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Craftian

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A member registered Apr 28, 2025 · View creator page →

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People keep asking about it, so here's the summon spell available on the patches page, in addition to the MCM option. You can add it via the console with player.addspell xxxx5902. There's also a bunch of compatibility patches for Celestine like the Blue Palace. 

Here's the Beyond Reach 3.0 update as well. Keep in mind this was unvoiced but it's all there, bringing the total up to around 2,300 lines.

Finally, for people asking about the modding/CK tutorials, you can find them unlisted here. Check the description for the timestamps and resources.

Nah, no marriage, no personal quest. I never planned on adding that because it doesn't suit her character. Thanks man!

Yes. You'll get a bunch of dialogue/conversations based on stuff you've already done though.

For Skyrim? No. Modding in general? Never say never. 

The problem is that no other games allow for the kind I mods I want to make. I had even more things planned for Skyrim, the biggest one being a Forsworn follower and a Death Cleric/Shaman of Namira. He wasn't a raving lunatic but calm, well-spoken with theming around mushrooms and the belief in rebirth.

All that's gone now. I suppose it's not impossible I could return at some point, but I haven't thought about Skyrim in months and I'm glad I've left it all behind. If/when I make anything more, it's most likely going to be for another game.

No, that's the end. New Vegas doesn't have a native function to check for whether notes have been read, that was only added in Skyrim onwards. 

Where you load in and Alejandra gives you the note, there's a trigger that completes the quest after you open up your Pip-Boy to read it but if players move outside it, there's not much I can do.

Nah, just the "glimpse" scene into her past that's available after you complete a faction or main questline and she's been dismissed. It's a little, abstract memory that gives some insight into her character but because of who Eris is, there was never any plans for quests for her.

Unfortunately, your guess is as good as mine for the sneaking thing. I don't remember it ever happening on my end with a vanilla install but it does happen to some people every now and then. My guess is something funky is happening with her AI, although it never happened with any of the other followers. 

The summon spell or disable/enable trick to reset her is the best workaround.

Open up the text file and scroll to the bottom. It talks through how faction compatibility works and the steps to tailor aggression, etc. to your liking.

Thanks. As for your question Logazor, this account is basically an archive, I very rarely login to check it anymore because it's not like there will be updates.

Whether it's safe to update mid-game depends on, a, where you're currently at and what parts of the AIO you're using and, b, what version you're trying to update from. Going from 1.0 to 2.5 for example isn't a good idea, but if all you want is a few companion fixes and the like, yes, it'll be okay.

To give you an idea, if you're currently in the open world with some followers and not in the middle of one of the custom quests for example, it's safe. 

Go for it. You don't need to ask for permission, I already told that other guy who ported the AIO, anyone's welcome to. I'm sure PS players would appreciate it.

Do you mean Caesia? That was by a different mod author.

Yep. You say that like it's a bug or something, but it was always intended. You're given a summon spell for a reason.

Sure, go for it. Some people were talking about the inline(?) method over on Orpheus' page a while back, but I don't know the first thing about Wabbajack since I've never used it. 

Cheers.

If you read the bottom of the file, it talks through how the fix works and how you can manually change it to work with specific factions in your load order. It's the best compromise based on how AI and faction relationships work in the engine.

Probably her Ghost flag if that's active because it messes with hit detection or maybe the Essential status is interfering. I don't know, never used those mods.

Yes. That's only needed for the AIO, not this standalone version.

4 main quests plus an epilogue, if you want to call it that.

7 side quests tied to characters and choices you make. None of that radiant crap because they're not quests, just filler. 

The original idea was that you could side with any clan and the questline would've changed dramatically based on the faction, but that was crazy ambitious. You're the head of the Volkihar clan and interact with the others.

Not sure. That doesn't tell me much. Make sure the .esp is ticked in your mod manager, it sounds like it's not enabling for some reason. And you have the NVSE plugins.

I strongly recommended everyone uses the Faction Compatibility Fix file too. It will help with edge cases based on your particular load order.

I'm guessing you have something that changes the interior layout of the Blue Palace and you haven't hit the trigger that's near the door. You'll need to use setstage to progress and get her to walk upstairs. 

The way it should work is you enter the Blue Palace, hit the trigger just inside the door, she walks upstairs as you go and talk to Firebeard and then once you've completed The Man Who Cried Wolf, the quest will prompt you to look around for where she's at. It's just outside the door to Stentor's room.

Please edit your comment and remove the links to Nexus or archives. You can find the same patches on the Patches Pandemonium page, I reuploaded everything there and it's the same.

Sure, but like the description mentions, these are all the most up-to-date versions of every mod, i.e. Celestine is 2.6, as they were at the final release. They're not potentially archives of older files like a certain other site. 

I'm also not going to work on or update any mods, so these really are the final, final versions. The most complete, most patched, most supported, etc. They're the only ones people should be playing.

If you're using something like MO2, it should also show the version during install because most of these come in a FOMOD. You can alternatively open the info.xml file inside the .zip to check.

Open up the script. It was called something like CoT_YarrickInv, I include the source files which you're free to copy or read for how it was done. He's a talking activator when he's dropped/placed on the ground, but a misc object when picked up again and put in your inventory.

Note that you'll need to pick a mesh that has collision attached if you're trying to do something similar like a talking skull. From memory, what the script does is when he's dropped from the inventory, it removes the misc object and places a copy of him as a talking activator instead on the ground. When he's picked up, that instance/copy is then disabled/deleted so it appears seamless.

Long story short, it's more straightforward that it may look. If you're just getting into modding though, this is a bit complex. 

Yeah, disabling is probably the best compromise. Like the Disable Companions patch, it's not great because two copies of everything to do with Eris still exists in the background, but as long as it works, I guess.

Should be fine. You'll need to go back to Doc Mitchell's house after you get the Wild Wasteland trait. A notification will pop up when it's loaded.

Thanks, that's very kind.

Short answer is, no. Keep in mind there's no way from me to check for headcanons or a particular RP that players have. She's a zealot and doesn't distinguish between bloodthirsty monsters and morally conflicted vampires.

If you really want to have her along for your playthrough, you could try that Celestine villains patch someone made on The Mod Site That Shall Not Be Named™. How you want to justify that to your character is entirely up to you, that's not my business, I'm just talking about it from a technical standpoint to stop the confrontations occurring.

Keep in mind, however, that I had nothing to do with that and don't endorse it. Any issues you'll need to speak with the author about.

I'm going to assume by final quest, you mean the Night of the Hunter one, the "final" quest after that, he should be right in front of you. 

If you mean back from the docks, head back up the path towards Solitude and he'll be leaning just inside the wall before you get to the main gate. 

If you mean after the quest is basically done, he's standing on the path just outside the city near the same spot. On the path heading back down the hill away from the city.

Mkay... I didn't really want to do this. I started deleting everything at the time because I want nothing to do with the modding scene but since people keep asking, here it is.

The copies were in 720p, but I managed to find the timestamps. It's unlisted but you're welcome to share the link around. I turned off comments because this is provided as-is.

The video is still there for people who want to get something out of it, but understand I'm not around to help people with tutorial stuff. 

Thanks mate. I put a lot of work into the Beyond Reach update, so glad to see people still enjoy it. 

If I can be bothered, I'll upload it properly here at some point, but here's the file for other people looking for it for now. (FOMOD ready.)

https://drive.google.com/file/d/1Fb0S8My7IXHprefjAbg5zDaVPPcw-si9/

Maybe. I've never used GTS or Another Perspective. It would depend how it's setup and most likely how it edits the MQQuickStart Global variable. 

You may need to do some manual patching in xEdit if you're familiar with how to do it, but the gist of it is the same: drink the potion on the rock just outside the cave exit at Helgen. The point where Alduin flies over, to start the questline.

If you mean if you can still switch sides and join the Companions, yes. 

If you mean if this drastically changes the Companions questline since they're technically wiped out, no. I didn't touch the vanilla quests at all. Mostly for compatibility reasons.

No. Like the description says, this is the same as the ezPG version. It's just standalone, none of the followers or other "Core" mods come with it, so it's up-to-date for people who only want Citizens.

30s. She has a line referencing Talos following the White-Gold Concordat, so she would've been a child around the time of the Great War.

With the standalone, you don't have to install the patch for ezPG that adds content that was added after 2022. So pretty much nothing, since it's already in this one.

Go for it.

Did you start the quest correctly? Are you using Mihail monsters or whatever it's called that places new enemies in the quest area and breaks the quest? 

Reminder that you need to talk to/kill the Vigilant outside Haemar's Shame to start the quest.

The small patches page was done by another user. Since it's technically their work and it's none of my business, you can find them at the same place. I only uploaded stuff I did on here.

Thanks. :)

No need. As mentioned above, download the SE/AE complete files first and then overwrite with the LE download that'll replace with LE-specific meshes and textures. 

Otherwise, the game will either crash due to facegen not being compatible between versions, or more likely not work at all since plugins are different.

Don't do that. Installing the patch without Lux won't do anything either if it's not enabled, but it'll crash your game since you're missing the file requirements.

The only thing I can suggest is to open up xEdit, look for the cell door record and look at what's conflicting with it. This is what the Lux patch does, since it overrides BM's changes and stops the script I put on it that handles the quest from progressing.

That's all the help I can offer. Not interested in Skyrim at all and anything mod-related on my PC is long gone.

Are you using Lux? You need to download the patch as well, since it overrides the script on the door and blocks progress.