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Arthmoor

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About Arthmoor

  • Rank
    Horkerborn
  • Birthday 04/06/1971

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  • Website URL
    https://www.iguanadons.net/

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  • Gender
    Male
  • Location
    United Socialist States of America
  • Interests
    Programming, Modding, Gaming, Forums, XHTML/CSS, Astronomy, Movies, Politics, Conservative Values, US Sovereignty

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  1. Arthmoor

    Wrye Bash - All Games

    Utumno fixed that issue with the mergeability file on the utumno-wip branch. That branch should have both the ESL updates and the FOMOD support on it.
  2. Arthmoor

    Wrye Bash - All Games

    @Utumno I want to bring some attention back to a really old issue that's going to become more important now that more is known about how the engine loads things: https://github.com/wrye-bash/wrye-bash/issues/29 Any chance this one could get into the upcoming beta? It's especially important given this information: https://www.reddit.com/r/skyrimmods/comments/ag4wm7/psa_the_reference_handle_cap_or_diagnosing_one_of/
  3. Arthmoor

    [RELz] LOOT - Load Order Optimisation Tool

    CRF was updated and therefore should not be showing up as needing to be cleaned if you've updated it.
  4. Arthmoor

    Plugin Files And You (ESM/ESL/ESP)

    BSA files will behave as expected. No changes there.
  5. Arthmoor

    Wrye Bash - All Games

    Not sure what happened but I've got a recurring error now when trying to start SSE using the latest utumno-wip: Any idea what's going on here?
  6. Arthmoor

    The Fall of Granite Hill

    Version 1.0.1 The blacksmith's feet were clipping through the ground when using the armor workbench. His ore and ingot stacks on the ground were also not flagged as owned. Kiarde (and others) could get themselves stuck on a navmesh island on the hill somehow. That island has now been given jump links so the NPCs can get down. Her voice type also did not work with generic dialogue for some reason. So she's been given the FemaleCommoner voice now. Some of the NAVCUT boxes were not set to the right collision type which was causing NPCs to try and walk through fences. The crop farmers should now offer to buy any crops you've picked for them.
  7. Arthmoor

    The Fall of Granite Hill

    Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there... Features: * A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold. * Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive. * Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater. My Patreon Page: https://www.patreon.com/arthmoor Download Locations AFK Mods Skyrim SE Nexus Bethesda.net - PC Bethesda.net - XB1 Installation Requirements Skyrim Special Edition 1.5.62 or greater. DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game. Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which I will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this. Installation - Wrye Bash BAIN Drop the archive into your Skyrim Special Edition Mods\Bash Installers folder, then install as usual. Make sure the mod is active in the Wrye Bash mods tab. Installation - Nexus Mod Manager / Vortex Use the "Download with Manager" button on the page at Skyrim Nexus. The installer should take care of things from there. Then simply make sure it has the mod activated. Installation - Manual Drop the .esp, .bsa and - Textures.bsa files into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. To remove the mod: Delete the Fall of Granite Hill.esp, Fall of Granite Hill.bsa and Fall of Granite Hill - Textures.bsa from your Data folder. Then reload your game as usual. Load Order LOOT should be used for optimal placement. Compatibility Will not be compatible with any other mods editing the area around the Granite Hill dragon mound. Known Issues Events in the town rely on the status of the dragon mound at its center. These mounds are not always well behaved and it's possible that the town may never trigger the actively burning phase. Also keep in mind that if you install this at a point beyond which Vuljotnaak is already dead, all you'll see are the ruins. It may be possible to encounter leftover predators in the area that spawned before they were replaced with tame animals. Nothing can be done except to kill them. Credits Hana - Destroyed versions of the smithy and Farmhouse04 meshes. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  8. Version 1.0.1

    4 downloads

    Granite Hill - Three Farms and an Inn, just North of the Falkreath. A Market is Held here Weekly. -- Survey of the Holdings of Jarl Gjalund Granite Hill is mentioned in a few places in lore and existed prior to the 4th Era. However nothing remained of it in Skyrim by 4E 201 except the dragon mound where Vuljotnaak was buried in ancient times. All well and good, but with no explanation for what may have happened to the place it felt like a good enough opportunity to tell my own version of events here. With this mod, the 3 farms and the inn are back, but instead of the weekly market, the town has a blacksmith. Of course, that would not be much of a fate, would it? Granite Hill's fate is sealed from the moment Alduin burned down Helgen. Surely the beast and his newly resurrected allies didn't stop there... Features: * A fully working town prior to Alduin's return. 3 farms, an inn, and a blacksmith. Plus town guard patrols from Falkreath Hold. * Upon Vuljotnaak's resurrection by Alduin, the village will be in flames. This will last as long as the dragon is alive. * Following the dragon's death, the fires will go out but the town now lies in ruins, swallowed by the World Eater.
  9. Actually since you're asking about USLEEP and are playing LE that's not something we're still supporting anyway.
  10. Arthmoor

    Briarheart Warriors Spawn Naked

    Then your Briarhearts obviously shouldn't be doing that unless some other mod is making them. I have no idea what mod that might be though.
  11. Arthmoor

    Briarheart Warriors Spawn Naked

    Is your copy of the PS4 patch actually updated? That issue was addressed in a previous update when I took out the leftover entries that used to cover this.
  12. Arthmoor

    Wrye Bash - All Games

    Using latest WIP branch with ESL support merged in, and apparently FOMOD as well. Something appears to be very very wrong and I have no idea what, or how this could ever have happened: https://i.imgur.com/Az13dMM.png There was an error window that came up filled with stuff about failed packages and some fomod thing, but I wasn't able to get focus on that. Once I switched to the installers tab it locked Python up hard and I had to kill it from the task manager. No idea if it makes a difference or not but prior to this test, I've been on Sharlikran's ESL support branch and haven't been using anything off the main WIP in awhile. Fortunately when the process was killed, no files got written to make this mess permanent.
  13. SSE Character Specular Lighting Fix has been added to the list.
  14. Arthmoor

    Defending the Hull - no enemy spawn

    We have no reports of issues with Defend the Castle, and we know for sure that Mechanist Lair is fixed so there should be no further issues.
  15. The error check is not accurate so ignore that. The single ITM only exists when UOP is used in isolation, and needs to be there. Please trust us when we tell you it does not need to be cleaned or error checked. We've been at this a long time :P

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