Does this affect the Thieves' Guild quest "A Chance Arrangement" where you pickpocket Brand-Shei next to his stall? If not, I'm immediately downloading this.
Fixed by entering the following in the console: set TG00BrandSheiJail to 0. The next time Brand-Shei's schedule is updated, he will leave jail and resume his original schedule. Force him to update his schedule right away by selecting him in the console (or entering prid 19DDC) and then entering evp.
I cannot stop saying thank you for this kind of report, I have done what you said and am now uploading the update.
However, I have to say I do not know what you were talking about regarding ´deleted items´ I would like to learn more if you could direct me to some article about this.
Basically if you press delete on an item in CK it will then flag it as deleted in the ESP. Then if another mod tries to call on the said item it can lead to a crash, etc.
When deleting items in CK you can either press delete and then run autoclean which will set the item as Initially Disabled at -30k height or you can set it as initially disabled in CK and set the height to -30k on the Z axis yourself.
Personally I just hit delete and run autoclean as it's quicker and easier. Deleted references can lead to a lot of problems, by simply setting as initially disabled and -30k height it shifts the item away from the worldspace and that way if any mods reference it they won't crash due to the item being removed from the records.
It would create a narrative dissonance, Brand Shei would display those items but you could only buy lockpicks and apples, so I cannot feel comfortable with said version. I show you how you can do it yourself in a 2 min lapse:
Spoiler:
Show
Open/Install SSEdit
Select none, and then double-click BNS and its dependencies will open
Go to BNS.esp and select everything except Worldspace right click on it and choose the Remove option
It will ask you if you are sure, select yes and save or exit and save
In any case, you can always put this mod with the lowest priority and let your other mods override, it should be fine then. However, do tell me if you are thinking about one specific mod that you would want this to be compatible with. Finally, what I could upload is a version only with the clutter AND the selling items, no less.
Ah, I didn't mean to make a suggestion, lol. But I was having a narcolepsy sleep attack when I typed this so I got some of my words jumbled. (Glad you got something from it, though.) I just meant that your additions clarify and subtly show us how much he has traveled looking for his heritage, which makes his story and quest more solid. I appreciate those details! Well done, and thank you for the mod!
please refer to them as a specific mod like JK's Skyrim so I can check it myself.
It is compatible with JK's Skyrim, but I need you to specify the mod you may be using. A simple patch could be uploaded if the mod was popular enough, if not, a simple edit in Creation Kit may solve any problem.
Thank you for your question, I will add a compatibility category on the main page.
Tbh I originally thought it was Solitude, so I asked for Enhanced Solitude, only to discover later it was Riften, so I had to come up with something instead to leave a "ignore me" comment XD Sorry XD
Thank you! You can also use ESPFE Follower tool: if you got facegen then use the main ESPFE_Follower script, if you got a cell, but no facegen, and this cell is overwritten by other plugins, then you should use the ESPFE_Followercell free script.
Basically, generally speaking when you need to eslify something, you should check the mod folder for any SEQ folder, any BSA (must be unpacked and the BSA then deleted), check if readable scripts do not contain GetFormFromFile, then if you spot any .dlldo not proceed.
Then you just load just the mod you need to turn ESPFE on xEdit (SSEEdit), wait until it finishes, do not check it against other mods if pops up, then you got it on left panel.
Left click on the plugin you need, check the Records number, if lower than 4096 then proceed (SSEEdit and the ESPFE script stops you anyway if the plugin goes over the record limit). Check for Cells.
Right click on the plugin--> apply script--> now:if it has no cell overwritten by other mods, go for ESPFE_follower. if it has cell records overwritten but no facegen data, go for the cell free version.
The ESL flag is applied as soon as the script finishes (is fast).
If the mod folder has SEQ folder in it, right click on the plugin--> other--> generate SEQ file.
If there is any issue and it can't be processed, the scripts stops and warns you without editing nothing. If SEQ is not needed, it will just not make no SEQ file even if you prompted it to do so. At that point, if you can't make it ESL due to any problem or whatever you just close xEdit without checking the plugin and delete any cace produced from that.
If you're not entirely certain, a mod of this nature should only include the .ESP file. The textures and meshes are "facegen" -- this mod doesn't appear to change his face, so those should be removed. And I'm 100% sure the SSEEdit cache doesn't need to be there. It looks like you zipped everything that appeared in your data folder after running xEdit... but for this type of mod, everything you want to distribute is contained in the .ESP file.
28 comments
great
thanks
Other than that, nice little mod!
However, I have to say I do not know what you were talking about regarding ´deleted items´ I would like to learn more if you could direct me to some article about this.
When deleting items in CK you can either press delete and then run autoclean which will set the item as Initially Disabled at -30k height or you can set it as initially disabled in CK and set the height to -30k on the Z axis yourself.
Personally I just hit delete and run autoclean as it's quicker and easier. Deleted references can lead to a lot of problems, by simply setting as initially disabled and -30k height it shifts the item away from the worldspace and that way if any mods reference it they won't crash due to the item being removed from the records.
I show you how you can do it yourself in a 2 min lapse:
In any case, you can always put this mod with the lowest priority and let your other mods override, it should be fine then.
However, do tell me if you are thinking about one specific mod that you would want this to be compatible with.
Finally, what I could upload is a version only with the clutter AND the selling items, no less.
Thanks for the request though.
It is compatible with JK's Skyrim, but I need you to specify the mod you may be using.
A simple patch could be uploaded if the mod was popular enough, if not, a simple edit in Creation Kit may solve any problem.
Thank you for your question, I will add a compatibility category on the main page.
Sorry XD
Anyway, ESL?
Thanks for pointing that out, I will get on it right now.
EDIT:
Done!
You can also use ESPFE Follower tool: if you got facegen then use the main ESPFE_Follower script, if you got a cell, but no facegen, and this cell is overwritten by other plugins, then you should use the ESPFE_Follower cell free script.
Basically, generally speaking when you need to eslify something, you should check the mod folder for any SEQ folder, any BSA (must be unpacked and the BSA then deleted), check if readable scripts do not contain GetFormFromFile, then if you spot any .dll do not proceed.
Then you just load just the mod you need to turn ESPFE on xEdit (SSEEdit), wait until it finishes, do not check it against other mods if pops up, then you got it on left panel.
Left click on the plugin you need, check the Records number, if lower than 4096 then proceed (SSEEdit and the ESPFE script stops you anyway if the plugin goes over the record limit).
Check for Cells.
Right click on the plugin--> apply script--> now:if it has no cell overwritten by other mods, go for ESPFE_follower.
if it has cell records overwritten but no facegen data, go for the cell free version.
The ESL flag is applied as soon as the script finishes (is fast).
If the mod folder has SEQ folder in it, right click on the plugin--> other--> generate SEQ file.
If there is any issue and it can't be processed, the scripts stops and warns you without editing nothing.
If SEQ is not needed, it will just not make no SEQ file even if you prompted it to do so.
At that point, if you can't make it ESL due to any problem or whatever you just close xEdit without checking the plugin and delete any cace produced from that.
Thanks for the directions though!
The textures and meshes are "facegen" -- this mod doesn't appear to change his face, so those should be removed. And I'm 100% sure the SSEEdit cache doesn't need to be there.
It looks like you zipped everything that appeared in your data folder after running xEdit... but for this type of mod, everything you want to distribute is contained in the .ESP file.