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robertgk2017

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robertgk2017

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98 comments

  1. GroomedHippe
    GroomedHippe
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    How does this work with GG's whiterun mod?
    1. bacimsengavurmusn
      bacimsengavurmusn
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      • 1 kudos
      I was wondering the same
    2. ZIhabou
      ZIhabou
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      • 5 kudos
      im using jk and whiterun expanded with a patch I found on some patch hub and it's working pretty fine, GG add stuff to the lot and won't be compatible probably
  2. lilebonymace
    lilebonymace
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    I found one more bug you may want to include: the dialogue [INFO:xx3855CC] ([R]'I trust the day's found you well, thane.' in GRUP Topic Children of 0WRHellos "0WRHellos" [DIAL:0F142398]) has incorrect condition GetStageDone(Dragon Rising, 160) = 160. It has to be either GetStage(Dragon Rising) = 160 or GetStageDone(Dragon Rising, 160) = 1. Currently the condition is always false, since GetStageDone is either 0 or 1
  3. Giantjay
    Giantjay
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    Do I keep both Mods on and just unselect the original in the plug-ins section ?
  4. galaxy94
    galaxy94
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    • 8 kudos
    Rob please integrate this mod and my mod I just created into your patch!  These were the only two issues that really stood out after loading yours and all the other patches on nexus.  
    1. marob307
      marob307
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      • 113 kudos
      Thank you, I was looking for something to fix the cooking spit. Now, I need something to fix the banner hanging in the hair. Th
  5. crypticsaturn
    crypticsaturn
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    I posted this on the original mod and I'm curious if I can get any help on this issue but Jorvaskur's new cooking spit doesn't appear correctly. The foundation and metal wire that holds the pots appears but the piece that keeps up the twisting wire is invisible. No other cooking spit is affected and appears to solely be this one. Would this mod fix that or is there something I can do.
    1. robertgk2017
      robertgk2017
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      Hmmm I never noticed that, I'll take a look at that.
    2. robertgk2017
      robertgk2017
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      Fixed, uploading a hotfix right now!
    3. xSmokeDawgx
      xSmokeDawgx
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      • 19 kudos
      i get this issue too even on the latest update....
      image here to showcase:
      https://imgur.com/a/0meOukH
    4. galaxy94
      galaxy94
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      • 8 kudos
      can confirm I have the issue as well.. the lighting is also off in that area, maybe some type of conflict with a lighting mod patch for CWE?
    5. Violesaya
      Violesaya
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      i get it too. no idea. i just disable it. looks fine without it.
    6. galaxy94
      galaxy94
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      • 8 kudos
      this mod fixes this issue
  6. galaxy94
    galaxy94
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    • 8 kudos
    banger of a mod, the fact that you do this for free.  thank you 
  7. sukeban
    sukeban
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    I have a strange bug where using this version (e.g. Rob's Bug Fixes) of the SURWR.esp disables the mesh in front of Jorrvaskr, leading to an expansive hole that the player can fall into. Said hole encompasses basically the entirety of the Comapanions' outdoor area. Specifically, the mesh in question is WRCompanionBase01.nif. The mesh is present in BOTH of the original versions of SURWR.esp from the Capital Whiterun Expansion mod page (e.g. both compatibility version and normal version).

    I am far from a pro at SSEEdit but loading up your version exposed no errors that I could find with that particular mesh. At least as far as SSEEdit in concerned, the vanilla game is the only file that edits it. But I could also be looking for the wrong sorts of things.

    This rabbit hole transpired after experiencing the "opening map near one of the new areas from CWE causes CTD". I resolved the CTD but gained the disabled mesh. Which perhaps means it's a load-order problem, but I've disabled all obvious candidates (e.g. Whiterun Has Walls, Spaghetti's Whiterun, etc.) and the problem still only persists when the Rob's Bug Fixes version is loaded.

    Any help that anyone might have would be very very much appreciated!

    EDIT: This ended up being user-error on my part.
    1. Vuszu
      Vuszu
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      • 14 kudos
      Hi, how did you reloved the CTD issue, I'm facing the same
  8. Darklustre
    Darklustre
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    Simple replacer, sure. You just have to download a bunch of stuff you don't need for anything else, which requires a bunch of stuff you don't need for anything else, and then you get a few minor corrections. Whew.
    1. RealVexili
      RealVexili
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      bro cannot read
  9. OldContemptible
    OldContemptible
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    This mod was working flawlessly for me for a while, but now deep into a playthrough the mod added NPCs are becoming hostile for no apparent reason. What could the cause of this be and what can I do about it?
    1. TorinCollector
      TorinCollector
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      • 4 kudos
      WSkeever's "Zero Bounty Hostility Fix" could be a workaround.
    2. Waia4628
      Waia4628
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      • 0 kudos
      This is happening to me too, or at least something similar it seems. And the Zero Bounty Hostility Fix didn't fix it for me unfortunately. If I figure out how to fix it I'll come back here and say what worked for me, but if anyone knows anything else that could fix it, I'd very much appreciate the help
    3. Ad4mJ3n53n
      Ad4mJ3n53n
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      I install 'Zero bounty Fix'. Then ran as far away from hostile NPC as possible until the music stopped. After that went to another cell (entering a house) and exit. This fixed the issue for me.
  10. jonado1
    jonado1
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    When you update to a new version, could you make sure to retain the FormIDs of all newly introduced navmeshes? Otherwise it is a pain to keep patches that depend on this updated.