v2.0 and the AE Patch are live! Thank you all for your patience, I know it took forever but I put a lot of effort into ensuring both are high-quality and thorough. I've updated and added some additional patches, check for patches that are version 2.0 or higher.
Versions 2.0+ requires the four free CC addons Fishing, Rare Curios, Saints & Seducers, and Survival, just like the newest version of USSEP. I will not be maintaining multiple versions of the main file as that would detract from other work. I believe many who keep an older Skyrim EXE are using a "Best of Both Worlds" patcher or other tools that let you install the CC addons and newer mods with it, here's an informative Reddit post about it. If it works for you, please comment for others to see! -
Since most Glass+ items have now been moved, as before I won't be revealing locations myself but any discussion is fully welcome (including bragging). There's a lot of new stuff to find!
See the 2.0 and Anniversary Edition articles for many details on both.
Only the most important/recommended patches will be kept on the main page now. There is a new official Patches page where all the rest will be hosted. Most of them are still out of date to some extent, more updated patches coming. Any patch that's not tagged v2.0 or higher is likely out of date.
v2.0d info:
Spoiler:
Show
The 2.0d update fixed a bug that kept AE quest Bones for a Crow from completing, unfortunately this may only fix it for entirely new games. If you loot Bjormund's entire inventory and the quest does not complete, use these console commands to get the items you should've: player.additem FE026839 1 player.additem FE02683A 1 player.additem FE02683C 1
If anyone gets v2.0 to work with Skyrim VR please comment about it! VR-compatible version by mb11492 available on the Community Patches page!
MLU and the Boots of Blinding, err, Blurry Speed, and followers -Avoid giving the Boots of Blurry Speed to your followers. It causes BOBS visual effect to transfer to the player, even if they are not equipped. If you experience this, simply take the boots away from the follower. The effect does not persist afaik, probably best not to make a save under these circumstances to be on the safe side.
LOOT 'error' messages and MLU. Loots Errors messages and MLU are likely, in most instances, outdated or not applicable. The messages you see, are user submitted, and can be out-of-date, or inaccurate. In such cases, these messages, unless removed or updated, will persist indefinitely . LOOT does not actually analyze or compare files or their content in same manner as the Xedit or the CK. Though it can detect things like ITMs for example. As for MLU and Loots warnings, AFAIK, no one has made any recent submissions to them in years? possibly. None of the current support files should be flagged by MLU as being in error in some capacity, as this is not the case.
I am looking for some guidance on how to know whether or not this mod is working correctly. I don't believe that it is; any bandit I've met between Helgen and Bleak Falls Barrow was level 1. Upon entering BFB, the group of bandits at the campfire consisted of 3 level 1's, and a level 5. One of them was wielding a steel greatsword, and the chest at the campfire had lots of gold, potions, and an enchanted pair of iron boots. This does NOT seem to be working as it should be, and I am wondering if there is is a quick/ easy way to to ensure that the mod is functioning correctly.
I have also Locational Encounter Zones, Encounter Zones Unlocked, and Encounter Zones Informer, all loaded after MLU.
This is my experience with this mod. If you like what I experienced, then I think you will enjoy this mod a great deal.
A small misc quest in game involved placing Torigg's horn at a shrine of Talos. This is a trap, as Thalmor agents will spawn immediately after you placed the horn and attack you. One of the Thalmor agent was pretty tough.
A common tactic I often used to deal with such enemy is luring them to forts and giant camps and let the other NPCs fight the enemy. So, I baited this Thalmor agent to a fort nearby. The Thalmor agent killed a dozen bandits, with very minimum loss of HP.
For some reason, three Imperial soldiers were nearby, and they for some reason joined the fight as well. The Thalmor agent quickly killed them all, too, and once again came after me.
I then ran to a Giant camp nearby, which had a giant and two mammoths. This group finally gave the Thalmor agent a tough fight. But the Thalmor agent healed, then healed again, and healed once more, and finally, the giant and two mammoths were killed. So, this time I decided to simply make a run for Whiterun. The Thalmor agent gave chase.
I used all my stamina potions and made it back to Whiterun, and the guards joined the fight. Before long, the Thalmor agent killed every Whiterun guard near the gate and came after me once again. So, I decided to run to another giant camp nearby, the one that had three giants.
The three giants managed to take the Thalmor agent's HP to about 33%, and that's when the Thalmor agent did the healing trick and healed himself. Eventually, he won once more, killing all three giants.
That's when I realized that nothing on the map can stop this Thalmor agent. I should never have placed that horn. I was severely underleveled.
If you ran into a tough opponent, reload your save. Even if you have managed to acquire some of the best weapons and artifacts given to you by this mod, they will not be anywhere near powerful enough to aid you in any meaningful way even when fighting against a random spawn. Do not venture into dungeons or caves until you have used the alchemy/enchantment exploit and made yourself a god-tier cheat weapon that can do at least a million damage in one hit - having such weapon is the best way to enjoy this mod.
I recruited Barbas and used him to tank the blows. I then staggered him with bows so he never get a chance to heal, meanwhile Jenassa just kept wailing at him with Dawnbreaker. After 5 minutes, the dude went down! Victory!
Getting Dawnbreaker was a monumental challenge itself, LOL. I used every cheese at my disposal.
Does this mod change the crafting recipe for Nordic Carved Armor? I'm not seeing the boots in the crafting list at any forge. I'm seeing every other piece (helmet, gloves, sword, etc.) I believe this is the only mod I have that touches armor, besides a texture mod.
Edit: I disabled MLU, and loaded up a save. The boots are now present in the list.
I've found (so far) 2, and I fear there will be more display cases which cannot be lockpicked and after spending a lot of time scouring their respective locations, checking everyone with pickpocketing etc. have been unable to find the keys. Is this a common occurrence in the mod? Anyone got some pointers on where to find these damn keys?
The bug (or rather actually pair of bugs possibly?) is about the locked display case in Solitide's Blue Palace. When I returned to the room to search it a second time I found the display case able to be opened without a key, which I found rather strange so I reloaded to check it out again. Reloading seems to have made the item inside disappear somehow? Any idea how either of these things could happen.
Bit of an issue that I believe is due to MorrowLoot, or possibly a conflict. I am at Level 24, with Level 58 Smithing (and the Steel, Elven, Dwarven and Advanced Armour perks). I can (and have) created Nordic Carved Armour, Nordic Carved Gauntlets, Nordic Carved Helmets and Nordic Shields. However, not able to craft the Nordic Carved Boots.
Is it a level issue? Is it a deliberate design choice? or is there some very specific conflict occurring?
EDIT: Ignore me, just read the bugs section. Apparently there was a teeny oversight and the Nordic boots are set to need Orcish Smithing. I was going to get that perk next level up anyway so, no biggy :) leaving this here should someone else stumble into the same issue. Thanks for looking into it already!
My guy killed the source fair and square with his bow and arrow, and looted the cuirass. There was a hammer laid on the ground, showing interactable. I could boot it across the room with teleport spell, but pressing E didn't transfer it to my inventory. Did my own temporarily bound summons claim it, was my guy not butch enough? I didn't spend too much time wiggling my mouse, because I didn't have an immediate use for it, but I wondered if it was working as intended?
Hey all! I am very confused about something im almost certain is in this mod. i will mark it as a spoiler just incase
Spoiler:
Show
there is a note in the nightgate inn about a dwemer hammer in the mountains, i was wonder what that was referring to since i checked the mountains and there was nothing, thank you all in advance
3267 comments
Thank you all for your patience, I know it took forever but I put a lot of effort into ensuring both are high-quality and thorough. I've updated and added some additional patches, check for patches that are version 2.0 or higher.
Versions 2.0+ requires the four free CC addons Fishing, Rare Curios, Saints & Seducers, and Survival,
just like the newest version of USSEP. I will not be maintaining multiple versions of the main file as that would detract from other work. I believe many who keep an older Skyrim EXE are using a "Best of Both Worlds" patcher or other tools that let you install the CC addons and newer mods with it, here's an informative Reddit post about it. If it works for you, please comment for others to see!
-
Since most Glass+ items have now been moved, as before I won't be revealing locations myself but any discussion is fully welcome (including bragging). There's a lot of new stuff to find!
See the 2.0 and Anniversary Edition articles for many details on both.
Only the most important/recommended patches will be kept on the main page now. There is a new official Patches page where all the rest will be hosted. Most of them are still out of date to some extent, more updated patches coming. Any patch that's not tagged v2.0 or higher is likely out of date.
v2.0d info:
player.additem FE026839 1
player.additem FE02683A 1
player.additem FE02683C 1
If anyone gets v2.0 to work with Skyrim VR please comment about it!VR-compatible version by mb11492 available on the Community Patches page!
MLU and the Boots of Blinding, err, Blurry Speed, and followers
-Avoid giving the Boots of Blurry Speed to your followers. It causes BOBS visual effect to transfer to the player, even if they are not equipped. If you experience this, simply take the boots away from the follower. The effect does not persist afaik, probably best not to make a save under these circumstances to be on the safe side.
LOOT 'error' messages and MLU.
Loots Errors messages and MLU are likely, in most instances, outdated or not applicable. The messages you see, are user submitted, and can be out-of-date, or inaccurate. In such cases, these messages, unless removed or updated, will persist indefinitely .
LOOT does not actually analyze or compare files or their content in same manner as the Xedit or the CK. Though it can detect things like ITMs for example. As for MLU and Loots warnings, AFAIK, no one has made any recent submissions to them in years? possibly. None of the current support files should be flagged by MLU as being in error in some capacity, as this is not the case.
https://www.dropbox.com/scl/fi/ko8cmw7tp8uzsp4iv2xv6/MLU-Summermyst.esp?rlkey=0ep6m8a49myn10yq5h8qh7vc1&dl=0
I have also Locational Encounter Zones, Encounter Zones Unlocked, and Encounter Zones Informer, all loaded after MLU.
Thank you in advance.
A small misc quest in game involved placing Torigg's horn at a shrine of Talos. This is a trap, as Thalmor agents will spawn immediately after you placed the horn and attack you. One of the Thalmor agent was pretty tough.
A common tactic I often used to deal with such enemy is luring them to forts and giant camps and let the other NPCs fight the enemy. So, I baited this Thalmor agent to a fort nearby. The Thalmor agent killed a dozen bandits, with very minimum loss of HP.
For some reason, three Imperial soldiers were nearby, and they for some reason joined the fight as well. The Thalmor agent quickly killed them all, too, and once again came after me.
I then ran to a Giant camp nearby, which had a giant and two mammoths. This group finally gave the Thalmor agent a tough fight. But the Thalmor agent healed, then healed again, and healed once more, and finally, the giant and two mammoths were killed. So, this time I decided to simply make a run for Whiterun. The Thalmor agent gave chase.
I used all my stamina potions and made it back to Whiterun, and the guards joined the fight. Before long, the Thalmor agent killed every Whiterun guard near the gate and came after me once again. So, I decided to run to another giant camp nearby, the one that had three giants.
The three giants managed to take the Thalmor agent's HP to about 33%, and that's when the Thalmor agent did the healing trick and healed himself. Eventually, he won once more, killing all three giants.
That's when I realized that nothing on the map can stop this Thalmor agent. I should never have placed that horn. I was severely underleveled.
If you ran into a tough opponent, reload your save. Even if you have managed to acquire some of the best weapons and artifacts given to you by this mod, they will not be anywhere near powerful enough to aid you in any meaningful way even when fighting against a random spawn. Do not venture into dungeons or caves until you have used the alchemy/enchantment exploit and made yourself a god-tier cheat weapon that can do at least a million damage in one hit - having such weapon is the best way to enjoy this mod.
Getting Dawnbreaker was a monumental challenge itself, LOL. I used every cheese at my disposal.
Edit: I disabled MLU, and loaded up a save. The boots are now present in the list.
I've found (so far) 2, and I fear there will be more display cases which cannot be lockpicked and after spending a lot of time scouring their respective locations, checking everyone with pickpocketing etc. have been unable to find the keys. Is this a common occurrence in the mod? Anyone got some pointers on where to find these damn keys?
The bug (or rather actually pair of bugs possibly?) is about the locked display case in Solitide's Blue Palace. When I returned to the room to search it a second time I found the display case able to be opened without a key, which I found rather strange so I reloaded to check it out again. Reloading seems to have made the item inside disappear somehow? Any idea how either of these things could happen.
Thanks.
Bit of an issue that I believe is due to MorrowLoot, or possibly a conflict. I am at Level 24, with Level 58 Smithing (and the Steel, Elven, Dwarven and Advanced Armour perks). I can (and have) created Nordic Carved Armour, Nordic Carved Gauntlets, Nordic Carved Helmets and Nordic Shields. However, not able to craft the Nordic Carved Boots.
Is it a level issue? Is it a deliberate design choice? or is there some very specific conflict occurring?
EDIT: Ignore me, just read the bugs section. Apparently there was a teeny oversight and the Nordic boots are set to need Orcish Smithing. I was going to get that perk next level up anyway so, no biggy :) leaving this here should someone else stumble into the same issue. Thanks for looking into it already!
My guy killed the source fair and square with his bow and arrow, and looted the cuirass. There was a hammer laid on the ground, showing interactable. I could boot it across the room with teleport spell, but pressing E didn't transfer it to my inventory. Did my own temporarily bound summons claim it, was my guy not butch enough? I didn't spend too much time wiggling my mouse, because I didn't have an immediate use for it, but I wondered if it was working as intended?
i will mark it as a spoiler just incase
Very sad...
Base MLU only requires the four free creations that came with the 1.6.xx update.