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:
- "Life of Crime", "Legacy of Orsinium", and "Atmora His Home".
- "Cavern of the Stormcaller" and "Dark Tides Blood and Fortune".
- "Coven of Crones", "Aberrations of the Dwemer", and "Shadetree Lodge".
- "Bards College Expansion", "Ancient Civilization Armory Collection", "Forgotten Armory Collection", and "The Starmade Blade"
- "Legacy of Orsinium" (update), An Undead Companion", "The Lost Sea of Apocrypha", "Memories of the Akaviri", "Beyond the Edge of Atmora"
- "Katja the Thief"
- "Defenders of Hla'ruhn", "A Backdoor to the Past - Ruins of the Ayleids", "Fire and Mead - An Innkeeper's Quest"
- "Lock Dissolver - An Alchemist Way to Unlock", "Vikings", "IMPERIAL DRAGON SHIELD • SWORD • SET • VX • 4K HD"
- "Albion Armor • Outpost Edition", "Ancient Coldharbour Armor", "Dark Brotherhood · VOIDSTALKER · Armors · Weapons", "Dark Brotherhood · VOIDFARER · Armor · Weapons", "DAEDRIC CONQUEROR ARMOR • WEAPON • HORSE • WAR FORGE"
- "Raidho - Along The Roads", "Choir of the Null", "Witches Festival", "Cadwallon Estate", "Relics of the Snow Prince", "The Retribution of Larceny", "Pinecrag Hall"
- "Abyss - The Lost Levels", "The Yondo Witch", "Yolengrund", "Archer’s Armaments", "A Secret Beneath the Ice"
- "A Ballad of Wealth: Coinmaster", "Bounties of the North", "Drelas’ Backpacks", "Aetherforged Gigamaul", "Pillage and Plunder"
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, andbsroscrea\armor\eec\eec-o_normal_directx.ddsappear 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.
- adds a
- 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.ddsis not a real cubemap. cubemaps or environment maps are 6 images showing 6 directions stacked into 1 file used for reflections.ruby_e.ddsincluded in this mod is just 1 image and will show up as black instead of a proper reflection.ruby_e.ddsis also used in the civil war champions creation club, so this mod breaks that - 124
.lipfiles and 11.wavfiles included the mod despite.fuzfiles already existing. these are used for dialog..wavis the sound,.lipis the lip animation, and.fuzis both. if you have.fuz, you don't need the.lipand.wavfiles anymore. - 37 topic info fragment scripts with default names - these files are named like
tif__0300f1fe, where03the index of the mod with only official masters loaded andf1feis 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 samef1fesequential 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.ddsanddwarvenspidercenturion_m.ddsare 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, anddeakhead_n.ddsappear 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.ddsis 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
FXSmokeWispsLgVol01inShadowgreenCavernWorldfor some reason. one of them was only moved by 2 units, which is about 3 centimeters
- rotates the vanilla invisible trigger
- 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, where03the index of the mod with only official masters loaded and137is 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 same137sequential 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.ddsandshield of frostfall_n.ddsappear 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"
RZezekialNPC 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.ddsandcrushing 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.ddsandlsword_n.ddsappear 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