u/Haunture

Paid mods technical quality 13: reviews of "A Binding of Souls", "The Riverwood Hoarder", "Greywind Mountains", "Arthmoor’s Village Pack", "Vampiric Steel Weapons", "Capital Ships", and "Bloodtide Whispers"

Paid mods technical quality 13: reviews of "A Binding of Souls", "The Riverwood Hoarder", "Greywind Mountains", "Arthmoor’s Village Pack", "Vampiric Steel Weapons", "Capital Ships", and "Bloodtide Whispers"

for a few months now, i have been making some posts looking into some obvious and easily corrected mistakes in paid mods. This is what I said about why paid mods quality is not guaranteed:

> For those who are aware, Bethesda's "verified creations" paid mods program doesn't have the best reputation for quality despite the lengthy qa process. This is for several reasons:

> * there is no obligation for paid modders to set up any forums, discord servers, or mechanism for feedback or support. bethesda.net and the creations menu have no official ratings, comments, or bug reporting system like on nexus mods, so while you can release a mod on nexus, get immediate feedback from users, and push out updates all within a few hours, you don't need to hear from users at all on creations. > * there are simply fewer paying users to look at your mod to check for mistakes and make patches because they'd need to pay for the mods first. > * bethesda qa doesn't look over the actual mod files or use useful tools such as xedit. They only run through the mod by itself on the new game. This means that paid mods might not be compatible with other mods, even other paid mods, and might not even be compatible with existing saved games. > * the lengthy qa process itself prevents mod authors from iterating quickly. Updates to vc paid mods have to submit their update through same qa process that new releases go through, so the time between when users report issues and when the fix goes out can be as long as several weeks. > * most modders in the verified creations program are new to modding the game and also aren't familiar with best practices or use community tools like xedit.

Previous reviews:

A Binding of Souls (v1.00) - $3

  • edits the heathfires jarl's letter BYOHHouseJarlIntroLetter. it used to say:

    > <Alias=Player>,

    > Allow me to introduce myself. My name is <Alias=Jarl>, and I have the honor to be the Jarl of the proud and ancient city of <Alias=HoldCity>.

    > The fame of your exploits across Skyrim has brought you to my attention. If you are interested in becoming a Thane of <Alias=Hold> hold, I invite you to speak to me the next time you are in <Alias=HoldCity>. Aside from the honor that accrues to the title, my thanes are entitled to a personal housecarl. I also can tell you privately that a choice parcel of land in <Alias=Hold> would be available for your purchase should your services prove useful to me.

    > I look forward to meeting you in person.

    > I remain,

    > Jarl <Alias=Jarl> of <Alias=HoldCity>

    now it says something completely different and unrelated:

    > To any capable adventurer,

    > A dangerous artifact has been stolen, a ring of forbidden power. The local wizard <Alias=Wizard> seeks its recovery and has offered a generous reward.

    > The artifact has probably been stolen by <Alias=YoungMan>, <Alias=Wizard>'s apprentice. Sources indicate he was last seen

    > Signed,

    > <Alias=Jarl>

    this note appears to be incomplete: "Sources indicate he was last seen" and isn't used by the mod at all. &lt;Alias=YoungMan&gt; and &lt;Alias=Wizard&gt; aren't aliases in the original unchanged heathfires quest, so they won't fill the text properly. pretty certain this mod breaks the text of this hearthfires note

  • 4 topic info fragment scripts with default names - these files are named like tif__0500002a, where 05 the index of the mod with only official masters loaded and 2a is the internal form id of the topic info. If another mod decides to keep their topic info scripts with default names such as this, all they'll need to conflict with this mod is to load their plugin with the same official masters, and create a topic info that happens to have the same 2a sequential form id. If there is a file name conflict with another mod, one of these scripts will be broken. Best practice here is to name these scripts with a unique name. People usually use a unique prefix for these. creation kit allows you to specify a common prefix name for all fragment scripts in your mod. creation kit also allows you to rename existing fragments after they have been created

  • not a bug - i thought ai generated content is not allowed in the creations program. this mod's thumbnail image on bethesda.net is ai generated

The Riverwood Hoarder - $4

  • includes SkyUILib in the mod. not sure if the original authors of this mod accounted for someone including their modder's resource in a paid mod without credit. according the SkyUILib mod page, it requires SKSE. this mod uses SkyUILib for its textboxes, but if skse is not installed, it appears that make the user input characters 1 by 1 via message boxes
  • 14 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 1 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • this mod adds new cells with 1150 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions
  • many of the statics in the mod do not have collision, and use primitives in the level for collision, but primitives cannot have collision materials, so these statics don't have any impact effects or sounds and make arrows disappear
  • not a bug - there were a bunch of light shafts coming out of the ceiling where there are no windows at all, such as here and here

Greywind Mountains - $1

  • not ESL flagged - this mod has 0 new records, and the plugin is only there to load the bsa, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.

Arthmoor’s Village Pack (v1.0.5) - $4

  • this mod adds 14,481 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions. this is about 1.4% of the total limit. for reference, this is about 3x more references persisted than dawnguard

Vampiric Steel Weapons - $6

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. bloodextractor_n.dds, bloodingredient_n.dds, bloodingredient_n.dds, vampirebattleaxe_n.dds, vampirebow_n.dds, vampiredagger_n.dds, vampiregreatsword_n.dds, vampiremace_n.dds, vampirescabbard_n.dds, vampiresword_n.dds, vampirewaraxe_n.dds, and vampirewarhammer_n.dds appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • this mod adds 6,318 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions.

Capital Ships (v1.11) - $1

  • 82 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 8 navmeshes with AutoGen flag removed but no other edits. this flag is only used by the creation kit, so these edits are basically itms
  • this mod is a ps4 paid mod, so no scripts and no new assets. all weapons added by this mod are texture swaps of vanilla items

Bloodtide Whispers (v1.02) - $1

  • 53 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 2 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • 7 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.
  • not ESL flagged - this mod only has 601 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • dirty edits
    • edits the object bounds of FXLightBlackBasic
    • changes the specular color of Angarvunde01 from cyan (176, 220, 247) to black (0, 0, 0)
    • changes the magic effect description of EnchSoulTrapFFContact from If target dies within &lt;dur&gt; seconds, fills a soul gem. to If target dies within &lt;mag&gt; seconds, fills a soul gem.. I don't think this is how the soul trap magic effect works, and they mod hasn't changed it
u/Haunture — 5 days ago

Paid mods technical quality 12: reviews of "SHADOW BLADES", "NIGHTBLADE - Shadow Magic Unleashed", "A Faulty Conscription", "Colovian Fashions"

for a few months now, i have been making some posts looking into some obvious and easily corrected mistakes in paid mods. This is what I said about why paid mods quality is not guaranteed:

> For those who are aware, Bethesda's "verified creations" paid mods program doesn't have the best reputation for quality despite the lengthy qa process. This is for several reasons:

> * there is no obligation for paid modders to set up any forums, discord servers, or mechanism for feedback or support. bethesda.net and the creations menu have no official ratings, comments, or bug reporting system like on nexus mods, so while you can release a mod on nexus, get immediate feedback from users, and push out updates all within a few hours, you don't need to hear from users at all on creations. > * there are simply fewer paying users to look at your mod to check for mistakes and make patches because they'd need to pay for the mods first. > * bethesda qa doesn't look over the actual mod files or use useful tools such as xedit. They only run through the mod by itself on the new game. This means that paid mods might not be compatible with other mods, even other paid mods, and might not even be compatible with existing saved games. > * the lengthy qa process itself prevents mod authors from iterating quickly. Updates to vc paid mods have to submit their update through same qa process that new releases go through, so the time between when users report issues and when the fix goes out can be as long as several weeks. > * most modders in the verified creations program are new to modding the game and also aren't familiar with best practices or use community tools like xedit.

Previous reviews:

SHADOW BLADES (v1.00) - $6

  • Includes 17 vanilla scripts, models, and textures that have nothing to do with the mod, this conflicts with many popular mods such as smim and reverts many fixes from ussep.
    • meshes/clutter/containers/chest01/chest01.nif
    • meshes/clutter/ingredients/humanheart.nif
    • meshes/dlc01/armor/amuletsandrings/vampirering03gnd.nif
    • textures/blood/bloodedge01.dds
    • textures/blood/bloodedge01_n.dds
    • textures/blood/bloodedge01add.dds
    • textures/clutter/containers/chest01.dds
    • textures/clutter/containers/chest01_n.dds
    • textures/cubemaps/bronze_e.dds
    • textures/cubemaps/eyecubemap.dds
    • textures/cubemaps/ore_ebony_e.dds
    • textures/cubemaps/quicksky_e.dds
    • textures/cubemaps/shinybright_e.dds
    • textures/cubemaps/shinydull_e.dds
    • textures/dlc01/armor/amuletsandrings/vampireamulet.dds
    • textures/dlc01/armor/amuletsandrings/vampireamulet_m.dds
    • textures/dlc01/armor/amuletsandrings/vampireamulet_n.dds
  • the author doesn't seem to know what normal maps are. it looks like they just took the diffuse map and added some blurred beveling to it, but then added the diffuse map on top again with lower transparency. as a result, the normal angles are all wrong. for example, most of their normal maps have an average color of (96, 96, 186) rather than (127, 127, 255), which means the normal map is tilted at a 37° angle
  • all the armors added are just vanilla blades armor color black with doodads added. there is a lot of assets included, but most of them are basically duplicates with tiny little differences. if you like finding differences, you can try to spot the difference between these 5 armors: armor 1, armor 2, armor 3, armor 4, and armor 5
  • not ESL flagged - this mod only has 137 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • dirty edits
    • adds 1xHumanHeart to DeathItemBandit leveled list
    • adds 1xHumanHeart to DeathItemBanditWizard leveled list
    • changes the value of HumanHeart from 0 to 100 gold
    • adds 5xHumanHeart to MerchantCaravanAChest merchant chest
    • adds 8xHumanHeart to MerchantCaravanBChest merchant chest
    • adds 6xHumanHeart to MerchantCaravanCChest merchant chest
    • adds 10xHumanHeart to MerchantDawnstarMortarPestleChest merchant chest
    • adds 10xHumanHeart to MerchantHeljarchenApothecaryChest merchant chest
    • adds 5xHumanHeart to MerchantRiftenRaggedFlagonChest merchant chest
    • reverts
  • none of the armor pieces added has inventory or ground models. they just show up as chests in inventory, and if you drop them, the chests just float midair
  • all of the enchanted armors have their enchantment descriptions manually overwritten by the mod author, so you just see text like "Enchant Armor: Fortify Health II" instead of what the actual enchantment magnitude
  • the content of this mod consists of 7,500 gold worth of enchanted ebony level gear directly lootable from castle dour and 2 followers in the same gear without any recruitment conditons
  • 3 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.

NIGHTBLADE - Shadow Magic Unleashed (v1.00) - $3

  • directly edits Animage and KindredMage to conditions and perk entry points related to this mod.
  • directly edits 22 race records to add JCMODNB_SlaverBeastfolk, JCMODNB_SlaverHumans, JCMODNB_SlaverElves keywords to these races. the mod uses these keywords as conditions for some perks, but GetIsRace exists
  • 5 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 48 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.
  • JCMODNBActorFollowerScarletStarOak npc added by this mod has no face gen data, so they have dark face. the author tried to cover this up by giving them an custom ebony helmet with 50 armor rating, but that won't stop the player from giving them better gear or pickpocketing the helmet from them to see their dark face. this is not a playstation mod, so new assets are allowed
  • this mod adds 31 pieces of new gear, but they are visual copies of vanilla items. they aren't even texture swapped or recolored. this is not a playstation mod, so new assets are allowed
  • not ESL flagged - this mod only has 283 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • JCMODNBActorFollowerScarletStarOak is placed right next to some enemies in BoulderfallCave01, so they start fighting right away. this enemy also respawns, which is kind of weird, because the author made extensive edits to the cell in order to make it into some sort of home for JCMODNBActorFollowerScarletStarOak it seems

A Faulty Conscription (v1.00) - $5

  • 24 topic info fragment scripts with default names - these files are named like tif__0100db5a, where 01 the index of the mod with only official masters loaded and db5a is the internal form id of the topic info. If another mod decides to keep their topic info scripts with default names such as this, all they'll need to conflict with this mod is to load their plugin with the same official masters, and create a topic info that happens to have the same db5a sequential form id. If there is a file name conflict with another mod, one of these scripts will be broken. Best practice here is to name these scripts with a unique name. People usually use a unique prefix for these. creation kit allows you to specify a common prefix name for all fragment scripts in your mod. creation kit also allows you to rename existing fragments after they have been created
  • not ESL flagged - this mod only has 478 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • questionable edits
    • removes LootCitizenNecklaceList25, LootCitizenRingList25, and LootCitizenRingList75 from LootCitizenPocketsCommon
    • removes LootCitizenNecklaceList75, LootCitizenRingList75, and LItemGemsSmall25 from LootCitizenPocketsRich
    • changes DefaultCandleLight01_NoMove's Near Clip from 4.425169 to 4.425200 and flicker intensity amplitude from 0.2 to 0.05
    • changes Neetrenaza's level from 4 to 2 and nerfs their skills and attributes
    • changes Tulvur's object bounds
    • changes Ysgramor (dog)'s name to "Hrotti"
    • changes Tiber (dog)'s name to "Lyris"
    • removes Tulvur from the game completely, and gives his dogs to ABCQuest09Agna
    • changes TulvursDogsFollowHim package to no longer follow Tulvur
    • changes ShackWallTop01's object bounds
    • adds persistent flags to a bunch of references that are not used by anything
    • moves many references by a small amount - less than 1 meter

Colovian Fashions (v1.00) - $4

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. hlastaff_n.dds, hlastaff02_n.dds, and hlastaff03_n.dds appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • duplicated textures - mysticmadman\hlaalutreasures\textiles\furhelm_n.dds and mysticmadman\itemvariants\textiles\furhelm_n.dds are also exactly the same
  • not ESL flagged - this mod only has 97 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • questionable edit - changes the magnitude of EnchArmorResistPoison02 from 158 to 316
  • 3 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 1 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • questionable edit - 3 random floating staffs statics added to the ChargenExit cell, right outside helgen when you start the game. they cannot be interacted with. what are they for?
u/Haunture — 5 days ago

Paid mods technical quality 11: reviews of "Ancient Treasures: Unveiling the Abstruse", "Dragon Cult Relics", "Fallen Heroes: Death Knight Pack", "Silent Moons Weapons", "Anise’s Cabin - Claim a New Home", "RZ Armaments Pack 1", and "Dark and Light Paladin Pack"

for a few months now, i have been making some posts looking into some obvious and easily corrected mistakes in paid mods. This is what I said about why paid mods quality is not guaranteed:

> For those who are aware, Bethesda's "verified creations" paid mods program doesn't have the best reputation for quality despite the lengthy qa process. This is for several reasons:

> * there is no obligation for paid modders to set up any forums, discord servers, or mechanism for feedback or support. bethesda.net and the creations menu have no official ratings, comments, or bug reporting system like on nexus mods, so while you can release a mod on nexus, get immediate feedback from users, and push out updates all within a few hours, you don't need to hear from users at all on creations. > * there are simply fewer paying users to look at your mod to check for mistakes and make patches because they'd need to pay for the mods first. > * bethesda qa doesn't look over the actual mod files or use useful tools such as xedit. They only run through the mod by itself on the new game. This means that paid mods might not be compatible with other mods, even other paid mods, and might not even be compatible with existing saved games. > * the lengthy qa process itself prevents mod authors from iterating quickly. Updates to vc paid mods have to submit their update through same qa process that new releases go through, so the time between when users report issues and when the fix goes out can be as long as several weeks. > * most modders in the verified creations program are new to modding the game and also aren't familiar with best practices or use community tools like xedit.

Previous reviews:

Ancient Treasures: Unveiling the Abstruse (v1.0) - $8

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. bsroscrea\armor\eec\eec-armor_normal_directx.dds, and bsroscrea\armor\eec\eec-o_normal_directx.dds appear to use opengl textures for their normal maps (despite the names). this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • dirty edits
    • adds a SOGTreeFloraHangingIceMoss01, a new custom flora, to Japhet's Folly Towers for some reason.
    • changes the blizzard magic effect used for spell and scroll to be no longer affected by frost resistance. is this intentional?
    • the blizzard spell is also made to ignore all resistances. is this intentional?
    • it makes a PickaxeMiningFloorMarker (0010DCFA) be owned by the player
    • it removes a bunch of AutoGen flags from a bunch of navmeshes, 00108849, 00108849, 001088B6, 00108848, without making any changes. this flag is only used by the creation kit, so these are useless edits.
  • the cave statics added by the mod are vanilla ice caves with textures changed to be rock, but they retain the ice and snow collision from those ice caves

Dragon Cult Relics (v1.03) - $2

  • broken cubemap - ruby_e.dds is not a real cubemap. cubemaps or environment maps are 6 images showing 6 directions stacked into 1 file used for reflections. ruby_e.dds included in this mod is just 1 image and will show up as black instead of a proper reflection. ruby_e.dds is also used in the civil war champions creation club, so this mod breaks that
  • 124 .lip files and 11 .wav files included the mod despite .fuz files already existing. these are used for dialog. .wav is the sound, .lip is the lip animation, and .fuz is both. if you have .fuz, you don't need the .lip and .wav files anymore.
  • 37 topic info fragment scripts with default names - these files are named like tif__0300f1fe, where 03 the index of the mod with only official masters loaded and f1fe is the internal form id of the topic info. If another mod decides to keep their topic info scripts with default names such as this, all they'll need to conflict with this mod is to load their plugin with the same official masters, and create a topic info that happens to have the same f1fe sequential form id. If there is a file name conflict with another mod, one of these scripts will be broken. Best practice here is to name these scripts with a unique name. People usually use a unique prefix for these. creation kit allows you to specify a common prefix name for all fragment scripts in your mod. creation kit also allows you to rename existing fragments after they have been created
  • dwarvenspidercenturion_n.dds and dwarvenspidercenturion_m.dds are exact copies of vanilla textures. They probably don't need to be included, but maybe the author is avoiding texture replacers affecting their mod?
  • not a bug, but the rest of the items being sold are also just retextures of miraak and miraak cultist outfits
  • not ESL flagged - this mod only has 194 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.

Fallen Heroes: Death Knight Pack (v1.00) - $5

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. deathknightsword_n.dds, deaktorso_n.dds, deakskulls_n.dds, deakskulls_n.dds, deaklegs_n.dds, deaklarm_n.dds, and deakhead_n.dds appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • missing specular maps - none of the textures include specular maps. this is the alpha channel on the normal maps, and determines how shiny the object is. this means the bones in this mod are as shiny as the metals.
  • ingotebony01_n.dds is an exact copy of the vanilla texture. It probably doesn't need to be included, but maybe the author is avoiding texture replacers affecting their mod?
  • 5 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • dirty edits
    • rotates the vanilla invisible trigger MQ103SetStage15 -86 for some reason.
    • moves 2 FXSmokeWispsLgVol01 in ShadowgreenCavernWorld for some reason. one of them was only moved by 2 units, which is about 3 centimeters
  • other than that there isn't much to this mod. there are no quests or scripts

Silent Moons Weapons (v1.07) - $6

  • this mod adds new cells with 1907 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions
  • 1 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 6 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.

Anise’s Cabin - Claim a New Home (v1.01) - $4

  • 2 topic info fragment scripts with default names - these files are named like tif__03000137, where 03 the index of the mod with only official masters loaded and 137 is the internal form id of the topic info. If another mod decides to keep their topic info scripts with default names such as this, all they'll need to conflict with this mod is to load their plugin with the same official masters, and create a topic info that happens to have the same 137 sequential form id. If there is a file name conflict with another mod, one of these scripts will be broken. Best practice here is to name these scripts with a unique name. People usually use a unique prefix for these. creation kit allows you to specify a common prefix name for all fragment scripts in your mod. creation kit also allows you to rename existing fragments after they have been created
  • 4 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 1 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • 1 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.
  • this mod makes major changes to the areas of anise's cabin, and will be incompatible with another paid mod: coven of crones

RZ Armaments Pack 1 (v1.00) - $3

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. crushing morning star_n.dds and shield of frostfall_n.dds appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • missing specular maps - none of the textures include specular maps. this is the alpha channel on the normal maps, and determines how shiny the object is. this means the leather and wood in this mod is as shiny or dull as metal.
  • not ESL flagged - this mod only has 13 new records and introduce no new interior cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • 1 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • this mod names its items with an "RZ" prefix, so the 2 items it adds are "RZ Shield of Frostfall" and "RZ Crushing Morningstar"
  • RZezekial NPC added by this mod and put in the labyrinthian has bandit faction, which makes it start fighting the vanilla frost trolls in the area.
  • due to alpha channel on the environment masks shield of frostfall_m.dds and crushing morning star_m.dds, which are not used by the vanilla game, these weapons are incompatible enb or cs's complex material shaders.

Dark and Light Paladin Pack (v1.00) - $5

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. poleaxe_n.dds and lsword_n.dds appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.
  • 39 textures don't have mipmaps - all textures included in the mod don't have mipmaps. mipmaps are lower resolutions of textures used when the object is farther away or don't take up much space on the screen. this is done to avoid the objects looking grainy due to aliasing. No indication this is done for some specific reason.
  • missing specular maps - 15 of the textures are missing specular maps. this is the alpha channel on the normal maps, and determines how shiny the object is. this means metal parts are as shiny as non metal parts
  • some armor meshes that were already double sided have the double-sided flag applied, causing the backside, which has opposite lighting, to clip through to the front side
  • 21 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • removes Max Height Data on tamriel worldspace. this is used by dragons to determine how high or low they can fly
reddit.com
u/Haunture — 8 days ago

Paid mods technical quality 10: reviews of "A Ballad of Wealth: Coinmaster", "Bounties of the North", "Drelas’ Backpacks", "Aetherforged Gigamaul", "Pillage and Plunder"

for a few weeks now, i have been making some posts looking into some obvious and easily corrected mistakes in paid mods. This is what I said about why paid mods quality is not guaranteed:

> For those who are aware, Bethesda's "verified creations" paid mods program doesn't have the best reputation for quality despite the lengthy qa process. This is for several reasons:

> * there is no obligation for paid modders to set up any forums, discord servers, or mechanism for feedback or support. bethesda.net and the creations menu have no official ratings, comments, or bug reporting system like on nexus mods, so while you can release a mod on nexus, get immediate feedback from users, and push out updates all within a few hours, you don't need to hear from users at all on creations. > * there are simply fewer paying users to look at your mod to check for mistakes and make patches because they'd need to pay for the mods first. > * bethesda qa doesn't look over the actual mod files or use useful tools such as xedit. They only run through the mod by itself on the new game. This means that paid mods might not be compatible with other mods, even other paid mods, and might not even be compatible with existing saved games. > * the lengthy qa process itself prevents mod authors from iterating quickly. Updates to vc paid mods have to submit their update through same qa process that new releases go through, so the time between when users report issues and when the fix goes out can be as long as several weeks. > * most modders in the verified creations program are new to modding the game and also aren't familiar with best practices or use community tools like xedit.

Previous reviews:

A Ballad of Wealth: Coinmaster (v2.2) - $5

  • 61 topic info fragment scripts with default names - these files are named like tif__08000d6a, where 08 the index of the mod with only official masters loaded and d6a is the internal form id of the topic info. If another mod decides to keep their topic info scripts with default names such as this, all they'll need to conflict with "A Ballad of Wealth: Coinmaster" is to load their plugin with the same official masters, and create a topic info that happens to have the same d6a sequential form id. If there is a file name conflict with another mod, one of these scripts will be broken. Best practice here is to name these scripts with a unique name. People usually use a unique prefix for these. creation kit allows you to specify a common prefix name for all fragment scripts in your mod. creation kit also allows you to rename existing fragments after they have been created
  • includes the vanilla script defaultsetstageonplayeracquire. as far as I can tell, this script has no meaningful difference with the vanilla versions. This does, however, revert a fix made by the unofficial patch that check to make sure quests are running before advancing to the next stage.
  • Not ESL flagged - this mod only has 1423 new records and only introduces inaccessible utility cells, but this mod is not ESL flagged. This means it adds to the 254 non esl flagged plugin limit instead of the 4096 limit of esl flagged plugins.
  • this mod adds new cells with 563 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions
  • 2 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 1 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • 1 plugin error - BlockTopicSpell property on script TIF__080C7BA9 of topic info xx000C22 points to an invalid form. possibly not a big issue since this property appears unused in the script.
  • dirty edits
    • moves LvlBanditWizard (00015A58) from FourSkullLookoutExterior01 to __ECONOMY_HoldingCell for some reason
    • moves invisible marker IvarsteadFellstarFarmingMarker about 74 units. This is only about 1 meter.
    • moves guards GuardIvarsteadImperialCentralPatrol01, GuardIvarsteadImperialCentralPatrol02, GuardIvarsteadImperialFarmPatrol01, GuardIvarsteadSonsCentralPatrol01, GuardIvarsteadSonsCentralPatrol02, GuardIvarsteadSonsFarmPatrol01, GuardIvarsteadImperialMillPatrol01, GuardIvarsteadSonsMillPatrol01 slightly, about 45 units, or 0.6 meters. Don't know if this is intentional, but NPCs snap to the nearest navmesh, so probably not even necessary.

Bounties of the North (v1.00) - $7

  • 29 textures don't have mipmaps - all textures included in the mod don't have mipmaps. mipmaps are lower resolutions of textures used when the object is farther away or don't take up much space on the screen. this is done to avoid the objects looking grainy due to aliasing. I don't think this is done for some specific reason, because these are textures are simple recolors of vanilla outfits, which do have mipmaps.
  • 9 normal maps that are identical to vanilla files, except they don't have mipmaps. They probably don't need to be included, but maybe the author is avoiding texture replacers affecting their mod?
  • wenchoutfit - copy.dds included. Doesn't appear to be used. This is a small nitpick.
  • 2 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 18 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 34 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • 8 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.
  • this mod adds new cells with 1647 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions
  • 1 plugin error - BOTNBardQHousecarl03 dialog branch doesn't have a starting topic.

Drelas’ Backpacks (v1.1) - $1

  • openGL format textures - skyrim is a directx game, and uses the directx coordinate system for textures. opengl uses a different coordinate system from directx, where the y-axis is the opposite to directx. knapsack01_n.dds, smallbackpackbase01_n.dds, and smallsack01_n appear to use opengl textures for their normal maps. this means the shading that comes from the normal map is opposite in the y-axis. This usually happens when the modder purchases opengl assets from an asset store but didn't convert them into directx format for skyrim. they also appear to have been generated by using the diffuse texture as a height map.

Aetherforged Gigamaul (v1.00) - $1

  • 20 textures don't have mipmaps - all textures included in the mod don't have mipmaps. mipmaps are lower resolutions of textures used when the object is farther away or don't take up much space on the screen. this is done to avoid the objects looking grainy due to aliasing. I don't think this is done for some specific reason, because these are textures are simple recolors of vanilla outfits, which do have mipmaps.
  • 3 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 1 identical to previous override record - these records are like ITMs, but are just the same as a previous override. in this case, the previous overrides come from this mod's own masters, so they are just as pointless as ITMs.
  • 2 plugin errors - aaaMgnt_ADON_55555_SHOCK and aaaMgnt_ADON_55559_Lava missing flags

Pillage and Plunder (v1.0.1) - $2

  • 6 identical to master records - these are records that are exactly the same as the official masters like Skyrim.esm, and as such, they don't do anything and are completely unnecessary. They are usually due to accidental misclicks in the creation kit and are harmless by themselves. However, if the ITMs are loaded after another mod that DOES want to change the affected records, the ITMs will revert those desired changes. This is why modders avoid them, and SSEEdit has a helpful script to remove them automatically.
  • 14 deleted references - this is applying a deleted flag on an existing reference that's in the mod's master files. this doesn't actually delete the references, and is the cause of random objects showing up in the sky above whiterun.
  • this mod adds new cells with 7310 new temporary references. it would probably be a good idea to convert this to an esm file. plugins without the esm flag will load all of its references, temporary or not, as persistent references, and contribute to the reference handle limit. if you exceed the reference handle limit, the game no longer functions
  • 1 plugin error - Invalid form in property for HarraPAPDungeonMASTERScript on HarraPAPSkillCheckActivatorMASTER001. Appears to be due to editing script properties without updating the properties list. There is another (unused) property in the script that was never filled. Probably harmless.
  • dirty edits
    • moves WeaponRackPlaque (000D8C20) from WarehousePrefabs cell to HarraPAPPlayerHome cell and changes the base form to WeaponRackPlaquePlayerHouse
    • moves WeaponRackPlaqueACTIVATOR (000D8C21) from WarehousePrefabs cell to HarraPAPPlayerHome cell and changes the base form to WeaponRackPlaqueACTIVATORPlayerHouse
    • moves SteelSword (000D8C22) from WarehousePrefabs cell to HarraPAPPlayerHome cell.
reddit.com
u/Haunture — 9 days ago