing the pets ... Basically just burn it all to the ground lol ... I just hate that mod so much ... Thank you for the work
    1. BlameDragon
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      If you don't want the whole creation, it is pretty easy to do - just remove it from Skyrim.ccc file inside your game's folder (or remove its plugin and bsa from Stock Game folder if you are using any Wabbajack list, but that, of course, is modification).
    2. SteveTheBandit84
      SteveTheBandit84
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      The thing is I have many mods that need the full AE cc content... And I prefer using merged AE patches than modular ones.