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Posted

Discussion thread:
Invisibility Glitch - Eyes Fix by KingsGambit
Wiki Link



Another fix recommend by The USKP Team.

Fixes a bug where the player's eyes get corrupted when an invisibility spell is cast and then wears off. Requires SKSE, so is not suitable for inclusion.

Vanilla Before/After taking potion of Invisibility:
3clmYdj.jpg6s4WVkN.jpg

This mod doesn't completely stop the bug, but fixes it within a few frames after it occurs, as you can see in the following video:




Posted (edited)

I also think STEP should include this mod. There are a number of mesh fixes that can help this issue as well, but given the quotes I listed here, I vote for this mod and against any complementary mesh fixes unless I can find a better explanation on why they're necessary (and why USKP dislikes them).

Edited by Harpalus
Posted

In this case, the USKP team doesnt want to include any mod that requires SKSE.

At this point in time, I believe the arguments against SKSE are utterly pointless.

 

I completely forgot that this was a bug. I thought it was similar to Oblivion but its actually a different problem entirely. 

Just accept this fix.

Posted

Accept it. No point not adding it, just because the USKP team are SKSEphobic doesn't mean we are lol.

I don't think they're SKSE-phobic, but that they don't want to add a SKSE requirement to the unofficial patches because there are people who don't use it.

Posted

Im aware that this is a little off topic but...

 

At this point in time, EVERYONE should use SKSE.

I don't believe there is a single valid argument against having SKSE

If there is, can someone enlighten me on them?

Posted (edited)

Im aware that this is a little off topic but...

 

At this point in time, EVERYONE should use SKSE.

I don't believe there is a single valid argument against having SKSE

If there is, can someone enlighten me on them?

From the comments section here:

 

Sadly I can't. I don't use SKSE. The reason I don't use it is purely idiotic though. I tested out MWSE way back and had extremely bad experiences with it. So from then on, I haven't ever used any script extenders.
 
I can test the meshes out, but not the script parts.
This really is off topic, though. It's also (as admitted by the author) not a very good reason, but I suspect that fear of instability based on past experiences is probably the main objection beyond laziness. According to this WINE report, SKSE even works properly in Linux.
Edited by Harpalus
Posted

I can't be 100% sure, but their reasoning would be along the lines of:

"We are only providing fixes to plugins that should have been done by Bethesda, using methods that Bethesda should have employed. Since Bethesda doesn't use SKSE to provide functionality we won't either."

 

Considering the state of SKSE today it looks silly from OUR perspective but I think if that is their rationale, it is sound.

Posted (edited)

If that's the case, why don't they have another mod page with the name of something like the "Unofficial SKSE Patch" to be able to cover all of the fixes that require SKSE?  It would be easy to do that in order to cover those types of fixes, so I'm thinking that maybe they just don't want to, because of the simple fact that they didn't decide to create a separate Nexus mod page to do this.

 

It would be a welcomed endeavor though.  Then people can go to one source to rely on a number of these sorts of fixes in one single plugin file, instead of a whole bunch of different mod pages that each have their own separate plugin files to cover the different fixes.

Edited by oqhansoloqo
  • 1 month later...

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