I'll be taking a break from modding over the next year so I can complete my studies. Thanks all for your support and feedback over the years :)
V6.2 has lots of improvements to existing features as well as bug fixes, but there are no major changes so modpacks shouldn't be affected.
I have removed a few scripts in this version so I recommend doing the following:
Once you have updated, make a save then exit the game. All unused scripts from the old version will be orphaned, ready to be removed from your save file by FallrimTools Script Cleaner. Kudos to Markdf!
Is there a way to remove the soul gem cost to use the teleport orbs ? and The Alchemy trainer is bugged and no training window opens after asking for training.
Alchemy is not considered a mage skill (it is influenced by the thief stone and the thief path) but this mod feels like it's all about Alchemy. Most of the new stuff is just ingredients and free experience for alchemy. Also the doors in the halls feel like a downgrade. Now you need to open them over and over again to even see where the NPCs are. The teleporters are a great addition but it's a hassle needing both common and lesser soul gems to have access to them. I think I would prefer the mod where you just pay gold to an orc teleportation master at the tavern instead.
Went back to skyrim after almost an year long break For some reason the mod causing CTG then loading the game menu. I tried desisabling anything else - the problem is still in this mod. Earlier it was running smoothly for me. Idk what happened
There is a problem with the patch for Better Dynamic Snow SE. Your mod is looking for Better Dynamic Snow.esp and it's actually Better Dynamic Snow SE.esp How do I fix this? Turns out that BDS does not require the patch after version 3, as reported in other posts.
I love this mod but one thing really bugs me about the Arcanaeum - there are barely any chairs and the ones on the bottom floor have been removed. Urag doesn't have a chair either. Feels very odd to be in a library with barely any chairs and desks to sit on.
First off let me just say i love this mod and everything to do with it, from one end to the other it improves everything about being in the mages guild and i love that
now that thats out of the way i have a random question, so...i have ocd, for some things very bad and your mod has something in it that i have been looking for in a standalone form forever and cant seem to find...the interior doors and gates close automaticly...i want this...but like for every where in skyrim...i HATE that npcs are constantly leaving doors bloody wide open everywhere, it bugs the everloving heck out of me and i would love to find a mod or something that just makes all the doors close automaticly, would you know if something exists like that and if so where can i download it, please!
Coming here to say everything seems to work fantastically (using the JK combo) there is a singular issue however, the Whiterun Teleportation Orb will disappear after being used (haven't tested all of them, but the Whiterun one reliably despawns) Not sure if there's a patch someone made or if moving the orbs to Archmage Quarters or toggling off soul gem requirements fixes it but any advice would be appreciated :D (I don't use fast travel so the college orbs + Shallidor's Beacon has been a lifesaver)
Is this mod compatible with the College of Winterhold - Quest Expansion? I am going to try anyways, but I would like to know if I should have both in my load order when I finally get around to going to Winterhold.
I finished the College of WInterhold with both this mod enabled and the Quest Expension and it worked on my side, only issue is when I wanted to make Tolfdir Arch-Mage kept telling me I needed the robes and the key, then I used the MCM to fix it.
But for these Quests mod with my load orded it worked.
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V6.2 has lots of improvements to existing features as well as bug fixes, but there are no major changes so modpacks shouldn't be affected.
I have removed a few scripts in this version so I recommend doing the following:
Once you have updated, make a save then exit the game. All unused scripts from the old version will be orphaned, ready to be removed from your save file by FallrimTools Script Cleaner. Kudos to Markdf!
See you on the other side,
Granty
Please read the FAQ before posting bug reports :)
Face discolouration fix by Parapets - https://www.nexusmods.com/skyrimspecialedition/mods/42441
EasyNPC by Focustense - https://www.nexusmods.com/skyrimspecialedition/mods/52313
For some reason the mod causing CTG then loading the game menu. I tried desisabling anything else - the problem is still in this mod. Earlier it was running smoothly for me. Idk what happened
How do I fix this?
Turns out that BDS does not require the patch after version 3, as reported in other posts.
now that thats out of the way i have a random question, so...i have ocd, for some things very bad and your mod has something in it that i have been looking for in a standalone form forever and cant seem to find...the interior doors and gates close automaticly...i want this...but like for every where in skyrim...i HATE that npcs are constantly leaving doors bloody wide open everywhere, it bugs the everloving heck out of me and i would love to find a mod or something that just makes all the doors close automaticly, would you know if something exists like that and if so where can i download it, please!
Can you please share with the rest of the class?
there is a singular issue however, the Whiterun Teleportation Orb will disappear after being used
(haven't tested all of them, but the Whiterun one reliably despawns)
Not sure if there's a patch someone made or if moving the orbs to Archmage Quarters or toggling off soul gem requirements fixes it but any advice would be appreciated :D
(I don't use fast travel so the college orbs + Shallidor's Beacon has been a lifesaver)
nvm i just made a .ini file myself
But for these Quests mod with my load orded it worked.