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burntwater

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  1. Lezepticon
    Lezepticon
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    B A S E D  Valdr hating anything and everything that's an animal or a creature. Gods love him. 
  2. KaidanTheAccursed
    KaidanTheAccursed
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    • 7 kudos
    This fix is included in the Unofficial Skyrim Modder's Patch (USMP) , so I guess that this mod is not needed if you already use USMP.

    But I'm still going to download it just to give you the endorsement you deserve burntwater , this fix is yours and it was made in a simple, clever way. So thanks :)
    1. burntwater
      burntwater
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      • 21 kudos
      Thank you! I'll add that info to the info page too.
  3. deleted74338003
    deleted74338003
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    Is this compatible with OnMagicEffectApply Replacer, which edits the Valdr script?
    1. burntwater
      burntwater
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      • 21 kudos
      Should be compatible as this mod doesn't touch any scripts, certainly not the same script involved with that fix.
  4. HamsterSensei12
    HamsterSensei12
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    This great little fix has conflicts with SkyTEST and NARC in my LO. Lilebonymace already has a fix for just the NARC conflict, but for anyone who like me needs a threeway patch, I have made one available here: https://drive.google.com/file/d/1IS0Y4yLw8R1XmxxLjuTgFWRw7Wca7SFn/view?usp=sharing?

    Please feel free to share here or elsewhere.
    1. burntwater
      burntwater
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      • 21 kudos
      Awesome, thanks for sharing!
  5. Tetrol88
    Tetrol88
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    Odd - have rescued him  and done the quest every playthrough since I have been playing Skyrim, and have never seen him do this. He does run around trying to kill squirrels when you first leave the cave, but that stops in about 30sec.  Note I never take him in with me. Must admit, only ever seen him in the pub afterwards - he even sleeps there
    1. burntwater
      burntwater
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      • 21 kudos
      Yeah, in vanilla (or near vanilla) he should never leave the tavern, and therefore never encounter the town's animals, but some mods alter NPC AI and give Valdr schedules that cause him to leave the tavern, where this issue suddenly becomes apparent. That's probably why it isn't considered a necessary fix by the Unofficial Patch team.
  6. LockerFlocker
    LockerFlocker
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    • 9 kudos
    doesn't work for me, he's aggressive toward animals still. No conflicts in xedit either. 
    1. burntwater
      burntwater
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      • 21 kudos
      I'm sorry it's taken me so long to reply, but I took a look and I don't see any issues. The correct edit still appears in XEdit for me. (I downloaded the mod from nexus and installed that copy rather than my original, just to be sure.)

      If it helps, the issue is that his faction is enemies with "CreatureFaction" which is a universal animal faction. My edit removes that faction and replaces it with the Spriggan and Bear factions. (Comparatively, Immersive Citizens works by replacing it with Spriggans and Predators.)

      Was the mod installed after you loaded the cell his cave is located? It might be your save already has him flagged as a Creature enemy and he needs to be manually reset through the console?
    2. burntwater
      burntwater
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      I may have found a solution and will be uploading an edit soon.
  7. SWGBeastFromTheEast
    SWGBeastFromTheEast
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    In my game, he still goes out to kill those poor goats, but guards don't seem to care. ESL flagged *.esp. New game with this plugin activated from the very beginning. I'll try the usual ESP file. 
    1. burntwater
      burntwater
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      • 21 kudos
      That's so strange, perhaps another mod overwrites my mods change to the faction, or to Valdr? Try putting it to the bottom of your load order to see. (PS, sorry took me so long to reply.)
    2. SWGBeastFromTheEast
      SWGBeastFromTheEast
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      Late response as well.
      I think the reason was Arthmoor's Falkreath. He implemented his own fix for Valdr to stop going on a killing spree. I believe he changed his AI, so the fix from this mod wouldn't even work or show conflicts in xEdit. In version 1.4 Arthmoor apparently fixed the issue, but I haven't got the time to test it out yet.
    3. burntwater
      burntwater
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      I dug into Arthmoor's Falkreath to check, and my mod and his mod shouldn't be in conflict. In fact, my mod should work well with his in theory, and load order shouldn't be an issue.

      However, I realized I should also edit the partner faction, the Creature Faction, to remove Valdr's faction as an enemy. It's possible those goats are still viewing HIM as an enemy and striking first. Poor Valdr is only trying to defend himself!
  8. Zoxim
    Zoxim
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    I just had a vision of Valdr running through Falkreath screaming "die cow, Skyrim is for the Nords!". Thanks for this btw.
    1. kojak747
      kojak747
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      But he does - the bastard kills all the animals in Falkreath and wont give up. That annoyed me for ages and I was always up in this guys face, having to deal with his shit. I was using the staff Lifesong to resurrect everything he killed, and he just goes straight back and kills them again. I ended up just disabling the prick...but now I can fix him. Thank You for the mod, it means more than you realise.
    2. burntwater
      burntwater
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      • 21 kudos
      Thanks! Yeah, I would have to just disable him too. Tried googling, found no answer so decided to investigate into the game data myself and voilà.
  9. twizzOr
    twizzOr
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    Love these kinds of fixes. Well spotted!

    ESM tho? How about an ESPLE?

    Cheers,
    1. burntwater
      burntwater
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      • 21 kudos
      Thanks for pointing this out! You're right, it made no sense for me to make it an ESM. I've uploaded new versions for people to choose from. Thanks again!
  10. Astakos
    Astakos
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    Nice little fix!
    Thanks for this but why ESM?
    It can easily be an ESP-FE.

    As a side note, those of you who are using Immersive Citizens you do not need this fix as it is already included in that mod.
    1. burntwater
      burntwater
      • supporter
      • 21 kudos
      Thanks for the feedback! I've uploaded a new version and made a note about Immersive Citizens in the description.