I've done some light testing and haven't found any major bugs yet but if you encounter any please report it to the bugs tab and I'll try to get to it as soon as possible I have a backlog of mods I'm still working on so it may take awhile. The MCM hasn't had any major testing done, but i've included it anyways & i expect to be doing more tests soon. Thanks for stopping by and I hope you enjoy this backport :) .................. Jan,01 5:25 Please update to the newest version I changed the plugin name last second without thinking of the seq file Its been reverted back to the original name, that i used during testing.
If you get a quest to a "Quartermaster" (smith in a stormcloak or imperial) camp, you don't get the dialogue. They only say, here is what i can spare and they open up there inventory for barter?
There are cases when an NPC starts repeating the phrase "Of course" after trying to take a quest, wait a little while and he will give you a note. This happens when the game runs slow, try to reinstall the mod and put it as high as possible in the mod list. It helped me.
Does anyone else get stuck with them saying "of course" for a while before the quest appears? It's funny, but I don't know if it was supposed to work like this.
I have created a similar save kidnapped friend quest for Missives. Just curious, how did you handle the Captive being tied up and make sure they are in that animation? Sometimes in my quest they aren't in the animation, rather just standing there.
One bug rare bug I've found though, might just be my game, because the tied up animation is considered a sitting animation for some reason the Captive will be unable to be interacted with. I don't know what causes this but its very rare. I had to add a second package that if the player is holding block near the captive they perform the get out of tied up animation.
Also (sorry for all the questions) but I've noticed in other quests with a follower when the player sneaks the follower sneaks but for some reason my captive doesn't sneak, does yours sneak when the player sneaks?
Also how did you determine if the weapon has been sharpened? What function are you using?
I would like to help, but I'm not the original creator of this mod, I only back-ported it. So i don't know the entire process wSkeever had to go through when making these functions. wSkeever would be the person to ask, maybe if you left a post on his page, he could give you a more thorough answer than i can.
On my end, the source folder(scripts) was not in the scripts folder, so in ck I couldn't initially see what was in the source codes(.psc files, source folder) until I placed the source folder that came with mod into the scripts folder for the mod(MO user)
Edit: Source folder has a scripts folder in it with the .psc files? .psc files dont need to be uploaded for game/.pex file scripts to work, but on LE at least with me and my MO set up if the source folder with .psc files(no script folder in source folder,just .psc files) is not in scripts folder along with the .pex files I dont see .psc files when Im in ck.
Yes, It seems that SE does some things different when exporting scripts through ck.
Based off of my limited knowledge the .psc files that are packaged in source folder is not needed in game. I have used numerous scripted mods that did not upload .psc files and in game the .pex files will still fire and do their thing with no problem.
In the ck we cant see any of the code that are in the scripts unless the .psc files are accessible. When you create a script in ck and compile it you are getting both .psc and .pex files. On LE they get exported with the proper folder setup so that when you go back into ck you will be able to see the .psc files, but on SE it looks like it packages them on the export different. You should have data/scripts/source with the scripts folder holding all .pex files plus the source folder which will have all the .psc files. This is what we want if we want to be able to read the psc files. With this mod, as is, and apparently if just from SE as I have seen this before the source folder not only gets exported into data similar to the scripts folder but it also has a scripts folder inside of it, and that scripts folder has the .psc files.
I had to take source folder and copy it into my scripts folder and then I had to open it, and open the scripts folder inside it and copy the .psc files into the source folder, then I deleted the scripts folder that was in the source folder.
I wish I remembered how to upload images into post section here on nexus, picture would be easier. There is nothing game breaking with .psc files being uploaded the way they are packaged, we just have to move them if we want to see the code they have when we are in ck.
------Thanks for port, I have done a few quest in game and everything worked accordingly.---------
I'm still in the middle of rebuilding Cathedral - Armory from scratch, so I'm not sure when i can work on any larger projects as of this moment, there is someone though that back-ported the grass from Cathedral Landscapes HERE
I can only imagine how much work goes into remaking a mod like that from scratch, I hope I didn't come across as demanding as your efforts on behalf of LE are awesome.
I will have to take a peek at the grass mod, thanks for your time and the link. I may take up looking up how to do this backporting thing myself, idea always fascinated me.
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but if you encounter any please report it to the bugs tab and I'll try to get to it as soon as possible
I have a backlog of mods I'm still working on so it may take awhile.
The MCM hasn't had any major testing done, but i've included it anyways & i expect to be doing more tests soon.
Thanks for stopping by and I hope you enjoy this backport :)
..................
Jan,01 5:25
Please update to the newest version
I changed the plugin name last second without thinking of the seq file
Its been reverted back to the original name, that i used during testing.
Well it works, but first i have to listen to their "of course" like 7 times...
Я считаю, что это этот мод, это скриншоты Wskeever, так что я не совсем уверен.
https://www.nexusmods.com/skyrimspecialedition/mods/21061
https://www.nexusmods.com/skyrimspecialedition/mods/45103
Just curious, how did you handle the Captive being tied up and make sure they are in that animation? Sometimes in my quest they aren't in the animation, rather just standing there.
One bug rare bug I've found though, might just be my game, because the tied up animation is considered a sitting animation for some reason the Captive will be unable to be interacted with. I don't know what causes this but its very rare.
I had to add a second package that if the player is holding block near the captive they perform the get out of tied up animation.
Also (sorry for all the questions) but I've noticed in other quests with a follower when the player sneaks the follower sneaks but for some reason my captive doesn't sneak, does yours sneak when the player sneaks?
Also how did you determine if the weapon has been sharpened? What function are you using?
Edit: Source folder has a scripts folder in it with the .psc files? .psc files dont need to be uploaded for game/.pex file scripts to work, but on LE at least with me and my MO set up if the source folder with .psc files(no script folder in source folder,just .psc files) is not in scripts folder along with the .pex files I dont see .psc files when Im in ck.
Based off of my limited knowledge the .psc files that are packaged in source folder is not needed in game. I have used numerous scripted mods that did not upload .psc files and in game the .pex files will still fire and do their thing with no problem.
In the ck we cant see any of the code that are in the scripts unless the .psc files are accessible. When you create a script in ck and compile it you are getting both .psc and .pex files. On LE they get exported with the proper folder setup so that when you go back into ck you will be able to see the .psc files, but on SE it looks like it packages them on the export different. You should have data/scripts/source with the scripts folder holding all .pex files plus the source folder which will have all the .psc files. This is what we want if we want to be able to read the psc files. With this mod, as is, and apparently if just from SE as I have seen this before the source folder not only gets exported into data similar to the scripts folder but it also has a scripts folder inside of it, and that scripts folder has the .psc files.
I had to take source folder and copy it into my scripts folder and then I had to open it, and open the scripts folder inside it and copy the .psc files into the source folder, then I deleted the scripts folder that was in the source folder.
I wish I remembered how to upload images into post section here on nexus, picture would be easier. There is nothing game breaking with .psc files being uploaded the way they are packaged, we just have to move them if we want to see the code they have when we are in ck.
------Thanks for port, I have done a few quest in game and everything worked accordingly.---------
BTW out of curiosity, given the fact you ported several cathedral mods already. Do you have any plans of converting cathedral Landscapes to le?
I will have to take a peek at the grass mod, thanks for your time and the link. I may take up looking up how to do this backporting thing myself, idea always fascinated me.