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ID Category Summary Description Status Investigation Notes
WL-2030 NPC Adjust bear eye texture to have more black   In Progress   Planned for integration into R4
WL-1456 Quest Dark missives? This is a biggie Would need a smaller notice board style missive board container creating and added to each of the outlaw refuges Steal something from the person of a named NPC * Steal something from the home of a named NPC * Murder a generic NPC generated by the missive. These can be citizens of towns, wandering travelers, and even members of certain factions such as the Vigilants of Stendarr or even the Dawnguard. (E.g the dark brotherhood didnt respond to my plea for help - so i’m coming to you instead) * Item deliveries of a more unethical nature, such as poisons and skooma. * Deliver threatening letters. All the gold is given by the missive giver instead of half by them and half by the recipient. The recipient gives no reward and will respond to the letter with great fear. “By the gods, this can’t be happening!” or smth like that. And if it doesn’t break anything, they could run around in fear for an hour or two. * Collect ingredients of a more nefarious nature. Human Hearts, human flesh, etc. * A variant of the “retrieve an artifact” quest where the item being retrieved is clearly evil in nature, and the location could be anywhere from a dungeon to a Jarl’s vault. The recipient for the item could range from the obvious (temporarily non-hostile) evil sort, to one of the court or college mages looking to acquire the item covertly. * A variant of the “Hunt the Thief Quest “ But instead of returning the item to its “original owner” deliver to a fence. * “elimitate the competition” Murder a generic NPC generated by the missive. who belongs to one of the other thieves or assasin guilds In Progress   Planned for integration into R5
WL-1553 Quest Farms location records not setup correctly Missive quests for the following farms don’t work, they don’t seem to be setup like other farms with a interior and exterior location record RoriksteadLemkilsFarmLocation “Lemkil’s Farmhouse” [LCTN:0001F884] DragonBridgeFarmLocation “Dragon Bridge Farm” [LCTN:00020006] RoriksteadCowflopFarmLocation “Cowflop Farmhouse” [LCTN:0001F882] FalkreathCorpselightFarmLocation “Corpselight Farm” [LCTN:000200BD] Please see HollyfrostFarmLocation “Hollyfrost Farm” [LCTN:00018E36] HollyfrostFarmInteriorLocation “Hollyfrost Farm” [LCTN:0001705B] For a farm setup correctly. Awaiting Merge Attached Patch will correct to add locations to separate the farms from the houses. In addition several other needed fixes (E.G preveniting missives from picking dawnstar sanctuary as a good place to do a delivery quest). Planned for integration into R4 Investigation Notes: Attached Patch will correct to add locations to separate the farms from the houses. In addition several other needed fixes (E.G preveniting missives from picking dawnstar sanctuary as a good place to do a delivery quest).
WL-1243 Gameplay I can ride the Bees in Falkreath cemetery like an air surfboard. If I stand still and one is flying near me it pushes my character out of the way. Go to Falkreath cemetery and stand in front of a moving bee. Awaiting Merge Bee’s have collision To turn off collision for either the regular or tiny bees, open the bee.nif file in NifSkope. Navigate down to node 32 bhkRigidBodyT (if necessary, click the arrows next to 0, 29, 30, 33 until you get to 32). In the Block Details, the second item is Layer - SKYL_PROJECTILE. Change this to SKYL_NONCOLLIDABLE. Further down in Block Details, click the arrow next to Havoc Filter Copy. You will again see Layer - SKYL_PROJECTILE. Change this as well to SKYL_NONCOLLIDABLE. Save. Enjoy your incorporeal tiny bees!      the above changes have been made in the attached Nif.   Planned for integration into R4 Investigation Notes: Bee’s have collision To turn off collision for either the regular or tiny bees, open the bee.nif file in NifSkope. Navigate down to node 32 bhkRigidBodyT (if necessary, click the arrows next to 0, 29, 30, 33 until you get to 32). In the Block Details, the second item is Layer - SKYL_PROJECTILE. Change this to SKYL_NONCOLLIDABLE. Further down in Block Details, click the arrow next to Havoc Filter Copy. You will again see Layer - SKYL_PROJECTILE. Change this as well to SKYL_NONCOLLIDABLE. Save. Enjoy your incorporeal tiny bees!      the above changes have been made in the attached Nif.  
WL-1219 Gameplay Alchemy nightvision doesnt work with the Predator vision “nightvision” keybind, REQ_Alchemy_NightVision “Night Vision” [PERK:811CD495] Its the lesser power you get from this perk which cannot be triggered using the Predator vision keybind Awaiting Merge Duckling has made us a patch to fix this. https://www.nexusmods.com/skyrimspecialedition/mods/157894?tab=description i recommend integrating the requiem patch and ONLY the image space changes from the wildlander one. Planned for integration into R4 Investigation Notes: Duckling has made us a patch to fix this. https://www.nexusmods.com/skyrimspecialedition/mods/157894?tab=description i recommend integrating the requiem patch and ONLY the image space changes from the wildlander one.
WL-1850 Gameplay Thoughts on the humble backpack and how to improve it So I have been playing wildlander for just shy a week now and something has crossed my mind. I wish there were more backpacks. Right now, as far as I have been able to find, there is only the singular fur backpack, which is easily acquired at the start of any playthrough from a general store or crafting. This makes the option of having one sort of redundant. If your only options are have a backpack and get the almost necessary boost to your carry weight or don’t, it becomes a sort of non-option and instead just a busy work thing to tick off. I think a way to improve upon this system would be to add some variety unto this, adding in new types of backpacks, that either need to be crafted with high end skills, special recipes and merchants or even rewards. Have a backpack that carries less but boosts your rewards from hunting. Have one that boosts your expertise while picking locks. Have one that lets you gather more alchemical ingredients while out harvesting. Sky’s the limit. I understand there is already a backpack mod in the AV upgrade to the game, but I assume including that would be much more a headache than worth. However, what does the community think? more discussion here: https://discord.com/channels/344256550640287755/1120241321567854694 Awaiting Merge Hmm. perhaps a use for the old religious backpacks. Added a patch which adds a few backpacks with stealth/muffle and Magicka/Regen. Obviously we can expand this as needed. Added a levelled list containing these new backpacks and the religious ones. this levelled list has a 40% chance of putting one of these enchanted backpacks in boss chests. Planned for integration into R4 Investigation Notes: Hmm. perhaps a use for the old religious backpacks. Added a patch which adds a few backpacks with stealth/muffle and Magicka/Regen. Obviously we can expand this as needed. Added a levelled list containing these new backpacks and the religious ones. this levelled list has a 40% chance of putting one of these enchanted backpacks in boss chests.
WL-1944 Gameplay Thief cache barrels are kinda underwelming and generally only contain potions and lockpicks TGCacheBarrel “Thief Cache” [CONT:000FDBD0] in vanilla generally contained gems & enchanted armors. these all got removed under requiem, but perhaps we can make them a bit more intresting Awaiting Merge If i was a guild master setting up caches for my operatives, other than potions and lockpicks, I’d maybe include a alternate outfit or weapon in case of unexpected resistance. Perhaps we could include a “hair scissors” token - to allow the player to change their hairstyle, some common clothing to change their appearance to blend in more, maybe some survival gear incase we need to leave the city for a bit as the guards are looking for us.. Assuming we add the repair kit mod (WL-895) - this could be a option too Edit - 14/11/25 Make a skypatcher patch to add these items. Obviously needs Skypatcher from the roadmap. https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recTn8MLA0RLx2ub4?blocks=hide Unzip patch into Wildlander\Skse\plugins Planned for integration into R4 Investigation Notes: If i was a guild master setting up caches for my operatives, other than potions and lockpicks, I’d maybe include a alternate outfit or weapon in case of unexpected resistance. Perhaps we could include a “hair scissors” token - to allow the player to change their hairstyle, some common clothing to change their appearance to blend in more, maybe some survival gear incase we need to leave the city for a bit as the guards are looking for us.. Assuming we add the repair kit mod (WL-895) - this could be a option too Edit - 14/11/25 Make a skypatcher patch to add these items. Obviously needs Skypatcher from the roadmap. https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recTn8MLA0RLx2ub4?blocks=hide Unzip patch into Wildlander\Skse\plugins
WL-1949 NPC Mistmen Need a hella nerf Specific areas: High health regen, Wall of frost hazards which cant be mitigated. Wall of frost, because its a hazard sprayed on the floor not a NPC cast effect means the Hazard element isn’t affected by resistances correctly (engine bug). its also extremely high damage on its own 50/s. Because mistmen attack in groups this means that you can be standing on 6 hazards stacked on top of one another taking 300 damage a second and regardless of your health - thats gonna kill you quickly. in addition to attacking in packs they also have a fairly high health regen. In line with the other planned regen tweaks, I’d knock this down too. Awaiting Merge cant do anything about them attacking in packs - but we can make the following changes - reduced health regen to 30/s from 50/s - Added conditions to the hazard so that you will only get 10 damage if you have frost resist > 50 or magic > 75 (if you don’t then it stays 50/s - Reduced the NPC Wall of frost spray from 20/s to 12/s (to one which they spray in your face and generates the hazards) Edit 22/06/25: Patch Updated for Requiem 6 changes. - Added power affects magnitude to REQ_Destruction4_WallOfFrost_FrostDamage so that resistances are applied correctly in scrambled bugs. - Applied Requiem changes to the NPC. (removed health regen completely) - reverted changes to hazard & Wall of frost Planned for integration into R4 Investigation Notes: cant do anything about them attacking in packs - but we can make the following changes - reduced health regen to 30/s from 50/s - Added conditions to the hazard so that you will only get 10 damage if you have frost resist > 50 or magic > 75 (if you don’t then it stays 50/s - Reduced the NPC Wall of frost spray from 20/s to 12/s (to one which they spray in your face and generates the hazards) Edit 22/06/25: Patch Updated for Requiem 6 changes. - Added power affects magnitude to REQ_Destruction4_WallOfFrost_FrostDamage so that resistances are applied correctly in scrambled bugs. - Applied Requiem changes to the NPC. (removed health regen completely) - reverted changes to hazard & Wall of frost
WL-1966 Gameplay Temple of Mara Player Storage Players can stay for free in the Temple of Mara in Riften in a little side room. There’s a barrel in the room too, but it’s marked as owned and you can’t store anything in it without getting a bounty. It’s also not safe storage in the console. This would be a great spot for a permanent player storage for those staying in that room long-term. Awaiting Merge I personally don’t think there is anything wrong with this. In fact, I’d be inclined to disable the barrel so the room doesn’t have any storage at all. Attached patch to do just that. Planned for integration into R4 Investigation Notes: I personally don’t think there is anything wrong with this. In fact, I’d be inclined to disable the barrel so the room doesn’t have any storage at all. Attached patch to do just that.
WL-2007 Exploit Spell research & Training Dummies You can use spell research to research until exhaustion, the switch to training dummies to do the same. if your too exhausted to research, surely you should also be too exhausted to cast spells at a dummy. Awaiting Merge Simple fix. Change _TS_ActivatorScript so that it uses < 50 magicka for Dummies and _ts-Aliasscript forbooks. changes made. just need compiling and testing. Planned for integration into R4 Investigation Notes: Simple fix. Change _TS_ActivatorScript so that it uses < 50 magicka for Dummies and _ts-Aliasscript forbooks. changes made. just need compiling and testing.
WL-2035 Bug & QOL Voice of the sky does not apply to giant ambush frostbite spiders The EnchFrostbiteSpiderGiantAmbush record is missing the predator faction that other spiders share. This creates an inconsistency where certain spiders attack while others are neutral to you when Voice of the Sky is active. Awaiting Merge Added missing factions Planned for integration into R4 Investigation Notes: Added missing factions
WL-2038 NPC Vender glitch Some Blacksmith NPC’s cant be traded with when they are using mod added Equiptment. E.G Solitude & riverwood Awaiting Merge from Enourmous duckling: Range for trading only covers a small radius. as there is no way to see the radius - I have quadrupled them Planned for integration into R4 Investigation Notes: from Enourmous duckling: Range for trading only covers a small radius. as there is no way to see the radius - I have quadrupled them
WL-2054 Bug & QOL OCF is tagging soups and stews with hunterborn “soup” keywords to allow hunderborn to make them cold after 2 hours. which we dont want Duckling found this. hide the file in mods\Object Categorization Framework and put the attached into Wildlander mod (in the root). Awaiting Merge   Planned for integration into R4
WL-1626 Visuals Large circular shadow tracking the player In certain locations and times of day (maybe weather too?), the character is surrounded by a large dark overcast circle that follows character’s movements, as though there is a cloud tracking the character from above. I try to reach the moon-lit ground ahead of me, but I can never reach it. The attached clip illustrates this effect in the snow-covered wooded hills outside of Windhelm, around the farms across the river going north towards Traitor’s Post and Yngol Barrow, at around 6-7 pm. But it happens to varying degrees at other locations and times of day, and also depending on weather conditions. Additional Information https://streamable.com/525b4m Investigated / Needs Decision This is caused by the shadow distance draw settings (e.g. the distance around your player shadow renders at). Imagine your character is at the center of a bubble - that bubble determines how far away shadows draw. Outside of that bubble, no shadows will render and given a theoretically infinite bubble size, the entire area would appear shaded. This bubble moves when your character moves. The time of day is an “influence” in the sense that Wildlander uses DVLaSS (dynamic volumetric lighting and sun shadows), which allows the actual geography to cast shadows like in real life. So the entire area outside of your bubble is likely covered in shadow because the sun’s gone down behind the mountains, but you only see the shadows as far as the render distance is set. DVLASS has been superceeded by https://www.nexusmods.com/skyrimspecialedition/mods/63725/?tab=description So this may improve the issue or it maybe exactly the same Awaiting Lead Decision for resolution
WL-363 Animations Bathing animations - When taking a bath in extermely cold water it can kill you beecause you cant exit animation To reproduce 1) be at 50% exposure (or more) 2) take a swin in windhelms river. 3) watch yourself die as you cant exit the animation to get out of the water. Investigated / Needs Decision You have edited out the bathing “fail” due to Dangerous water, thus allowing the player to bathe while in deadly water. Perhaps put this back? Awaiting Lead Decision for resolution
WL-925 Gameplay Using spell research book or training dummy prevents player from taking damage from Sanguine Vampiraris allowing them to become a vampire. Should have same prevention as “waiting”   Investigated / Needs Decision Should be easy enough to detect the player has disease and tell them to “go away”. The question is Do we want to? if yes - then all three places which currently check available magika would need this adding. in addition Hunterborn will also need similar check in the script to prevent using corpses to skip time. 1. For skill books. This would be added to _TS_AliasScript  OnObjectEquipped 2. Dummies that would be ts_activatorscript 3. for spell research UseJournal in sr_Questscript. 4. ActivateCleanCarcass in DS_HB-Main (for hunterborn) Awaiting Lead Decision integration into R4
WL-948 Lighting Lighting on the ground flickering on and off in certain locations in the Gray Quarter in Windhelm at night. Lighting on the ground flickering on and off at night outside Atheron Residence when moving camera around. Also occurs on a patch of ground outside Sadri’s Used Wares when walking around there. Also happens when walking up an alley away from Sadri’s shop where three lanterns are hanging. While checking the affected areas, you have to move backwards and forwards or move the camera around to achieve the light flickering effect. Investigated / Needs Decision 4 lights bug - Will need looking at to see if lighting can be adjusted to mitigate this. Awaiting Lead Decision for resolution
WL-1765 Gameplay Suggestion for Barenziah’s quest or Prowler’s Profit effect I’ve been searching through the nexus and I didn’t really find anything about this, so that’s why I’m suggesting it here.I strongly believe No Stone Unturned to be the largest and most boring/underwelming quest of the whole game with its DLCs; you have to yes or yes go trough every primary questline (Main Quest, Thieves, Mages and Companions) to be able to finish it, and the reward you get is an insanely amount of gems that are mostly unnecessary by that point; you either will not be able to sell them all or you won’t need the money by that moment.. So I thought it would be really interesting to either adding an extra effect to the Prowler’s Profit buff, something useful related to the shady chars since it’s related to the Thieves guild, or giving some effects for having X number of Stones… I don’t know, like every 8 stones recovered will give you X% bonus to Sneak/Lockpick/Pickpocket or something like that. I’m currently playing a thief and I’m at the point where I have to go to Mercer’s house; the thing is, centering on doing thieves stuff, I’m at 54 in Sneak, which doesn’t allow me to go unnoticed, which is curious when it would be logical to be able to do much of the content of these quests using stealth… I can guarantee that the East Empire Company Warehouse part can’t be completed unnoticed with 51 fully perked stealth + full light armor + walking sneak, and it’s really hard to be on level 75+ by that moment (I don’t know if that would help either) So having some extra help that would fit the role of the thieves would be nice, thus the Barenziah suggestion.Would it be out of place for Wildlander? Investigated / Needs Decision   Awaiting Lead Decision for resolution
WL-1793 Gameplay MAKE FOODS GREAT AGAIN u/Responsible-Chard-91 (Feedback) Make it so that as long as you are well fed or peckish you have the +1 stamina regen rate that certain stews give you in Requiem vanilla. I have this already in my game and its very nice!! Then take the beef stew adding +50 health from vanilla Requiem and give to all stews to make a hearty meal a necessity in early game. The full meal in inns also giving this +50 health bonus is good for survival, immersion and gameplay. Have it register like eating a meal and play an animation. Make an actual hot food option where a cooked meal gives a nice lengthy warmth bonus but only when near initial cooking fire. Investigated / Needs Decision 1st idea, well fed already gives +15 stamina regen 2nd idea, no. 3rd Idea, good idea. 4th idea, making it give you warmth like other meals is a good idea. Awaiting Lead Decision for resolution
WL-1890 Gameplay Telekinetic Alteration Spells Analysis I haven’t seen much in googling, so I figured I’d drop a post here in case anyone is like me and wanted to know what telekinetic spells work on which enemies. After weeks (in real life) of levelling Alteration to Expert, I noticed Telekinetic Nova would work on some enemies, but not others, and the reasons why are not explained. I used SSEdit to look at the spell values and conditions. Below I also added some notes on these restrictions, their conflict with the desired realism of Wildlander and the underlying Requiem system. These notes were created in the hopes that the good people of Wildlander will read them and consider them while making the new update. If my analysis is flawed, please let me know so that anyone reading this is properly informed and I am not pushing out bad info. Telekinetic Nova will not work if: - Enemy has more than 400 HP - Enemy has more than 30% spell resistance - Enemy is immune to Strong Unrelenting Force Paralysis (mentioned as telekinetic in the description) will not work if: - Enemy is a Dragon - Enemy is immune to paralysis - Enemy is a Ghost - Enemy cannot be restrained (assumed, the value is GetRestrained = 0) Telekinetic Disarray will not work if: - Enemy level is greater than 40 - Enemy has greater than 33% resist magic Telekinetic Blast will not work if: - Enemy is immune to Strong Unrelenting Force - Enemy has resist magic greater than 50% Telekinetic Execution will not work if: - Enemy is a Dragon or is of “Dragon Race” - Enemy is a Dwarven Centurion - Enemy is a Wisp - Enemy is a Wisp Shade - Enemy is a Wisp Mother - Enemy is “Essence of Magicka” - Enemy is an Ice Wraith - Enemy is a Ghost - Enemy has 50% resist magic Cross-referencing these restrictions with the excellent Wildlander Bestiary Wiki, it becomes apparent that Expert and Master Telekinetic Alteration spells are ineffective against a significant portion of enemies, in some cases inconsistently. Notes on Balance and Realism Some enemies are vulnerable to telekinetic spells while being both immune to paralysis and other telekinetic spells (Ice wraiths for example). Paralysis is stated in the spell description: “The caster tries to telekinetically imprison the target for <1> seconds.” The solution could be to separate poison-based paralysis from telekinetic-based paralysis. More to the above, Dwemer Automatons should not be immune to paralysis. A mage using Alteration paralysis is using telekinesis to stop kinetic motion of an enemy. Unfortunately, the Requiem system treats poison-based paralysis and telekinetic-based paralysis the same. No enemy that has immunity to Unreleting Force should be immune to telekinetic blasts. Unrelenting Force is a Draconic power, so it makes some sense that enemies like Dragur would be immune to said power for lore reasons. However, telekinetic Alteration magic does not rely on Draconic powers; it is the generation of force via the “alteration” of reality. This argument could be expanded to say any enemy not immune to physical attacks should not be immune to telekinetic blasts, but this argument would cause more balancing issues than it would solve. Telekinetic Execution has so many exceptions to its effectiveness as to be an obvious attempt to hastily nerf it. This one is strange, as it is a Master level spell, and other Master level spells of other magical skill trees do not have this strange collection of specific restrictions. Some of the restrictions do not even make sense; an Ice Wraith that would be shattered by Telekinetic Nova is immune to Telekinetic Execution. Telekinetic Disarray already has a restriction where an enemy’s spell resistance can prevent its effectiveness. The level 40 restriction does not make sense; after achieving level 40, enemies acquire the supernatural ability to hold on to all of their armor and weapons, utterly confounding an expert alteration mage who is capable of shattering every bone in their body. An alteration mage that can telekinetically freeze a person is unable to remove said person’s equipment. If you’ve read this far, hopefully this post has been useful. Investigated / Needs Decision   Awaiting Lead Decision for resolution
WL-1903 Exploit consider updating po3 tweaks & turn on Disable God Mode just to force TGM/TIM to always be disabled reyqune—Today at 18:12 Because it’s Totally immersive to not have god mode accessible Investigated / Needs Decision Disable God Mode = 3 in po3tweaks INI. Suggest if we are going to introduce a Hardmode - this is included. Awaiting Lead Decision for resolution
WL-1915 Items Balancing Series #1: Helmet of the Unburned For your consideration: The helmet of the unburned is an excellent heavy armor piece marred with one glaring issue: It’s in the middle of labyrinthian. By the time you’re ready for labyrinthian, you don’t need the helmet of the unburned, since labyrinthian is very close to being endgame content and you’ll need to be geared long past the point in which that helmet is an useful addition. Recommendation: Move the helmet to Red Eagle’s Dungeon. Red Eagle’s Sword is a similar early-mid-game option that’s in a quest that’s a little overtuned for its reward. Investigated / Needs Decision   Awaiting Lead Decision for resolution
WL-1924 Travel Better path/access to sky haven temple? Sky haven temple is beautiful in this modpack, especially the exterior/forge area. In vanilla Skyrim there just wasn’t any real reason to visit all that often and that was with fast travel. For my current character I’d really like to build a semi permanent home but it seems so out of the way. Is there any mod in place I’m missing to better access the location as a non-mage? And if so are there any plans to add any? Investigated / Needs Decision Had a quick look and we would need to add a new carriage location to the reach section in order to action this. (depending on progressing past the main quest which unlocks it) This seems a lot of work for very little benefit - but as SmilingAcestor has looked into the CTFO Mod recently for his travel costs mod - perhaps he could be asked if he would be willing to make the change Awaiting Lead Decision for resolution
WL-1940 Homes Dark Brotherhood Dawnstar Sanctuary Dark Brotherhood Dawnstar Sanctuary: - Exclusive Alchemy +25%, Enchanting +25%, Smithing +25% buffs seem out of place and way too strong as a reward for that questline? - Needs a bathroom basket - Looks super ugly… I prefer the Falkreath one - buggy - had offensive guardian stuck in the wall Investigated / Needs Decision the buffs refer to the activators in the sanctuary which act like blessings. DBS_BookBuffAlchemySpell “Studied Alchemy” [SPEL:420140D9] ect. maybe these need a nerf down to 10%? presumably there’s a bathtub in here somewhere which the user thinks needs a keep it clean soap basket adding - I disagree. None of the other houses have baskets, this is no different. not sure we can do much about the super ugly. There arent many alternates https://www.nexusmods.com/skyrimspecialedition/mods/9454 is the only one i could find. Awaiting Lead Decision for resolution
WL-1961 Gameplay TG Reqs - Immersion The Thieves Guild Requirements mod prevents players from joining the TG until they reach a certain level in different thief-related skills, and have certain crime stats. Unfortunately, it’s impossible to learn about this IC, which means your character will never know when to talk to Brynjolf to join the TG. This is particularly immersion-breaking because Maul (at the Riften north gate entrance) tells you to talk to Brynjolf to “Get in on that action,” but you can’t actually do that. Investigated / Needs Decision   Awaiting Lead Decision for resolution
WL-1967 Gameplay Guards Attack Frost While doing Promises to Keep, Maven’s bodyguards outside the house will sometimes attack Frost. This generally happens after Frost gets attacked by something else, typically by wolves in the area. I wonder if Frost accidentally hits one of the guards, resulting in them attacking the horse? Or maybe it’s a weird faction/ownership thing with Frost being in a different faction than the bodyguards? Not super sure, but if the guards kill Frost, it automatically fails the quest. Investigated / Needs Decision Perhaps frost needs the protected flag adding while this quest is running? Quest script MS03Script, Alias Alias_MS03Grane holds frost Awaiting Lead Decision integration into R4
WL-1965 Gameplay Frost Joins Your Herd At the end of the Promises to Keep quest, you have to steal Frost and deliver them to Louis Letrush. You can then blackmail/kill him to permanently keep Frost, or let Louis ride away with Frost. If you let Louis leave with Frost, however, Frost sometimes still comes back to you and acts like they are a horse in your herd of owned horses. This happens even if you don’t adopt Frost via the sneak menu at a stable. I’m not super sure what causes this issue; maybe it’s an unintended consequence of Frost being in some weird faction/ownership due to how horse theft relates with crime? Not sure… Investigated / Needs Decision This happens because frost is the “last horse” you have ridden, So a whistle Summons him. This has been a problem since Oldrim, and one which would be challenging to resolve, Perhaps editing the script so the last horse cannot be assigned to frost while this quest is active? Other alternative - Switch IA out see linked case. Awaiting Lead Decision integration into R4
WL-1969 Items Vigilents Set Requiem adds a Enchanted Vigilant armor set (see screenshot) please consider adding a unenchanted version (with crafting) for RP reasons Investigated / Needs Decision   Awaiting Lead Decision for resolution
WL-1992 Gameplay Limit or restrict studying of books and research Currently if you are prepared to stay in your home you can study the skills books and spell research all the way to skill level 100. I feel the xp you can get from books should be limited by a certain level or strongly nerfed on high levels. Investigated / Needs Decision Currently we can only train with trainers up to level 80, so that seems like a easy stop point. So first we would need a message to put a notification up - something like “I’ve learned all i can from this tome” and “I Cant develop my skills any further though research” 1. For skill books it shouldnt be too hard to prevent the “study” popup appearing if the skill level is “too high”. This would be added to _TS_AliasScript  OnObjectEquipped with using GetactorValue just like it does for magicka 2. Dummies i would leave alone as that’s more practical training.but if we wanted to that would be ts_activatorscript 3. for spell research however - we couldn’t stop them using the journal to research as that would hamstring the mod. we can however add some checks to the if block of AdvanceSkills in sr_Questscript to prevent XP gain once their skill is level 80 and display a appropriate message Awaiting Lead Decision integration into R4
WL-2012 Gameplay Various crafting feedback Alchemy: self made potions are too inconvenient resist potions and fortify skill/stat potions should last longer: I usually use these during tougher fights (e.g. dragon). Since resist potions only last 60s and it makes monitor the timer necessary. After burning a few times to death (duration ended -> 2x more dmg taken), I swithed to bought ones with 180-300s. These feel woth it. suggestion: Fortify weapon-skill 120s, sneak 300s, stats (Hp,Magic,Stam) 180s-300s and 2-4x effect Restore stat potions are too weak: even with 90 alchemy, basic restore potions are only equal to merchants good/great quality. This feels underwhelming. With the last perk they get really useful. suggestion: move the 50% buff on restore potions from the last perk (purific. process) to the 2. perk (impr. elixirs) money making no good solution comes to my mind. Some potions (restore) are to cheap, some are too expensive when crafted with the right ingredient (salmon roe). The decision, that mages don’t trade potions is good. Smithing/forging: Smithing makes too little money the combination of investment (buying prices of ingredients),return (sell price) and the low carry weight makes it hard to earn money. To make 1k-2k gold you need to move multiple times between chest, merchant and forge - this is very inconvenient for the return you get. suggestion: lower the weight of fragments and ingots (when you scrap sth you only keep the “good” parts) by 1/3rd. This reduces dungeon trackback (to horse) or “magic-chest” usage. daedric weapons are a key goal for many players investing into smithing but are punishing light armor users. suggestion: move daedric crafting into the middle, like dragon-crafting. Replace the requirement to have ebony smithing from Daedric and set it to ebony or glass) The ebony part requirements for making the items are still fine with honed metal mod giving access to these items via crafters. some smithing perks feel unnecessary (e.g. nordic crafting). Suggestion: Probably better taking the requiem 6.0 approach and moving the items from this perk to advanced Blacksmith Tempering feels too weak suggestion: add a +5%-10% tempering bonus to every material smiting perk. Investigated / Needs Decision Alchemy: Resist potions and fortify skill/stat potions should last longer: Disagree. They last as long as the ingredients used to craft them. Want better potions - use better ingredients. Restore stat potions are too weak: Alchemy is already OP. Not making it stronger. Money making We already rebalanced this for r4. we will see what effects the changes have. Smithing/forging: Smithing makes too little money I don’t see what this suggestion does to improve the money aspect. Hopefully the forthcoming crafting missives will help with this aspect. Daedric weapons are a key goal for many players investing into smithing but are punishing light armor users. I disagree with removing the ebony perk when every recipe requires ebony to craft. Some smithing perks feel unnecessary (e.g. nordic crafting). Agree with this, we should do what 6.0 does and move the recipes to “standard” requiem perks. Then revert the changes to the perk trees. This will also save us time if we choose to upgrade to requiem 6. Tempering feels too weak i have no objections to increasing temper bonus a bit. but not 5-10%. Perhaps 2.5% Summary: The only part i really agree with here is some smithing perks feel unnecessary, and the temper bonus could be stronger . added two patches to do the grunt work here. Awaiting Lead Decision integration into R4
WL-2016 Horse As immersive Horses is Bloated and buggy, consider switching Improved horses has a lot of bugs. its also abandoned. You should consider switching to Simplest horses https://www.nexusmods.com/skyrimspecialedition/mods/54225 and Simple Claim Horse (so you can steal).  Horses for Followers  so followers can have them Investigated / Needs Decision The only features we would miss witching to this config are herds (which i don’t like as this essentially gives you infinite carry weight) for  Horses for Followers  - NFF has a option to give them one like FLP but actually works so this maybe a better alternative than the linked mod. This seems like a no brainer to me. To uninstall IH. Would need to remove the 3 factions records, 4 spells, the various IHO packages and revert to vanilla from the Horse records Patching simplest horses in doesn’t look like it needs anything, however the inventory will need adjusting as 999 is a bit high. Awaiting Lead Decision integration into R4
WL-2024 Gameplay Master Level casting: Tiny Overview. Master level spells are without a doubt the most useless class of spells in the whole game, that are not illusion. - Slow to cast - extremely high cost/usefulness ratio. Expert spells cost less, have more utility, and kill things just as quickly without depleting your resources to upkeep. - you cannot move while casting most of them, and your aiming also becomes limited. This can be felt the most when casting master level necromancy, and your spell gets wasted because it didn’t hit the corpses. Possible Solutions: - replace the master level spell animation with the regular charge animation that allows you to both move and pre-aim. This alone solves 80% of the issues. - decrease the cost of master level spells or increase their magnitude. - Nerf offensive destruction and alteration spells across the board to artificially make master level spells feel more powerful (and useful) As it stands, master level spells don’t really have a place in standard play because they’re not accessible to generalist builds and even when you purposely spec your character to be able to use them, they don’t have the appropriate impact in the gameplay. They’re cast by players not because they’re useful, but because they can spare to do so. Investigated / Needs Decision I kinda agree with the animation point. the rest not so much. Awaiting Lead Decision for resolution
WL-2046 Visuals Modded dog breed looks bad The vanilla dog looked 1. less generic 2. more suited for Skyrim’s climate, and more like it was bred by the inhabitants of Skyrim 3. more cute 4. more detailled/higher fidelity Investigated / Needs Decision a) how are they less generic when they are all chocolate labs ?!? b) DO AGREE HERE, Chocolate labs while adorbs dont really fit. c) guess the user really like wolfhounds… i think the labs are more cute. d) user is definatly drunk… i dotn see how anyone can say 512 skins are more detailed than 2k. if we want to mix dogs up - here’s a few alternatives. Diverse Dogs SPID is on the roadmap which might be a suitable alteration. Other alternate https://www.nexusmods.com/skyrimspecialedition/mods/50500. Finally - if we just want to update the vanilla textures: - https://www.nexusmods.com/skyrimspecialedition/mods/91439 Awaiting Lead Decision integration into R4
WL-2045 Visuals Markarth Textures are super ugly Just turn the ENb Off. YUK Investigated / Needs Decision we already use Version 1.0 of skyland (2k textures). there is now version 4.32 which includes Skyland markarth along with other towns and cities. I would recommend Upgrading and switching to Skyland AIO 1k version - as this reduces the footprint of the list by over a gig from the 2k textures we currently use - while giving the missing places some love and increasing them from the 512 vanilla textures. Awaiting Lead Decision integration into R4
WL-1608 Gameplay Gigantic mudcrab gave too little loot; same as normal mudcrab The level 55 mudcrab on the crab island gave 1 pearl and 2 chitin as loot (I harvested them through the Hunterborn menu). I believe in the original Requiem it gives much more. Planned Checked the loot table - Requiem gives it 3 meat, 2 chitin, a random pearl and 2 legs. plus a additional guarenteed pearl from its inventory. REQ_Actor_MudcrabGigantic “Mudcrab” [NPC_:80046761] Planned for integration into R5 Investigation Notes: Checked the loot table - Requiem gives it 3 meat, 2 chitin, a random pearl and 2 legs. plus a additional guarenteed pearl from its inventory. REQ_Actor_MudcrabGigantic “Mudcrab” [NPC_:80046761]
WL-294 Audio Dawnstar’s White Hall (and interiors in general) are too reverby   Planned Dylanjames has two mods which may help with this. https://www.nexusmods.com/skyrimspecialedition/mods/78992?tab=description and https://www.nexusmods.com/skyrimspecialedition/mods/77947 Planned for integration into R5 Investigation Notes: Dylanjames has two mods which may help with this. https://www.nexusmods.com/skyrimspecialedition/mods/78992?tab=description and https://www.nexusmods.com/skyrimspecialedition/mods/77947
WL-1706 Visuals Walls on rooftops of Windhelm Gray Quarter are broken The walls and one of the building roofs on the far North-East side of the Gray Quarter in Windhelm are full of model/texture holes that you can walk through. It doesn’t impact gameplay, but it’s easy to find due to the pathways that naturally lead up to the rooftops. Additional Information Stand on the rooftops of the Gray Quarter of Windhelm and look North-East. Planned   Planned for integration into R5
WL-989 Exploit Lightning speed has infinite duration. Unlike the doublecast bug in UltSky pressing T to wait ends the spell. However this always happens, doublecast by default. Just use Lightning Speed. Duration advertised 18-40 seconds depending on perks, but does not finish unless you press T to wait. Making the spell extremely broken. Planned Yeah - it seems this spell not only slows down all of your enemies, it slows down the spell timer as well, i Cant find anything on requiem’s forums of how to fix this. Might just be better to yeet the spell in its entirety (would need to remove from all locations and the requiem spell research script. REQ_Alteration5_LightningSpeed “Lightning Speed” [SPEL:80027FA1] Planned for integration into R5 Investigation Notes: Yeah - it seems this spell not only slows down all of your enemies, it slows down the spell timer as well, i Cant find anything on requiem’s forums of how to fix this. Might just be better to yeet the spell in its entirety (would need to remove from all locations and the requiem spell research script. REQ_Alteration5_LightningSpeed “Lightning Speed” [SPEL:80027FA1]
WL-1392 Animations Some of the Animations from INSERT don’t play. Playing as a male wood elf/nord, new game, fresh install of 1.1.5, deleted all of stock game & mods folder, cannot play the animation to browse wares/play any instrument/use any reading animations 1. Create new male bosmer/nord 2. Click INSERT 3. Click on Browse Wares in the interactions tab. Additional Information Planned Its because he had a shield Equipped. Some of the animations failed to play with a shield equipped, but play fine without. perhaps the animations need some conditionals adding? Planned for integration into R5 Investigation Notes: Its because he had a shield Equipped. Some of the animations failed to play with a shield equipped, but play fine without. perhaps the animations need some conditionals adding?
WL-1569 NPC Skeletons can loot weapons from dead allies, which can break their ability to launch attacks (if they grab an incompatible weapon, such as a dagger). As per the summary, I noticed an unarmed skeleton archer (broken bow) loot an iron dagger from a nearby dead mage. After drawing the dagger, it floats between the skeleton’s feet and it will no longer use it’s unarmed attacks. The player does not take any damage at this point, indicating that there are no attack events firing at all. Some example steps to reproduce: 1. Input into the console. 2. Upon loading, turn around and head out through the door. 3. Kill all of the mages and skeletons outside, bar one. 4. Break the last skeleton’s bow 5. Lead the skeleton over to a dead mage 6. Allow the skeleton to loot the mage’s dagger (they all seem to have one). RESULT As described above, the skeleton will be unable to launch any attacks in this state. Video and screenshot attached. Planned Likely to effect draugr too Planned for integration into R5 Investigation Notes: Likely to effect draugr too
WL-1305 NPC Tekla in Falkreath has old voice, young face In vanilla she’s fairly Ugly leaning towards middleaged Planned this might be a case of overbeutification as in vanilla she looks middleaged. Planned for integration into R5 Investigation Notes: this might be a case of overbeutification as in vanilla she looks middleaged.
WL-1657 Gameplay Problems with the location of UI elements on a 16:10 monitor with 1920x1200 resolution Good Day! First of all, I would like to thank the entire Wildlander team for their hard work. The modpack definitely has its own concept, style, and excellent implementation. Separately, I would like to thank you very much for the optimization on weak computers. Now about the bug: I am the owner of a monitor 16:10, with a resolution of 1920x1200, and faced with the following bug, which in no way can not solve myself: the wrong location of the interface elements on the screen. I’m pretty sure that the problem is not from my side: I’ve reinstalled the game and modpack several times, and finally solved the problem only when I changed my monitor to an older one with a 16:9 resolution. Apparently, the interface configuration for 1920x1200 resolution is simply missing. Separately, I note regarding the screenshot: it was not made by me, but it perfectly reflects what I see on the screen. I can not make my own screenshot for the aforementioned reasons - I have already changed my monitor and thus stopped the problem, but did not fix it. I can assume that the problem can be solved quite simply by manually specifying the coordinates of UI elements in Skyhud.txt, because that’s where the settings get confused. Additional Information Try running Wildlander at 1920x1200 resolution? Actually, I would be very surprised if it turns out that the problem is exclusively on my side for some reason. Planned Believe we actually need a 16:10 layout like we do with a Ultrawide. so we will need Matt’s involvement in this to turn on the 16:10 layout The item card is overlapping as well. edit the Item card on 16:10 moniters so it doesnt “clip” (set bEnableItemCardResize=0 ) - game-files\mods\moreHUD Inventory Edition\SKSE\Plugins\AHZmoreHUDInventory.ini Planned for integration into R5 Investigation Notes: Believe we actually need a 16:10 layout like we do with a Ultrawide. so we will need Matt’s involvement in this to turn on the 16:10 layout The item card is overlapping as well. edit the Item card on 16:10 moniters so it doesnt “clip” (set bEnableItemCardResize=0 ) - game-files\mods\moreHUD Inventory Edition\SKSE\Plugins\AHZmoreHUDInventory.ini
WL-932 NPC Inn Keepers greet you when exiting bath Detailed Description** Inn Keepers greet you when exiting bath…as if youre entering the inn. Immersion breaking Planned i think you fixed this… right? Planned for integration into R5 Investigation Notes: i think you fixed this… right?
WL-1466 Visuals Woodcutting Axe doesn’t display on Campfire Backpack if you have an Axe Weapon. Normally, if you have an Iron Woodcutting Axe in your inventory, it displays on Campfire’s fur backpacks. However, if you equip an axe weapon (in this case, a Steel War Axe), the Iron Woodcutting Axe disappears from the backpack. I assume this is because some script somewhere assumes that the axe you are wielding is the Iron Woodcutting Axe. Grab a fur campfire backpack, an Iron Woodcutting Axe, and a Steel Axe. Equip the backpack only and notice that the Iron Woodcutting axe appears on it. Now, equip your Steel Axe, and notice that the Iron Woodcutting Axe disappears. Planned Condition in _Camp_Backpack “Backpack” [ENCH:0802C7D7] only shows a Axe when one isnt equipped. We need to add a condition to this similar to what is in Crafting breakdown where it doesnt let you break down items which are equipped. Planned for integration into R5 Investigation Notes: Condition in _Camp_Backpack “Backpack” [ENCH:0802C7D7] only shows a Axe when one isnt equipped. We need to add a condition to this similar to what is in Crafting breakdown where it doesnt let you break down items which are equipped.
WL-1578 Gameplay Enchanting skill is boosted a lot for unknown reason I installed 1.1.9 from 1.1.5 and when I started the game I saw my Enchanting skill at 55 in green (as boosted). But my character had no prior skill in Enchanting. I tried removing all my gear to no effect. I tried to clean to no effect. At first I thought it was a bug with a “charity” boost but I loaded a previous save and it was no it. Additional Information I absolutely don’t know. I’m not even sure it was here before I updated Wildlander from 1.1.5 to 1.1.9. User Info Customised Install: Yes https://loadorderlibrary.com/lists/wildlander-119-enchanting-skill-boost-bug Planned Same issues as linked issue - just like smithing, sometimes enchanting doesnt restore either Planned for integration into R5 Investigation Notes: Same issues as linked issue - just like smithing, sometimes enchanting doesnt restore either
WL-917 Gameplay Can’t transfer items to horse after using Horse Inventory hotkey on controller. Detailed Description If you use the horse inventory hotkey, you will not be able to switch tabs to the player’s inventory when using a controller and thus cannot transfer items to said horse using the controller. Using the default binding of left alt will work, so this bug is most likely just due to the lack of a specified key binding for the controller. To re-iterate, only the controller cannot switch to the player’s inventory and vice versa. The keyboard can switch inventories just fine. If you don’t use the horse inventory hot key and interact with the horse whilst sneaking to access the menu, and then use that to access the inventory, switching tabs on the controller will work. Play on any character, use horse inventory hotkey and press the switch tabs button on controller. This is normally the same button used for wait time. Additional Information Planned   Planned for integration into R5
WL-557 Navmesh Stairway into the basement area of Jorrvaskr seems to be bugged when walking UP it into the mead hall Stairway into the basement area of Jorrvaskr seems to be bugged when walking UP it into the mead hall. The character repeatedly stops before continuing up the stairs, even when holding W. Happens when walking and running UP the stairs, in first and third person. Steps to reproduce: Enter Jorrvaskr, locate stairway into basement. Walk UP the stairway, into the main hall. If you have supporting screenshots and/or videos - Please give us link(s). Please note: if reporting a graphical bug you must include a screenshot of your map location, and a screenshot of the console with the item selected. https://www.youtube.com/watch?v=YShZ9_kd2tE Additional information which maybe relevant (Launcher options for example) High preset, Ultra shaders. Planned Reproduced on new game. there is definite stuttering in the place the user demonstrates in his video. Planned for integration into R5 Investigation Notes: Reproduced on new game. there is definite stuttering in the place the user demonstrates in his video.
WL-953 Quest Upon entering Frostflow Lighthouse and finding the dead bodies, the related quest does not register. Upon entering Frostflow Lighthouse and finding the dead bodies, the related quest does not register. Planned This is from the choice is yours. Finding a body inside Frostflow Lighthouse no longer triggers this quest. The single journal entry associated with this quest wasn’t really necessary or useful. The “quest” still exists as before, but it’s now left to the player to determine whether or not to investigate the murders. It’s an intentional change, but the change doesn’t prevent you from obtaining the lighthouse key or burning the remains or opening the chest. All the changes to quest made by this mod are in the qf_dunfrostflowabyssqst_00048121 script file, so deleting that should revert the quest to vanilla. Since we have had multiple queries on this - we should make this change. Planned for integration into R4 Investigation Notes: This is from the choice is yours. Finding a body inside Frostflow Lighthouse no longer triggers this quest. The single journal entry associated with this quest wasn’t really necessary or useful. The “quest” still exists as before, but it’s now left to the player to determine whether or not to investigate the murders. It’s an intentional change, but the change doesn’t prevent you from obtaining the lighthouse key or burning the remains or opening the chest. All the changes to quest made by this mod are in the qf_dunfrostflowabyssqst_00048121 script file, so deleting that should revert the quest to vanilla. Since we have had multiple queries on this - we should make this change.
WL-1559 Visuals H/M/S bars shifted right my Health, magicka, and stamina bars are shifted to the right so they are overlapping the widget for what is equipped in the right hand. I have updated to 1.1.7 and then 1.1.8 and it persists. I thought it might be a problem with the particular character, so I opened wildlander fresh and made a new character. It is still there. Have it connected to a tv with resolution set to 4096 x 2160. The problem was there on ultra and high graphics as well Planned user has confirmed he is using the launcher to start the game. Perhaps a issue with his unusual resolution ? Planned for integration into R5 Investigation Notes: user has confirmed he is using the launcher to start the game. Perhaps a issue with his unusual resolution ?
WL-1470 Gameplay boat owner in iverstead wont let me buy a ride Each time i press “id like to hire your boat” he replies “alright” and i leave the dialog kill a vampire during the hunt a vampire missive quest. when i kill the vampire, there’s the bug, when i don’t kill the vampire everything works Planned Player in combat causes this - perhaps a error message needed? Planned for integration into R5 Investigation Notes: Player in combat causes this - perhaps a error message needed?
WL-912 Quest Mod “Thieves Guild Requirements” is broken The mod “Thieves Guild Requirements” should allow you to join the thieves guild, even if you don’t meet the requirements, if you pay Maul for information and ask him about it. This is specified on the mod’s page, and usually works fine; however, in Wildlander, paying Maul did nothing, and all I can do is buy an elixir from Bynjolf when I talk to him. Create character in Riften Go talk to Maul Pay him for information Speak to Brynjolf Planned   Planned for integration into R5
WL-606 Exploit Chest (and I’m guessing barrels) can be placed floating in the air to block narrow passage ways. Melee will just stand and swing while you can hit them with ranged or 2 handed melee   Planned I believe that to fix this we would need to copy the existing Barrel & chest Nif’s remove the collision nodes from them and use these copies as the texture for _aLES_Barrel_WorldObject “Wooden Barrel” [ACTI:76001DA5] & _aLES_Chest_WorldObject “Wooden Chest” [ACTI:76001DA4] Planned for integration into R5 Investigation Notes: I believe that to fix this we would need to copy the existing Barrel & chest Nif’s remove the collision nodes from them and use these copies as the texture for _aLES_Barrel_WorldObject “Wooden Barrel” [ACTI:76001DA5] & _aLES_Chest_WorldObject “Wooden Chest” [ACTI:76001DA4]
WL-177 Gameplay Standing in Fire does not cause damage STEPS TO REPRODUCE 1. Attempt to stand in a fire, such as the fire found in the Whiterun Bannered Mare inn RESULT - No fire damage occurs. ADDITIONAL INFORMATION Planned There are a few mods that try to fix the issue (Fires Hurt SE), but from the comments, they might be soft-incompatible with some fire and/or lighting mods, so this would require some time to sort through & ensure a proper implementation. Planned for integration into R5 Investigation Notes: There are a few mods that try to fix the issue (Fires Hurt SE), but from the comments, they might be soft-incompatible with some fire and/or lighting mods, so this would require some time to sort through & ensure a proper implementation.
WL-540 Visuals Neckseam Face turned… red bluish, didnt noticed it right away. Was fighting some Mudcrabs in Dragonsreach Underground Stream. Entered at Whiterun Watchtower with the scripted Bandit Event. Tried to reenter the cell where it occured first but could not reproduce it. Planned Face discoloration fix - See image Planned for integration into R4 Investigation Notes: Face discoloration fix - See image
WL-135 Character Creation / Races / New Game Re-entering Race Menu equips Clothing / Covers Tattoos STEPS TO REPRODUCE 1. During character creation, complete your character and select a name. 2. When prompted, select to re-enter the RaceMenu to modify the character 3. Character now has clothing on, preventing players from body visualization RESULT Players are unable to see full character body ADDITIONAL INFORMATION - Planned https://www.nexusmods.com/skyrimspecialedition/mods/56437 adds a slider on the body tab to undress the Player Planned for integration into R4 Investigation Notes: https://www.nexusmods.com/skyrimspecialedition/mods/56437 adds a slider on the body tab to undress the Player
WL-248 Gameplay Fistfights will equip a torch in the off-hand 1. Attempt to fist-fight an NPC in an argument with a torch in inventory RESULT - Players will equip a torch in their hand - bashing with the torch triggers a 500 bounty Planned IEQUIP is what’s doing this. see attached. Planned for integration into R5 Investigation Notes: IEQUIP is what’s doing this. see attached.
WL-565 Items Certain equipment don’t seem to be affected by temper mod. Certain equipment don’t seem to be affected by Durability mod. The culprit seems to be equipment added by another mod(?), which adds equipment commonly described with a colour, for example, I’ve currently got two such items: “Steel Gauntlets - White” and “Nordic Chest plate - Black”, they do not have a durability number. They seem to be well balanced stat-wise, but they are just not affected by Durability. I will send screenshot which proves this. Steps to reproduce: Just grab one of them and confirm that they come without durability. Planned This issue is referring to when a item is tempered, the name doesn’t change to include [Well-made][110] for example Planned for integration into R5 Investigation Notes: This issue is referring to when a item is tempered, the name doesn’t change to include [Well-made][110] for example
WL-660 Navmesh College NPCs cannot clear steps leaving Winterhold in order to walk to Saarthal Begin “Under Saarthal” quest and walk with NPCs to Saarthal until you reach steps leaving Winterhold (by the chicken coop). Workaround is to go to Saarthal alone and wait an hour. Planned i have no idea about navmeshes… but several people have reported this. I am assuming there is some sort of disconnect here with ICOW. Planned for integration into R4 Investigation Notes: i have no idea about navmeshes… but several people have reported this. I am assuming there is some sort of disconnect here with ICOW.
WL-1263 Visuals No NPC death blood pooling /bleedout? NPC’s were likely not in range of Enhanced Blood Textures’ blood pooling script. Perhaps this will be improved with its 4.0 update in r4 Planned   Planned for integration into R5
WL-1705 Gameplay Namira’s Ring not working properly, can’t feed on corpses I don’t get the option to feed on corpses; stamina bonus is OK. Whenever a activate any dead men/mer, I just access their inventory, there’s no option to feed on any of them. It doesn’t matter whether I’m standing, sneaking, weapons seathed or withdrawn, the option just don’t appear. Additional Information I don’t know… but I remember I talked to the priest when he was laying on the shrine of Namira, before they gave me the order to sacrifice him, so maybe that had something to do with the bug. Screenshots and links Reproducible:- Yes Customized Install: No Launcher Settings:- Ultra Graphics, Standard Modlist (Wildlander Default), Ultra Shaders Version: Wildlander 1.1.11 (Current) Planned There are bug reports on keep it clean that after taking a bath, enchanted ring effects do not get reapplied. could this be the case with this? Planned for integration into R5 Investigation Notes: There are bug reports on keep it clean that after taking a bath, enchanted ring effects do not get reapplied. could this be the case with this?
WL-244 NPC Gerda in Whiterun Dragonsreach has old-woman voice Her voice is of an old woman, but her appearance is young. Planned this might be a case of overbeutification as in vanilla she looks middleaged. Planned for integration into R5 Investigation Notes: this might be a case of overbeutification as in vanilla she looks middleaged.
WL-1591 Crafting Honed Metal occasionally doesn’t restore player smithing skill to proper value, producing permanent debuffs (or buff?) Context: https://www.reddit.com/r/wildlander/comments/y0ovhz/permanent_smithing_debuff_but_nothing_shows_under/ Lizzy’s thoughts: {quote}basically when you talk to a smith who has lower skill than you - and try to get them to “do” something - it lowers your skill to match there’s. Sometimes - it doesn’t clear that when you exit the person i seen it happen to went to Adrienne for some tempering - they had 90 skill - and it dropped theirs to match hers. After they collected the item from her - they noticed they’d “lost” 60 skill pretty sure its hm_actor.psc and something for whatever reason doesn’t call modifySkillLevel on exit of honed metal to reset the players skill there might be a reset in the MCM somewhere to handle it - but i haven’t had time to go take a look{quote} Planned   Planned for integration into R5
WL-1611 Landseam Water seam Found some more water seam issues around the guardian stones area, moving the water for enb plugin & patches below wildlander_full fixes it, but ofc will overwrite other edits, thought I’d like you know Planned This is caused by some area’s being conflict patched by Water for ENB (shades of skyrim) and others being overwritten in wildlander.esp with the vanilla water. The specific example shown in the screenshot is on reference 0009bb3 - which should have “riverwood water” in wildlander_full (so it matches the POIPineForest01 [CELL:00009B92] (in Tamriel “Skyrim” [WRLD:0000003C] at -1,-15) which is the adjoining cell. There are multiple Entries in this mod (> 30) which have been patched in wildlander (or other mods) with vanilla water flow, but not conflict resolved into Wildlander_full with the water for ENB flow. Leading to water seams all over the place. Shouldnt take too long to fix this - just needs the affected records copying over. Planned for integration into R4 Investigation Notes: This is caused by some area’s being conflict patched by Water for ENB (shades of skyrim) and others being overwritten in wildlander.esp with the vanilla water. The specific example shown in the screenshot is on reference 0009bb3 - which should have “riverwood water” in wildlander_full (so it matches the POIPineForest01 [CELL:00009B92] (in Tamriel “Skyrim” [WRLD:0000003C] at -1,-15) which is the adjoining cell. There are multiple Entries in this mod (> 30) which have been patched in wildlander (or other mods) with vanilla water flow, but not conflict resolved into Wildlander_full with the water for ENB flow. Leading to water seams all over the place. Shouldnt take too long to fix this - just needs the affected records copying over.
WL-644 Gameplay Hunterborn isnt properly passing the amount of time that it supposed to - more details inside I believe Hunterborn isnt properly passing the amount of time that it suppose to when you level it up and get better at it. I noticed this when I was skinning close to night time, where in the 10 mins it took me to field dress and then 10 mins to harvest an animal. It suddenly changed from early dusk to heavy night. Also reloading a save after the skinning/harvesting, fixed the issue and it was normal again when I reloaded. Steps to reproduce: Just skin or harvest and check to see the weather or time pass by, even if it takes you 10 mins due to better proficiency, you seem to pass by a lot more time via weather changes or nightfall happens way too fast. Planned Dylan Perry—02/05/2023 00:48 FYI - I just tested the po3 tweak and it does appear to work with Train and Study. Just not with Hunterborn, because HB uses its own custom function to advance time, instead of the standard functions the tweak addresses so I think the fix there would be to update HB to use the vanilla functions Planned for integration into R5 Investigation Notes: Dylan Perry—02/05/2023 00:48 FYI - I just tested the po3 tweak and it does appear to work with Train and Study. Just not with Hunterborn, because HB uses its own custom function to advance time, instead of the standard functions the tweak addresses so I think the fix there would be to update HB to use the vanilla functions
WL-1330 Visuals Wolfskin cloak - Dark trimmed black inventory texture does not match texture when worn on the character. It looks black on other NPC’s but is brown on the player. 1. player.additem 7600234a 1 2. Equip the cloak Planned The screenshot shows a NPC wearing a black bear cloak. not a wolf cloak like the user implies. therefore it is unsurprising they are different. HOWEVER - i believe the cloak description is actually incorrect for what color of cloak the user actually wears/ The Trim is dark brownblackish, but the cloak itself is dark brown. The actual brown cloak is Timber (more of a light reddish brown). I don’t see a discrepancy in appearance in the inventory picture to what the player wears. Perhaps the cloaks need renaming Wolfskin Cloak - Dark Trimmed Black becomes Wolfskin Cloak - Dark Trimmed Brown Wolfskin Cloak - Dark Trimmed Brown becomes Wolfskin Cloak - Dark Trimmed Timber Planned for integration into R5 Investigation Notes: The screenshot shows a NPC wearing a black bear cloak. not a wolf cloak like the user implies. therefore it is unsurprising they are different. HOWEVER - i believe the cloak description is actually incorrect for what color of cloak the user actually wears/ The Trim is dark brownblackish, but the cloak itself is dark brown. The actual brown cloak is Timber (more of a light reddish brown). I don’t see a discrepancy in appearance in the inventory picture to what the player wears. Perhaps the cloaks need renaming Wolfskin Cloak - Dark Trimmed Black becomes Wolfskin Cloak - Dark Trimmed Brown Wolfskin Cloak - Dark Trimmed Brown becomes Wolfskin Cloak - Dark Trimmed Timber
WL-905 Character Creation / Races / New Game New Starting option - “roll a dice” , 1-click create - picks a random class, a appropriate stone for the class and a completely random starting location   Planned   Planned for integration into R5
WL-1004 Exploit Some of the collected books won’t work on the bookshelves some of them duplicating Asked user for examples… No response … yet. Planned Bookshelf Duplication bug. Dont think this can be resolved without removing the ability for players to “pick up” books from the shelf itself. Planned for integration into R5 Investigation Notes: Bookshelf Duplication bug. Dont think this can be resolved without removing the ability for players to “pick up” books from the shelf itself.
WL-1719 Environment Funky looking landscape outside view of the Dragonsreach Great Porch. Landscape is stretched into the ground unnaturally. Planned Presumably. Something edits the WhiterunDragonsreachWorld “Dragonsreach, Great Porch” [WRLD:00046033] in this location and causes the pulling. Location: F59C0. Cell 9,2 the floating rock you can see if Ref F59Ec. When you get close (using TCL) the entire area is covered by grass so you cant see the hole but it is still present so its not a LOD. I don’t see any edits to this location in Xedit. Think you need to check this one. Planned for integration into R4 Investigation Notes: Presumably. Something edits the WhiterunDragonsreachWorld “Dragonsreach, Great Porch” [WRLD:00046033] in this location and causes the pulling. Location: F59C0. Cell 9,2 the floating rock you can see if Ref F59Ec. When you get close (using TCL) the entire area is covered by grass so you cant see the hole but it is still present so its not a LOD. I don’t see any edits to this location in Xedit. Think you need to check this one.
WL-1726 Items Ebony Blade increases in power when killing enemies as well as friends The Ebony Blade is intended to power up when killing NPCs with a relationship rank of 3 or higher. However, it will also power up when killing an NPC with a relationship rank of -3 or lower. This leads me to believe the associated script is checking the absolute value of the relationship rank when it should only be checking the raw, signed value. Planned All of the DA08 scripts after obtaining this weapon are vanilla - I cannot see any changes to anything script or source related to this weapon which would cause this issue. Planned for integration into R5 Investigation Notes: All of the DA08 scripts after obtaining this weapon are vanilla - I cannot see any changes to anything script or source related to this weapon which would cause this issue.
WL-1743 Gameplay Rest Anywhere Simply Rest Anywhere should be removed, or at least have major debuffs if i sleep using this mod. i can sleep in a tavern for free with this mod Planned Its also inconsistent with the way camping works - you can’t drop a bedroll in a settled area, so why can you rest. As placeable bedrolls exist in the game, is this mod needed at all? Planned for integration into R4 Investigation Notes: Its also inconsistent with the way camping works - you can’t drop a bedroll in a settled area, so why can you rest. As placeable bedrolls exist in the game, is this mod needed at all?
WL-1754 Environment Inn Privacy Curtains/doors on the inn rooms. I get that old world inns weren’t the ritz but damn, there’s gotta be SOME privacy there. There are some curtain/flag static objects that could easily be placed and dropped into those doorways which would at least make them feel more private, even if the curtains dont actually block LOS. Or just some doors. Planned This https://www.nexusmods.com/skyrimspecialedition/mods/20975/?tab=description looks like it might do the trick Planned for integration into R5 Investigation Notes: This https://www.nexusmods.com/skyrimspecialedition/mods/20975/?tab=description looks like it might do the trick
WL-1755 Gameplay Nightingale powers weak Essentially the title. I was wondering if there are any intentions of tweaking the powers you get as a nightingale, as they’re horribly weak at the moment. They’re essentially single-use spells which you can easily replicate with… well… spells. Is there any way or intention to make the powers actually fitting for being a legendary Nightingale or will we always just get an AoE rage spell, 120 seconds invisibility (which can be done with a potion) or a 100 health lifesteal which is unlikely to kill a target anyways, which means most people doing Nightingale content (stealth-characters) will find it essentially useless? Planned   Planned for integration into R5
WL-1768 Crafting Alchemy rebalance (Kits suggestion) Kit — 05/06/2023 02:44 this mod is working for me to greatly improve the balance of alchemy in wildlander/requiem: https://drive.google.com/file/d/1UUhzqkX47-ph_bntVyherHCBY8KGSbbN/view?usp=sharing its based off of this mod: https://www.reddit.com/r/skyrimrequiem/comments/k4jf8h/requiem_alchemy_enhancer_for_se_requiem_401/ - I bump the MCM alchemy exp rate up to 200% and alchemy leveling is in the ~100s gold value at low level to low 1000s gold value at high level. - *The hunterborn alchemy ingredients are slightly overtuned and expensive, but i left them only slightly adjusted down as a way to be able to level alchemy quicker on demand. - you could easily immersibly gate alchemy leveling behind hard-to-acquire ingredients that make slightly disproportionately expensive potions But overall this mod significantly reduces the alchemy abuse on economy I would even recommend allowing the exp multiplier to be 400% instead of the current max 200%, and then dial down the hunterborn potion values further if you want i could try doing those things myself; getting the adjustments tuned/balanced well in my opinion and messaging the original mod author for their approval to clear the way for this to be on the possible inclusion list for Wildlander 🙂 there were some other changes in the mod around how many alchemy ingredients can be harvested from plants/sources but they didn’t seem objectionable, just fyi Planned Seems like a fairly easy inclusion? Planned for integration into R5 Investigation Notes: Seems like a fairly easy inclusion?
WL-1790 Gameplay Add a Hard Difficulty Setting ’- Higher frostfall exposure - Lower damage done to enemies (e.g. 80%) - Reduced meat yield from Hunterborn - Reduced XP gain - Lower starting Skills. (E.G everything starts at 1 except the background skills which start at 5) - Only start with 1 perk. or even harder still ( as above except) - No perks / all skills @ 1 - Rags only as clothing, perhaps only a dagger as a weapon. - 1/2 loaf bread and 1 waterskin only. Nothing else, no potions, spell research books or other stuff. - Randomised start location I know i can do a f10 start - but thats too much effort to do every time and doesn’t have the ability to save a preset. Planned   Planned for integration into R5
WL-1798 Gameplay Icestorm camera shake is way too intense Feels like my character is having an epilepsy attack if I cast the spell. It’s literally 100% intensity non-stop camera shake for 60 seconds. I can’t use the spell since I get sick if I cast it lol. And I’m talking about the master level Destruction spell. I think Ice Sphere used to have the name Icestorm previously so not to be confused with that. Planned   Planned for integration into R5
WL-1807 Gameplay Cloaks One thing I’d like to see (though I have no idea how) is a change to cloaks. First, you basically NEED a backpack and it clips with the cloak. Play 1st person but when I bathe, I see it and it’s weird. Second, E V E R Y B O D Y has cloaks. Which, yeah, makes sense to a degree, but civil war quests are sooo hard to tell friend from foe, and it’s a bit weird having a huge pile of them in inventory since their value per weight is so much better than most gear. Maybe reduce the spawning of them to only Dawnstar/Winterhold/Windhelm, or cut down the value a lot, or make them wear out with use quickly so you need to get new ones. But that’s more “make a new mod” instead of fixing mods to fit together into a modpack. Planned   Planned for integration into R5
WL-1809 Visuals Performance pass for overly high poly objects   Planned   Planned for integration into R5
WL-689 Gameplay Forced Brawls (Various) I have encountered three bugs all related to forced brawls (for example the thief quest or if you brawl with Uthgerd the Unbroken, but it should work with any forced brawl). 1. On the start of the brawl, I dont equip my fist. I ALWAYS equip a torch in the left hand and whatever I had in my right hand. (The UI shows fists for some reason). 2. Brawls, that end with opponents health bar at 1/4, for example thiefes guild quest, trigger a bounty with the first hit after the fight. Their is no save zone, where you can still savely hit the other guy (since at least I smash my left button). 3. This bug I can’t reliable reproduce, but fights end somewhat regularly without actually bringing results. Either the other opponent doesnt acknowledge the win or the quest gets stuck. Steps to reproduce: The first bug is easy. Just start any brawl (the first that comes to my mind is with Uthgerd the Unbroken in Whiterun). Of course have a torch. The second bug is the start quest for the thieves guild the easiest way. Start the quest, threat one of the targets into a brawl. If you win the fight, the first hit will trigger a 500 bounty. It should be obivous that you can’t end punching that fast. The third bug I dont know… maybe it happends while testing for the first two bugs. Planned linked issue for Bug fix 1. for 2 & 3 - No clue. we already have the modern brawl bugfix patch as part of wildcat. Planned for integration into R5 Investigation Notes: linked issue for Bug fix 1. for 2 & 3 - No clue. we already have the modern brawl bugfix patch as part of wildcat.
WL-1884 Clip When clearing Ragnvald, Otar the Mad was clipping through his sarcophagus I assume he only spawns when you grab both skull keys, because he wasn’t there until I returned to open it. He was standing up where I could swing at him, so I did and it started the fight without having to use the keys. The gate still opened after, so nothing was seriously broken, but it made the fight way easier than intended obviously because I killed him before he could even get up all the way from the free swing at his head lol Planned This is a vanilla issue with what i assume is the placement of the NPC inside of his coffin, When the user has both keys he becomes enabled and appears clipping. i’ve found several reports of this on unmodified games on reddit. See screenshot - doesnt appear possible to move him. this one might have to move to currently unsolvable Planned for integration into R5 Investigation Notes: This is a vanilla issue with what i assume is the placement of the NPC inside of his coffin, When the user has both keys he becomes enabled and appears clipping. i’ve found several reports of this on unmodified games on reddit. See screenshot - doesnt appear possible to move him. this one might have to move to currently unsolvable
WL-1896 Mod Addition The barrels, sacks and crates are so incredibly boring. Batman4—Yesterday at 11:58 the barrels, sacks and crates are so incredibly boring. They always hold the same items. Is there any way to make the contents more randomised? I like looting, even if they only hold non-valuable items. But the lack of wider randomisation is frustrating Planned DTA barrels can only give one of 4 fruit /veg DTA creates can only give out household clutter. using MisterB’s Lootable Things(https://www.nexusmods.com/skyrimspecialedition/mods/27612) will add a lot more vareity to the various containers (you dont need to do any of the patching as DTA will deal with that) When combined with the patch https://www.nexusmods.com/skyrimspecialedition/mods/65413 - this will use those new levelled lists to populate DTA containers. (dont use MrB’s patch this one is better) What do the different containers offer?  Smooth Sacks. These sacks offer food and alchemy ingredients, these sacks are often listed as Dry Goods.  Coarse Sacks. These sacks offer building supplies usually, and sometimes treasure. These are listed as Supplies.  Barrels. Barrels offer a variety of items, bust most often regular supplies, and sometimes weapons and other equipment such as clothing. You might find wines and ales in barrels as well.  End Tables. Often have writing supplies, books, and sometimes if you’re lucky gold, jewelry, or scrolls.  Wardrobes. Offer a wider variety of clothes.  Cupboards. Offer food supplies and other cooking & kitchen utensils.  Upper Cupboards. Offed food, cooking ingredients, and kitchen utensils.  Coffins. Now have a chance of finding scraps of clothes, bone meal, and maybe even small jewelry to choose from.  We probably should do a pass over MisterB’s Lootable Things’s container overwrites to make sure that we remove any loot from the hearthfire furnature Planned for integration into R5 Investigation Notes: DTA barrels can only give one of 4 fruit /veg DTA creates can only give out household clutter. using MisterB’s Lootable Things(https://www.nexusmods.com/skyrimspecialedition/mods/27612) will add a lot more vareity to the various containers (you dont need to do any of the patching as DTA will deal with that) When combined with the patch https://www.nexusmods.com/skyrimspecialedition/mods/65413 - this will use those new levelled lists to populate DTA containers. (dont use MrB’s patch this one is better) What do the different containers offer?  Smooth Sacks. These sacks offer food and alchemy ingredients, these sacks are often listed as Dry Goods.  Coarse Sacks. These sacks offer building supplies usually, and sometimes treasure. These are listed as Supplies.  Barrels. Barrels offer a variety of items, bust most often regular supplies, and sometimes weapons and other equipment such as clothing. You might find wines and ales in barrels as well.  End Tables. Often have writing supplies, books, and sometimes if you’re lucky gold, jewelry, or scrolls.  Wardrobes. Offer a wider variety of clothes.  Cupboards. Offer food supplies and other cooking & kitchen utensils.  Upper Cupboards. Offed food, cooking ingredients, and kitchen utensils.  Coffins. Now have a chance of finding scraps of clothes, bone meal, and maybe even small jewelry to choose from.  We probably should do a pass over MisterB’s Lootable Things’s container overwrites to make sure that we remove any loot from the hearthfire furnature
WL-1908 Mod Update Soldiers in the Imperial Patrol closest to Riften/stonehills enter the city/town and start a massacre See Summary Planned Immersive patrols has updated and have adjusted some routes of patrols. I am not sure from the map on the mod how they are getting so close to riften in the first place. but Stonehills is caused by the now removed Mass battle just up the road Immersive Patrols SIMPLIFIED does not work with the new update and causes Infinate load screens and is no longer needed so can be removed. The two “reborn” versions also have issues So I’ve patched it myself the appropriate records in the attached patch so the thalmor are not angry and our faction changes are retained. these can be remerged into wildlander. This update removes a lot of the NPC’s from the main mod - there are no more merchants, and a lot of the NPC’s use templated vanilla NPC’s. so we need to 1. Remove every reference from wildlander.esp 2. Install update. (we can use the Main or the full - my patch works for both) 3. Install the attached patch and merge that into WL Doing this will likely solve the linked issues as well - as there will be no more merchants to go to blackreach. Planned for integration into R4 Investigation Notes: Immersive patrols has updated and have adjusted some routes of patrols. I am not sure from the map on the mod how they are getting so close to riften in the first place. but Stonehills is caused by the now removed Mass battle just up the road Immersive Patrols SIMPLIFIED does not work with the new update and causes Infinate load screens and is no longer needed so can be removed. The two “reborn” versions also have issues So I’ve patched it myself the appropriate records in the attached patch so the thalmor are not angry and our faction changes are retained. these can be remerged into wildlander. This update removes a lot of the NPC’s from the main mod - there are no more merchants, and a lot of the NPC’s use templated vanilla NPC’s. so we need to 1. Remove every reference from wildlander.esp 2. Install update. (we can use the Main or the full - my patch works for both) 3. Install the attached patch and merge that into WL Doing this will likely solve the linked issues as well - as there will be no more merchants to go to blackreach.
WL-322 Mod Addition Korvanjund Hall has Lighting in Draugr Areas 1. During the Civil War questline, get to where Ulfric wants to claim the Jagged Crown 2. Enter Korvanjund Hall and travel to the Sealed Door, where no man has passed in many years 3. Pass through the door, observe the lighting Lights within Korvanjund Hall beyond the sealed door are lit (should be dark) Planned Adding this to swap blue magical fires in dragur areas may be a solution. https://www.nexusmods.com/skyrimspecialedition/mods/67477 Base object swapper mod. Implementation notes: Edit: 01/09/25 Have tested with the Old files 2.3 - either blue or purple and SMIM Compatible Meshes from FOMOD. (blue in my opinion looks better) Have not tested with the version 3 “light placer” version which was released a few days ago. Load main file BEFORE Interior floating Fog remover and after Smim Mods. let both IFFR and Embers XD overwrite Load SMIM Compatible Meshes after the Main file and all of the Smim Mods Planned for integration into R4 Investigation Notes: Adding this to swap blue magical fires in dragur areas may be a solution. https://www.nexusmods.com/skyrimspecialedition/mods/67477 Base object swapper mod. Implementation notes: Edit: 01/09/25 Have tested with the Old files 2.3 - either blue or purple and SMIM Compatible Meshes from FOMOD. (blue in my opinion looks better) Have not tested with the version 3 “light placer” version which was released a few days ago. Load main file BEFORE Interior floating Fog remover and after Smim Mods. let both IFFR and Embers XD overwrite Load SMIM Compatible Meshes after the Main file and all of the Smim Mods
WL-628 Mod Addition Water texture for blacksmith quenching bucket in Falkreath looks like jelly - does not use updated water texture. Start the game in Falkreath and the water texture should be missing from the blacksmith. I started as a Redguard with a warrior background at deadman’s drink. Planned This may fix https://www.nexusmods.com/skyrimspecialedition/mods/52322 but needs Embers XD updating as well. Planned for integration into R5 Investigation Notes: This may fix https://www.nexusmods.com/skyrimspecialedition/mods/52322 but needs Embers XD updating as well.
WL-1932 Mod Addition Chaurus egg goes beyond its placement when rotating Chaurus egg goes beyond its placement when rotating. Really it’s nothing more. Planned as we use Rudy’s ENB lights on the eggs. this maybe needed to resolve https://www.nexusmods.com/skyrimspecialedition/mods/66411 Planned for integration into R5 Investigation Notes: as we use Rudy’s ENB lights on the eggs. this maybe needed to resolve https://www.nexusmods.com/skyrimspecialedition/mods/66411
WL-1938 Combat giants disarm themselves and run away when player transforms into a were wolf Pittiwan seems to think this might be wildcat. running away while disarmed is vanilla… but what on earth is disarming them in the first place! Planned   Planned for integration into R5
WL-1951 Mod Update Update Landscape Fixes For Grass Mods We are 6 versions behind. https://www.nexusmods.com/skyrimspecialedition/mods/9005?tab=logs Planned Might fix a few more clipping issues. We are 6 versions behind. flagged as low priority so can be yeeted to R5 Planned for integration into R5 Investigation Notes: Might fix a few more clipping issues. We are 6 versions behind. flagged as low priority so can be yeeted to R5
WL-1959 Crafting No Smelthing recipes show up for Eorland Greymane. As summary - not sure what’s causing this. the player was a member of the circle and everything. Planned   Planned for integration into R5
WL-1818 Mod Addition Missives for the good Guys Add in the main Missives for the good guys mod. Link TBA Planned   Planned for integration into R5
WL-595 Mod Addition Relationship Dialogue Overhaul - Update and MCM Adds back missing RDO functionality / MCM Planned See https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recLU3b3pHqZaD8WB?blocks=hide for assessment Planned for integration into R4 Investigation Notes: See https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recLU3b3pHqZaD8WB?blocks=hide for assessment
WL-1501 Mod Addition Religion 3.0   Planned   Planned for integration into R5
WL-1495 Mod Addition Starlit Lakes loading screens https://www.nexusmods.com/skyrimspecialedition/mods/57579 Planned   Planned for integration into R5
WL-95 Mod Addition Modern Clap Bug Fix https://www.nexusmods.com/skyrimspecialedition/mods/38621?tab=files Allegedly fixes a bug I’ve not seen happen, but might be worth adding Planned No conflicts. we can just add this. Planned for integration into R4 Investigation Notes: No conflicts. we can just add this.
WL-1537 Items Implement ‘land surveys’ the player can purchase from merchants to learn the location of a specific ore vein within a hold. Spoke to Dylan a bit today about how it can be difficult to complete Ore collection Missives without googling the location of veins/mines or using general ‘meta gaming’ knowledge. Very few ways in-world for the player character to learn the locations of these veins. So, we settled on the idea for land surveys that can be purchased from merchants. They would be single-use items that would add a miscellaneous quest objective that points to the location of one or more ore veins of a specific type, that are not yet depleted. For example: Item Name: “The Rift Land Survey - Ore: Iron” Quest Objective: “Head to the ore deposit marked in ‘The Rift Land Survey - Ore: Iron’” Planned The notice Board has a quest to discover a undiscovered location on the map, shouldnt be too hard to retool this to ore. Planned for integration into R5 Investigation Notes: The notice Board has a quest to discover a undiscovered location on the map, shouldnt be too hard to retool this to ore.
WL-2028 Installation Icon Update. Update main menu, discord, Launcher (not sure if you can do this or need matt?) to use the new icons. https://github.com/Wildlander-mod/Media-Assets will need updating also. May as well add https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwaWHnwqbSg59WUg/reciyiCRxGTRggkEv?blocks=hide at the same time Planned   Planned for integration into R4
WL-2032 Visuals Vampire face neck seam issue So do all races suffer from this? I finally turned my Dunmer into a vampire lord and was really disappointed in how bad it makes the character look. From messed up textures on the chin area to the very obvious color discrepancy between the face and the body. It’s not just a player character problem either it seems. Both Dunmer npc vampires at castle Volkihar have the same issue. I switched over to my Breton and used the console to turn him into a vampire to test and it looks he’s got the same problem. There’s another post about this from about two years ago but not much solutions to go on. I was going to take this character further than my last one but the ugliness is too much lol. I’m just going to get the vampire achievement and trash the playthrough if there is no way to remedy this issue without opening showracemenu every time I feed or turn into a vampire lord (since that resets the character back to the ugly discoloration face and body)    Planned Can you take a look to make sure this issue is resolved with the changes we have made? if not https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recRjwpKMBq5ct5CC?blocks=hide may resolve Planned for integration into R4 Investigation Notes: Can you take a look to make sure this issue is resolved with the changes we have made? if not https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recRjwpKMBq5ct5CC?blocks=hide may resolve
WL-2036 Mod Extration Create Model Swapper for chest models use these models: https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwXmGCMdwxWGlCSH/recAVqtEgSiePG4bY?blocks=hide Planned 1) Download the original mod plus any of its requirements that we want to use. 2) Hide its ESP & Chest Variants_SWAP.ini. 3) Place the attached INI file in Wildlander folder. 4) profit! Note: i haven’t tested this with “snowy” chests. we might have to remove the snowy textures from these chests to use model swapper. Planned for integration into R4 Investigation Notes: 1) Download the original mod plus any of its requirements that we want to use. 2) Hide its ESP & Chest Variants_SWAP.ini. 3) Place the attached INI file in Wildlander folder. 4) profit! Note: i haven’t tested this with “snowy” chests. we might have to remove the snowy textures from these chests to use model swapper.
WL-2039 UI Legible item descriptions wierdness I think its a conflict with Morehud inventory edition (see the nord mead image for with both installed) , it has a built in option to resize the box to fit description - turning that mod off and it works - no alignment or display issues, But i don’t like how it adds a lot of whitespace (see the ring Attachment) Ok So. i think the best thing to do here since morehud IE handles long descriptions “well enough” 1. remove legible item descriptions - and “un add it” in the roadmap as it causes issues that i dont think are easy to fix. 2. Update Morehud inventory Edition. 3. overwrite it with this https://www.nexusmods.com/skyrimspecialedition/mods/90631?tab=files which removes the weird low rez pixelated from the SE item card (edited) Note: the message on the modpage only applies to the AE version, we still need it for the SE Planned   Planned for integration into R4
WL-2040 Economy little thing with fishing tables The wood you dredge up from the bottom of a lake while fishing should not be the same wood as you get from chopping fresh firewood. I think it should be replaced with deadwood as representation of its lower quality Planned agree with giblets here. Planned for integration into R4 Investigation Notes: agree with giblets here.
WL-2042 Bug & QOL Whats the point of the speech “follow” option? Half the time they refuse. the other half they agree but don’t follow you when you move. If they do follow you they wont help you fight and leave before you moved 5 metres. Planned probably should just disable this. If so - Linked issue can also be closed at the same time. Planned for integration into R4 Investigation Notes: probably should just disable this. If so - Linked issue can also be closed at the same time.
WL-2043 Visuals Skyrim furnature 3d is incomplete Several of the beds are incomplete and are missing “blanket” textures (example attached). This Ugly bed is out of place is Proudspire manor. Planned User is correct. We should switch to replace the beds with https://next.nexusmods.com/profile/sothasimp?gameId=1704 this user’s Beds as a replacement. Rustic Repose for common beds Ignoble Beds - A Noble and Upper Class Bed Replacer for the rest. Planned for integration into R4 Investigation Notes: User is correct. We should switch to replace the beds with https://next.nexusmods.com/profile/sothasimp?gameId=1704 this user’s Beds as a replacement. Rustic Repose for common beds Ignoble Beds - A Noble and Upper Class Bed Replacer for the rest.
WL-2044 Training & Skills It’s a bit disappointing that you can literally max all combat skills without leaving your room You don’t need to use spell research journal or skill books or anything else. Just buy a house in whiterun, order a children room so it will have a training dummy and put a fur bedroll near it (you cannot sleep in childern bed, and putting it down may be tricky, do it from outside of the room through the wall.). Given you have enough magicka and stamina you just need to equip the weapon or spell and spam train/sleep, you don’t even need to eat or drink. And also sleeping in fur bedroll gives you camping experience. I mean it’s a bit disappointing that you can literally max all combat skills this way without leaving your room, what do you guys think?    Also. you could make it so it plays a animation of flicking though a book instead of fade to black Planned Suggest Editing the scripts of train and study so that it has a upper limit… Maybe level 30? not sure if the animation is possible? Planned for integration into R4 Investigation Notes: Suggest Editing the scripts of train and study so that it has a upper limit… Maybe level 30? not sure if the animation is possible?
WL-2049 Quest Old Rigurt in Riften has been selected for a missive quest but he’s disabled. Old Rigurt in Riften has been selected for a missive quest but he’s disabled. Planned AAARiftenMercenary01Ref [ACHR:6E03EC1D] (Places AAARiftenMercenary01 “Old Rigurt” [NPC_:6E03EC14] in RiftenOrigin [CELL:00042247] (in RiftenWorld “Riften” [WRLD:00016BB4] at 42,-24)) shows as disabled, but can still be selected for quests. either needs reenabling or adding to the ignore faction for missive quests. _M_ListPeopleForbidden [FLST:6101AC50] Planned for integration into R4 Investigation Notes: AAARiftenMercenary01Ref [ACHR:6E03EC1D] (Places AAARiftenMercenary01 “Old Rigurt” [NPC_:6E03EC14] in RiftenOrigin [CELL:00042247] (in RiftenWorld “Riften” [WRLD:00016BB4] at 42,-24)) shows as disabled, but can still be selected for quests. either needs reenabling or adding to the ignore faction for missive quests. _M_ListPeopleForbidden [FLST:6101AC50]
WL-2051 Mod Replacement Replace Iequip With Soulsy HUD https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwXmGCMdwxWGlCSH/recOsGWfwLANHbWlQ?blocks=hide Planned   Planned for integration into R4
WL-2052 Mod Addition Why I Came to Skyrim - Origin Stories Implement this as part of our startup behavour. https://www.nexusmods.com/skyrimspecialedition/mods/167166 you can use this https://www.nexusmods.com/skyrimspecialedition/mods/169773 and tie that into our startup behavour Planned   Planned for integration into R4
WL-2050 Mod Replacement Replace EBT with Sanguine Sympony Sanguine Symphony on roadmap https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwXmGCMdwxWGlCSH/recpK9w3KBpVUaaYV?blocks=hide Planned   Planned for integration into R4
WL-2053 Bug & QOL Mod added Vendors dont stock Backpacks Vendors added by mods (such as the general merchant in Dragonbridge) dont stock backpacks. Planned This is because Campfire distributes its backpacks and items to a vendor vis a script. to ensure our bases are covered, LItemMiscVendorMiscItems75 [LVLI:0009AF0A] should have the following items added to it _Camp_Backpack_Black “Backpack, Black Fur” [ARMO:0802C261] _Camp_Backpack_Brown “Backpack, Brown Fur” [ARMO:0802C260] _Camp_Backpack_White “Backpack, White Fur” [ARMO:0802C262] Misc_PortableEnchantingSupplies “Portable Enchanting Supplies” [MISC:08038680] Misc_MortarAndPestle “Mortar and Pestle” [MISC:08038689] Armor_WolfskinCloakBlack “Wolfskin Cloak - Black” [ARMO:79002345] Armor_WolfskinCloakBrown “Wolfskin Cloak - Brown” [ARMO:79002344] Misc_FurLargeTent “Fur Large Tent” [MISC:0801A348] Misc_FurSmallTent “Fur Small Tent” [MISC:08036B4E] Misc_LeatherLargeTent “Leather Large Tent” [MISC:08038CBC] Misc_LeatherSmallTent “Leather Small Tent” [MISC:0801A314] Planned for integration into R4 Investigation Notes: This is because Campfire distributes its backpacks and items to a vendor vis a script. to ensure our bases are covered, LItemMiscVendorMiscItems75 [LVLI:0009AF0A] should have the following items added to it _Camp_Backpack_Black “Backpack, Black Fur” [ARMO:0802C261] _Camp_Backpack_Brown “Backpack, Brown Fur” [ARMO:0802C260] _Camp_Backpack_White “Backpack, White Fur” [ARMO:0802C262] Misc_PortableEnchantingSupplies “Portable Enchanting Supplies” [MISC:08038680] Misc_MortarAndPestle “Mortar and Pestle” [MISC:08038689] Armor_WolfskinCloakBlack “Wolfskin Cloak - Black” [ARMO:79002345] Armor_WolfskinCloakBrown “Wolfskin Cloak - Brown” [ARMO:79002344] Misc_FurLargeTent “Fur Large Tent” [MISC:0801A348] Misc_FurSmallTent “Fur Small Tent” [MISC:08036B4E] Misc_LeatherLargeTent “Leather Large Tent” [MISC:08038CBC] Misc_LeatherSmallTent “Leather Small Tent” [MISC:0801A314]
WL-2055 Bug & QOL Anyway to modify when the Ring of Namira prompt appears? Annoying when it is the initial selection every time I try to loot. Make Namira’s ring pop up appear only while sneaking You can refer to the following mod https://www.nexusmods.com/skyrimspecialedition/mods/38246 Planned Assuming it has no issues - seems like a nice QOL mod? https://www.nexusmods.com/skyrimspecialedition/mods/96425 maybe another alternative Planned for integration into R4 Investigation Notes: Assuming it has no issues - seems like a nice QOL mod? https://www.nexusmods.com/skyrimspecialedition/mods/96425 maybe another alternative
WL-800 Environment Tree growing out of the ceiling in Wolfskull Cave In the second hallway (where it splits between an upper and lower path), there’s a tree growing out of the cave’s ceiling on the upper path. Enter wolfskull cave and go to the second hallway. Testing Issue caused by TreeReachBush01 [TREE:000B8A57] having a alternate texture from Skyrim 3D Trees and Plants this changes it from a small bush it appears as in vanilla (and not out of place) to a full blown tree, Integrated into R4 Release Notes: Issue caused by TreeReachBush01 [TREE:000B8A57] having a alternate texture from Skyrim 3D Trees and Plants this changes it from a small bush it appears as in vanilla (and not out of place) to a full blown tree,
WL-1568 NPC Benor’s ‘Criteria to Assist’ is set to ‘Helps Nobody’ by default, resulting in him not assisting the player in combat while following. As per the summary, Benor’s criteria to assist is set to ‘Helps Nobody’ by default. This makes him a particularly useless follower as all he does in combat is run around shouting obscenities. Please refer to my attachments for more information. Testing From watching video This i would suspect is FLP formations - not the actual NPC criteria. Linking to the other FLP tickets Integrated into R4 Release Notes: Issue is no longer applicable as Follower Live package has been removed.
WL-747 Exploit Trolls - When hitted by almost mortal wound, leaving them >5% HP, they fall on knees and stay that way, even when regenerate all health. Making them perfect punchbag.   Testing Trolls seem to get stuck in the bleeding state and cant get out of it. So added logic to turn off health regeneration if they are in bleedout. Integrated into R4 Release Notes: Trolls seem to get stuck in the bleeding state and cant get out of it. So added logic to turn off health regeneration if they are in bleedout.
WL-1059 Clip Solitude docks, East Empire Company warehouse - Clipping Crates Various clipping issues in building next to the warehouse Downstairs - behind counter. other two images are upstairs where the business ledger is buried under crates Testing Disabled clipping crates, Removed disable havoc settle from floating cheese Integrated into R4 Release Notes: Disabled clipping crates, Removed disable havoc settle from floating cheese
WL-1575 Gameplay Bad description for “Electrostatic discharge”, level 75 destruction perk Description says shock spells now damage magicka in addition to health. This is incorrect, because shock spells always damage magicka. I have found that the original Requiem description says spells damage “vast amounts of magicka”, meaning they become more powerful. Testing Reverted this perk’s wording to requiem Standard. Integrated into R4 Release Notes: Reverted this perk’s wording to requiem Standard.
WL-218 Homes HJerim issues. Pre-Purchase during Blood in the Ice. On entry in room to right (ground floor). 1) Black Square on floor. (more visible when tossing a lantern on but visible without) 2) light with no source. Testing Black Squares are from relighting skyrim. Think those can be deleted, as they dont seem to do anything. spotlight is from TNF hjerim Integrated into R4 Release Notes: Corrected lighting issues
WL-466 NPC Bull & betty netch’s have calf armor & calf netch has the adult armor.   Testing This is a bug with the reqtuificator setup for Fozar - It has the Race records for netch’s the wrong way around. Integrated into R4 Release Notes: Corrected Fozar’ reqtificator JSON to swap calf and parents armor around.
WL-1605 Gameplay After completing the skooma quest in Riften, skooma keeps stolen mark When you do the quest “The Raid”, Riften quest to clear the city of skooma dealers, you go into the warehouse and kill the smugglers for good. After that, skooma and moonsugar keep their “steal” flag, and I honestly find strange that picking up illegal stuff from dead smugglers related to the quest to erradicate skooma from the city, is seen as an illegal action… I just don’t get it; it should be “legal” to pick those items. Additional Information Just go inside Riften’s Warehouse (doing the Raid quest) and try to pick up skooma/moonsugar. Testing Perhaps remove item ownership from this location? Integrated into R4 Release Notes: Bug found and Squashed
WL-1710 Crafting The craftable item “Dragons Blood poison” uses werewolfs blood not dragons blood. Attempt to craft said item. Testing Found that recipes for dragon’s blood potions/poisons are all mislabeled and should be werewolf’s blood. Integrated into R4 Release Notes: Found that recipes for dragon’s blood potions/poisons are all mislabeled and should be werewolf’s blood.
WL-1366 Bug & QOL Script missed scroll crafting for Requiem spells Also wrong archtypes and skills   Testing Corrects various scripts for issues relating to requiem. Integrated into R4 Release Notes: Corrects various spells in requiem to show the correct archtypes in spell research.
WL-1342 Items Body wearing Master Destruction robes can sometimes fail to spawn inside Mehrunes Dagon Shrine After clearing the shrine, I discovered that the body didn’t spawn in place where it was supposed to. Reloading an older save prior to entering the shrine didn’t fix it - restarting the game completely and loading an older save did, however. As far as I can tell, the bug does not occur all the time, and is rather inconsistent in nature, so the best solution would probably be relocating the robe directly into the dungeon chest. Complete the quest “Pieces of the Past” to gain access to the shrine. Go inside and look for the body, containing the robes (it should be to the right of the chest). Testing Somtimes the dead NPC REQ_Actor_BlacksmithingDaedricScholar “Dead Wizard” [NPC_:8205CBF3] gets blown through the walls by the angy slighted leading the user to not be able to obtain the robes. I agree with the user in the case - moving the robes inside of the REQ_Container_TreasDagonShrine “Chest” [CONT:8249DA42] would be the better solution and just disabling the body. Integrated into R4 Release Notes: Moved the robes to inside of the boss chest.
WL-1566 Crafting Soul Tomatoes (petty) give smithing EXP   Testing Added Nocraftingexperience keywork to all soul tomato recipes. ready to merge. Integrated into R4 Release Notes: Added Nocraftingexperience keywork to all soul tomato recipes.
WL-1653 Crafting Both misc-items for Raw Materials recipes are named as “Show Recipes” A32762ED and A32762EE are the offending entries in Wildlander.esp, ED one should be shown as “Hide Recipes”. Additional Information Activate the raw materials show recipe misc-item https://cdn.discordapp.com/attachments/881261723783430204/1060582313680965783/image.png Testing patch to correct attached Integrated into R4 Release Notes: Toolkits have been removed so this is no longer a issue.
WL-1654 NPC More Issues with NPC’s for Missives Good Folk of Ravenrock need Real Name’s or adding to missives exclusion lists. They behave like Inconspicuous NPC’s and go “none responsive” when you get a missive for them. For NPC’s added by JK’s. They appear in missives, but you cant track them (Specifically the Dawnstar cargoguard NPC’s and the “northern star general store” NPCs ) Also i had a missive to pickpocket a ring from a JK’s husky who couldn’t be tracked. These guys will also need adding to the exclusion list for companions quests. Testing The JK’s issue was caused by the JK/ETAC patch which removes all of the JK’s worldspaces changes to the various towns ETAC touches. This unfortunately means the NPC’s in those towns added by JK’s are no longer accessible. This affects NPC’s added by JK’s in Riverwood, Dawnstar, rorikstead and darkwater crossing. XJKblacksmithDawnstar “Olfreg Shatter Ice” [NPC_:6300136A] XJKblacksmithrorikstead “Regner Winterfist” [NPC_:630062E2] XJKcargoGuard “Cargo Guard” [NPC_:63002203] XJKcargoGuard2 “Cargo Guard” [NPC_:63023AA1] XJKcargoGuardDUPLICATE004 “Cargo Guard” [NPC_:630239FD] XJKcargoGuard3 “Cargo Guard” [NPC_:6300256A] XJKcargoGuardTop “Ship’s Guard” [NPC_:630024A4] XJKfredic “Fredic” [NPC_:6300151F] XJKNPCDawnstarHusky “Aska” [NPC_:630D1211] XJKRoriksteadBaker “Reyana Wintersun” [NPC_:630EF85C] XJKRoriksteadButcher “Grenver Wintersun” [NPC_:630EF85B] XJKroriksteadvendor “Cedric” [NPC_:63004189] XJKsDawnstarGeneralvendor “Balgus” [NPC_:6300342F] XJKsDawnstarGeneralVendorsWife “Anka” [NPC_:63003A21] XJKshipCaptain “Rolvar” [NPC_:63003B0E] need adding to _M_ListPeopleForbidden [FLST:6101AC50] & adding to CR04ExclusionFaction [FACT:0001745F] Integrated into R4 Release Notes: Added various NPC’s to the Missives exclusions lists.
WL-1352 Items There is no way to identify the difference between Elder Scrolls In Vanilla they were tagged with (Dragon) (Sun) (Blood) but in Wildlander it seems to have disappeared. Additional Information https://imgur.com/a/LmGJhJZ Testing Requiem removed the labels for…. reasons…   patch readds them Integrated into R4 Release Notes: Reinstated the labels to Elder scrolls
WL-377 NPC The travel carriage is available during the Siege of Whiterun During the siege of whiterun, visit the location where the carriage is normally The carriage driver be vibing as explosions and death occur around him, image attached Testing Added scripts to make the Carriage drivers hide during sieges. Integrated into R4 Release Notes: Added scripts to make the Carriage drivers hide during sieges.
WL-1000 Visuals Water is tiling due to incorrectly forwarded Water for ENB.esm water entries   Testing   Integrated into R4 Release Notes: Solution: Forwarded the water entries from Water for ENB.esm for all affected worldspace records. This is an odd one, since the Water for ENB (Shades of Skyrim).esp is the overwrite culprit. I have left a note on the Water for ENB page to see if Mindflux knows what’s up.
WL-1371 Bug & QOL f10 Start - Dragon spawn option not working correctly Ok so starting the game and immediately setting dragons to a timed delay of min 300 days doesn’t seem to work. I set it on day 1, hoping I could have a good long journey with my character…a full arch of development and levelling up before moving the story along with dragons….but here I am at day 15 and one has appeared over the hot water springs, just a touch earlier than I’d hoped This is the second report of this - both reports are for same dragon. (word wall at hot springs) Testing See Wl-1432 Integrated into R4 Release Notes: Updated Skyrim Unbound Reborn to resolve this issue.
WL-593 NPC Random scavenger encounter where a guy is standing over some dead people. Scavenger is apparently flagged essential. Tried console /kill and he just took a knee and got back up.   Testing Missing the No Yield Keyword. Integrated into R4 Release Notes: Missing the No Yield Keyword.
WL-1134 NPC Borkul If he dies during escape from cidhna mine - his body lies dead forever (missing cleanup script) “Borkul the Beast” [NPC_:0001338A] Testing NPC had no cleanup script, Added one in attached patch. Integrated into R4 Release Notes: NPC had no cleanup script, Added one.
WL-430 Items No 3D object visible for Iron Masterwork armor set found in chest outside High Hrothgar. https://i.imgur.com/au4eSJB.jpg Testing Wildlander was incorrectly overwriting the Texture paths specified by aMidianBorn Content Addon SE with one which doesnt exist.   Added patch to revert change Integrated into R4 Release Notes: Wildlander was incorrectly overwriting the Texture paths specified by aMidianBorn Content Addon SE with one which doesnt exist.   Added patch to revert change
WL-1610 Items Daedric helmet - no face User reports that on a male Imperial, the ”cursed” Daedric helm isnt showing a face. Armor_DaedricHelmetDremora “Daedric Helmet” [ARMO:0010F75F] found in shrine of mehrunes dagon - he came to complain about 2 things… one he had no face, 2 it was killing him (lol) Testing Fixed issue as described. Recommend adding https://www.nexusmods.com/skyrimspecialedition/mods/85514 in addition - as it has some fixes my patch doesn’t. Does need Beard Mask Fix (and a patch for v1.5.97 users) - this will need patching into wildlander.esp (as it adds a new itemslot) - Fixed beards sticking out of helmets with the help of Beard Mask Fix by adding slot 44 to all helmets that should close beard (i.e. all changed by ICH except the imperial one) - Fixed errors in the plugin - Removed ITMs and wild edits - Forwarded edits from Update.esm, USSEP and fixes from the ICH-WACCF Patch from kryptopyr’s Patch Hub Integrated into R4 Release Notes: Integrated patch and added linked mod
WL-1228 Items Hardened Falmer Armor Set and Heavy Falmer Armor Set have the same AR Both armor sets have the same AR and requiem armor bonuses. In Vanilla Heavy Set was the better one and it had AR of Ebony Armor. In Wildlander (or maybe requiem?) Falmer Hardened armor is the one that needs Ebony in it’s recipe. Change AR of Falmer Hardened Armor. Additional Information Testing Lizzy 25 April 2023 at 02:06 In 5.1 of requiem Falmer hardened armor is removed because it’s identical to heavy falmer armor in all aspects but name. Should we do the same? Dylan Perry last month I think we can safely remove for now. Doubly so if the sets have the same visual appearance Lizzy last month Removed recipe from form list, disabled crafting recipes. Integrated into R4 Release Notes: Falmer hardened armor has been removed.
WL-884 Gameplay got a 2hander set as hotkey 1, a bow set as hotkey 2 . switching weapon works fine. If i do shoot the bow once in 3rd person view, I can’t use the hotkey any more to switch to bow. equipping, unequipping use hotkey for switching weapons to save on favorite keys, use bow in 3rd person mode Testing For this function to work properly, you need to disable (from MO2) the mod “Improvement Names Customized SSE” (Not sure why this causes a issue tbh, but disabling has fixed it for everyone who’s tested it for me). What this will do - Allow tempered weapon hotkeys / armor groups to work. - re-enable tempered descriptions (e.g Well-made) What it will not do - Keep items in hotkeys when you get them tempered by a NPC - you will simply need to re add them. - Show the “numeric” health of the weapon/armor Integrated into R4 Release Notes: Removed Improvement Names Customized SSE
WL-935 Gameplay Upon talking to Round and asking for a blessing from Arkay for health regeneration I immediately fall over dead. He is sitting in the alchemy shop in solitude at the time, and upon reload the same thing happens. Continuing from the summary, I have no crimes bar a single assault against a draugar in a tomb, and I am currently blessed by Arkays shrine. I spoke to Rorlund in the Solitude alchemy shop and asked for the blessing of Arkay for health regeneration. I can provide the save file if that helps. User has no negative buffs which should cause this. Testing https://www.patreon.com/posts/mod-release-109841577 Health Does Not Kills aspect of this mod should resolve. Note: Will need adding to the wabbajack whitelist (or try to get permission from Fenix to upload to the CDN) Integrated into R4 Release Notes: Added FenixFixes “health does not kill”
WL-1564 Exploit If you order your follower(s) to WAIT they will eventually receive a cloak. Which can be retrieved from their inventory. 1. If your follower(s) already has a cloak, take it from them; 2. Order the follower(s) to WAIT; 3. Wait for the game/mod to magically give them another cloak. Testing I think this is caused by the Cold region behaviour script distributing cloaks to NPC’s. There is nothing in here which checks if the NPC is a follower (much less things to handle if they are currently following the player) Have attached a experimental script which should exclude followers in the current follower faction from distribution. Tested by leaving poor Harulf in his steel plate in dawnstar for 6 hours and he didnt spawn one. Integrated into R4 Release Notes: Edited the script to exclude followers in the current follower faction from CRB distribution.
WL-1682 Horse When using a channeling spell in off hand (like heal-self rank 1) character attacks Set up: Main hand, dagger (happens with two daggers so far that I’ve used, haven’t tried any other weapons, Orcish dagger and Dwarven dagger) If I am sprinting on my horse (frost) and I try to use my off-hand heal self rank 1, it takes a chunk of magika instead of slowly draining it, and when I left go of the button, instead of healing me, my character will swing their weapon like they were doing a power attack. When riding horse without sprinting, healing works without issues. Still drains stamina as well, so drains both magika and stamina for no spell. They do swing down the left side, which I assume is where the bug comes in, trying to heal while sprinting and also power attacking leftside. Additional Information Get on horse, have a channeling spell like heal self rank1 in offhand, weapon in main hand. Sprint on horse and attempt to heal self. N/A as it’s not an object, it’s an action on the horse. User Info Customized Install: No Preset Ultra GraphicsStandard Modlist (Widllander Default) Version: Wildlander 1.1.11 (Curent) Reproducible:Yes Testing Should test if this is still a issue with new improved Camera? Integrated into R4 Release Notes: Updated improved Camera. Should see if that resolves the issue. If not it might just have to be on the Known issues with no fix Post.
WL-949 Gameplay Mage armor 5 does not take effect when mage armor 4 is being used. This means that it essentially becomes useless since it has a short duration and long cast time, you will want to keep mage armor 4 up for the long duration, and use mage armor 5 before a tough fight. However, since mage armor 4 has a long duration by the time you have master spells, you cannot use mage armor 5, or you can’t use mage armor 4. Essentially a master level spell is rendered fairly useless due to not either taking effect in addition to mage armor 4 or overriding it. I’d say it should stack since it is a different type of effect, armor vs Phys immunity, but so long as it takes effect it would be fine. Cast mage armor 4 dual cast, cast mage armor 5, check active effects. I have the perk to increase mage armor if relevant, and the duration of alteration effects. Testing This was corrected in requiem 5.2. i’ve compared the relevant spells and mirrored the requiem 5.2 changes in the attached patch (as well as separating it from Ancentral guardian like 5.2 does as well) The patch essentially adds an Armor bonus to Mage armor 5 as well as the mitigate, and allows it to be empowered. Integrated into R4 Release Notes: Changed Mage Armor 5 to match requiem 5.2’s changes,
WL-1708 Homes Sleeping in Hearthfire house bed gives “I feel sore from sleeping on the ground” message. I have the basic small Hearthfire house in Hjaalmarch with a bed inside. Sleeping in the bed gave me a message about ““feeling sore from sleeping on the ground”” despite the fact that I slept in my own bed. In addition sleeping with my wife doesnt give lovers comfort Additional Information Buy property, build small house, build bed inside house, sleep in house for ten hours when tired. Screenshots and links https://imgur.com/a/vOx91Rz   Reproducible:- Yes Customized Install: No   Launcher Settings:- Ultra Graphics, Standard Modlist (Wildlander Default), Ultra Shaders Version: Wildlander 1.1.11 (Current) Testing Message is _SHBedroll [MESG:4B5716E4] being displayed from _SHFatigueSystem script. this is displayed when _SHBedrollSleep [GLOB:4B989769] = 1. My assumption would be the player decided to activate a bed roll then cancelled it? and the act of cancelling doesn’t reset the global back to zero, so the next time they activated the bed they got this message. Lovers comfort & adoptions buffs are Only given via the _SHFatigueSystem script Function ApplySpouseAdoptionBonuses() called from Function GetNewSystemStage() when the player is fully rested. if they need 18 hours of sleep, and only sleep 8 they dont get the buff. For fix: detect if they are in the player’s home or a inn. If they are.. reset this flag in _SHFatigueSystem Function DetectSleepStop() and treat it as if they sleep in a bed. Tested and it worked fine when sleeping in a Inn, Assume player home would also work correctlt. Integrated into R4 Release Notes: Prevent Activating a bedroll, cancelling then sleeping in a bed from preventing Well rested.
WL-1542 NPC NPC’s factions need assessing While testing Missives - # Falkreaths Alchemist isnt part of the JobAlchemist faction (so none of the Alchemy quests will start) # Falkreaths General store isnt part of the JobMisc Faction (So the missive for restocking the store wont start) Recommend all merchants be checked to make sure they are attached to correct factions Testing 2 vanilla and a load of ETAC people found missing factions which they should have. Corrected. Integrated into R4 Release Notes: 2 vanilla and a load of ETAC people found missing factions which they should have.
WL-464 Visuals Pot on cooking spit at Anga’s Mill is off the hook.   Testing Found that it was Havok settle causing the issue. In addition removed the collision block which was preventing the cookpot from working. for ticket 706/WL-633 Integrated into R4 Release Notes: Found that it was Havok settle causing the issue. In addition removed the collision block which was preventing the cookpot from working.
WL-1560 Gameplay Enchanting Skill Book “Twin Secrets” does not provide any experience. When studying the Enchanting Skill Book “Twin Secrets”, it does not provide any experience in the Enchanting skill. Other methods of acquiring experience (enchanting items, recharging enchanted weapons, and studying/breaking down enchanted artifacts provide experience.) Additionally, studying or breaking down artifacts does not provide experience in Enchanting or archetype experience with Spell Research unless Enchanting skill is greater than 0, even if the initial perk in the Enchanting tree has been acquired. Additional Information Attempt to study “Twin Secrets” skill book. Testing I believe this is because Incrementskill (which the various level up scripts use) doesnt work if the player has 0 skill. Two possible changes we could make. 1) on character creation, force every skill to be at least 1. 2) change every instance of Incrementskill to check the current skill level, and force a level up using the following use  ;https://www.creationkit.com/index.php?title=ActorValueInfo_Script#Actor_Value_IDs to set the rewardID property int Property RewardID Auto REQ_Internal_Player_Is_In_Training.SetValueInt(1) ActorValueInfo Skill = ActorValueInfo.GetActorValueInfoByID(RewardID) Float xpRequired = (Math.Pow(Skill.GetCurrentValue(game.getplayer()), 1.95) * Skill.GetSkillImproveMult()) + Skill.GetSkillOffsetMult()  game.AdvanceSkill(RewardName, xpRequired) REQ_Internal_Player_Is_In_Training.SetValueInt(0) Integrated into R4 Release Notes: Modified character start so any skill with a value of 0 now gains 1 skillpoint, making 1 the new baseline.
WL-1649 Crafting Duplicate, redundant, and poorly balanced cooking recipes Especially for the fishing mod, but more broadly all cooking, there are entries such as salmon bake which are harder to produce than just “cooked salmon” that provide LESS nutritional value than cooked salmon. No fishing meats have been turned into Requiem meals. Many many many meals are not properly balanced for requiem. And I’m not sure if this is relevant, but “homecooked meal” from spouse gives a % buff instead of numeric - which contrasts with all Requiem food buffs, so that probably needs a change as well for posterity’s sake. Additional Information buy a chef’s toolkit, and just browse the recipes like I did lol Testing Gone though all hunterborn foods and compared to the “requiem for a Knave” hunterborn patch, adding effects to “meals” where there are none Integrated into R4 Release Notes: Gone though all hunterborn foods and compared to the “requiem for a Knave” hunterborn patch, adding effects to “meals” where there are none
WL-1631 Crafting Crafted potions have much lower value than looted/purchased potions of identical effect Example: I crafted a Restore Health potion which restores 5 HP per second for 20 seconds and has value of 3 gold. A Potion of Restore Health (Decent) from loot has the same effect and a value of 40. It seems odd for identical potions to be valued so differently. Additional Information https://imgur.com/c1JUJoT https://imgur.com/YowzFGR Testing Using the UESP calculation floor(effect.DATA.BaseCost * (magnitudeFactor * (duration / 10)) ^ 1.1) potions which have had effect.DATA.BaseCost changed by requiem have been recalculated to match what would be generated by player crafting. Restore potions on the other hand i’ve recalculated the base cost to get as close to requiem average values for the potion as possible. i’ve adjusted the prices by a few septims to account for the discepancies on the remaining potions. this means that player created health potions should match “found ones” as closely as possible. (e.g 40g instead of 3g) Integrated into R4 Release Notes: “found” potions values recalculated to match player crafted potion values, with the exception to crafted restore potions, which have had their values increased
WL-1693 Items Mudcrab chowder says you will get stamina regen every second & warmth but it only gives warmth. It doesn’t help to regen stamina. Buy and eat mudcrab chowder. Testing The type of restore stamina on mudcrab chowder has been incorrectly set to beast races only. changed to use the standard restore stamina. Integrated into R4 Release Notes: Corrected recipe.
WL-1339 CTD/Freeze Approaching Eorlund Gray-Mane about placing a crafting order and proceeding to scroll through the items causes a CTD after a random interval of time (DDB796) I couldn’t manage to pinpoint if a specific item was causing the CTD but every time I tried scrolling through the items it would, without fail, CTD. I tried this on multiple saves, new characters and fresh installations. It initially happened on version 1.1.4 but not too long ago 1.1.5 was released and the issue persisted on that version too. I’m unsure whether this happens at other blacksmiths. I am pretty new to massive mod lists like this one so I apologize if this is a known issue already. I did read the current issues and couldn’t find anything similar so I thought I’d just report it to you. Enter the crafting order menu at Eorlund Gray-Mane in Whiterun and scroll through the menu. It could take a few seconds to a few minutes but it will CTD randomly. Going to request a crafting order from Eorlund Gray-Mane Additional Information https://discord.com/channels/344256550640287755/929798885700956190/991831652718354492 System Specs: CPU: Ryzen 5 5600x (Stock), RAM: Corsair Vengeance Pro RGB DDR4 32GB 3200MHz (XMP 2.0 Enabled), GPU: GeForce RTX 3060Ti 8GB (Stock), Motherboard: MSI X570 A-PRO, SSD: Samsung 970 EVO Plus NVME M.2 500GB No edits to ENB Testing This caused by the Scrolling too fast though the crafting menu. All of the previews eventually cause a Memory overflow. Integrated into R4 Release Notes: Added C.O.C.K.S to hopefully prevent this issue/
WL-1606 Crafting Can’t cook raw boar meat I have found that both Raw Boar Meat and Cooked Boar Meat exist, but I have failed to find a way to cook it. I think it should be possible to cook the meat by a fire. Testing Reenabled cooked boar crafting recipe, added toolkits and created dummy and station versions. Ready to merge. Integrated into R4 Release Notes: Reenabled cooked boar crafting recipe, added toolkits and created dummy and station versions. Ready to merge.
WL-766 Gameplay I rejected the Boethiah questline thanks to the the choice is yours mod. I was cursed with Boethiah’s curse and can not remove it by praying to a shrine. Can you remove this curse or is it bugged? Reported on REDDIT. Testing Requiem uses DispelAllSpells as part of the shrine script. the spell for the curse is setup as a ability - perhaps dispelall spells doesn’t remove abilities? KRY_DA02Curse Boethiah’s Curse [SPEL:430083F5] added specific cleanse of this spell to the requiem default cleaning script. According to the Spell text a shrine is supposed to cleanse this. Integrated into R4 Release Notes: Added specific cleanse of this spell to the requiem default cleaning script
WL-983 CTD/Freeze Selling the Dwarven Dagger makes the game crash. Reproduced every time I load my save. Can sell everything else from my inventory. 0x25D93E7B4C0 Grab the Dwarven dagger on the altar of the first room of Serpent Bluff’s Redoubt. Go to the General Store at the Markarth town square Sell the Dwarven dagger Game crashes Additional Information https://drive.google.com/file/d/1EKpHBPwtrpdIy89R_m2BbNwgtvSGezWl/view?usp=sharing https://drive.google.com/file/d/1Xtp-i4FbyeC4NPxzgFluCw529LcnXlIQ/view?usp=sharing Testing Reproduced on 1.1.11. Log file attached. new character Added 1 00013996 to my inventory using console. COCed to MarkarthArnleifandSonsTradingCompany tried to sell it to lisbet, Instant crash. On potato profile - disabling everything from “requiem” down works fine. Integrated into R4 Release Notes: Issue Caused by the logic to introduce toolkits within honed metal. the removal of the toolkits from the honed metal scripts prevents this issue.
WL-1687 Crafting You cannot craft or have a smith craft a fishing rod even if you have the appropriate smithing skills/items. Essentially the above, it doesn’t show as an option to do so. NA Additional Information Try crafting or try ordering a smith to craft a fishing rod. Testing In order to craft a wooden fishing rod, you need to have unlocked the dwarven? that doesnt sound right - so i remove it. Patch attached Integrated into R4 Release Notes: Corrected Wooden Fishing Pole Recipe.
WL-1650 Crafting Bestial Stew and (apparently) Skooma has a description which, verbally, makes zero sense (presumably they’re missing the reference to “beast races” or “those with strong stomachs”) look at the item descriptions Testing Fixed the magic effect to show a decent description for the strong stomach… rather than requiem gibberish Integrated into R4 Release Notes: Fixed the magic effect to show a decent description for the strong stomach… rather than requiem gibberish
WL-1323 Visuals Fort Neugrad - Floating laundry See Screenshot Testing This is caused by Imperial Stone-The Forts of Skyrim Redone changing the layouts of the damaged forts. for speed, I’ve just disabled all the laundry in all he forts changed by this mod. Integrated into R4 Release Notes: Disabled All laundry within forts.
WL-1565 NPC ManakinRace need’s updating with the AE fixes Bug fix for ManakinRace “Nord” [RACE:0010760A] {noformat}Added flag: Immobile 🎉🥂 Removed flags: Swims, Walks, No Combat in Water, Uses Head Track Anims{noformat} Additional changes from https://www.reddit.com/r/skyrimmods/comments/xfalhb/teardown_of_the_16629_update/ should also be checked and applied if needed. Testing Fixes match to match 1.6 version of skyrim where appropriate Integrated into R4 Release Notes: Fixes match to match 1.6 version of skyrim where appropriate
WL-1213 Environment Ladder to no-where (or a invisible hidden hideout) Looks like there used to be a hidden hideout here which was disabled in favor of a fallen tree? (the Ladder doesnt work anyway) Testing Hidden hideouts is abandoned, But apparently this ladder was a development hideout which snuck into the version we use. i’ve added a patch to disable the ladder. Integrated into R4 Release Notes: The Ladder has been removed.
WL-569 Mod Addition All cooking stations are missing from the game, including locations that had them in the vanilla game (Frostfruit Inn, for example) Where the hell do innkeepers cook their food?? There are a few towns in Skyrim where it’s really hard to find an actual fire/pot combo. This is immersion breaking, because obviously the locals need a fire/pot combo to make their own food, and annoying from a gameplay perspective because then you can’t make any food without scouring town or getting into a local’s house. And even then, not all locals actually have pots in their own hearths. Testing Gourmet - Cooking Pots and Baking Ovens should add workstations to all inn’s in the game, along with a few other locations. https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recLmVeV2rg9xoc9a?blocks=hide Changes made moorside inn, Four shields Tavern, nightgale inn, Vilemyr inn, Deadman’s drink, Braidwood inn Frostfruit inn, Old Hroldan Inn, Windpeak Inn, Sleeping Giant, Cooking pot, various clutter & statics  Belathor, removes ownership from loose fruit and veggies. Understone Keep, adds fruit and veggies, various clutter, oven and cookpot Winking skeever, Bards college, Oven and cookpot, various clutter & statics Candlehearth Hall, retching netch, bee and barb, Silverblood inn, oven,  Bannered mare, Lots of loose food has had ownership removed, cooking spit, oven, 1 NPC has been slightly repositioned. blue palace, oven, Cooking pot, various clutter & statics  Mod will need a check to make sure inn’s new items dont clip with bathing rooms ect. The few i’ve checked seem OK! Integrated into R4 Release Notes: Added Cooking Pots and Baking Ovens.
WL-1644 Follower [Follower]Formations break follower AI and make them unusable Formations are completely broken. Please see the attached videos that showcase these issues. All the clips except for the one in Bleak Falls Barrow were taken right after starting a new game (v1.1.11) and hiring mercenaries, which I did to make sure that it’s not just my current save that may have gone kaput. - Followers are exclusively and singularly focused on one task: to remain in their formation position, no matter what, even if they are taking hits until they die. - Followers will not use their bows, ever, while in formation. Often times they equip their bow and keep drawing it over and over again, without ever firing. - Most of the time followers will not engage the enemy even in close quarter melee combat. They just stand around soaking hits from the enemy. - Followers will spam many health potions within 1 second - Followers will not form the correct formation shape All these issues are intermittent but extremely frequent. Also, keep in mind my previous report where I pointed out that I have no way of turning off formations, which compounds the issues. (I can only tell each individual follower to ignore formations for a short time until I use the Wait/Follow command and they fall back into formation again, which is not practical and extremely tedious. I think the “Formations” hotkey menu should have an option to turn off formations for all followers permanently). My followers are unusable at this point and I am forced to abandon them. I wish there was a way to somehow disable formations permanently and never look back (console maybe?). My character build revolves around using followers and I would like to salvage it somehow. I hope this follower system mod will be dropped for good, whether or not it gets replaced with a better one. Even vanilla follower AI is better than this. Additional Information https://streamable.com/ka1k5k https://streamable.com/0fwkmk https://streamable.com/41hrno https://streamable.com/cd7z7t Testing   Integrated into R4 Release Notes: Issue is no longer applicable as Follower Live package has been removed.
WL-1083 Clip Tree growing though watchtower at Fort Amol   Testing Caused by forts of skyrim rebuilt not moving trees to accomidate new structures. Integrated into R4 Release Notes: Moved tree’s away from the new structures added by forts of skyrim rebuilt.
WL-1643 Items Raw Mudcrab Meat has no value. # AlchFood_RawMudcrabMeat “Raw Mudcrab Meat” [ALCH:32014D22] Testing Reinstated original mubcrab meat value. Integrated into R4 Release Notes: Reinstated original mubcrab meat value.
WL-1612 Crafting Keywords on equipment resulting in incorrect tempering values Looking through SSEEdit a number of equipment items / types have a large number of additional keywords which allows for them to gain the benefit of multiple tempering perks unintentionally. OR the Smithing perks have far too many conditions on them, allowing them to overlap on equipment (see Craftmanship and Scale Armor Perks for example). See Scale armour for an example, it has a number of additional keywords that are also used in the perk conditions within Smithing, creating a lot of overlap, so that by the time you can craft Elven gear (Elven Smithing ONLY increases Elven tempering) it’s already worse than Scale. I would advise removing addition and unneeded keywords from items so that they fit within a specific group or be more specific withing the smithing perks to prevent duplicate impacts. Even creating specific smithing perk keywords and only using those (as Requiem originally used). Additional Information Check keywords in SSEEdit, check tempering values in game with and without Smithing perks - Scale and Elven armour is a good test case. Testing This was a monstrosity - I’ve gone though and 1) make sure that only one temper keyword is on each item 2) items only have 1 Materiel keyword 3) Renamed some items which should be disabled as disabled, and replaced world instance of them. 4) reenabled some crafting recipes which shouldn’t have been disabled (and linked them to the correct items instead of the “swapped” items. 5) added some requiem exclusive keywords to the item degredation INI to account for those “unique” materiels. Integrated into R4 Release Notes: 1) make sure that only one temper keyword is on each item 2) items only have 1 Materiel keyword 3) Renamed some items which should be disabled as disabled, and replaced world instance of them. 4) reenabled some crafting recipes which shouldn’t have been disabled (and linked them to the correct items instead of the “swapped” items. 5) added some requiem exclusive keywords to the item degradation INI to account for those “unique” materials.
WL-1552 Follower Follower Perk Discrepancies Various followers have mismatched or missing perks. Housecarls Valdimar Has “Focused Mind” w/o having the “Apprentice Restoration” perk. Has Apprentice level Destruction Spell “Ice Spike” (assuming this is Icy Shard) but not the “Apprentice Destruction” perk. * Lacks the HA casting perks, making his magicka usage astronomical. h2. Brotherhood {noformat}Cicero - Lacks any weapon perks outside of “Armsman”, nor does he have any armor perks. Dark Brotherhood Initiate Female - Has “Penetrating Shot” perk, but none of the pre-reqs including “Ranged Combat Training” perk. - Lacks Armor perks. Dark Brotherhood Initiate Male - Lacks Armor perks.{noformat} h2. College {noformat}J’zargo - Has “Improved Mage Armor” with none of the pre-reqs, nor does he have any rank of the Mage Armor spell. - Has “Paralyze (Rank I)” and “Magelight”, but no Alteration casting perks, point-of-fact, he has no alteration perks whatsoever - Has “Enraging Orb” and “Soul Trap (Rank I)” with no appropriate perks for either spell. - J’zargo is a very confused magic cat man… Brelyna - Doesn’t have the “Novice Alteration” or “Apprentice Alteration” perks, but has ones beyond them. - Doesn’t have the “Novive Conjuration” perk, but has ones beyond it. - Has the “Flames” spell, not Firesparks. Imagine it still does the same thing though.{noformat} h2. Companions {noformat}Njada Stonearm - Doesn’t have “Power of the Combatant” like other HA Companions. Ria - Has “Marksmans Focus” w/o having “Eagle Eye”. - Doesn’t have “Ranger” like other companions. Torvar - Doesn’t have “Power of the Combatant” like other HA Companions.{noformat} h2. Dawnguard {noformat}Ingjard - Don’t know if they need “Vexing Flanker” to take “Combat Reflexes”. - Has “Rapid Reload” and “Power Shot” w/o “Eagle Eye”. - Has “Defensive Stance” w/o “Strong Grip” or “Elemental Protection”. - Has “Meteoric Reflexes” w/o “Windrunner”. Durak - Don’t know if they need “Vexing Flanker” to take “Combat Reflexes”. - Has “Rapid Reload” and “Power Shot” w/o “Eagle Eye”. - Has “Meteoric Reflexes” w/o “Windrunner”. Agmaer - Don’t know they also need the right side of the Block tree to get “Unstoppable Charge”. - Has “Finesse”, “Dexterity”, and “Combat Reflexes” w/o “Agility”. - Has “Rapid Reload” and “Quick Shot” w/o “Eagle Eye”. Beleval - Has “Rapid Reload”, “Power Shot”, “Quick Shot”, and “Stunning Precision” w/o “Eagle Eye”. - Has “Dexterity” despite being specialized in HA and w/o pre-req perks. Celann - Has “Meteoric Reflexes” w/o “Windrunner”. - Has “Barbaric Might” but no other 2H perks. Serana - Has “Finesse” and no other Evasion perks. - Has multiple 1H perks w/o “Weapon Mastery”. - Has multiple Destruction spells but only the “Cryomancy” perk. - Has multiple Conjuration spells but only the “Necromancy” perk.{noformat} h2. Misc Followers {noformat}Adelasia Vendicci - Lacks any perks, save the 4 they have in HA. Annekke Crag-Jumper - Only possesses 4 perks in total, all are correct but maybe they need a few more? Aranea Lenith - Has “Agility”, “Agile Spellcasting”, and “Windrunner” but no other perks between them. - Has “Light Steps” but no other perks. - Despite only being an Apprentice Conjurer, possesses multiple high-level spells, including the master-tier “Summon Storm Thrall”. - Same issue as above but with Destruction, lacking the appropriate perks for their expert-tier shock spell. Belrand - Dude’s a fuckin mess. - Aside from “Cryomancy”, lacks any Destruction perks whatsoever. - Has no Alteration or Conjuration perks despite having spells in those schools. - Randomly has “Finesse” w/o “Agility” - Specializes in HA and magic, but lacks any of the HA Casting perks. - Has “Penetrating Strikes” and “War Axe Focus I” but not “Weapon Mastery”. Benor - Lacks weapon perks, only has HA perks. Borgakh the Steel Heart - Has “Light Steps” w/o any pre-req perks. Derkeethus - Has multiple perks w/o their pre-reqs and in-fact lacks the first perk in any tree they have perks in. (O_o) Eola - Same problem, lacks many pre-req perks. - Has no cost-reduction perks despite possessing a few powerful spells. Erandur - These mages’ be fuckin cheatin! - Has “Magic Resistance III” w/o any pre-reqs. - Has “Agile Spellcasting” and “Windrunner” w/o “Finesse” and “Dexterity”. - Has “Light Steps” w/o any pre-reqs. - Has Destruction spells w/o cost-reduction perks. - Has Expert-tier Conjuration spells w/o the appropriate cost-reduction perks. Erik The Slayer - Lacks any weapons perks save for the unique “Armsman”. Frea - Lacks cost-reduction perks for Alteration (Expert) and Restoration (Adept) despite having spells in those schools. - Same as above, has many Alteration and Restoration perks w/o their pre-reqs. Ghorbash the Iron Hand - Has “Power Shot” w/o “Eagle Eye”. Golldir - Has “Power Shot” and “Quick Shot” w/o “Eagle Eye”. Illia - Has “Windrunner” and “Agile Spellcasting” w/o “Dexterity” and “Finesse”. - Has “Light Steps” w/o any pre-reqs. - Has Expert-tier Restoration spells w/o cost-reduction perks. - Has Adept-tier Conjuration spell w/o cost-reduction perks. Jenassa - Has “Strong Grip” but w/o “Improved Blocking”. - Has “Power Shot” and “Piercing Shot” w/o “Eagle Eye” and “Precise Aim” respectively. - Has “Combat Reflexes” w/o “Vexing Flanker”. - Has “Light Steps” w/o “Muffled Movement”. - Has “Immunization” w/o any pre-reqs. Kharjo - Has “Combat Meditation” w/o pre-reqs and despite having no spells at all… Must have been a career change? - Has “Defensive Stance” w/o any other block perks. - Lacks the “Weapon Mastery” and “Penetrating Strikes” perks for One-Handed. Marcurio - Missing a swathe of perks. - Has Adept-tier Alteration spells but missing ALL cost-reduction perks, also lacks pre-reqs for the two Alteration perks they have. - He forgot to grab “Adept Destruction” for Chain Lighting. - Skipped over “Novice Restoration”. Mjoll the Lioness - Skipped over “Great Weapon Mastery” to grab other 2H perks. Ralis Sedarys - “Dexterity” on the way to “Windrunner”. - Must be one cold, heartless bitch cause she’s got “Cryomancy I” but no spells. Stenvar - Lacks any weapon perks. Talvas Fathryon - Has “Muffled Movement” and “Light Steps” w/o pre-reqs. - Lacks any cost-reduction perks for their spells. - Has “Magic Resistance II” and “Stability” w/o any other Alteration perks. - Has “Impact” w/o “Empowered Elements” Teldryn Sero - SO close. Has Destruction spells but no Destruction perks. Ugor - Has no weapon perks. Uthgerd the Unbroken - Has “Power Shot” w/o “Eagle Eye”. - Has “Light Steps” w/o any pre-reqs.{noformat} h2. Mod-added Followers {noformat}Ralya - Has “Cutpurse” w/o “Nimble Fingers”. How’s she succeeding w/o the first perk? Can followers even pickpocket? Runs-With-Sticks - Has “Light Steps” w/o any pre-reqs. - Has “Finesse” w/o “Agillity”. - Has “Master Conjuration” but only a single, novice-tier spell (Bound Sword). - Has “Sword Focus II” w/o “Weapon Mastery”. Amanra Solas - Has “Respite” w/o “Improved Healing”. Soh’ja Zahan - Has “Light Steps” w/o any pre-reqs. - Lacks any other perks. Tae-Ja - Has “Light Steps” w/o any pre-reqs. - Lacks any other perks.{noformat} HAS NO PERKS AT ALL h2. Misc Followers {noformat}Ahtar the Jailer Lob Ogol Roggi Knot-Beard Vorstag Sameth{noformat} Testing See attached document for changes. Have not just edited followers, but some townies and encounters to make them more challenging (e.g skooma dealers have a perk list and gearset) Integrated into R4 Release Notes: Followers and some enemy NPC’s have had their perks rebalanced (or added in the first place) See Linked Document for a full list of changes
WL-1372 Crafting Various crafting Bugs Several tailor recipes should require a furplate or a pelt to craft. The pelt equivalents are fine - but the fur plate recipes are missing the fur plate Requirements Armor_ArchmagesRobes_RecipeFurPlate [COBJ:FE06CA13] Armor_CottonFineHat_RecipeFurPlate [COBJ:FE06CA07] Armor_CottonFurMantledClothesBlue_RecipeFurPlate Armor_CottonFurMantledClothesGreen_RecipeFurPlate [COBJ:FE06CA06] Armor_CottonFurMantledClothesBlue_RecipeFurPlate [COBJ:FE06CA05] Armor_EmperorsRobes_RecipeFurPlate [COBJ:FE06CA04] Armor_SilkFurEmbellishedRobesGreen_RecipeFurPlate [COBJ:FE06CA0A] Armor_SilkFurEmbellishedRobesIndigo_RecipeFurPlate [COBJ:FE06CA09] Armor_SilkFurEmbellishedRobesTan_RecipeFurPlate [COBJ:FE06CA0B] Armor_SilkFurTrimmedClothes_RecipeFurPlate [COBJ:FE06CA0D] Armor_SilkWeddingFinery_RecipeFurPlate [COBJ:FE06CA08] Other recipes Weap_IronHeadsmansAxe_RecipeStation [COBJ:A326BFC6] and Weap_IronHeadsmansAxe_Recipe [COBJ:7B006F57] are have no forge Requirements Weap_IronPickaxe_RecipeMisc [COBJ:7A486BF1] / Weap_IronPickaxe_RecipeMiscDummy [COBJ:A30247AB] / Weap_IronPickaxe_RecipeMiscStation [COBJ:A326BFCB] Duplicated with none “misc” equivilents Weap_IronWoodcuttersAxe_RecipeMisc [COBJ:7B486BEF] / Weap_IronWoodcuttersAxe_RecipeMiscDummy [COBJ:A30247B1] / Weap_IronWoodcuttersAxe_RecipeMiscStation [COBJ:A326BFD1] Duplicated with none “misc” equivilents Missing Station detection - should need cookpot Alch_SnowberryExtract_RecipeDummy [COBJ:A32C2283] AlchFood_RoastedTomatoCrabBisque_RecipeDummy [COBJ:A332C9B9] Leather Dark and Leader Red Dont have Dummy recipes so cant be crafted via honed metal Testing Corrected all as listed above. Integrated into R4 Release Notes: Recipes Patched.
WL-1640 Follower [Follower]Follwers keep falling into formation after being told to ignore them When I tell a follower to stop using formations, they stop for the moment. But if I then command them to wait and then follow again (which I often do), they enter back into formation status, at which point I have to once again tell each one to ignore formations. This gets tedious quickly, especially because I have to tell each follower separately and there is no global toggle for formations. I just want to be able to make my follower(s) stop using formations until I tell them to use them again. The attached clip shows me hiring a mercenary fresh off of a new game (latest version), and once they’ve been placed into a formation, then wait/follow commands keep resetting their status back into formation, no matter how many times I tell them to ignore formations. Additional Information please refer to the attached clip https://streamable.com/fz0f1w Testing   Integrated into R4 Release Notes: Issue is no longer applicable as Follower Live package has been removed.
WL-812 Quest Pieces of the Past quest is broken After gathering all the pieces of Mehrunes Razor, Silus shoud go to the shrine but he is standing still and does nothing. Maybe his pathing is broken? After I console advance the quest and do not kill him at the shrine and kill all the daedra, he still just stands there and never comes back to the museum. Gather all the pieces of the Mehrunes Razor and give them to Silus. Testing Dawnstar Navmesh around the museam is WHACK. everyone gets stuck in there and cant leave! Integrated into R4 Release Notes: Fixed Navmesh
WL-990 NPC Stormcloacks killing guards in riverwood - I get a whiterun bounty by helping the guards Fresh start, going to riverwood, 3 stormcloacks spawned and attacked the village after I traded in the “Riverwood trader”. I tried to help the “whiterun” guards that were being massacred but I got a bounty. I made the stormcloacks attack me by staying next to them some time, but if I kill one I get a bounty too. I tried to reload a save and the stormcloacks didn’t appear. Testing Adding a mod like this https://www.nexusmods.com/skyrimspecialedition/mods/94102 may resolve the issue Integrated into R4 Release Notes: Added Civil War Patrol Bounty Disabled
WL-492 Idle Marker NPC idle marker inside planter in front of the Winking Skeever   Testing This isn’t actually a idle marker - There’s a overlapping planter and chair. Found that JK’s DOC ETAC Holidays patch was re-enabling a chair that JK’s DOS patch disabled. Reinstated Disable Integrated into R4 Release Notes: Disabled chair hidden inside of Plantpot.
WL-1658 NPC Captain wayfinder i think is his name, ship captain in dawnstar sells a lot of high tier alchemy ingredients Apparently he sells Jarrin root? Testing RTSSNSNSNSNSNNSSSSSSD felt like adding a whole bunch of hardcoded items to MerchantSailorDawnstar “Chest” [CONT:3E03FFDE] this’ll need going though and having the more rare items replacing with more generic ones… what is this mod’s obsession with giving NPC’s Jarrin root - if its not Olava the feeble its this dude. If any NPC’s should sell it - it should be Babette (REQ_VendorChest_DarkBrotherhood “Vendor Chest” [CONT:000ABD9E]) . Integrated into R4 Release Notes: Removed jarrin root, Nerf contents of other things he has for sale. Added jarrin root to babette
WL-1609 Horse Frost’s fancy armor disappears after entering whiterun I loaded up my game, and the fancy armor that Frost comes with was missing. Naked horse. I loaded a few saves back to where the horse had armor, and I can go in and out of other places, and the horse still is wearing the armor when I come out. So I get back to Whiterun, WITH the armor, and I save game, looking at the armored horse. Save and load; still armored. Cool. Thinking maybe some script or something needed time to load into the game, I loaded the original game where Frost had become unarmored, and snack to naked. Here’s where it gets weird: I loaded the game with the armored Frost that I had just re-saved and verified while looking and saving, and the armor was now missing in that save as well, even though the save screen clearly has the horse in the armor. Anyway, seems like a bug. I fiddled with it a bit by trying to put a cheap saddle on instead, but rather than swapping saddles/armors (giving me the option to see frosts equipped armor as an inventory item) it just “equipped” the cheap saddle, with Frost still looking heavily armored. When I unequip the cheap saddle, frost then becomes naked. That’s about as detailed as I can be, hopefully I explained it okay and it makes sense. In the grand scheme it’s no biggie, (considering frost is a rad horse, the quest isn’t that hard, and that armor is really expensive) but I thought the team might want to know. This reminds me a lot of what happens with Fallout 4 and Paladin Danse’s power armor being buggy. It t doesn’t show in his inventory, and if you try to put new armor on him it screws everything up, messing with his weight etc. apparently it counts as invisible armor in some unused armor slot that modders like to use. Anyway, just my 2¢ Additional Information Go get frost, race straight back to Whiterun, set up a camp right outside the first gate as closr where it’ll accept a tent/barrel/campfire, go into whiterun, sell a bunch of stuff to belethor, go back outside (look at the horse here, it may have already lost its armor at this step), save and quit. Load game and the armor should be gone. Not sure what I could screenshot that would be helpful. Testing This is the fault of the Adopt and inventory scripts in IHOConfigMenuScript.   In both cases they check the horse’s base reference to see if the horses default outfit is “bareback” and if its not, change it to bareback. The problem is - after doing this, it doesnt re-equip the saddle - It just adds it to the inventory.   Frost not having the fancy armor is a fault of the IHOUtil “isSaddle” not handling saddles which dont just use slot 45 - i found a fix online for how to check and have tested it. frost now gets the armor when you open the inventory. Integrated into R4 Release Notes: Correction to IHO’s scripts to make sure:- 1) Horse when opening inventory for the first time always adds a copy of its armor 2) Equips the armor copy.
WL-1550 Exploit Dwarven ruin regular chests (not boss chests) may need a teensy nerf, the Dwarven Ruins at large are like loot pinatas   Testing   Integrated into R4 Release Notes: Nerfed Dwarven boss loot chests (TreasDwarvenChestSmall 20650)
WL-1594 Navmesh NPC unable to walk across a small area on Dawnstar boardwalk Right between Beitild’s House and The Mortar and Pestle; somewhere along the boardwalk, rock and its close surroundings, there is a blind spot for the AI. Followers will not follow you through that area, and will sprint to enter the nearest building while you are in it. Some findings - Followers seem to ignore the blind spot when they are in formation. - This occurs for every follower in a group of followers, tried with up to three. - If you go across the area by the boardwalk, followers will instead go all the way around and run aboard the ship in the middle. - Captain Wayfinder can’t find his way out of Silus Vesuius’ House, I’m guessing due to his path going through this area and he instead runs inside the house. Verified by dialogue-porting him outside and shoving him across The Zone, after which he could successfully pathfind back to his ship. - Guards will avoid this area as well, instead turning back and patrolling in the other direction. Additional Information Get a follower and go to Dawnstar. Get to the lower part of town, where the water is. Walk towards the Dawnstar Museum using the boardwalk. (keep an eye on your follower) As you cross the path going to The Mortar and Pestle and approach Beitild’s House, your follower will start sprinting towards the shop. When you quickly leave “The Zone” from the other side, your follower will run all the way around and try to get on the ship. https://imgur.com/a/DhPap2r Testing   Integrated into R4 Release Notes: Connected two cell navmesh borders that were previously disconnected.
WL-1592 Crafting Some recipes still erroneously require the Skyforge Smithing global 000F46C8 and _Camp_Setting_CampfireMode 07075842   Testing Removed Skyforce smithing Requirements from skyrforce/Ancient Nordic Equipment , and _Camp_Setting_CampfireMode from player crafting versions of kindling and the breakdown of ruined books. Integrated into R4 Release Notes: Removed Skyforce smithing Requirements from skyrforce/Ancient Nordic Equipment , and _Camp_Setting_CampfireMode from player crafting versions of kindling and the breakdown of ruined books.
WL-1026 Gameplay Northern Flax is not plantable in Heartfire’s garden Northern Flax from ClothingCraft Redux is not plantable in Heartfire’s garden. Tried only in Lakeview Manor. In planter’s activator, Northern Flax is not recognided amongst plantable items. Testing Added patch to add it to form lists Integrated into R4 Release Notes: Added patch to add it to form lists
WL-1363 Homes Floating bed in dawnstar sanctuary sleeping quarters Right after completion of Hail sithis Testing deleted bed added by Usep. Integrated into R4 Release Notes: Removed floaty Bed
WL-478 Clip Banners from JKs Skyrim and Dawn of Skyrim are both present at the top of the exterior of the Palace of the Kings in Windhelm and clip with each other.   Testing disabled overlapping banners. Integrated into R4 Release Notes: disabled overlapping banners.
WL-952 CTD/Freeze Loading a save in Whiterun will crash to desktop after ~10 seconds. (E014EC) Loading a save in Whiterun will crash to desktop after ~10 seconds. Testing added patch to delete both items as per below notes. Lizzy 26 June 2022 at 12:12 HellLizard - premium - 1,859 posts - 117 kudos - Report - Reply 26 June 2022, 12:28PM My guess is something to do with clipping with an npc or possibly sitting on a navmesh, the navmesh idea seems like it might be possible seeing as just before getting into this Farmhouse01 reference it mentions BGSProcedureTravelExecState, I get a similar crash going through doors every now and then which I believe has something to do with npc placement, namely followers in this case as several times I’ve noticed one of my followers actually stuck behind the door instead of in front of it, even at Whiterun main gates I’ve seen this happen, sometimes they get stuck behind the door, other times it crashes, and other times nothing is amiss, that’s my best observation, although I’ve also gotten this crash on the road around Nightgate and up the Helgen road toward Bloodlet Throne so idk, I can say in the CK view I noticed at least somewhere on the Rorikstead road that a road spawn marker and predator spawn were on top of each other, also when running through checking this with the AI disabled I had a sabrecat and horse spawn in the exact same spot and spaz out vying for space, if I recall that crashed as well so seems like it could be that but no real proof. Lizzy 15 January 2023 at 08:17Edited Every log i’ve seen for this is because of this item hkpRigidBody(Node: BSFadeNode(Name: Farmhouse01, Owner: TESObjectREFR(FormId: 630559C6/640559C6, File: Dawn of Skyrim.esp, BaseForm: TESObjectSTAT(FormId: 630F21CB, File: Dawn of Skyrim.esp)))) or hkpRigidBody(Node: BSFadeNode(Name: Farmhouse01, Owner: TESObjectREFR(FormId: FE090911, File: Laundry.esp, BaseForm: TESObjectSTAT(FormId: FE090D73, File: Laundry.esp))))   If it is a navmesh collision - perhaps disable the sCRUBTUBS 640559C6 AND FE090D73? Integrated into R4 Release Notes: Added Patch to disable the affected Laundry items which trigger the crash.
WL-1692 Visuals Mage circlet not visible on altmer characters When wearing Mage circlet on any Altmer character, Its invisible. Testing fix attached Integrated into R4 Release Notes: Corrected circlet to display correctly.
WL-1683 Gameplay Wylandriah in Riften sells the Illusion spell Frenzy Rune. This tome has the wrong name and description because it teaches the spell Frenzy Sphere. Buy the spell tome from Wylandriah and learn the spell. Testing Corrected Spell book name, to match spell taught. Integrated into R4 Release Notes: Corrected Spell book name, to match spell taught.
WL-301 Gameplay Imperial alehouse locked Shop was locked at 1:45pm Testing This isnt a Inn / Store like the name implies, but rather a place for the Dawn of skyrim added market vendors to sleep - Its more of a residential house like the bunkhouse in riften - therefore its supposed to be locked when they are absent. Not sure what to do about this one… Maybe Rename it to “Imperial Bunkhouse” patch attached to do this. Integrated into R4 Release Notes: Renamed cell to “Imperial Bunkhouse”
WL-1633 Gameplay Sunhelm food poisoning can be caught by races with strong stomach, _SHFoodPoisoningSpell “Food Poisoning” [SPEL:4B6410BF] Needs condition adding. Testing Added keyword condition Integrated into R4 Release Notes: Patched sunhelm’s foodpoising to work with Requiem’s strong stomach
WL-913 Crafting Eorlund is erroneously able to craft Daedric gear   Testing I thought making his skill 99 would’ve prevented him from getting the Daedric Perk, but apparently not. Maybe try lowering his skill further to see if that’s the determinant Liz — Today at 20:11 The mod makes use of smithing and enchanting perks attached to the in-game perk trees for crafting and enchanting purposes. If you use a perk overhaul mod, it’s possible some of these perks are not appropriate for the circumstances or the manner in which this mod uses them; they may cause problems or unwanted side effects. To remedy this, HM offers a configuration file under Data/SKSE/plugins/ called HonedMetal.ini where you can define the perk ids of whichever perk you don’t want the mod to use and it will be blacklisted. So… Blacklist Daedric Smithing & legendary blacksmith? Profit? Integrated into R4 Release Notes: Prevented all blacksmiths from getting the Daedra or Legendary blacksmithing perks to prevent crafting and tempering of daedric/Artifact weapons/armor.
WL-1621 Navmesh Thieves guild quest The Pursuit - When they try to open the vault door # Delvin wont move to unlock the vault,. # Karliah wont move inside the vault after its been inlock. You can use console to bypass. Testing   Integrated into R4 Release Notes: Odd one, this - I assumed this would be due to some navmesh changes we made in the Thieves Guild HQ cell, but the navmesh honestly looked fine to me. There were a couple areas near the vault where the navmesh dipped beneath the floor, so I raised those up and generally tried to fill things out. Though this usually isn’t enough to prevent pathing, so we’ll need to verify if this one is fixed (or if it’s a consistent problem at all)
WL-1673 Items Venamous Spittle REQ_LI_SpiderPoison05 [LVLI:81203C40] is still dropping Venomous Spittle despite all other sources being replaced with hunterborn spider poison equivilents. Testing Change the poison loot table for thalmor to drop hunterborn’s strong acid instead of spittle. Integrated into R4 Release Notes: Change the poison loot table for thalmor to drop hunterborn’s strong acid instead of spittle.
WL-1667 Quest Quest item spawning below the ground in Dragon Bridge, there’s a quest involving finding Horgeir’s hidden stash of mead for Olda. Thing is, when I found it, the drinks were under the stash, so they are inaccessible. I used ‘tfc’ on the console and found it lying under the thing. Additional Information Accept the quest from Olda in Dragon Bridge and checking Horgeir’s stash. Perhaps, changing the stash to a chest could suffice https://imgur.com/a/G0wrcaJ Testing Patch created to remove Havoc settle. Integrated into R4 Release Notes: Removed Havoc settle.
WL-1593 Items Hawks shot down disappears and can’t be harvested Broken Hawk had a reference to NPC_Katria Additional Information Play the unmodded Wildlander.esp. I made change to fix. Testing Your testing for 1.1.6 left a NPC record behind as a script item on Hawks. This patch replaces it with the dead hawk container. Integrated into R4 Release Notes: Corrected Hawks so the container spawns correctly.
WL-447 NPC Ancient Mudcrab from depths of skyrim missing Requiem’s natural mudcrab armor Ancient Mudcrab” [NPC_:8B056F89] Testing Patched it to match Requirem’s Giant Mudcrab in terms of Stats, Faction and spell effects. Integrated into R4 Release Notes: Patched it to match Requirem’s Giant Mudcrab in terms of Stats, Faction and spell effects.
WL-246 Items Aela’s Shield is for Sale Attempt to shop at Eorlund Gray-Mane near the Companions before joining RESULT - Aela’s shield, a quest item, is available for sale. Testing This seems to be a bug where the merchant’s Inventory is for sale if the items in his inventory matches what he normally sells. This might explain oddities with the initial “starting inventories” for Innkeepers as well. Because Co01 starts when the player starts the game, the items it creates Vilkas sword and Aela’s shield start of in the inventories of the respective quest stage giver. Because Aela’s shield is a item a blacksmith would sell - it ends up on his barter page. The fix for this is instead to make Aela’s shield place “at” Eorland’s feet in an initially disabled state (to make it invisible). This allows the quest to proceed without it being available for sale - and prevents the issue without needing to gatekeep Eorland to after the completion of CO01. Integrated into R4 Release Notes: Changed Aela’s shield do its disabled until you are at the correct point of the quest.
WL-222 Gameplay Windhelm Wells have no buckets Whiterun well has a bucket you can activate to fill your water bottles. Windhelm doesnt have any on the multiple wells inside. Testing Adding additional mod https://www.nexusmods.com/skyrimspecialedition/mods/62447?tab=files will fix this the patches - More wells Dawn of skyrim, (windhelm) More wells ETAC, (villages) More wells JK’s. (winterhold) and optionally more wells vanilla (which adds activators to wells at forts) will make sure every well in the game has activators Integrated into R4 Release Notes: Added buckets to various wells.
WL-1286 Visuals Duplicate signpost west from Whiterun Watchtower, next to the Fort Greymoor There are two signposts next to each other (not overlapping): One original and one with more signs Testing User was correct - there was two signposts next to each other. moved the one from Forts rebuild to Z-40000 and disabled. moved the one from weathered roadsigns to the original coordinates of the forts rebuilt sign. Integrated into R4 Release Notes: Removed additional Signmost
WL-909 Items Azura’s Star/The Black Star not anchored in place on inventory screen When rotating Azura’s Star or The Black Star in the inventory, it slowly slides in the opposite direction. Complete The Black Star quest or add Azura’s Star or The Black Star to your inventory directly. Rotate it with the mouse several times and it will slowly slide in the opposite direction. Testing   Integrated into R4 Release Notes: Added SkyUI - 3D Item Offset Fix
WL-908 Gameplay Recipe for potion of cleansing bugged I bought a recipe for potion of cleansing that required 1 hawk feather and 1 vampire dust. When I made the potion it says failed to create a viable potion. The vampire dust had a stolen tag next to it. The hawk feathers were gathered by shooting hawks. I did reproduce the bug, didn’t reload a previous save to do so. Same result. Combine Hawk feathers and vampire dust at alchemy table, no potion get. Testing Potion of cleansing doesn’t exist, So changed one of the two potions to cure disease, and the other to cure poison….. that sorta cleansing right Kinda weird requiem edits the recipes (in xedit) but doesn’t actually change the text so its correct for the reagent effect changes it also makes. Integrated into R4 Release Notes: Potion of cleansing crafting doesn’t exist, So changed one of the two Recipes to cure disease, and the other to cure poison.
WL-279 Gameplay Inactive dummies on whiterun fortifications   Testing Several of JK’s added training dummies hadnt been replaced with T&S varients using base object swapper. Integrated into R4 Release Notes: Use Base object swapper to flip out these Dummies for active ones.
WL-1669 Exploit Well rested bonus applied to werewolf char. I followed the Companion’s questline and became a werewolf. I’ve noticed that after becoming a ww, when I rest more than a few hours (more than 4) the “well rested” bonus is applied, even though it shouldn’t happen to ww. The message is also shown, the “you fell well rested” instead of the “uneasy rest” one that should shown while being a werewolf. Checked and the bonus is also shown in the magic effect menu. Additional Information Become a werewolf and sleep tight; I don’t know if starting as ww will also trigger this. Testing Currently the script(PlayerSleepQuestScript) looks if the player has If CHScript.PlayerHasBeastBlood == 1 to determine if the player is a werewolf. If for whatever reason this doesn’t get set, then the quest doesn’t treat them as a werewolf. Instead - this check should be changed to see if the player has the werewolf Abilities spell AbWerewolf “Werewolf Abilities” [SPEL:000A1A3E] this would need adding as a parameters to the sleep script on quest PlayerSleepQuest [QUST:000FC1A2] and the following check used to replace Playerhasbeastblood Game.GetPlayer().HasSpell(WerewolfAbilities) Integrated into R4 Release Notes: Corrected Sleep script to detect if the player has “WerewolfAbilities” instead of detecting if they have completed the companions quest chain to set a global.
WL-1696 Gameplay Cannot study some books Train and study allows you to study books for skill ups. The skill books added by Book Covers Skyrim - Lost Library are not included in this feature and need patching into the form lists. E.G Heavy Armor Repair Testing Patch here Train And study - Lost Library   written by me Integrated into R4 Release Notes: Added Train And study - Lost Library
WL-1045 Mod Update Female Kadjiit Hair 44 clips though fur hood HairKhajiitFemale23Gelfling “HairKhajiitFemale23Gelfling” [HDPT:6901B4ED] Testing Added texture taken from update to beast HHBB - but installing that update causes more issues than it fixes - so just replace the attached nif. Integrated into R4 Release Notes: Corrected Texture.
WL-852 NPC Can’t disenchant fortify alchemy ( it’s says that I already know the enchantment, or I triple-checked I don’t)   Testing Happens if you try to disenchant a item which was enchanted Via honed metal. Perhaps a different message if possible? Integrated into R4 Release Notes: Changed message copy to “I already know this enchantment, or it’s protected by a court wizard.”
WL-1629 Crafting Missing recipe - Linen Wrap Seems to be no way to craft linen wraps without making clothes and breaking those down. Surely we should just be able to take linen cloth and tear it in half? Testing Added recipes to craft Linen Wrap’s directly, or to break them down from linen cloth (1 linen cloth = 2 wraps) Integrated into R4 Release Notes: Added recipes to craft Linen Wrap’s directly, or to break them down from linen cloth (1 linen cloth = 2 wraps)
WL-435 Clip Plant is clipping through planter in the bathroom of the Braidwood Inn https://i.imgur.com/xTg9ZWJ.jpg Testing Changes to the plant textures cause this. Attachment is how it looks in creation kit. Patch disables the two sword ferns doing the clipping. Integrated into R4 Release Notes: Changes to the plant textures cause this. Attachment is how it looks in creation kit. Patch disables the two sword ferns doing the clipping.
WL-1697 Gameplay Phantasmal Miasma (Illusion spell) does very little damage The Illusion spell Phantasmal Miasma is supposed to reduce maximum health by 40. However, after taking the Master Illusion perk, this magnitude is not increased by 5% per Illusion skill level and stays at 40. Additional Information Screenshots and links Reproducible:- Yes Customized Install: No Launcher Settings:- Ultra Graphics, Standard Modlist (Wildlander Default), Ultra Shaders Version: Wildlander 1.1 — 1.1.10 (Legacy) Testing Illusion fixes patch on wl-1690 will fix this as well. Integrated into R4 Release Notes: See Linked Issue for fix
WL-1694 Gameplay Tooltip incorrect On REQ_Ability_Khajiit_Lockpicking “Racial Proficiency: Khajiit Lockpicking” [SPEL:82AD3888] The description reads Your race is blessed with a natural agility and some people say also has an affiliation with crime. In any case, your lockpicking expertise is increased by <10>. This is incorrect - as you changed it to 5 in 1.1.6 Testing tooltip corrected. Integrated into R4 Release Notes: tooltip corrected.
WL-459 Environment Exiting the bathroom at the Vilemyr Inn Leaving results in the player character’s head getting “stuck” in the dead rabbits and pheasants hanging from the ceiling, and the sound of them bouncing off your poor character’s head is incomprehensibly annoying. Testing Relocated the Animal ring to the opposite side of the inn Integrated into R4 Release Notes: Relocated the Animal ring to the opposite side of the inn
WL-1574 Gameplay Two spells with name Spectral Arrow, researching Apprentive gave the Adept spell and vice versa Spell research Apprentice conjuration, then Adept conjuration Received Adept spell after researching Apprentice conjuration: https://imgur.com/a/4qZoFgh Received Apprentice spell after researching Adept conjuration. The spell is in my right hand as I just received it: https://imgur.com/a/aIfolDY Testing Spectral arrow (Vanilla) is only teachable via spell research. All other mechanisms of obtaining this spell have been replaced by the requiem verison. so i removed Vaniolla from Spell research script. Fix on Linked issue Integrated into R4 Release Notes: Spectral arrow (Vanilla) is only teachable via spell research. All other mechanisms of obtaining this spell have been replaced by the requiem version. so i removed Vanilla from Spell research script.
WL-1642 Bug & QOL Northen Flax - Cant be tracked by instincts. Needs adding to group   Testing Added Northern flax tree to the campfire instincts floratree list. Integrated into R4 Release Notes: Added Northern flax tree to the campfire instincts floratree list.
WL-1623 Crafting Any Crab recipe added by CC fishing is giving crafting experience and shouldnt be when using Player crafting. In addition saltwater waterskin -> salt is giving crafting XP E.G AlchFood_PotatoCrabChowder “Potato Crab Chowder” [ALCH:0F000F06] is missing the No Crafting XP keyword Also missing the vendoritemfood keyword In addition: saltwater waterskin to salt is giving crafting XP Testing Corrected items to add the nocraftingexperience keywords Integrated into R4 Release Notes: Corrected items to add the nocraftingexperience keywords
WL-1563 Crafting The ‘Scaled Cuirass of the Traveler’ from RDO can be disenchanted, and the resulting enchantment cannot be applied to new items. The item is a quest reward from Grelka in Riften (LA trainer and merchant). The quest features low quality VA and may need removed at your digression. Testing RDO was setup without the ability to use the enchant or temper the armor. This mod fixes enchanting and tempering this piece of….. Integrated into R4 Release Notes: Corrections made to allow the enchantment to work on other items, and the original armor to be tempered.
WL-1662 Exploit The Bow of the Hunt is way too fast. It shoots about 13 arrows in 30 seconds, while a normal wooden light bow only shoots 8 arrows in 30 seconds. Just equip the Bow of the Hunt and see for yourself. https://imgur.com/a/ERqLzsd Testing For some reason you had tripled the speed of the bow. I reverted the damage / speed back to requiem defaults. Integrated into R4 Release Notes: Reverted the damage / speed back to requiem defaults.
WL-1204 Crafting 99% of Circlets / Rings / Necklaces Missing breakdown recipes.   Testing Added Patch and scripts to disassemble Gemstones from jewellery Integrated into R4 Release Notes: Merged scripts and patches
WL-1572 Crafting Missing craffting recipes (needed for missives) Armor_LinenTunicAdornedGreen “Linen Tunic - Adorned Green” [ARMO:00017695] Armor_LinenRobesBlue “Linen Robes - Blue” [ARMO:0010CEE5] Armor_SilkMageRobesOrnate “Silk Mage Robes - Ornate” [ARMO:0010D664] Armor_SilkMageRobesFine “Silk Mage Robes - Fine” [ARMO:0010D662] Armor_CottonMageRobesEmbroidered “Cotton Mage Robes - Embroidered” [ARMO:0010CEE3] Armor_CottonMageRobesEmbellished “Cotton Mage Robes - Embellished” [ARMO:0010CEE4] Armor_CottonMageRobesCommon “Cotton Mage Robes - Common” [ARMO:0010D2B4] Armor_CottonMageHoodEmbroidered “Cotton Mage Hood - Embroidered” [ARMO:0010CEE6] Armor_CottonMageHoodEmbellished “Cotton Mage Hood - Embellished” [ARMO:0010D2B5] Armor_CottonMageHoodCommon “Cotton Mage Hood - Common” [ARMO:0010CEE8] Testing Added crafting recipes for missing robes and hoods Integrated into R4 Release Notes: Added crafting recipes for missing robes and hoods
WL-1370 Crafting Nordic Smithing Perk wrong description and crafting mechanic “Nordic Smithing” perk says ther Armor is made out of Ebony and Quicksilver in the description, however one needs Orichalcum and Quicksilver to Forge the Armor. Learning the Perk also doesnt give you the ability to smelt Orichalcum Ore into Ingots although it is a main material of the armor Testing Corrected description to match what CCOR overwrites Fozar with. Integrated into R4 Release Notes: Corrected description to match what CCOR overwrites Fozar with.
WL-409 Homes Vindral Hall issue - Barrell clips with fertile soil after decorating. Note: barrel exists in same location before decorating.   Testing Disabled clipping barrel. Integrated into R4 Release Notes: Disabled clipping barrel.
WL-1189 Follower Janessa has Good lockpicking perks - but - Cant get her to unlock anything? Cant get her to unlock anything - i’m assuming its cos her skill is shite ? Testing Looks to be related to a conflict between requiem and FLP. Requiem - by default only registers NPC’s in the vanilla slot. When using a follower package you need a suitable patch to register the NPC’s to requiem’s follower control quest. From the nether patch for requiem REQ_FollowerRegistration Property REQ_Quest_FollowerControl Auto ReferenceAlias Property NethersFollower Auto Event OnInit() Int Timeout = 10 While !REQ_Quest_FollowerControl.RegisterFollowerAlias(NethersFollower) Timeout -= 1 If Timeout == 0 Return EndIf Utility.Wait(0.5) EndWhile If Timeout != 10 Debug.Trace(NethersFollower + “ has been succesfully registered. Ignore previous warnings.”) EndIf Attached files add this logic to the FLP recruitment script, and pass the REQ_FollowerRegistration property from the various recruitment dialog topics. Integrated into R4 Release Notes: Added Requiem NFF Patch
WL-761 Visuals While the Blur effect is active, you are virtually invisible in first person, third person looks fine. Cast blur on yourself, draw a weapon to be have visible hands, compare between first and third person. Testing This is because Skyrim cannot do transparent in first person; you are either visible or not. (Source: Noxcrab) I’ve edited the oldrim patch for our use (moving the Illusion scripts over) Integrated into R4 Release Notes: Removed the Invisibility effect from blur and shadow shield as these effects do not display correctly in first person.
WL-1646 Bug & QOL warning: Property VendorItemOreIngot on script playerbookshelfcontainerscript attached to >…… Papyrus script shows loads of these lines. I’ve identified the cause as the Unlimited bookshelves version of playerbookshelfcontainerscript is still packed in a BSA allowing the loose version for USSEP to overwrite. Testing Fix: Unpack the BSA for unlimited bookshelves. Integrated into R4 Release Notes: Unpacked the BSA So that the script works correctly.
WL-1581 Crafting All version of Wolf Hood in tailor toolkit doesn’t give EXP at all Bear Hood give exp when crafting but Wolf Hood don’t. Additional Information Just press player crafting key then choose tailor tool kit and craft anything that the name start with wolf hood. Testing Armor_WolfskinHoodBlack “Wolfskin Hood - Black” [ARMO:7700C56C] Has the no XP keyword. It is not a “repeatable” recipe like attaching a hood to a helmet, but creates the hood item itself. All other similar skin hoods grant XP - so changed all the wolfskin variants to match. Integrated into R4 Release Notes: Wolfskin hood crafting now grants Experience
WL-1648 Gameplay Cannot Bypass Faralda with 100+ speech User reports that he has exhausted all dialog options, but the “speechcraft option” to persuade college entry doesnt appear Testing The dialog looks OK to me, but the speech skill doesnt appear when talking to her Maybe the conditions on this MG01NiryaEntryDragonborn “Would you grant entry to the Dragonborn?” [DIAL:000B8105] Need revisiting as there seems to be a conflicts between vanilla plus the two entry mods - perhaps revert back to vanilla? Integrated into R4 Release Notes: With the edits from CoW and CollegeEntry, there are two “May I enter” dialogue topics. One denies you if you don’t have enough skill, and the other initializes the test - which also contains the checks for speech and dragonborn. To fix the issue, I conditionalized these two dialogue topics such that the first “denial” topic only shows if you don’t have enough skill AND you aren’t dragonborn AND you don’t have 100 speech. In turn, the “test” topic WILL appear if you meet any of those requirements.
WL-634 NPC Npcs from riverwood keep following me. specifically, the guards and a horse. they followed me as far as the mountains leading to bleakfalls. horse followed me further.   Testing Don’t think this is a bug, but other people have commented that Suspicious guards is too sensitive - especially at night — 07/10/2023 - Lizzy had a investigate into suspicious guards scripting - and there doesnt appear to be a way of adjusting the detection …. however a user on nexus paired it with https://www.nexusmods.com/skyrimspecialedition/mods/62546 to make weather/night based detection. Somthing to consider? All the user said was he paired it with that mod So that guards don’t see him sneaking around when its dark like they have nightvision - So i’m assuming yes. It sorta makes sence TBH - Suspicious guards runs from a spell which fires when 1) the player is sneaking or has weapons out and 2) the player is detected. That mod changes detections based on weather conditions - so it makes sence that they would work well together. checked road map and we have this on there and approved. https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recxuPBWHXbedqZLw?blocks=hide? ——- 07/01/24 Lizzy got pissed when she got a bounty while she was fishing. Lizzy said enough and wrote a patch to make them fuck off (only while fishing) https://www.nexusmods.com/skyrimspecialedition/mods/108689 You still need to mod above for weather & light based detection Integrated into R4 Release Notes: Added the Dynamic Weather and Time Based Detection (SE and AE compatible) mod + Lizzy’s I’m Fishing Here mod. The detection mod may need some more extensive testing given its scope.
WL-1655 Mod Addition Lock on bug The True Direction mod comes with the feature to lock on targets. When I used this mod in the past, before downloading the Wildlander modlist, a curser would show which target I’m locked on to. Now that I’m playing wildlander my character does still seem to lock on but no curser to indicate which target I’m locked on too or if I am currently locked on. I seen videos of others playing older versions of wildlander and they have a curser when they locked on to targets. Testing Caused Because TrueHud isnt installed. Integrated into R4 Release Notes: Added TrueHUD (and basically disabled all features for simplicity, except the crosshair)
WL-1582 Crafting Able to upgrade daedric artifacts with only legendary smithing perk - (not arcane/daedric smithing)) This did not occur when I had only the daedric smithing perk. I originally took this perk thinking it was the only perk needed to upgrade daedric artifacts, then reloaded the save to take legendary smithing instead (it was more useful to me at the time) after learning that all three were needed. I have never had the arcane smithing perk across any save. Additional Information Try to craft a daedric item with only the legendary smithing perk. https://imgur.com/a/aTl7dSn Testing This is intentional - but perhaps the tooltip of legendary blacksmith should include the fact that it allows tempering of the unique atrifacts. patch alters to be a mashup of the current wildlander tooltip and the og requiem one. ”The forge sings songs of your steel, and your hammer shapes legends .
You can temper all materials 50% more effectively and you can even improve the divine artifacts of Aedra and Daedra.”
Integrated into R4 Release Notes: Perk Description adjusted
WL-742 Gameplay I have 33 smithing, was able to craft steel furred armor, but I am not able to improve it. I have 33 smithing, was able to craft steel furred armor, but I am not able to improve it. The option to improve the armor appears when activating a workbench, and it lists the required item as a steel ingot, and it is white (not grayed out). When I select it and press R, it gives me a message that I’m not skilled enough or do not know how to improve this item. I can improve all my other steel gear that I crafted for my self. Testing The issue here is both Variations of furred steel armor are actually steel Plate armor, not just steel. One variation is robed, the other is not. so I’ve renamed the armor & crafting recipes accordingly. Both variations had no temper recipes setup so i’ve added them. Integrated into R4 Release Notes: Added missing Temper recipes
WL-1573 Gameplay Fur Rags - Pale count as armor, 126 armor and weights 4.5 As stated before, a piece of cloth (fur rags) count as armor. A good armor indeed. I just picked this Fur Rags - Pale from one of the three bandits that attack the north Whiterun Outpost. Testing Halved the value, Weight and armor protection from both Fur Rags variants. Integrated into R4 Release Notes: Halved the value, Weight and armor protection from both Fur Rags variants.
WL-340 Clip Solitude Castle dour area. Harvestable Plant clipping though paved floor. From vittoria vici’s house head though gate, then through gate on the left. plant is near the training dummies in this area Harvestable plant needs relocating. Testing Re-hid Plant as per JK’s Integrated into R4 Release Notes: Hidden Clipping plant
WL-272 Gameplay Morthal - Thurmatugists Hut Greenhouse Item Ownership JK’s (i assume) adds a greenhouse room next to the building - i feel the herbs inside should be marked as steal Testing There is precedent for herbs outside of the shops to be free to take - but perhaps the simplest solution is to add a lock to the door? Integrated into R4 Release Notes: Added Lock and ownership to items inside of this structure.
WL-1615 Crafting Missing breakdown recipes Breakdown recipes are unavailable for Ancient Nordic Mace and Ancient Nordic Warhammer. Other Ancient Nordic weapons can be broken down. Testing Added crafting Tempering and breakdown recipes for Ancient Nordic Mace & battlehammer Integrated into R4 Release Notes: Added crafting Tempering and breakdown recipes for Ancient Nordic Mace & battlehammer
WL-1660 Crafting Cotton Hood - Thalmor’ cannot be deconstructed into materials, while the rest of the set can be turned into ‘Linen Cloth - Black’. This has been an issue in various diferent saves.   Testing Added breakdown recipe to attached patch Integrated into R4 Release Notes: Added Missing Breakdown Recipe.
WL-738 Quest Silus would not leave his house for me to go to mehrunes’ shrine for his quest   Testing Same issue as linked. Integrated into R4 Release Notes: Fixed Navmesh
WL-1015 Quest Rebuilding the Blades cannot be completed. Delphine wont accept my followers - because FLP doesnt have a option to recruit Vannila style (or move a existing follower to the vanilla follower slot) and instead uses its own mechanism - delphine thinks i dont have followers. Had to use console to skip the quest. Testing This will need checking with NFF to see if its a problem with that follower mod. Integrated into R4 Release Notes: The switch from FLP to NFF should allow this quest to be complatable.
WL-1700 Items Several Armors are missing the Keywords for Materiel and requiem resistances E.g Ancient nordic hero is missing its set - therefore has no resistances. All of the leather/mail armors from CCOR have no materiels (cos requiem patch removed them…. for reasons only known to them!) so dont degrade Testing Attachment adds sets & materiels when appropriate to CCOR armor Curiasses Integrated into R4 Release Notes: Pass made to make sure armors have the correct keywords for the reqtificator to process, and prevent duplicated tempering.
WL-947 NPC Wuunferth the Unliving is wearing an Illusion robe (clearly visible with the retexture) but he specialises and provides training in Destruction. Should be wearing a Destruction robe for obvious thematic reasons.   Testing Found that wuurfuth was wearing standard courwizard robes. Changed him to Adept Destruction robes outfit to match his skill. Integrated into R4 Release Notes: Found that wuurfuth was wearing standard court-wizard robes. Changed him to Adept Destruction robes outfit to match his skill.
WL-498 Items Iron woodcutting axe disappears in hand. after about 1 hour 30 minutes the iron woodcutting axe just disappeared when I went to equip it   Testing Its caused because the Skyrim 3D Misc axe textures dont play well with Enhanced blood textures. Didnt you say recently you were replacing the axe testure as it was too modern? Integrated into R4 Release Notes: Hid axe in Skyrim 3D Misc files.
WL-1702 Gameplay You cannot use Elemental arrows with a enchanted bow. I have bow of flameburst and dragonbone arrows of fire - it seems to result only in the arrow explosion, doesn’t matter if I hit the target or not. I tried doing flameburst bow + shock arrow = I saw only shock explosion from the arrow, bow enchant seemed to be overwritten. The bow still uses charges as though the arrow was enchanted if you have poison on your bow as well - that doesnt take effect either but still gets consumed. Note: the crossbows bolts added by faction crossbows do stack. Its just the vanilla/requiem/fozar ones which dont. Testing Fix to change projectile types to arrow so effects stack. Integrated into R4 Release Notes: Fix to change projectile types to arrow so effects stack.
WL-325 Gameplay The Nightmother’s Coffin can be searched and is Empty Before assisting Cicero with his broken wagon, inspect the Nightmother’s coffin The coffin can be searched, and it’s empty. Poor Mother! Testing Dynamic things BOS has no way of excluding specific crates from its swapping. So, Created a duplicate of the existing crate used for the nightmother’s coffin and replaced the static used with the duplicate. Integrated into R4 Release Notes: prevented Nightmother’s coffin being base object swapped
WL-423 Clip tree clipping in Shor’s Watchtower   Testing Adjusted tree position so its slightly futher away and rotated. Integrated into R4 Release Notes: Adjusted tree position so its slightly futher away and rotated.
WL-1233 Crafting Crushing Device has no breakdown recipe DLC01TortureTool01 “Crushing Device” [MISC:02008E4E] Testing Added breakdown. Integrated into R4 Release Notes: Added breakdown recipe.
WL-1349 Quest During the Beyond Death quest within the soulcairn. Valerica won’t enter the Boneyard to give the Elder Scroll. Quest: https://en.m.uesp.net/wiki/Skyrim:Beyond_Death Valerica won’t go inside, she just stands there. I went inside myself and then used moveto player command to teleport her inside. At that point she continued with her dialogue as per usual. The only other problem is that Serana doesn’t follow you inside either nor do summons. TLDR: valerica doesn’t go through the door herself and thus continue the quest, nor will anyone follow you going through. Additional Information Testing lively patch should fix. Integrated into R4 Release Notes: This is a vanilla bug which deletes the door link if you enter the soul cairn, save, exit, then reload later. This fix prevents that link from being removed.
WL-1672 Horse Horse inventory. Easy to CTD if use it via hotkey (U) Opening it using hotkey (U) and opening it via horse menu (crouch and use on horse) is diffirent type of transfering. Hotkey open something similar to item exchange with followers, witch lead to gear incompatibility - CTD if you click on horse armor - Allow player to equip horse armor - witch lead to CTD. - Storing armor (non-horse one) in horse, allow equiping them by horse - does not lead to CTD, but may be some other problem. Opening horse inventory via action menu (crouch and use on horse) open perfectly working version of inventory. Also, hotkeyed inventory does not work properly with gamepad. Additional Information Try both, see difference. Testing It should now be possible using a combination of keyword item distributor and Item Equip Restrictor to prevent Players from equipping saddles and horses from equipping armor Item Equip Restrictor https://www.nexusmods.com/skyrimspecialedition/mods/108665 Keyword item distributor https://www.nexusmods.com/skyrimspecialedition/mods/55728 use INI in attachment to prevent player and NPC’s equipping saddles and horses using player armor (to resolve Wl-651) Integrated into R4 Release Notes: Added Item Equip restrictor to prevent horses wearing player armor, or players wearing saddles.
WL-367 Clip Whiterun - Soultrapped Horker. Mithllon appears to be eaten by his flor while seated   Testing His chair is positioned “though” the floor. Raised the chair to correct. Integrated into R4 Release Notes: His chair is positioned “though” the floor. Raised the chair to correct.
WL-1473 Visuals Staves that cast Icewinds are still named Staff of Frostbite Get a staff of frostbite Testing Corrected Description and Editor ID Integrated into R4 Release Notes: Corrected Description and Editor ID
WL-736 NPC The unbound dremora spell summons the same dremora each time, but the random name mod gives the dremora well.. a random name each time the spell summons a unnamed dremora Testing   Integrated into R4 Release Notes: Renamed the Dremora merchant to “Profiteer Kelgaz”.
WL-1661 Items Auriel’s bow replica is very OP the replica is 3 times stronger than Daedric when requified. Seems to be missing the keywords “Dont reqtificate me!” Weap_AurielsBowReplica “Auriel’s Bow Replica” [WEAP:7A07D0C7] Testing Edited the keywords to match the original bow’s keywords. Integrated into R4 Release Notes: Edited the keywords to match the original bow’s keywords.
WL-1325 Environment BleakwindBasin - Floating building See Screenshots Testing Reference says its a deleted version of Nigthgate inn??? Why TF is No snow under roof deleteing shit!   Its not there on my game. but i assume something is causing this object to load in at the default coordinates (whatever they are) [REFR:00062E9D] (places FarmInn01Snow [STAT:0009307D] in GRUP Cell Temporary Children of NightgateInnExterior01 [CELL:0000905D] (in Tamriel “Skyrim” [WRLD:0000003C] at 17,11)) No Snow Under the roof has a multitude of bugs - this one of the, This reference shouldn’t be deleted, but instead disabled and yeeted below the floor. https://www.nexusmods.com/skyrimspecialedition/mods/15064?tab=description has other fixes that should be considered. Integrated into R4 Release Notes: Added the linked bugfix mod and resolved conflicts
WL-425 Clip Missives Board in Dawnstar is clipping into a post in the inn’s exterior Look at Missives Board in Dawnstar Testing Moved missive board 1ft to the right. Integrated into R4 Release Notes: Moved missive board 1ft to the right.
WL-1596 Crafting Circle armor isn’t any different from Wolf armor statwise So, the wolf armor(companion armor uses steel to craft, its weaker than Nordic plate), while the Circle armor is some variant of the wolf set that uses Galatite instead, thing is it has the exact same armor stats and isn’t any better Additional Information Just unlock crafting of it once you join the Circle and have the respective perks to craft it. Not really going to provide this as its a pretty specific armor set. Testing Moved circle armor’s AR up to nordic equivilent. all resistances remain identical to regular wolf armor Integrated into R4 Release Notes: Moved circle armor’s AR up to nordic equivilent. all resistances remain identical to regular wolf armor
WL-604 Audio Lowering the slider under Settings>Audio>Horse Steps does nothing. I am trying to reduce the audio of horse steps when riding.   Testing Issue caused by Horse step noices added by IHSS not being part of the AudioCategoryFSTHorse “Horse Steps” [SNCT:92181700] category. Added patch to correct. Integrated into R4 Release Notes: Issue caused by Horse step noices added by IHSS not being part of the AudioCategoryFSTHorse “Horse Steps” [SNCT:92181700] category. Added patch to correct.
WL-1617 Follower Can’t dismiss followers (companions) When I dismiss a companion the dialogue works but it doesn’t properly remove them as my companion, they will still follow me around but the only interaction I can have is to ask them to follow me, which they refuse because I already have one. Additional Information Get a companion then remove them? it didn’t seem to be a problem on my other character tho Testing This is because the companion is quest enforced (e.g. Farkas follows you for proving honor and he wont go away til you complete it) When a follower is forced on you by a quest - they go into the vanilla follower slot and not into the FLP slots. Coincidentally - this would prevent you from recruiting any other followers as you “already have someone with you”. When you come to dismiss them - the dialog script FLP runs cant tell them to go home, because they are not a FLP follower, but instead in the vanilla slot which FLP doesn’t touch. I’m not sure that we can do anything to prevent this - save yeet FLP in favour of a more “reliable” follower mod - its just another oddity of how FLP works! Integrated into R4 Release Notes: Issue is no longer applicable as Follower Live package has been removed.
WL-1526 Gameplay Breton - Wrong MR Info Bretons description mentions they gain Magic Resist 25, but the files show 20. Open it in SSEEdit Additional Information https://ibb.co/924qrC7 User Info Customised Install: Yes https://loadorderlibrary.com/lists/wildlander-bug-report-2 Testing Corrected tooltip. Integrated into R4 Release Notes: Tooltip Corrected
WL-368 Clip Whiterun Tree cliiping though Severio Pelaga’s house   Testing Reduced the scale of one tree, and moved a second one further back to prevent clipping. Integrated into R4 Release Notes: Reduced the scale of one tree, and moved a second one further back to prevent clipping.
WL-1668 Gameplay Pickpocket Perk: Nightly Thief. Upon failure to steal from a sleeping target, the target will wake up despite perk description. No Heavy Armor was equipped to trigger this bug. There was documentation somewhere that stated Requiem or Wildlander (don’t remember which one) removed associated buffs/affects when pickpocketing sleeping targets. This might conflict with the Pickpocket Perk: Nightly Thief. Regardless, if the perk does not keep the target asleep upon failure, I am unsure of it’s purpose. Additional Information Just select the perk and fail to steal on sleeping target. Sneak skill = 37 Pickpocket skill = 54 No Heavy Armor Testing Lizzy 24 April 2023 at 09:31 As discussed, Changed perk description to “almost never” and Max chance to 99% Lizzy 23 April 2023 at 05:38 REQ_Pickpocket_NightlyThief “Nightly Thief” [PERK:00058204] description states “Pickpocketing never wakes sleeping targets,
provided you are not wearing any heavy armor.” Except because you changed the fPickPocketMaxChance [GMST:0001A1F4] from 100% to 95% there is now a 5% chance of failure which this perk cant remove.   Either the perk needs the description changing to “almost never”, or the pickpocket chance needs resetting back to requiem defaults of 100%
Integrated into R4 Release Notes: Changed perk description to “almost never” and Max chance to 99%
WL-1614 ENB Performance Nighteye needs fix Performance modlist, nighteye doesnt work at all. Testing Believe this is because ENB light is missing. Integrated into R4 Release Notes: Added ENB Light to core audiovisual enhancements.
WL-1295 Crafting Dunmeri Brown Hood - Cannot be dismantled. Does not pop up in the dismantling menu. Find a dead Dunmer by a stack of stones with a torn flag flailing in the wind, pick up their Dunmeri Brown Hood. Testing Added crafting and breakdown recipes for DarkElf hoods. Integrated into R4 Release Notes: Added crafting and breakdown recipes for DarkElf hoods.
WL-1675 Quest I got a bounty on my name for getting a document from the Thane quest for Jarl Laila in Riften. there’s a quest that Jarl Laila of Riften gives you to stop the Skooma smuggling in the Riften Warehouse. once you go inside, the smuggler and his goons attack you, but the document that you need to bring her count as a crime. I managed to fend off the smugglers with the Riften Guards that followed me to the warehouse, but when I picked the document, I was arrested (with a 1 septim bounty). Additional Information Do the quest in Riften and try kiting the smugglers outside to the Riften Fishery. The guards will protect and may even go inside the building with you (they did that with me). Once inside, the warehouse belongings of the Smugglers (in the same room with the document) all count as a crime. The Skooma, the documents, everything. https://imgur.com/a/ug1A3sJ Testing removed ownership from the FFRiften20SarthisSatchel “Sarthis’s Satchel” [CONT:00085D53] Integrated into R4 Release Notes: Integrated patch
WL-1519 Gameplay I cant use the dummies I crafted from the furniture workbench Tried with the 2 different version of the dummies + archery dummy. Cant use either of them. Craft the dummy - place them - try to use them Additional Information https://imgur.com/a/S3zw8ma Testing Dummies were using the wrong script and are setup incorrectly. Integrated into R4 Release Notes: Dummies were using the wrong script and are setup incorrectly.
WL-1579 Exploit Still free loot in Nortwatch Harbor location (after 1.1.6 Hotfix) I report this issue because in the 1.1.6 changelog it is assumed to be solved (WL-1457). In Nortwatch Harbor location (probably added by Better Docks), every chest, every strongbox and every item in general is still totally free-to-loot (despite the Thalmor guards). I have collected about 3000 coins, plus a lot of gems and some magical items. It is a location very close to a possible spawn point with a random “in the wilds” start. Testing Added Locks to more Unlocked chests in the Northwatch area. Integrated into R4 Release Notes: Added Locks to more Unlocked chests in the Northwatch area.
WL-331 Clip Dragonbridge Inn Outdoor Steating Area. Plant growing through floor   Testing   Integrated into R4 Release Notes: Disabled plant.
WL-630 Environment It’s raining in Winterhold. This has happened to me several times now. Shouldn’t it be snowing? It’s one of the coldest regions in Skyrim. Rain should never happen, always snow. Cathedral weathers adds chances of other weathers along the northern coastline. some of these are rain. Testing Regions WeatherCoast [REGN:000C5852] and WeatherCoastFog [REGN:0010FE79] Cathedral weathers adds chances of other weathers. some of these are rain. those two covers the Winterhold region outside if the city proper alongside other areas along the northcoast like Dawnstar, etc. winterhold city itself seems to be OK. Updating CW does not remove these weather types from the regions so this is a tweak we would need to make ourselves. Patch Made to remove the riften “hazy fog” and all the rain affects from affected regions. Integrated into R4 Release Notes: Removed the offending weather patterns from the northern coastlines made by Catherderal weathers.
WL-1690 Gameplay Illusion spell Shadow Shield has low armor rating & attack speed doesnt scale Compared to Blur, Shadow Shield grants a rather low armor rating. See https://www.reddit.com/r/wildlander/comments/128jq08/why_is_the_armor_rating_of_shadow_shield_low/ for details. Additional Information Testing Lot of the Illusion spells we changed for Haz’s Illusion fix have No magnitude scaling Incorrectly added. Attached patch will fix Note: Patch requires WL-761 as well. Integrated into R4 Release Notes: Corrected affected Spells
WL-1713 Gameplay Follow on from WL-1142 - Can still place Chest in sewers As WL-1142 states - you added the keyword to the sewer, but it appears you didnt actually exclude the sewers as a valid placement location Testing LocTypeSewers [KYWD:A32D67AA] is on the sewers but missing from the Legality check. Patch adds the missing check. Integrated into R4 Release Notes: Prevent placement of campfire items in sewers
WL-1716 Gameplay Bashing enemies with torches gives destruction exp Bash an enemy with a torch Testing removing the destruction magic skill from HazardFireDamageFFContact “Searing Flames” [MGEF:0002ACD4] should stop levelups Integrated into R4 Release Notes: Removing the destruction magic skill from “Searing Flames” which should stop levelups
WL-1718 Follower Erandur has the option to trade items too early, or is unintended. When first speaking to Erandur, the dark elf in Dawnstar who helps you put an end to the nightmares he already has the option to trade items with him without him even following you or starting the quest yet. Additional Information Screenshots and links https://imgur.com/a/hl6WywY Reproducible:- Yes Customized Install: No Launcher Settings:- Ultra Graphics, Standard Modlist (Wildlander Default), High Shaders Version: Wildlander 1.1.11 (Current) Testing Mjoll had this in the attached linked issue - but there are no notes saying what you did to fix it. so you’ll have to deal with this. Integrated into R4 Release Notes: This was initially caused by strange FLP logic, which I fixed in Mjoll by setting all of her greeting lines to “Not Waiting”. However, this should no longer be necessary with the FLP yeet (and the same goes for this issue with Erandur).
WL-1715 Visuals Charmed Necklace description has a typo. The three merrymakers that love honningbrew mead that you randomly encounter give you the Charmed Necklace if you give them a bottle of honningbrew mead. Ironic considering the description of said necklace. Additional Information Screenshots and links https://imgur.com/a/t40aykj Reproducible:- Yes Customized Install: No Launcher Settings:- Ultra Graphics, Standard Modlist (Wildlander Default), High Shaders Version: Wildlander 1.1.11 (Current) Testing Typo fixed Integrated into R4 Release Notes: Typo fixed
WL-1013 Quest Dawnguard questline does not continue after refusing Harkon and returning to fort dawnguard If you choose “I do not accept this gift” to not become a vampire, he banishes you outside the castle and completes the Bloodline quest, but Isran has no dialogue to advance to the next quest. Isran should have dialogue to start the next quest, but he doesn’t. And I am banished from the vampire castle with no Serana anymore. I read about this online and it seems to have happened to others before and console commands are not working either. I have a save with Serena outside the castle before taking her home and the same thing happens to me every load, I choose to not become a vampire and I get banished outside the castle without Serena. My quest log says that Bloodline is complete and I should go back and tell Isran what happened, but when I get to Isran he has no dialogue options to advance the main Dawnguard quest. Edit: After some more research I wanted to let you know that typing 2 commands into console have let progress the Dawnguard questline. I dont know if this is helpful or not to you but I wanted to share: setstage DLC1HunterBaseIntro 20 followed by, setobjectivedisplayed DLC1HunterBaseIntro 20 1 typing this into my own game gives isran a quest objective to advance the main quest after refusing Harkon’s gift and being banished from the castle Testing According to the info at [this UESP link, |https://en.uesp.net/wiki/Skyrim:Bloodline]the conclusion of the Bloodline quest sometimes bugs and does not properly start A New Order. This issue did not occur for me. Requiem 5.4.2 adds a patch to this quest to allow it to start if the locations of Gunmar have already been cleared by the player. I’ve yanked it out and added their fix to this issue. Integrated into R4 Release Notes: Patched the quest to match current requiem’s version
WL-1723 Bug & QOL Sunrise/sunset doesnt match requiem effects ENB has sunrise at 8am, and sunset at 17:30.either the searing sun needs changing to match, or the ENB needs changing to match Testing ENB has sunrise at 8am, and sunset at 17:30. requiem on the other hand has 5am and 19:00. if editing requiem - VampireSunDamage01 “Searing Sun” [SPEL:000C1E8B] along with damage 02,03 and 04 will need editing. there’s also SkyrimClimate [CLMT:00000812] - which is different again! Integrated into R4 Release Notes: Adjusted the four searing sun effects to begin at 8am and end at 5:30pm.
WL-1722 CTD/Freeze SkyrimSE.exe+E014EC in Riverwood Crossed the street outside Riverwood at night, coming out of the river. CTD. Testing Removed offending laundry line. Integrated into R4 Release Notes: Removed offending laundry line.
WL-1724 Bug & QOL Reduce Hearthfire building to 1/4 Users frequently complain thats impossible for vampire characters to build a hearthfire home as each step takes 12 hours, Testing reduced each of requiems additional timers to 1/4 of the original time. each house step now takes 4 hours, requiem 5.4 removes them completely (sets to 0) up to you if you want to do same. Integrated into R4 Release Notes: Reduced each of requiems additional timers to 1/4 of the original time. each house step now takes 4 hours,
WL-1727 Items Using a soap from inventory causes the game to freeze when you use a soap from the inventory - the game appears to freeze, you cannot move your character and pressing keys on your keyboard do nothing. Pressing Escape makes the game functional again and plays the bathing animation and allows the game to proceed as normal. Testing Something weird here - the Inventory UI hides - but its almost like you are still in it… Pressing Escape “exits this hidden menu” makes the game functional again and plays the bathing animation and allows the game to proceed as normal. Integrated into R4 Release Notes: Issue existed only on gamepad, where the game would close the inventory menu, but NOT the tween menu. Edited the bathing script so both menus are properly closed.
WL-1728 Gameplay When using Speechcraft training option - you get “weird” results for the choice of training skill i have no idea how the speechcraft “ask for training” script works, but it often ends up with people teaching some weird stuff. like when the ancient owner of the white phial is teaching you evasion or a mage teaches heavy armor. i mean, i get it, nurellion is pretty spry, but still feels a bit weird. might be worth eventually tweaking some of these so at least merchants teach skills relevant to what they are selling/doing. Testing The way this worked was a bit of a mess - it looked for the first skill of the NPC you were talking to which was greater than 50. If the NPC didnt have any skills greater than 50 then it used a previous NPC who did meet that criteria for the skill to train. If the NPC did have 50 points, but it was in a skill which hadn’t been setup with journeyman training (e.g 2 handed) then it used a previous NPC who did meet that criteria for the skill to train.  Therefore 1) set the default skill to speechcraft at 25 skill. 2) used the existing logic to get their best skill > 25 instead of 50 3) Added specific overrides for blacksmiths to always teach smithing, Alchemists to teach alchemy, Miners and Lumberjacks to teach 1 handed. 4) Added missing journeyman criteria 5) changed the journaman criteria to be the best skill regardless of skill level. E.g if there best skill is One handed at 9 - you will get journeyman 1h training Integrated into R4 Release Notes: The way this worked was a bit of a mess - it looked for the first skill of the NPC you were talking to which was greater than 50. If the NPC didn’t have any skills greater than 50 then it used a previous NPC who did meet that criteria for the skill to train. This has been resolved to revert back to speechcraft training if the NPC has no skills.
WL-1729 Items Bone Staff and Forsworn Staff So I’ve crafted the Bone Staff and Unenchanted Forsworn Staff from the Survivalist Recipes section of the crafting menu and the Staff Enchanter, respectively. Does anyone know how/whether I can enchant them? They’re both listed as a “Staff” in the inventory, but have no enchantment and no charge. So far I’ve tried the enchanting table, staff enchanter, crafting menu, and the forge. I’ve experimented with using console commands to give myself perks in Arcane Smithing and the enchanting tree, but I can’t see any recipes or options to enchant them. Any help would be greatly appreciated! Testing You cannot add spells to either staff - Both of these items are considered ‘complete’ staffs. They cannot be enchanted Via enchanting - just like a standard staff of flames for example. They cannot use the staff enchanter because they are not “unenchanted staff of ". These would be better served being turned into Battlestaffs - so they can be enchanted like the other battlestaffs. Patch turns Bone Staff into Bone Battlestaff (Slightly worse than wooden) and Unenchanted Forsworn Staff into Forsworn BattleStaff (in-between wood and steel) Integrated into R4 Release Notes: Bone Staff into Bone Battlestaff (Slightly worse than wooden) Unenchanted Forsworn Staff into Forsworn BattleStaff (in-between wood and steel)
WL-1730 Clip tree clipping through landscape tree clipping on the road from riverwood to whiterun, after the curvy part of the path Testing Moved tree slightly Integrated into R4 Release Notes: Tree has been moved to prevent clip.
WL-1732 Clip Rorinolf Sitting on fishing supplies. When your bottom hurts from sitting all day on the hard wooden surface - you get creative ! It is sure gruesome but probably comfortable … Testing [ACHR:4F014C8D] (places KmodFerrymanHoneyside “Rorinolf” [NPC_:4F014C8C] in GRUP Cell Temporary Children of [CELL:0000BCB0] (in Tamriel “Skyrim” [WRLD:0000003C] at 41,-23)) Either needs the ferry moving, or the fishing basket. Integrated into R4 Release Notes: Adjusted NPC sitting marker slightly to the side.
WL-1731 Clip found a woodpile inside the dragonsreach fireplace   Testing Proventus stokes the fire by bringing wood to that location - AIOWRProventusStokeFire [PACK:73211F41] just need to lower the woodpile out of sight Integrated into R4 Release Notes: Relocated the woodpile marker below the ground to prevent this issue being visible. marker is still needed for Proventus’s AI script.
WL-1733 Follower [Follower] Papyrus spam when recruiting Janessa   Testing Issue caused by a property being passed without the “name” of the property assigned. Integrated into R4 Release Notes: Issue caused by a property being passed without the “name” of the property assigned.
WL-1734 Crafting In quest Deadra’s Best Friend, you can kill barbas to get the replica. it does not appear as an option to craft at the forge. (I do have advanced blacksmithing) I completed the quest normally and killed Barbas to get Rueful Axe as a reward and even redone the quest from a point after i first spoke with Barbas in Falkreath and the bug still persists. Testing You had set “Does quest stage 0 of A daedrea’s best friend = 155”, instead of quest stage 155 = 1. Integrated into R4 Release Notes: Corrected crafting conditions
WL-1738 Mod Addition Contextual Crosshair breaks with crossbow When using contextual crosshair and a crossbow, the crosshair will invariably disappear after x amount of time. Testing New fix available : https://www.nexusmods.com/skyrimspecialedition/mods/141748 removal no longer required. Integrated into R4 Release Notes: Added the new fix patch (Contextual Crosshair - Crosshair and Detection Meter Fix)
WL-1746 Gameplay linen cowl - talos allows you to wear it over a circlet I found a linen cowl of talos and robes at the talos temple in riften on top of a book case in the back. Put it on to see what it looked like and realized that it didn’t unequip my circlet. consoled in some other hoods and they all removed my circlet. consoled in another talos hood and confirmed that it does not remove my circlet. the id number of the cowl in euqestion is 7a2138b1 Testing Half the clothing hats remove the circlet, half dont. correct the half that dont. Integrated into R4 Release Notes: Prevent wearing certain hoods with circlets
WL-1753 Crafting Atronoch forge Feedback Because of the limited amount of daedric hearts in the game, the atronoch forge recipe shouldn’t require the Sigil Stone. In addition, the forge should have a recipe for daedric Hunting knife added Testing Sigil Stone is controlled by AtrFrgSigilStoneRecipeList [FLST:0010F73F] and AtrFrgSigilStoneResultList [FLST:0010F740] So to add the Hunting knife all we need to do is create a form list for the ingridients, add that to the AtrFrgSigilStoneRecipeList and AtrFrgSigilStoneResultList None sigil stones are controlled by AtrFrgAtronachForgeRecipeList [FLST:000CDE01] and AtrFrgAtronachForgeResultList [FLST:000CDE02]. So to move the daedraheart - we would just need to remove it from AtrFrgSigilStoneRecipeList and AtrFrgSigilStoneResultList and add to AtrFrgAtronachForgeRecipeList and AtrFrgAtronachForgeResultList ————— Moved Daedra heart so it can be made with and without the sigil stone. Added recipe for hunting knife Integrated into R4 Release Notes: Moved Daedra heart so it can be made with and without the sigil stone. Added recipe for hunting knife
WL-1748 ENB Nightvision makes No difference plus other feedback So after playing for a bit I’ve come up with some suggestions. Either brighten interiors, get a fix for the night eye or a spell package that includes some sort of black light candlelight spell that allows you to see without giving your sneak away. Currently shadows inside caverns etc. are just black voids that night eye can’t see into. What that means is if you’re undetected the shadows are great but once detected you can’t see anything in these voids but the enemy has 20/20 vision on you. It’s really frustrating getting into any kind of ranged combat in dark interiors where the enemy can see you clear as day but you can’t see 5 feet in front of you never mind someone 30 yards away shooting at you with crossbow & stood in a shadow. Testing The ENB Adjustment on the FAQ will help with this https://wiki.wildlandermod.com/01Support/Faq/#night-eye-is-too-dark Integrated into R4 Release Notes: Merged the wiki settings into Ultra, High, and Low shader profiles.
WL-1751 Crafting Make toolkits so they don’t breakdown to fragments. The world is full of materials so there’s no need & sorting thru the breakdown menu is painful enough already without having to favorite toolkits so you don’t accidentally destroy them. Testing user is right - and they could just sell the excess ones. Integrated into R4 Release Notes: Removed toolkits altogether in favour of C.O.C.K.S.
WL-1757 Gameplay Shadow Sanctuary has a very high sustained cost The Illusion spell Shadow Sanctuary costs 30 magicka/second to sustain, which is rather steep compared to the other sustained spells. But after taking the Phantasmagoria perk, which should reduce the cost of Shadow Sanctuary, the sustained cost is increased to 42 magicka/second. I tested this with a Breton mage with Illusion skill 90. Testing Changes for Upkeep had not been applied to this spell. I have now done so,. Integrated into R4 Release Notes: Corrected upkeep costs
WL-1758 Homes [Homes] HJerim issues - After purchase (mead keg) Childrens Bedroom Has a floating Mead keg Testing For the mead keg floating in the kids bedroom the fix is attached. Integrated into R4 Release Notes: Corrected issues with Hjerim
WL-1759 NPC Ginda Ildram in Windhelm, the Dunmer alchemist, has Orc dialogue during the quest Forgemaster’s fingers. She can be asked about the strongholds, and asked if she can make the player a blood-kin. As she is Dunmer, this should not be possible.   Testing the JK author gave her a orc voice despite being a dark elf for…. reasons? fixed it so she’s got a dunmer voice in patch Integrated into R4 Release Notes: Corrected her race record.
WL-1760 Navmesh Eorlund Graymane gets stuck between houses and ends up never going to the forge This happens I would say one day out of two. If i sleep in Jormungandr after i placed a commission with Eorlund, i skip a day sleeping and the next day he tends to not be there. He sometimes wasn’t there two days in a row. I was curious so I decided to teleport to him, and it seems he gets stuck in between houses, with one of the new houses added by a mod (see screenshot, he is stuck to the left of the house, often with other npcs.) Testing I’ve seen this happen once in my game Integrated into R4 Release Notes: Removed disconnected navmesh from behind screenshotted building. This navmesh went into a big collision box, so Eorlund was likely trying to cross but couldn’t.
WL-1761 NPC Instakilled by prisoner While testing missives, was sent to jail and killed by another prisoner instantly. This prisoner was a mage and i was dead before load screen had finished. Testing Populated prisons adds a faction of prisoners which are hostile to the player. remove this faction. Integrated into R4 Release Notes: Removed faction from prisoners which causes hostile action
WL-1762 Gameplay Hunterborn preventing loot from being collected. In some cases, animals have loot on them - either as quest items(linked issue), Daedric boots (handplaced on giant slaughterfish) or blood (vampire characters). The items cannot be obtained without doing a console “showinventory” on the corpse before processing it. Testing   Integrated into R4 Release Notes: Added a new keyword to Hunterborn logic, CanManualLoot, which will allow manual looting for any tagged NPC or creature. Fangtusk and the Giant Slaughterfish have been tagged. Also, processing any animal will now yield blood for vampire characters—and blood no longer requires a Blood Conserving Phial to collect. (BCP references and recipes have been disabled.)
WL-1770 Quest “No One Escapes Cidhna Mine” gives negative bounty. After finishing Madanach’s tasks in the mine, a -6000 bounty is added (subtracted?) halfway through Markarth Ruins - just after the frostbite spiders, it’s 0, just after I enter the first room with the first dwarven sphere (top of stairs near fallen torch), it becomes -6000. Testing This is because REQ_CidhnaMine_Redemptionscript is fired at this location to reduce your lifetime bounty. This is hardcoded to -6000. If you don’t have any lifetime bounty, this reduces your lifetime bounty to -6000. Ideally what this script should do is reduce your lifetime by up to 6000, but not go lower than zero. E.G if your bounty is 3500, then your bounty becomes 0, if it was 7000 it becomes 1000. Integrated into R4 Release Notes: Attached scripts added to Wildlander mod
WL-1775 Visuals Character has odd “blocky black” textures in cihdna Mine see screenshot Testing This is from blood and silver. specifically from the “beaten” magical effect. from the notes on the modpage’s discussions nerdofprey REPORT - - REPLY 01 March 2023, 3:01AM If you want to open it in xEdit, the thing to do is find all the effects shaders and change the setting “Edge Effect - Fall Off” to 1.0. Should fix it. —– Integrated into R4 Release Notes: Edited “Edge Effect - Fall Off” to 1.0 for 0CBloodyFXSP and 0CBloodyFXSV.
WL-1776 Navmesh Deleted navmesh [NAVM:000EC47B] (in GRUP Cell Temporary Children of FalkreathExterior03 [CELL:00009C5E] (in Tamriel “Skyrim” [WRLD:0000003C] at -7,-21)) showing as deleted in wildlander.esp Testing   Integrated into R4 Release Notes: Removed deleted navmesh.
WL-1779 Gameplay Doomblades reports than none of the absorb spells grant XP Apparently this was fixed in 5.4.2 - so i’ll yoink the changes from there for our use. Testing patch made to add mgef to generate xp to each of the spells Integrated into R4 Release Notes: Absorb spells corrected to grant XP in the relevant schools.
WL-1780 Gameplay FTweaks Fear mechanics. (optional inclusion) I’ve taken a look at how the other requiem tweaks handle fear mechanics and i think they have some rules which may benefit us to prevent some “on knees then restore to full health” NPC’s other than manually patching them. rules 1) NPC must be below level 20. higher level ones will never fear 2) Cannot be essential. 3) Cannot be protected. Testing I’ve whipped up a quick patch to our logic to make it so we can implement those rules. Up to you :) Integrated into R4 Release Notes: Prevented surrender mechanics on enemies above level 20, essential or protected.
WL-1800 Gameplay Bone smooth ring seems OP Complete muffle for almost no cost Testing Did a balance pass on Hunterborns Spells, Magic effects, enchantments and NPCs. Nerfed Amulet of Beaver moon from health from 10 - 7 Nerfed Smooth ring muffle from 0.8 to 0.2 Nerfed Amulet of Buck Moon swiftness from 5 to 4 Prevent Lavender Tea from working if player has atronoch stone. Prevent Magic restoration working from the Julianos carved bone if player has atronoch stone. Reduced All Carved boned magnitudes by half across the board. Added Requiem based perks to the NPC’s added by hunterborn Integrated into R4 Release Notes: Did a balance pass on Hunterborns Spells, Magic effects, enchantments and NPCs. Nerfed Amulet of Beaver moon from health from 10 - 7 Nerfed Smooth ring muffle from 0.8 to 0.2 Nerfed Amulet of Buck Moon swiftness from 5 to 4 Prevent Lavender Tea from working if player has atronoch stone. Prevent Magic restoration working from the Julianos carved bone if player has atronoch stone. Reduced All Carved boned magnitudes by half across the board. Added Requiem based perks to the NPC’s added by hunterborn
WL-1799 Gameplay Accidental theft It would be nice to have a warning with confirmation dialogue pop up before getting on a horse or picking up something that would anger someone. Sometimes, as the camera settles, you accidentally ‘E’ the wrong thing. Testing Use Better Third Person Selection - BTPS Instead of Sure of Stealing https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/rechTYNzTPBi8tvZ4?blocks=hide has my ini files. user can use MCM to toggle stealing. Integrated into R4 Release Notes: Added BTPS to allow players to toggle the appropriate setting if they desire.
WL-1796 Gameplay MAKE TREES GREAT AGAIN u/Responsible-Chard-91 (Feedback) Wood chopping a tree should give more wood before depleted. Feels weird to chop a tree and only get 2 pieces wood. Testing   Integrated into R4 Release Notes: Adjusted KN_CT_ActiveTreeScript.pex to add 4 firewood instead of 2.
WL-1803 Perk Marksman perks make reference to defunct Expertise mechanics.   Testing Corrected to match “current requiem” descriptions. Integrated into R4 Release Notes: Corrected Perks
WL-1805 Gameplay Rename Spell research alchemical solutions Currently a support burden with the “WHAT THE EFF ARE THESE THINGIES” Changing the name to something like alchemical solution of fire (weak) to match requiem potion naming conversions would perhaps reduce the questions. in additon all Elixiers are named the same thing (Dilute elixir for a example) Testing Solutions changed to “alchemical solution of (strength) Elixirs have a descriptive name adding. E.g Concentrated Glowing Elixir Integrated into R4 Release Notes: Solutions changed to “alchemical solution of (strength) Elixirs have a descriptive name adding. E.g Concentrated Glowing Elixir
WL-1808 Mod Addition Dropping your torch and picking it up again restores the timer for the torch Dropping your torch and picking it up again restores the timer for the torch. You can hold it for the duration and when it’s close to ending you can simply just drop the torch pick it up again and the duration is reset. Testing from Iequip Mod page Finite Torch Life toggle - removes vanilla infinite torch exploit where unequipping and re-equipping resets the torch life timer. Now remaining torch life will be remembered no matter how many times you unequip and re-equip a torch. Note: Timer only resets when a torch is removed from your inventory. this means the duration is remebered when you equip and unequip it, but if you drop and pick it up its treated as a new torch. ———– A new mod appeared on nexus which apparently fixes this issue https://www.nexusmods.com/skyrimspecialedition/mods/109272?tab=description So install this and we need to deactivate completely the torches part of Iequip (as per attachment). instead we will need to setup the MCM of this mod with our torch timer & timescale Integrated into R4 Release Notes: Added standard version of Non-Exploitable Torches, and adjusted iEquip profile settings to disable finite torches and other torch-related settings
WL-1811 Quest Soul gem Missive issues the issue: both filled and petty are called the same with no way to tell from the missive which one it wants. There is nothing on the Soul gem item record we can use. Apparel to be a issue on the original missives mod too (someone reported it as a bug in like 2017) User’s currently have to use guesswork/ Testing renamed the soulstones something unique Soul stone: Common (Empty) Soul stone: Common (Underfilled) (if it has a petty soul) Soul stone: Common (Filled) Also renamed soul tomato’s in the same format. Integrated into R4 Release Notes: Added Empty / Underfilled / filled to the soul gem item names sp that you know what type you need for missives.
WL-1814 Crafting Dovah Sonaak Dragon Priest Masks adds craftable hoods which havent had the wildlander treatment The hoods are all classified as armor, dont have toolkits and are crafted at the forge with the presence of a mask. The masks have been edited to include hair which prevents both hood and mask being worn at same time. Testing See comments. Integrated into R4 Release Notes: Disabled Hood’s Crafting.
WL-1816 Bug & QOL Enemies are currently only sleeping after 12am. Would like to quicken this to 9 or 10pm or so Testing   Integrated into R4 Release Notes: Edited the conditions for the Sleep Tight enemy sleep AI package so GetCurrentTime can be either greater than 22, or less than 9
WL-1819 bug Requiem Polymorph spell allows players to “revive” and re-loot dead bodies When casting Polymorph on a dead body, it will turn into a living chicken. When casting polymorph again on the chicken, it will revert to the dead body from before - but with all loot replenished Testing Can likely be fixed by adding an IsDead condition to the spell Integrated into R4 Release Notes: Fixed so that :- * Polymorph does not affect dead targets. * Polymorph affects unique or essentials actors.
WL-1822 NPC Sigdis Guldarson from Guldur legend questline is level 1.   Testing Hasnt been perked for requiem correctly (nor levelled). Added patch for the NPC based on the NPC statefix mod. Integrated into R4 Release Notes: NPC hasnt been patched for requiem correctly. This has now been corrected.
WL-1830 Quest Dark Missive: Frame someone The Shill Job: Place an item as evidence inside a home. Vex will give you a stolen item that needs to be placed as evidence. The item is a randomly-selected gem or unenchanted piece of jewelry (circlet, necklace, or ring); see Leveled Lists for full details. The item is identical to a standard item, except that “Stolen” has been added to its name. 1) Collect item from fence 2) You need to enter the selected house undetected and find the designated chest. 3) Open the chest and place the stolen item in it.  4) return to fence for reward - Getting sent to jail with the item fails the quest - Dismantling the item fails the quest - Time expiring fails the quest. Testing Created _D_QMPlantItem “Thief Required for a Drop off in <Alias=Location> in <Alias=City>” [BOOK:A4038435] Integrated into
WL-1834 Quest The Heist Job Ask her for a heist job and she will ask you to retrieve a single item from a store. The item is a randomly-selected gem or unenchanted piece of jewelry (circlet, necklace, or ring); see Leveled Lists for full details. It is always found in the store’s strongbox, which is protected with a leveled lock. The strongbox will also contain a random amount of gold (if you have not previously looted it), which can also be stolen to supplement your quest reward. Testing   Integrated into
WL-1747 Gameplay Possible facemask oversight Hey all. Loving the mods. Seriously, one of the greatest experiences in gaming I’ve ever had. Noticed something in my game though, that the facemasks (worn by the people of Windhelm, for example, offer no coverage or warmth. This seems odd because although they aren’t necessarily the most insulating thing ever, it’s odd they offer absolutely NO protection from the environment considering that’s why people use them in game and in real life.Probably a small oversight and should be easily fixable. Thanks again for the brilliant experience and all the work you have put into it. Testing Following guide on http://skyrimsurvival.com/home/frostfall/armor-compatibility/#1477768630487-2db89f2e-8ddb Added and Injected FrostfallIsWeatherproofAccessory onto the “cold region behaviour facemasks Integrated into R4 Release Notes: Added Frostfall keywords to CRB facemasks.
WL-1843 Gameplay Shalidor’s Mirror spellbook not being rewarded As title Testing Fixed Integrated into R4 Release Notes: Included script fixes
WL-1847 Bug & QOL Boiled Cabbage and Mammoth The food item “Boiled Cabbage and Mammoth” soup is not registered with Sunhelm. Replicated by reloading a quicksave. Testing Several hunter born ingestibles aren’t assigned to Sunhelm food groups, Almost all of the jerky ones. Boiled Cabbage & mammoth along with boiled Mushroom are the ones i spotted on a quick pass Added to the various food lists. Integrated into R4 Release Notes: Added to the various food lists so that its registered with Sunhelm.
WL-1848 Bug & QOL Summon seeker is a master spell - but shows as adept in the UI. Similar issue with Ash Shell. Fozar forgot to change the minimum skill requirements on the Mgef for summon seeker (and ash shell) when he changed the Half-cost perk Testing   Integrated into R4 Release Notes: Corrected Summon seeker Spell Minimum requirements so that the item card matches the casting requirements.
WL-1851 Items Scroll name Inconsistency There is a inconstancy with naming conventions for scrolls. E.G Scroll of Oakflesh - should me mage armor. Testing   Integrated into R4 Release Notes: Corrected Scroll inconsistency to match the actual spell embedded in them.
WL-1853 Crafting Nordic Curiass Black (furplate) has wrong perk requirements. Standard recipes require the Nordic perk, but simple and fur plate required “advanced blacksmithing” instead. Testing Corrected Recipes. Awaiting merge. Integrated into R4 Release Notes: Corrected Recipe
WL-1855 Items Several hoods can incorrectly be worn with a circlet. Sol—Yesterday at 22:58 can you wear hoods and circlets together in wildlander? Notorious—Today at 12:36 With most hoods no, but the hoods that have fur lining or whatever it’s called, I could wear with circlets. Like the apprentice mage hoods and adept ones can have a lining, which lets you wear circlet with it. Mr Phillips—Today at 12:42 I found the dunmer hoods also work with a circlet and they are the cheapest allowing you to order it to be enchanted and purchase it back for a low price Testing Added circlet tag to dunmer hoods and Fur-lined hoods Integrated into R4 Release Notes: Added circlet tag to Dunmer hoods and Fur-lined hoods
WL-1856 Mod Addition Dragonborn is too much of a ramp up in terms of difficulty Similar to general complaints about Build viability - Some builds stuggle with Dragonborn. Testing Ixion (of collestation modlist) has developed a patch to tweak some of the enemies to be more in line with base requiem difficulty https://www.nexusmods.com/skyrimspecialedition/mods/76696 See https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwXmGCMdwxWGlCSH/recSXJBfGITQWJ3Bj?blocks=hide for implementation notes Integrated into R4 Release Notes: Added linked mod, as well as Horker spray mod and patches on linked ticket.
WL-1857 Crafting Survival feedback (starting with nothing) I love starting with nothing in the wilderness and building up my arsenal before making contact with civilization, but there are a few problems I have. 1. No way to cook salt water bottles without a cooking pot. 2. Using animal bladders for water skins. 3. Ripping up pelts for small amounts of leather strips - If you find a leather item you can use the breakdown menu to get leather strips why not pelts as well? 4. Super primitive clothing from big pelts(elk, bear, sabercat etc.). A single pelt and nothing else. The animals arms would be tied behind your neck and back 5. While we are on the topic of breaking down leather into strips - this grants a load of experience which IMO it shouldnt. you dont need a forge to make leather or strips - so why do these grant experience? 6. Expanion of survival weapons and clothing (E.G Scrimshaw extended) Testing Changes made 1. Allow Open flame cooking of salt water bottles (leather would burn so you still need a cookpot for a waterskin) 2. Added crafting recipe for a Waterskin using a Animal bladder. 3. Added Basic leather recipes for player crafting - requires poor or standard pelt and either a sharp stone or hunting knife. These produce half the tanned recipes do. 4. This is out of scope for a resolution, Perhaps in future updates when we address armors. 5. Added No crafting experience to Leather strips. 6. Scrimshaw extended has a separate extensive patch to make it compatible with requiem, add crafting perks, add tempering and breakdown and basically tidy up to match our naming conventions. 1-5: Survive with nothing.ESP 6: ScrimsawExpandedpatch.esp and ScrimsawExpandedTemper.esp Installation Notes: Scrimshaw extended Patch attached. assumes you have the following installed. Main file (in ESP-FE) format (plotinus mod) https://www.nexusmods.com/skyrimspecialedition/mods/95754 Patch Body Meshes - UNP from the original mod https://www.nexusmods.com/skyrimspecialedition/mods/9775?tab=files Load order (left side) Main file UNP Patch my scrimshaw patches Right side Scrimshaw main file wildlander.esp My survive with nothing my scrimshaw patches fixes the Ugly feet textures of falmer armor https://www.mediafire.com/file/q9c2sc5ssorfdt6/falmerfixed.zip/file while we are at it. (the Author didn’t specify any permissions so we should be able able to inline them) Integrated into R4 Release Notes: Changes made 1. Allow Open flame cooking of salt water bottles (leather would burn so you still need a cookpot for a waterskin) 2. Added crafting recipe for a Waterskin using an Animal bladder. 3. Added Basic leather recipes for player crafting - requires poor or standard pelt and either a sharp stone or hunting knife. These produce half the tanned recipes do. 4. This is out of scope for a resolution, Perhaps in future updates when we address armors. 5. Added No crafting experience to Leather strips. 6. Scrimshaw extended has a separate extensive patch to make it compatible with requiem, add crafting perks, add tempering and breakdown and basically tidy up to match our naming conventions.
WL-1858 Crafting Tempered Ebony Heavy Crossbow does less damage than a tempered Nordic Heavy Crossbow. This is with 100+ smithing and the Ebony smithing perk. Why should a lower tier weapon be doing more damage? I assume this is a bug. The Nordic one is better in every way. They are both HEAVY crossbows. The Nordic one also weighs half as much and still does a lot more damage when tempered. This only seems to be the case with the crossbows, as the other nordic weapons aren’t OP like this. Testing Investigation found that Nordic Weapons benefits from both the Nordic smithing temper adjustment & the advanced blacksmithing ones. In addition the temper recipe (and crafting recipe) for nordic crossbow use the Quicksilver recipes, instead of the galanite like the rest of nordic weapons do. Patch made to remove the nordic weapons from advanced blacksmithing tempering tweak, and correct the recipes. Integrated into R4 Release Notes: Investigation found that Nordic Weapons benefits from both the Nordic smithing temper adjustment & the advanced blacksmithing ones. In addition the temper recipe (and crafting recipe) for Nordic crossbow use the Quicksilver recipes, instead of the galanite like the rest of Nordic weapons do. Corrected perk, and recipe.
WL-1859 NPC NPCs added by Requiem/other mods should have a persistent location. Among other things, this should fix NPCs randomly disappearing until restarting the game. Testing Please see here https://github.com/ProbablyManuel/requiem/pull/246/files. using the attached ESP - i have checked against out version of requiem and it appears OK, i’ve ran the script on the outlaw refuges and added those NPC’s persistantly as well. Integrated into R4 Release Notes: Changed NPC’s to persistent to stop them disappearing on a reload.
WL-1863 Mod Addition GIST does not know what to do with Soul Tomatoes When owning the Wabbajack, you can turn a tomato into a soul tomato petty grade, or fuse 1 tomato with any soul gem, and get 1 grade higher of soul tomato i.e. 1 tomato + 1 lesser soul gem = 3 common soul tomato. requiem - GIST does not know what to do with these soul tomatoes, and will place petty souls into lesser soul gems, when there are empty petty soul tomatoes available. Testing Ho boy… script has the following rules find any Standard soul gem this soul can fit in which is empty (smallest to largest) if I cant find one - find a tomato (smallest to largest) if I cant find one… displace gems (smallest to largest) if I cant find one… displace tomato’s (smallest to largest) Basically what it should do (according to user) is  - find a empty soul gem matching the size of the soul - if I cant find one - find a tomato matching the size - if I cant find one - find the next size up in gem (and tomato) and so on. if it still cant find one - then do the displacement logic. Might be better to switch to YASTM(https://www.nexusmods.com/skyrimspecialedition/mods/56144) which is a SKSE implementation of GIST with its requiem patch instead of going though all of this. I’ve implementation tested this as part of https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwaWHnwqbSg59WUg/rec5ryb77ITYYmRJz?blocks=hide Integrated into R4 Release Notes: GIST removed and YASTM added.
WL-1136 Mod Addition Campfire placeable Version of the Furnature workbench Added campfire placeable version of Furniture workbench from Hearthfire Altered Barrel and chest recipes from Hearthfire to match campfire. * Added Spinning wheel item to Furniture workbench (so it can be placed in player homes) Testing So that players don’t have to go to the arse end of Riften/Windhelm if they want to craft furniture. This patch has been sitting on Jira since 1.1. Integrated into R4 Release Notes: Added Workbench to craftable items in Player crafting.
WL-1871 Crafting Alchemy Perk nerf Perk Changes from Requiem - Simple Alchemy Rebalance Regeneration now gives a flat 1 regen per second to both health and stamina. (before: When in water - Grants 5/s passive health regeneration otherwise grants 1/s.) Immunization now give 100% disease and poison resistance, as they are both basically useless. (before: 50% disease and 25% poison) Fortify Muscles now gives only 50 health and stamina. (previously Permanently adds 100 health and 100 stamina to your character. Permanently increases your stamina regeneration by 50%.) Alchemical Intellect Passive now only give 50 magicka and 1 regen per second ( grants a passive to your character which permanently increases Magicka by 150 and adds 3 Magicka regeneration per second.) ( note: existing spell cost buffs are unchanged) most of the above changes have already been made in requiem 5.4 the only exception being immunisation. Testing   Integrated into R4 Release Notes: Active Alchemy perks have been altered to match Requiem 5.4’s perks. - Regeneration now gives a flat 1 regen per second to both health and stamina. (before: When in water - Grants 5/s passive health regeneration otherwise grants 1/s.) - Immunization now give 100% disease and poison resistance, as they are both basically useless. (before: 50% disease and 25% poison) - Fortify Muscles now gives only 50 health and stamina. (previously Permanently adds 100 health and 100 stamina to your character. Permanently increases your stamina regeneration by 50%.) - Alchemical Intellect Passive now only give 50 magicka and 1 regen per second ( grants a passive to your character which permanently increases Magicka by 150 and adds 3 Magicka regeneration per second.) ( note: existing spell cost buffs are unchanged)
WL-1872 Items Ammo Weights are doubling up All Ammo in wildlander has a weight of 0.1 in addition to the keyword weights which gets assigned to the quiver. As a result - if player is carrying 100 arrows of any type. their quiver will get the weight added but in addition 10kb of carryweight is used “invisibly”. Testing   Integrated into R4 Release Notes: Removed “vanilla” style Arrow Weights.
WL-1873 Combat Mythic Bound Weapons - Flag as Silver like Bound Arrows In 3Tweaks and Current requiem - the mythic binding versions of bound weapons have the silver keywords. bound arrows already have this functionality in the current version, but the rest of the weapons do not. Adding This makes them more useful against undead and gives them addition situational utility to match what bound arrows already do. Testing Added silver Keyword to Mythic Bound weaponry spells. Integrated into R4 Release Notes: Added silver Keyword to Mythic Bound weaponry spells.
WL-1874 Gameplay FellglowKeep04 “Fellglow Keep” has lost its encounter cell - thus prevening the slighted from chasing you if you loot and run Not sure why you removed this. Testing   Integrated into R4 Release Notes: Readded Encounter Cell so that can chase the player
WL-1875 Gameplay Transmute Blood is miscategorized by Spell Research as an Expert level spell. Therefore, cannot learn transmute blood spell with novice thesis even though it’s a novice spell. Testing Corrected scripts. Integrated into R4 Release Notes: Corrected scripts.
WL-946 Visuals The texture of the wine bottles on the “Minstrel’s Saddle -Adorned” are glitched. Regular “Minstrel’s Saddle” (not Adorned) works just fine. Equip “Minstrel’s Saddle - Adorned” on your horse and see if the wine bottle textures are glitched. Compare to regular “Minstrel’s Saddle” (not the Adorned version), which is working. Additional Information https://i.imgur.com/cQYAGDK.png Testing disable the affected saddle and removed from levelled list. Integrated into R4 Release Notes: Disabled the Minstrel’s Saddle - Adorned
WL-1876 Gameplay The sprinting power attack mechanic and the level 50 evasion sprinting attack perk does not working properly. Bug 1. When playing on a normal requiem build (either other modlists or my own modlist) the sprinting power has no recharge time, one of the main ways of fighting a dragon for an example is to sprint power attack it nonstop (if you have the stamina for it ofc) while going back and fourth to avoid getting hit as much as possible. in Wildlander this is not possible, because once you have SPA (sprinted power attacked) once, you can’t do it again for at least 0.75 seconds, you can see in the video i am pressing and holding the left mouse button but my character always will normal attack after a sprinting attack. this is much more noticeable in two handed for some reason. Bug 2. the Evasion perk (vexing flanker if i recall correctly) level 50 perk from the right side of the tree, does not work properly as in normal requiem, once again if i’m playing in another Requiem modlist or my own, the perk affects sprinting attacks and sprinting power attacks, while in wildlander, it affects running power attacks and running attacks, as you can see in the video i’m opening the inventory mid SPA to show that the damage amp is removed the moment i SPA, that makes not only SPA weakens but the perk redundent. Testing Bug 1: Wildcat adds a value to fPowerAttackCoolDownTime patch attached to remove. bug 2: No idea - apparently not wildcat Integrated into R4 Release Notes: Merged patch and updated our Scrambled Bugs ini to utilize Manuel’s recommended tweaks (specifically Perk Entry Points: Apply Multiple Spells and Power Attack Stamina)
WL-861 Items Please fill Descriptions on crafted items that are from Frostfall, Campfire, etc please fill details on crafted items that are from hunterborn, Campfire, etc It’d be easier to understand what are items from I know most ppl have used the mods before, but some haven’t….so, some details appearing under the items created(when creating at forge, tanning rack etc) would be excellent Testing Description framework https://www.nexusmods.com/skyrimspecialedition/mods/105799 with the following Patches - Campfire https://www.nexusmods.com/skyrimspecialedition/mods/106075?tab=description - Vanilla https://www.nexusmods.com/skyrimspecialedition/mods/105970 - CC items https://www.nexusmods.com/skyrimspecialedition/mods/106048 - Spell research (Mine) https://www.nexusmods.com/skyrimspecialedition/mods/106038 - Hunterborn (Mine) https://www.nexusmods.com/skyrimspecialedition/mods/106044 - Other mods (Ccor, Dirt and blood,Sunhelm/missives/Holidays) https://www.nexusmods.com/skyrimspecialedition/mods/106229 - Books & Notes https://www.nexusmods.com/skyrimspecialedition/mods/107239 - Food & drink https://www.nexusmods.com/skyrimspecialedition/mods/107292 Attached INI file for Ales campfire supplies, Simple campfire additions, ESP for soaps. Integrated into R4 Release Notes: Added Description framework and various Description INI files.
WL-1877 Bug & QOL Transparent Character During Eye of Magnus When you use the staff of magnus to disable the first barrier to enter the college with toldfir and the rest of the mages, your character becomes invisible when the booming explosion happens that prompts the rest of the NPCs to initiate combat with the flying wisps/magical anomalies. Testing Neto sent me his saves so I could debug. Somehow the Atronoch’s being killed at the entrance to the college during the quest is attaching visual effect 000ea8ff to the player. using console command player.sms 000ea8ff Will remove the effect - but i’m at a loss as to what is causing the bug in the first place! Instead of Killing and resurrecting them, Editing the script to disable/enable them instead seems to resolve the issue. Integrated into R4 Release Notes: Prevented the Atronoch’s guarding the College dying, causing their Death magic effect being applied to the player. instead disabled and re-enabled them.
WL-1878 Gameplay 5.4 requiem fixes - explosive arrows are relootable after they are used. - “dead” Salmon in current requiem now gives chance of Roe on loot - Allow Some enchants to be added to additional slots Testing - Explosive arrows are fixed so they cannot be looted after they are used. - “dead” Salmon in current requiem now gives chance of Roe on loot - Allow Some enchants to be added to additional slots Integrated into R4 Release Notes: - Explosive arrows are fixed so they cannot be looted after they are used. - “dead” Salmon in current requiem now gives chance of Roe on loot - Allow Some enchants to be added to additional slots
WL-1880 Bug & QOL Hidden hideout Shrines allow multiple stacking blessings Missing the dispell script from requiem Testing Missing the dispell script from requiem Integrated into R4 Release Notes: Correct shrine to dispel Before reapplying buff
WL-1881 Bug & QOL Reqtificator destroys ownership data in containers [00:01] CWHCM_TreasAncanoChest “Chest” [CONT:4E03EDCE] [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01] CWHCM_EnthirChestSecret “Lockbox” [CONT:4E089623] [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > Testing This is a bug in the reqtificator. See https://github.com/ProbablyManuel/requiem/issues/3 i don’t think we can update the reqtificator without updating everything else - so that’ll have to wait til we change requiem versions? ————— 27/01 Removed Ownership from OCW Containers and the bonus Daedra heart Integrated into R4 Release Notes: Removed Ownership from OCW Containers and the bonus Daedra heart
WL-1882 Bug & QOL Potema’s Minion is called a vampire - but isnt actually one This is a vanilla issue unfortunately. The Vampire NPC uses the wrong Race and AI package. Testing Install Potema’s Minion Fixlet https://www.nexusmods.com/skyrimspecialedition/mods/51000 Use Vampire from fomod. Overwrite with my patch for HPH Integrated into R4 Release Notes: Installed Potema’s Minion Fixlet (vampire option)
WL-1883 Gameplay The ghostblade enchantment has not been updated to match requiems description of the item. The description for the ghostblade states that it does 18 points of damage through armor. The effect however has not been changed from its vanilla value of 3 points of damage. Testing Wildlander.esp was overwriting the damage on the ghostblade. Integrated into R4 Release Notes: Corrected Description.
WL-1888 Gameplay Campfire cookpot not working. build largest campfire. still too small to cook with. Testing Issue is because you cant cook with a campfire cookpot until it reloads to “show the stew”. This doesn’t happen immediately after placing it (and if you use it too quickly it will never swap out). my personal recommendation for this would be to disable campfire cookpots for https://www.nexusmods.com/skyrimspecialedition/mods/101233. This has built in campfire compatibility using form list manipulator (https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwXmGCMdwxWGlCSH/recGFZAMaCGhNxgNQ?blocks=hide) which is already flagged for r4 inclusion Especially if Player crafting isn’t going to be available (which is the current work around for this issue) _________________ 21/01/24 Patch created which 1) Disables Campfire cookpots recipe 2) Disabled Simple portable cooking Alchemy mortar recipe 3) Added breakdown for new cookpot 4) replace Campfire with New cookpot in levelled lists 5) Replace Campfire with new cookpot in Switch recipes on Iron Pots. 6) Standardized Editor ID’s Notes: Have tested with replacing the cookpot on the backpack - and while it detects the presence of the new cookpots and adds them - they have different models to the one used by this mod. Instead we will need to use the Immersive equipment display preset provided, but i’m not sure if this can be deployed to be autoloaded on a new game Cookpot needs to be used from the inventory, rather than placed from the campfire menu then manually activated. Has been updated with description framework - so no changes needed on that front! This mod wont show a cookpot on your backpack by default but it does have IED Nodes that we can merge into the default profile. To get started, download the mod and install one, or more, of the available files. After you load the game, open up IED’s UI. 1. Navigate to “View>Variables”, select the presets available from the dropdown menu and click on merge. 2. Then navigate to “View>Display manager>View>Custom items, choose where you want to apply the preset, select the preset available from the dropdown menu and click on merge 3. Export the profile. (this will create in overwrite) i believe you just need to include file this in a Mod for deployment. Install 1. Formlist manipulator https://www.nexusmods.com/skyrimspecialedition/mods/74037 (to add the campfire variants from campfire to the list of approved cooking sources) I KNOW YOU LIKE MANUALLY CONTROLLING THESE formlists - But this mod makes compatibility easy AF. 2. Simple portable cooking. https://www.nexusmods.com/skyrimspecialedition/mods/101233 Load all of that before wildlander then merge my patch in. Integrated into R4 Release Notes: 1) Disables Campfire cookpots recipe and added Simple portable cooking to replace. 2) Disabled Simple portable cooking Alchemy mortar recipe 3) Added breakdown recipe for new cookpot 4) replace Campfire with New cookpot in levelled lists 5) Replace Campfire with new cookpot in Switch recipes on Iron Pots. 6) Standardized Editor ID’s Note: this cookpot wont show up on the players backpack by default. to manually do this After you load the game, open up IED’s UI. 1. Navigate to “View>Variables”, select the presets available from the dropdown menu and click on merge. 2. Then navigate to “View>Display manager>View>Custom items, choose where you want to apply the preset, select the preset available from the dropdown menu and click on merge 3. Export the profile. (this will create in overwrite) to allow the profile to be used with multiple characters.
WL-390 Follower Additional improvements to Follower system Make “Wait” into “Relax” across all materials? Add “Guard” to the follower command interface (individual and all) * Add formation join/ignore to follower dialogue * Followers should report formation status when opening dialogue as well Testing FLP package has been removved Integrated into R4 Release Notes: Issue is no longer applicable as Follower Live package has been removed. 
WL-1897 Items Eorland doesnt stock Galatite for sale Euorlund Greymane can make skyforge steel weapons but lacks the materials to temper them. I think it would make sense for him to have the required materials for sale. Testing Should probably make sure that all other Blacksmiths have Calcinium/ Dark Leather as well Integrated into R4 Release Notes: Added Leather red and dark to leather levelled list. Galatite stack of 5 to the skyforge vendor chest. Calcinium to the Advanced materiels levelled list.
WL-1906 Gameplay Sleeping in a coffin in player home is applying different buff to coffins in redwater den need to swap the scripts on DLC1VampireCoffinHoriz01 “Coffin” [FURN:0200CCF0] DLC1VampireCoffinHoriz02 “Coffin” [FURN:0200CCF1] DLC1VampireCoffinVert01 “Coffin” [FURN:0200CCF2] DLC1VampireCoffinVert02 “Coffin” [FURN:0200CCF3] to use same as BYOHVampireCoffinVert01 “Coffin” [FURN:03000801] Player home: 5% MR, 15% skill gain (from vanilla 10% MR) dawnguard coffins: 10% MR Testing Patch created. Integrated into R4 Release Notes: Patched NPC coffins to have same effects as hearthfire home ones.
WL-1910 Gameplay Spell Research uses incorrect data for the Restoration spell “Protection from Poison on Target”. This bug allows a very minor exploit: Spell Research classifies the Restoration spell “Protection from Poison on Target” as an Apprentice-level spell, but it is actually an Adept-level spell. The only effect from this is allowing the spell to be researched early and for fewer resources than is appropriate. Testing   Integrated into R4 Release Notes: Integrated attached scripts
WL-916 Mod Addition Hitting a fire atronach with a couple fireballs leads to the atronach attacking you Basically I figured this out while killing Nimhe the spider - I had 2 fire atronachs out and was throwing fireballs - I figured because the atronachs didn’t take any damage they wouldn’t consider it an attack (Which is funny because they don’t consider any other form of fire damage an attack I tested them.) But if I hit a fire atronach with 2 fireballs they just start attacking you. Hit a fire atronach with 2 fireballs Testing Not a Bug - Vanilla feature. but we could install something like this to make them heal https://www.nexusmods.com/skyrimspecialedition/mods/52255 instead. Airtable link in comments have implementation notes Integrated into R4 Release Notes: Added linked mod. There didn’t appear to be any wildly non-vanilla daedra in the list, so it should all apply
WL-814 Mod Addition Alessandra be naked. (priestess in Riften’s hall of the dead) This occurs when her sleep robes match her day clothing, Sleep tight removes the Sleep clothes from the inventory on “wake up” this means she no longer has “day clothes” to equip. Testing Found the cause for this. Its when her sleep robes match her day robes. Sleep tight removes the Sleep clothes from the inventory on “wake up” this means she no longer has “day clothes” to equip. Adding this https://www.nexusmods.com/skyrimspecialedition/mods/98748 (dont get the sleep tight patch - the attached one already includes all these) So it CANT use the same robes for sleeping should prevent issue. Will need containers & levelled list patching( attached) merging into wildlander Integrated into R4 Release Notes: Added linked mod and integrated SLP patch
WL-407 Homes HJerim issues - After purchase (Items) Kitchen Bread static has weird Black blocks on it Master bedroom Has some form of appearing and disappearing object on the desk. Alchemy lab Has a floating unselectable “something” on the bench (looks like apotion bottle cap?) Enchanting/ Blacksmith room Ore bucket is trippy colours Living room Mead create static looks wierd AF Axe Embedded though a woodpile —————- According to the mod page…. this was a REALLY bad port of the TNF homes for Graphics issues: The reason why there are issues with textures is because the meshes aren’t converted with NIF Optimizer. Plus there are errors with the mod itself - relating to the potions rack scripts. Finally - the other TNF homes have issues with the CC fishing patch Look into switching to TNF Skyrim House Remodel which has appropriate patches for fishies along with other fixes Testing Resolution: Look into switching to this https://www.nexusmods.com/skyrimspecialedition/mods/39333?tab=files Grab main file, Fishing Patch, and USSEP Patch Uninstall existing TNF house mods as this all in one replaces them Integrated into R4 Release Notes: Gutted previous separate versions of TNF homes and replaced with this new version. I didn’t make any changes to lighting this time around, so if this version introduces its own light sources like the previous version did, it’s possible ELE or Relighting Skyrim will introduce redundant lighting.
WL-1864 Mod Addition I cannot use the Thermal Vision ability after becoming a vampire. It seems non functional, I only occasionally get the “out of mana” noise   Testing Following mod should correct https://www.nexusmods.com/skyrimspecialedition/mods/65248 Integrated into R4 Release Notes: Installed Predator Vision Power Fix to resolve issue.
WL-1865 Mod Addition Vamps not immune to dying of cold exposure Game describes vamps as being immune to death by exposure, when they are in fact not immune to death by exposure. Testing https://www.nexusmods.com/skyrimspecialedition/mods/21215?tab=files Linked mod should resolve Integrated into R4 Release Notes: Added Frostfall - Vampire Fix for Vampire overhaul users which should correct the issue
WL-1695 Mod Addition Miraak won’t die After beating Miraak in his boss battle, he’ll be impaled by hermeus mora and turn into a skeleton, but his health won’t drain fully and he’ll freeze mid air. This softlocks the game as he cannot die. Additional Information Simply kill Miraak during his boss battle. Both my friend and I have reproduced this bug. Testing New mod https://www.nexusmods.com/skyrimspecialedition/mods/108654 resolves issue (some of our players have added it and he now dies as he should). Fozar only adds Spell Absorption, it doesn’t add the resistances flag which is potentially whats allowing miraak to survive. new mod: https://www.nexusmods.com/skyrimspecialedition/mods/123327 may also fix other issues during the miraak fight Integrated into R4 Release Notes: Added Kill Miraak Spell Fix - Fix for Unlootable and Unkillable Miraak. Which should hopefully resolve this issue.
WL-748 Mod Addition Bloodskal Blade not working properly, the one that do woosh and send an red magic damage arc fly. Does not work, it seem that damage is there, but .. no distant attack woosh.   Testing This is a vanilla issue with the blade itself Bloodskal Blade - Tweaks and Enhancements (https://www.nexusmods.com/skyrimspecialedition/mods/55988?tab=description) may resolve Load after fozar’s. Patch attached to deal with enchantment conflict & replica tweaks to match blade reach/crit damage. Integrated into R4 Release Notes: Added Bloodskal Blade - Tweaks and Enhancements to hopefully resolve this Issue.
WL-1916 Gameplay When standing near a wall of fire or atronoch the player should be warmed likewise if wearing a flame cloak.   Testing Using Wskeever’s Sunhelm magical fire sources as inspiration - I’ve made a patch which should work the same way for frostfall (by adding them to the campfire heat sources). I’ve also mage a separate optional patch (as i’m not sure this is a good idea without being able to do the reverse to frost cloak - to make you colder) to add the mage coat rank 1 effect to flame cloak. (fortify warmth by 10 points for duration of cloak) Integrated into R4 Release Notes: Using Wskeever’s Sunhelm magical fire sources as inspiration - I’ve made a patch which should make the spells work the same way for frostfall (by adding them to the campfire heat sources). I’ve also mage a change to add the mage coat rank 1 effect to flame cloak. (fortify warmth by 10 points for duration of cloak), Added a detrimental effect to Frost Cloak that should hopefully have the opposite effect of reducing warmth by -10.
WL-1919 UI H/M/S Misaligned on 21:9 Here is the hud with my tweaks for 21:9 @ 3440x1440. I also installed the Complete Widescreen Fix for Vanilla and SkyUI as many menus were incorrectly scaled. I have attached the screenshot showing my load order and hidden files. MCM menu options were left completely default during install. ############### # SKYHUD 21-9 # ############### bLockHealthMeter=0 fHealthPosX=545 fHealthPosY=661 bLockMagickaMeter=0 fMagicaPosX=545 fMagicaPosY=670 bLockStaminaMeter=0 fStaminaPosX=545 fStaminaPosY=679 ############################# # Profile1.json (frostfall) # ############################# “wetness_meter_xpos” : 1381.8, Testing not sure what elements of Complete Widescreen Fix for Vanilla and SkyUI he was using so unless he gets back to me - skip this and just make the tweaks to the INI files. Integrated into R4 Release Notes: Made the aforementioned changes to 21-9 mod’s skyhud.txt and frostfall profile1.json
WL-1928 Gameplay items enchanted by muffle have a inaccurate description when compared to scrolls Azworai—Today at 12:17 I tried to do Darkwater to rescue the homie Darkeethus but the Falmer deal so much damage to me and somehow they can find me when they’re blind and I’m wearing a ring which states “You are inaudible.” And since inaudible means ‘cannot be heard’ the Falmer have the most absurd sense of smell I’ve ever seen. Testing Muffle enchantments have a different description to the other muffle spells / scrolls. Adjusted to match Integrated into R4 Release Notes: Corrected description
WL-1930 Exploit Vendor chest is above ground [REFR:63002E57] (places XJKMerchantAvrosBlacksmithChest “Chest” [CONT:63002E56] in GRUP Cell Persistent Children of [CELL:00000D74] (in Tamriel “Skyrim” [WRLD:0000003C]) at -10,15) Mod: JK’s Skyrim. Should probably check the other chests added by JK’s and ETAC (alchemist shop in ivarstead is defiantly the same) These chests are set to require the key - but this can simply be picked from the owners pocket Vanilla vendor chest a31aE Is also above ground (Riften Apothacary) Testing   Integrated into R4 Release Notes: Yeeted the chest below ground.
WL-1931 Perk Regeneration perk confusing Specify that it is slaughterfish egg that is required, as ‘Salmon Roe’ which is (AFAIK) salmon eggs does not fulfill the requirement Testing edited perk Integrated into R4 Release Notes: Corrected Perk description
WL-1933 Gameplay Soap magic effects dont have keywords the Regenerate soaps dont have the keywords needed, therefore requiem is cancelling out the effects preventing them from working Testing   Integrated into R4 Release Notes: Added keywords
WL-1939 Perk Question about “Visual manipulation” - Illusion perk    According to https://wiki.wildlandermod.com/08-SkillAnalysis/Illusion/ it says that, with Visual manipulation, “You’ve experimented with spells like Darkvision, Invisibility, and Blur to manipulate your surroundings. These spells are 30% more effective, last longer, and can be dual-cast.”. Since all these three spells are sustained, so they will last as long as we have mana to cover the expense, in what way are they lasting any longer?  Testing It appears that this perk has a incorrect effect of increasing duration (possibly from illusion redone in oldrim?) several other illusion effects are also missing from the current requiem patch. I’ve patched it to match current requiem. Integrated into R4 Release Notes: Removed Old illusion redone changes.
WL-1941 NPC Sergius Turrianus, in vanilla he has flavor text saying he won’t enchant anything for the player we either need to remove this voice line or make him so he cant enchant via honed metal. Testing i’m in favour of the removing the voicelines myself. they are all attached to DialogueWinterholdCollegeSergiusNeedEnchant [DLBR:000669A1] Integrated into R4 Release Notes: Removed the duplicated voiceline.
WL-1942 Mod Addition What’s a good way to get empty bottles? It’s annoying that recipes requiring bottled water don’t give me a bottle back, the whole bottle is consumed, and buying alcohol just to empty it for the bottles is expensive.   Testing Quantumyilmaz just posted crafting remnants (https://www.nexusmods.com/skyrimspecialedition/mods/119296) which will allow any recipes which use a water bottle to return a empty bottle at the end. Get the main mod & the Config file. we maybe able to use this for breakdown recipes as well to return multiple items. - seems simple enough. Integrated into R4 Release Notes: Added crafting remnants W/ WL - Cooking with water bottle gives empty bottle
WL-1946 Perk Block perks different to requiem disarming and Overpowered bashes appear to have additional effects which arent included in the version of requiem we use (probably coming from LE version fo requiem) This means the effects are different than intended Testing This patch reverts those perks back to the requiem effects in addition Perk description fixes for Evasion armor perks. Integrated into R4 Release Notes: This patch reverts those perks back to the requiem effects in addition Perk description fixes for Evasion armor perks.
WL-1947 Controls The take notes hotkey shares the same keybind with the enb fps lock This can lead to locking your FPS when you dont want it too Testing Suggest moving the Lock FPS key to something else Integrated into R4 Release Notes: Disabled the enb frame limiter on all shader profiles
WL-1948 Lighting Is there some form of candle tax? bee and barb is exceptionally dark at night See attached screenshot (note: i have a lantern on here) Testing could with adding a candle or two to this location, it is overly dark compared to other inn’s Integrated into R4 Release Notes: Added an additional candle chandelier to the middle of da room
WL-1952 Items The miscellaneous quest to ‘Deliver Adonato’s Book to Giraud’ is instead suggesting I ‘Delivery Modern Crossbow Technolgy to Giroud’. This is a marksman skillbook and the book I most recently acquired before the quest was accepted. Accept the quest from Adonato in Windhelm and see if he properly provides his book (mentioned in dialogue as Olaf and the Dragon) and if the Journal properly lists the provided book as the one to deliver. Rather than not providing a book and listing the most recently acquired one to deliver. Testing Requiem Incorrectly flagged a crossbow book as a favour item in Candlehearth hall. removed the flag so it wont be selected for this quest Integrated into R4 Release Notes: Requiem Incorrectly flagged a crossbow book as a favour item in Candlehearth hall. removed the flag so it wont be selected for this quest
WL-1956 Items Hide Skaal Coat inconsistancy Its named hide, Requires leather to craft, but is classed as clothing. Surely this should be Evasion armor? Same for other pieces Testing Looks like WCAFF is responsible for the change. Fozar doesn’t touch this at all and treats it as evasion and in vanilla it (and the other pieces of the set) were Light armor. Perhaps it should be changed back? Integrated into R4 Release Notes: Reverted Hide Skaal items back to Dragonborn defaults (light armor)
WL-1957 Items Skyrim Sewers hidden weapons are OP (specifically Mournblade) In general they are lighter, faster, do more damage than their equivalent materiel counterparts and therefore Inconsistent. In the case of mourneblade and shardslayer they also have Daedric/stahlrim level enchants on them. mourneblade is particular easy to get as all it requires is dodging some trolls. Testing Nerfed the speed and damage / Crit to match the base materiel equivalent. Nerfed the enchanted down from Endgame level 6 enchants to Midgame level 4’s. Some users believe the enchant should be nerfed - but changed to fire instead so its useful against Undead instead of the random shock enchant on a silver weapon. i Disagree TBH - but I’ll leave this for you to decide. Integrated into R4 Release Notes: Nerfed the speed and damage / Crit to match the base materiel equivalent. Nerfed the enchanted down from Endgame level 6 enchants to Midgame level 4’s.
WL-1958 Exploit Waking a NPC’s up allows you to use the speechcraft Barter their master gear off them Barter normally only allows you to buy gear they aren’t wearing. if you talk to them while they are asleep - they arent wearing their master gear ect they are wearing sleep robes so it allows you to buy it. Testing Might be a idea to disable the barter option altogether - If not perhaps only allow you to barter between 9am-8pm Integrated into R4 Release Notes: Barter option disabled.
WL-1962 Gameplay Pinepeak Cavern Bear Stuck Missives can sometimes send you to Pinepeak Cavern in the Rift on a “clear out the area” quest. It’s just north of Ivarstead. The bear inside spawns just underneath a natural gap in the stone ceiling. Unfortunately, when you fight the bear, Mr. Bear warps in and out of the ceiling space and sometimes can’t be seen or hit. Not sure what causes this, but it’s happened on a few runs. Testing BearBlackRace “Cave Bear” [RACE:000131E8] (30% bigger) BearSnowRace “Snow Bear” [RACE:000131E9] (50% bigger) BearBrownRace “Bear” [RACE:000131E7] (60% bigger) Are all edited in wildlander full to be bigger (heightwise) than vanilla. This is causing them to get stuck. Pinepeak Cavern specifically has either a brown or black bear spawn here. But there maybe other locations with similar size restrictions in the cell. Integrated into R4 Release Notes: Moved pinepeak cavern bear spawn down 50 z-axis units from 292 to 242. Will need confirmation testing
WL-1964 Gameplay Sarthis Idren Bodyguard Placement During the Thane of Riften skooma dealer quest, you have to go into the abandoned warehouse to kill Sarthis Idren and his bodyguard. Unfortunately, Sarthis’ bodyguard tends to spawn/get placed a few feet from the door, so he attacks you as you’re loading into the area before you can literally see your screen. This can result in lower level characters just getting immediately killed with a mace power attack or something. IMO he should be moved. Testing Loading screen truce may have already fixed this https://airtable.com/app6IMUkhDQiSdL0B/tbln0wE3ffVnUk2ML/viwGFdBIx5NoRNxBU/recWxg33MP0EZm7fp?blocks=hide would need to test. Integrated into R4 Release Notes: Testing to see if this is fixed by loading screen truce.
WL-1968 Gameplay Cannot adjust proudspire manor price decipixelOP — Yesterday at 06:33 Hello again, hope this is a simple issue. I modified the “Properties without Pestering” to get cheap homes. I was able to get Breezehome super easy, but for Solitude after I say “I want to buy a home [400]” the options are either “On second thought, I’ll wait” or “I can’t afford it right now” I’ve tried reloading and exiting the palace to see if it was an issue from the price change being recent. I don’t recall reading that this one required you to become a thane first. Testing JU12000 — Today at 05:28 @Lizzy do we have a known issues page? turns out I fucked up the Solitude dialog so it uses the Favor price regardless. presumably JU12000 will be fixing properties without pestering to fix this. If not - here’s the discord ticket https://discord.com/channels/344256550640287755/1288010320777973760 perhaps you cant work out what needs a fix https://www.nexusmods.com/skyrimspecialedition/mods/46347 Integrated into R4 Release Notes: Updated to newest 1.2 version of Properties Without Pestering which purports a fix
WL-1971 Gameplay remove Atronach food penalities. Manual has removed the food penality aspect of the Atronach stone, allowing full use of regen food. Change ours to match Testing Patch made to edit out the food penalties and change the stone description accordingly. This is based on R6’s requiem’s perk and description. You may wanna edit the description of the stone yourself cos it doesn’t read right to me, Integrated into R4 Release Notes: Food now works with the atronoch stone.
WL-1936 Mod Addition Barrels and Chests act like minecraft enderchests. did purchase 2 barrels and one chest and all 3 share the same inventory.   Testing https://www.nexusmods.com/skyrimspecialedition/mods/117177 Will now resolve this issue. Picking up a chest will gain the weight of its contents. Crafting will only allow one of each container to be produced. Additional container types added so that the player has more options for their camp if they want to sort contents by container. Load main File before wildlander, Has a wildlander patch which will need merging into the main WL file. needs requiem patch too Integrated into R4 Release Notes: Installed the following: - Realistic Camp Storage - RCS Requiem Patch - RCS Simple Campfire Addons Patch Also merged the entirety of wildlander patch plugin, and also merged the wildlander patch’s RCS_KID.ini
WL-1922 Mod Addition Add ability to control backpacks Via IED One of the common support questions i get asked is how to reposition the backpack so it doesn’t clip with cloaks or shields. IED isn’t currently aware of backpacks - so the only advise i can give is to unequip the backpack and console in the carry weight. though a new mod it is now possible to expose the campfire backpack to IED. https://www.nexusmods.com/skyrimspecialedition/mods/100113 we can safely install all of its requirements (and its preset) - all the user would then need to do is use IED to hide or move the backpack as required using the instructions on the mod page. Testing 1. Navigate to “View>Variables”, select the presets available from the dropdown menu and click on merge. 2. Then navigate to “View>Display manager>View>Custom items, choose where you want to apply the preset, select the preset available from the dropdown menu and click on merge 3. Export the Profile From what I’ve gathered from the mod posts, (File -> Default config -> Export). This should, in theory, create a SKSE\Plugins\IED\DefaultConfigUser.json file, which could be used to auto-apply the ‘preset’ with this setup for new games. (this would probably be in overwrite for us) we should obviously check this is the case. if it is distribute our preset in the wildlander folder. Integrated into R4 Release Notes: Created and exported a new Default profile according to above instructions, now located in Wildlander > SKSE > Plugins > IED > DefaultConfig.json (which overwrites the existing DefaultConfig.json in IED)
WL-1975 Combat Poison dragon breath is irresistable So my second dragon, the one in kynesgrove, is of the poison variety. I’ve learned that its breath attack is not mitigated by anything. It’s 50 damage per second for ~3 seconds and then the damage drops sharply to ~7 and then drops gradually for the last 3 seconds (the wiki is wrong here). I’d put the overall damage at around 185. With 100% poison resist the poison bite damage over time is reduced to 0, but it has no effect on the poison breath. Neither does 90% magic/frost/fire/shock resistance. The perk that is supposed to halve damage from shouts also does nothing (I had to run back to the greybeards to take that one). I even tried 100% disease resist and that does nothing too. Nor does immunity to drain attacks from fortify health enchants. If I switch my armor for robes the damage is the same. I can tank one hit, but he can use it 2-3 times in a row even in melee range. I’m heavy armor sword and board, so dodging it is basically a no-go, and I can’t tell if he’s about to bite (easily blocked) or shout (not resisted by anything). Am I supposed to just have 500 health or a backpack full of superlative health potions? I can send you my save file or screenshots of what I’m describing, it’s very easy to reproduce. Take the full blast from one vile vapor with 90% poison resist (my values are coming from the requiem skills menu) and it will deal ~180 damage. Reload and console in and drink a potion of cleansing to reduce poison resistance to 0% and take the same blast and it will deal the same damage. Do it again without the shout resistance perk, the damage is the same, plus or minus a few HP. Magic tab clearly shows the duration as 6s, but if you re-enter the menu during the last 4s you’ll see lower values than 50 for damage. I’d say this is a bug. Testing Firstly i did identify that the magic effect has correct resistances setup - however from the provided video’s it appears that it has similar issues to the Environmental hazards from Wall of.. with the resistances not applying. User has Provided his saves for you to test with, along with 2 videos showing the issue in detail. The user’s saves are attached So we can at least experiment. Edit Manual replied: Apparently the attached patch will resolve this issue/ conflict with scrambled bugs for this and other similar spells. Integrated into R4 Release Notes: Added Requiem 5.4 changes which should hopefully resolve this issue.
WL-1977 Immersion Enchanters in the “Report” Book Neither the Riften nor the Solitude Outlaw Den enchanter trainers are listed in the “Report” book that contains an in-game list of trainers throughout Skyrim. Basically all other skills get a shoutout. Runil is also listed as vanilla conjuration, when under requiem he’s restoration Testing Added enchanters section, Corrected Runil. Added Solstheim trainers Integrated into R4 Release Notes: Corrected book to include missing trainers.
WL-1976 Gameplay Game Options - Poisons in Solitude Fletcher Issue: The Solitude fletcher has tons of poisons on display in his shop, but doesn’t actually sell any. He should! Even if just a limited selection. Possible fix: Add poisons to his inventory. Testing Added poisons to his vendor chest, added poisons to his “sell/buy” list Integrated into R4 Release Notes: Added poisons to his vendor chest, added poisons to his “sell/buy” list
WL-1978 NPC Boethiah’s Calling - Immortal Chamption   The Champion at the end of Knifepoint Ridge seems to be immortal? The moment he goes down, he regains full HP, over and over and over. I tried killing him with Console Commands, also no avail. Am I missing something?   Testing Bro needs whatever keyword you added to make him ignore the requiem flee changes. Integrated into R4 Release Notes: Added NoFearYield keyword to Champion of Boethiah
WL-1980 Bug & QOL Alchemy XP gain is extraordinarily slow Crafting a 500g Potion of frenzy will barely earn you 2% of the skill to get from level 20-21. This means you litrally need to break the economy by crafting shite potions to get to skill 100. Testing You can edit AVAlchemy “Alchemy” [AVIF:00000456] Skill use Mult field to increase the XP gain - I’ve been experimenting myself with 2.2 (i started at 3 and that was a bit fast) but you should try it yourself to find your “happy medium” Integrated into R4 Release Notes: Adjusted alchemy skill use mult to 2.2
WL-1983 Items The description for Volsung does not match the enchantment. The volsung description states it increases carry weight by 20 when then enchantment increases carry weight by 50. Testing Fixed description Integrated into R4 Release Notes: Fixed description
WL-1982 Items The speed vaue for the Bone Masterwork War Axe is .2 lower than any other war axe making it as slow as a battle axe. The Bone Masterwork War Axe (WEAP:330B5B19) has a speed value of .7 when all other war axes have a value of .9. This makes it significantly slower than any other war axe in the game. Testing Corrected the speed of this weapon. It was also missing materiel keywords (along with several others) which have now been patched appropriatly. Integrated into R4 Release Notes: Corrected the speed of this weapon. It was also missing materiel keywords (along with several others) which have now been patched appropriately.
WL-1984 Crafting No way to craft building glass from raw materiels   Testing perhaps Malachite, Salt & Forge? Integrated into R4 Release Notes: Added crafting recipe(Malachite, Salt & Forge). Requires Glass perk
WL-1985 NPC Riverwood apothecary always closed during the day The riverwood apothecary is always close during daytime hours, but open in the night. However, the shopkeeper is no longer buying or selling. I checked over several days and after leaving re-entering the village. Testing I think this is because the Alchemist himself isn’t set as persistent - so he only loads while you are in his shop. If he doesn’t load, he doesn’t so his schedule and therefore the shop doesn’t unlock. the ONLY time for me he is ever unlocked is the first day of a new playthough - after that he locks up and never reopens. mjb_BrandulfREF [ACHR:63940578] (places mjb_RiverwoodBrandulf “Brandulf” [NPC_:63940576] in GRUP Cell Temporary Children of RiverwoodApothecary “Riverwood Apothecary” [CELL:639404F0]) Is the Specific NPC’s at fault with the alchemist shop. I’ve attached a patch to flag all the ETAC NPC references as persistent. i suggest that you don’t merge this into Wildlander but instead lead it stand alone after ETAC - complete so we can remove it easier when we do the assements of the towns/villiage addons. Integrated into R4 Release Notes: Merged included patch.
WL-1989 Mod Addition Trade and Barter - settings keep resetting Does anyone have any tips on how i can edit the Trade & Barter mod? I tried modifying it on the MCM but it seems that the wild lander settings override any alteration i make. Regardless of what i do, even when i save, my settings always change to 2.4 automatically when closing and reopening the mcm Testing Switching to use the MCM helper version https://www.nexusmods.com/skyrimspecialedition/mods/57926 will help fix this. We need to grab the one from the Old files for Version 2.0 OR update trade and barter ( doesnt look like many changes here so should be easy to do). Only setting we need to change in the INI is (so make a copy of the one installed by the mod into wildlander\MCM\Settings\trade & barter.ini and update the following. [Perks] iInvestorVal=2000 Integrated into R4 Release Notes: Updated Trade and Barter to 2.0, installed Settings Loader, removed our old MCM script edits, and forwarded iInvestorVal to Settings Loader ini.
WL-1988 Landseam Annoying water glitch (Riften) New to wildlander (fresh install 3 days ago) and absolutely loving it. Had pretty much zero issues apart from this very annoying water block glitch in the lake by Riften. They seem to act as independent water blocks as the water effects when swimming between them reset, very odd. Running ultra graphics, ultra shaders. Any help or fix would be very appreciated! Testing Water for ENB update may have fixed this, but we should have a “fly” around the edge of riten’s lake since i’m not sure where the screenshot was taken to check ( if i was to guess - based on the bridge - on the waters edge by faldir’s tooth looking across towards mixwater mill. ) linked issue, Maybe the same location on the opposite side of the lake. Integrated into R4 Release Notes: Fixed incorrect water records in the area, and forwarded fixes for other areas too.
WL-1993 Installation The LOD values in SkyrimPrefs.ini are weirdly inconsistent across different graphic profiles High appears to have larger numbers than ultra Testing Confirmed this. Integrated into R4 Release Notes: Adjusted LOD ini values to properly reflect each profile.
WL-1996 Environment Horrible LOD water seams with Wildlander installed go to Winterhold bridge and look out to the ocean I managed to fix it by Going to the description page of the water for ENB mod (https://www.nexusmods.com/skyrimspecialedition/mods/37061?tab=description) and scroll down to near the bottom of the troubleshooting section. Seems to be a load order thing? https://discord.com/channels/344256550640287755/1164348645311774790/1311917279470161961 Testing My guess is this is only a problem on the performance modlist (which doesnt include Wildlander_full.esp) Wildlander.esp has DefaultWater [WATR:00000018] instead of DefaultWater_LOD [WATR:9E00F534] in the Tamriel “Skyrim” [WRLD:0000003C] worldspace . As water for ENB is included in the performance modlist - there’s no harm in changing this even if we dont include Dyndolod. should change this then check the area in question Integrated into R4 Release Notes: Changed DefaultWater to DefaultWater_LOD (and added Water for ENB as a master to Wildlander.esp)
WL-1999 Crafting Inconsistency in ancient Nordic unhoned/honed weapon smithing At level 1, you can craft ancient nord and ancient nordic honed weapons like the amazing ancient nordic honed greatsword. Although a little heavier than their steel counterparts, they deal significantly more damage and only require corundum and iron. Weirdly, however, you can’t craft an ancient nordic (unhoned/honed) warhammer with the same perk. Honestly, I feel like the entire ancient nordic unhonhed/honed item set shouldn’t be available at level 1 anyway. This should probably be something locked behind the level 50 advanced smithing perk in the middle. But if it stays at level 1, at least the warhammer should be available. Testing Patch includes missing recipes. Integrated into R4 Release Notes: Merged le patch
WL-422 Clip Forge at Fort Greenwall is half inside the exterior wall https://i.imgur.com/MDv1tI4.jpg Testing Vanilla issue. Fix here https://www.nexusmods.com/skyrimspecialedition/mods/89232 Integrated into R4 Release Notes: Added Fort Greenwall Forge Fix
WL-675 Gameplay There isn’t anywhere (that I can see) to bathe in the College Of Winterhold.   Testing Addition of https://www.nexusmods.com/skyrimspecialedition/mods/62540 As per approved trello mod Integrated into R4 Release Notes: Added OCW - Keep It Clean patch, adding a bathroom to the college
WL-1357 ENB During the quest The Way of the Voice - Master Borri will teach you a word of power that is shows up like a rectangle when the ENB is toggled on, when toggled off it shows properly. The bloodcursed sun may have affect on this as well.   Testing https://www.nexusmods.com/skyrimspecialedition/mods/41463 should resolve Integrated into R4 Release Notes: Added Mod Word Wall Transparency Fix for ENB
WL-1613 NPC Carriage guards not spawning because they are tied to original carriage drivers, not the replacements.   Testing This additional Mod should fix that https://www.nexusmods.com/skyrimspecialedition/mods/90423 Integrated into R4 Release Notes: Added Inconsequential NPCs Carriage Guard fix
WL-1135 Visuals bloody chopping block has scuffed texture Markarth - next to the meat shop by entrace Testing Skyrim 3D Misc Chopping Block Texture Map Fixes looks like it fixes Integrated into R4 Release Notes: Added Skyrim 3D Misc Chopping Block Texture Map Fixes
WL-1736 Bug & QOL Barter Limit Fix https://www.nexusmods.com/skyrimspecialedition/mods/77173 Testing To Stop vendors breaking when they have too much gold (e.g blacksmiths when asked to temper ebony gear) Integrated into R4 Release Notes: To Stop vendors breaking when they have too much gold (e.g blacksmiths when asked to temper ebony gear) Added Barter Limit Fix mod
WL-1725 NPC Healing a NPC on the road causes them to go hostile   Testing Skeever just released a fix for this https://www.nexusmods.com/skyrimspecialedition/mods/91403 Integrated into R4 Release Notes: Added World Encounter Hostility Fix
WL-168 Gameplay Whiterun Outlaw Refuge has Static Items 1. Visit the outlaw refuge in Whiterun 2. Attempt to interact with several objects including boots, books etc RESULT - Items are static and cannot be interacted with Testing https://www.nexusmods.com/skyrimspecialedition/mods/96340/ Grab both main and patch :) Integrated into R4 Release Notes: Added Outlaw Refuges - Base Object Swapper
WL-1750 Visuals If you’re a male char with a beard, the beard pokes through the masked shrouded cowl. As summary Testing https://www.nexusmods.com/skyrimspecialedition/mods/80232 with Backport should resolve https://www.nexusmods.com/skyrimspecialedition/mods/81756 Integrated into R4 Release Notes: Integrated Beard Mask Fix and its update from Fuzzles.
WL-1773 Exploit Reloading game after punching a NPC reloads inventory Scrambled bugs now has a optional file to fix this - Vendor Respawn Fix - Prevents the inventories of merchants from respawning when saving and loading the game. Testing   Integrated into R4 Release Notes: Added Scrambled Bugs’ Vendor Respawn Fix.
WL-1749 Mod Addition Introduce the pause menu when going through cells. It may be confusing to the new player for the first 5 mins but is it more confusing than having enemies chasing you down corridors just to teleport through loading cells to appear in front of you or having to open the console & sometimes they follow you but sometimes they don’t & if they don’t follow you sometimes be waiting for you as you re-enter or sometimes just simply resetting. It’s all over the place. It does nothing for the gameplay or consistency. Testing use https://www.nexusmods.com/skyrimspecialedition/mods/104439 Integrated into R4 Release Notes: Installed the mod Loading Screen Truce, which is an SKSE plugin that toggles AI during cell transitions.
WL-988 Mod Addition NPC AI Process Position Fix https://www.nexusmods.com/skyrimspecialedition/mods/69326 Testing   Integrated into R4 Release Notes: Added NPC AI Process Position Fix
WL-142 Mod Addition Spell Research Convenience add-on Take away some of the pain in spell research. Like 8 hour sleep is enough to take away all mental exhaustion. Irondusk33 was a bit overzealous on that part. Also bulk crafting recipes etc. Testing Download mods Experience Book (SpellResearch_Book v1.7.4 - ESP-FE) https://www.nexusmods.com/skyrimspecialedition/mods/28355 Enhanced Graphics for Spell Research Experience Book (to make the above less FUGLY) https://www.nexusmods.com/skyrimspecialedition/mods/39947 Convenience Add-On https://www.nexusmods.com/skyrimspecialedition/mods/28953 Spell Composing https://www.nexusmods.com/skyrimspecialedition/mods/65756 Ultimate patch https://www.nexusmods.com/skyrimspecialedition/mods/66538 Spell Research Intuition - Thesis Studying and Recycling https://www.nexusmods.com/skyrimspecialedition/mods/105064?tab=description Load Order (right side) - SpellResearch.esp - SpellResearchAddOn.esp - SpellResearch_Book.esp - SpellResearch_SpellComposing.esp - SpellResearchIntuition.esp - SpellResearchUltimatePatch.esp.esp . . . Wildlander.esp SpellResearchUltimate-wildlander.esp (attached) File Order (left side) - Spell Research - Spell Research - Experience Book (if you have it installed) - Spell Research - Spell Composing - Spell Research - Convenience Add-On - Spell Research Intuition - Thesis Studying and Recycling - Spell Research - Ultimate Addon Wildlander Patch for Paper roll and removing the Animations Attached, Along with our script adjustments for always producing solutions and reducing potion solutions by half strength (so we dont get t6 Solutions for everything). Integrated into R4 Release Notes: Added - Spell Research - Experience Book - Spell Research - Spell Composing - Spell Research - Convenience Add-On - Spell Research Intuition - Thesis Studying and Recycling - Spell Research - Ultimate Addon
WL-1577 NPC The dragon priest Morokei during the college of winterhold questline has his AI turned off, and does not attack you no matter what you do. I’ve reloaded to 3 different saves and still having the same issue. toggling AI in console by itself doesn’t work, but a disable enable, followed by tai does. He still only puts up a ward and does nothing offensive. N/A. Additional Information Fight Morokei Testing Sacra has a fix for this https://www.nexusmods.com/skyrimspecialedition/mods/69026/ 22/11 - 1.3 now available - might as well update Integrated into R4 Release Notes: Integrated Unaggressive Dragon Priests Fix
WL-1840 Follower Add Nethers follower Framework Latest version available from here https://www.patreon.com/posts/nethers-follower-88164868 Testing Added and given a baseline configuration, plus the settings loader. Integrated into R4 Release Notes: Added and given a baseline configuration, plus the settings loader. Will need testers to play with followers to work out kinks and improvements for current config
WL-1777 Crafting Honed metal / CCOR Incompatibility I couldn’t find Galatite and Eorlund didn’t know what that was even though his Skyforge weapons are made of Galatite. My poor Immersion! Testing https://www.nexusmods.com/skyrimspecialedition/mods/76967 Requires https://www.nexusmods.com/skyrimspecialedition/mods/74037 as well. Integrated into R4 Release Notes: Added the following missing items to Honed Metal basic materials list: Galatite Ingot, Calcinium Ingot, Fur Plate, and Dark Leather
WL-1921 Spells Recall Minions Undead corpses are stupid and get lost when you take a carriage or occasionally travel though loading doors. Token has written a patch to add in Ftweaks recall minions power to Wildlander (to save you having to have a list of PRID’s to moveto player) Testing https://discord.com/channels/344256550640287755/1147535483925172406 Integrated into R4 Release Notes: Added Token’s mod to wildlander.
WL-607 Audio combat music plays on infinite loop sometimes despite no enemies, despite changing area (like going into an inn), or quicksave/loading. the only workaround is to close the game and boot it back up User Notes: not sure exactly what triggers it, but it’s happened a bunch of times in the coastal region around Winterhold. Testing This might fix https://www.nexusmods.com/skyrimspecialedition/mods/84588 Integrated into R4 Release Notes: Added Combat Music Fix NG (Linked mod)
WL-827 NPC 3 NPCs tried to kill me at different times since Whiterun Sewers I explored Whiterun sewers over a few hours of gameplay. Since then, Anoriath, Ulfgert (woman in Bannered Mare that likes to box), and Alvor have all tried to kill me in Whiterun at different times but in less than one game day. Anoriath started shooting at me from his merchant stall. The next morning after sleeping in the inn, Ulfgert attacked me in the common room. Alvor (the Riverwood blacksmith) appeared out of nowhere charging from the back of Belethor’s shop in whiterun (why was he even there). I’ve been able to subdue all 3 NPCs with the following commands: setessential to not permanently kill, setav aggression 0, kill, and then kill again which after 2nd time gets them off the ground in good condition and they stop attacking me. This was after multiple different console commands with Anoriath to figure out how to calm him down and multiple reloads to see if he would stop - he didn’t stop until I used the above commands. When in the sewers, I killed mudcrabs and skeevers, picked a lock to get into the Jorvasskr basement (but didn’t steal anything), killed bandits, falmer, shot a couple draugr, and killed an “outcast” vagrant type that came charging to kill me first. Something down there messed up my saves. I’ve since reverted to a save from before the sewers and don’t plan to go back or replay it to see if I can reproduce the bug. Testing User has a bounty - that’s why the NPC’s are hostile when they leave. This is one of several reports where a user gets a bounty exploring the sewers. Some users claim its when a guard which was following them from suspicious city guards gets attacked and killed - the player incorrectly gets a murder bounty. Other person claims they got a tresspass bounty? either way this will need a investigate. Integrated into R4 Release Notes: Added Zero Bounty Hostility Fix
WL-1756 Audio Sound Fix for Large Sector Drives To prevehnt people with weirdly formatted driving having issues with sound https://www.nexusmods.com/skyrimspecialedition/mods/71567 Testing   Integrated into R4 Release Notes: To prevent people with weirdly formatted driving having issues with sound Added Sound Fix for Large Sector Drives
WL-895 Gameplay field repair kit for weapon? Users find weapons degrade too quickly in larger dungeons, so either need to either add a portable repair kit (like we had in Ultsky) or slow the rate down. # NixHeist _—_ Today at 12:46 PM do we have any field repair kit for weapon ? i found the weapon degradation too fast even for just 1 dungeon. especially fighting higher level draugr Testing https://www.nexusmods.com/skyrimspecialedition/mods/76337 seems like a good fit. There are only minor conflicts in the blacksmith hammer name/Editor ID and blacksmith formlist - Patch attached. https://www.nexusmods.com/skyrimspecialedition/mods/112934/ for descriptions (also mine) Load after any other descriptions mod you have as this adds a different description to the vanilla hammer. Integrated into R4 Release Notes: Added Repair Kit - Portable Tempering to address this.
WL-1624 Visuals Floating lanterns in Solitude   Testing This should fix Holidays Happy Little Trees Patch Integrated into R4 Release Notes: Added Holidays Happy Little Trees Patch
WL-915 Gameplay CandleLight spell is brighter/darker in 1st/3rd person, at night ** CandleLight spell is brighter/darker in 1st/3rd person…. make it consistent, please.Preferably brighter in both 1 and 3rd person Cast candlelignt outside at night and switch between 1st and 3rd person Testing Battle Ready Candlelight Fixes   looks like it fixes this Integrated into R4 Release Notes: Added Battle Ready Candlelight Fixes
WL-587 Gameplay When successful in composing a spell, I teleport to Whiterun gate (external). I have a campsite west of Whiterun, a few hundred metres away near a stream and and some trees. In the tent when I compose a spell using Spell Research mod, after I get the pop explaining that it worked, I hear the ‘door opening’ sound and after a short loading screen appear outside of Whiterun. Testing IronDusk34 · 13 days ago Mod author here, I actually finally found the cause of that teleport bug somewhat recently. If your character enters an space through one load door, then exits through a different one, and then plays an idle animation, this bug will happen where the game will get confused on where you are and teleport you back to the space you just left. As far as I know there isn’t a fix for this (apart from just never playing idle animations), and it’s fairly minor, but if you want to avoid doing it just do your research/composing in a new space, and try to leave areas the same way you came in where it’s reasonable. from https://www.reddit.com/r/wildlander/comments/137r0wt/spell_research/ two linked issue presumably with same issue from bathing. https://www.nexusmods.com/skyrimspecialedition/mods/92795 Should correct Integrated into R4 Release Notes: Added First Person Animation Teleport Bug Fix
WL-360 Gameplay Traps are visible? Screenshot is from Sarthaal Testing I know requiem makes the invisible completely - which sucks. and you reverted it.. but maybe consider one of the versions of this mod to make them less notable https://www.nexusmods.com/skyrimspecialedition/mods/5477 Integrated into R4 Release Notes: “Mild Traps” version of Subliminal Traps SSE added
WL-502 Gameplay Drawing weapon when stealthed increases speed Vanilla issue, but has a SE mod fix Testing https://www.nexusmods.com/skyrimspecialedition/mods/86631 should fix this Integrated into R4 Release Notes: Added linked mod
WL-1712 Exploit Duplicate Armor Infinitely When you have high enough pickpocket, you can steal a sleeping NPC’s armor. When they wake up they reequip the stolen armor allowing you to duplicate expensive armor (Master mage robes, master thieves guild armor) Testing I think this is because we are missing https://www.nexusmods.com/skyrimspecialedition/mods/31620 Sleep Tight Fixes - which prevents the respawn of stolen Armor. Integrated into R4 Release Notes: Added Sleep Tight - Fixes
WL-1298 Mod Addition MFG Fix https://www.nexusmods.com/skyrimspecialedition/mods/11669 Testing   Integrated into R4 Release Notes: Added MFG Fix.
WL-1742 Bug & QOL Missing furnature stations/activators for camping Some furniture stations for camping are missing such as wood chopping blocks. Testing Chopping block recipe - _aLES_CraftChoppingBlock_Disabled [COBJ:77001D9D] Is currently disabled, SO this needs re-enabling. https://www.nexusmods.com/skyrimspecialedition/mods/21956 for - Archery Target - Grindstone - Workbench - Anvil - Practice Dummy Just need to disable the camping chair recipe - as we have that. Integrated into R4 Release Notes: Added Simple Campfire Additions and merged patch, deleted scripts from Simple Campfire Additions as they do not work with the version of campfire we use.
WL-716 NPC Ever since Afflicted Refugees entered began spawning, it seems like they are spawning a lot. Granted, I’ve been traveling the roads a lot due to Thieves’ Guild side quests, but they still feel over-represented in encounters.   Testing This mod explains the issue better than i Can https://www.nexusmods.com/skyrimspecialedition/mods/84864 and is also the fix. Integrated into R4 Release Notes: Added and integrated End Inappropriate Afflicted Encounters SE
WL-1987 UI on items where the description is very long, skyui shrinks it until its barely readable E.G Skooma. Testing https://www.nexusmods.com/skyrimspecialedition/mods/105915 may resolve (it was specifically written for requiem and does have a frostfall patch in the fomod) Integrated into R4 Release Notes: Installed Legible Item Descriptions.
WL-1841 Bug & QOL Scripts Carefully Reworked Optimized and Tactfully Enhanced (SCROTE) - Simply Optimized Scripts AIO Addition of https://www.nexusmods.com/skyrimspecialedition/mods/97155 Testing All in one script fixes. Integrated into R4 Release Notes: Added linked mod
WL-2001 Character Creation / Races / New Game wizard-specific playthrough I think for RP purposes, a book related to the basics of spell research and alchemy should also be in the players inventory if they start with a spell journal and mortar and pestle. There’s some stuff that I think makes sense for the player, like the intro tutorials, but for the character, they seem to have more knowledge about how things work than their skill would imply. I’m pretty sure the books are already in the game too. Testing Seems like a reasonable suggestion the four books  _SR_Book01 “Spell Research: An Introduction” [BOOK:3803AA73]  <– give this to anyone who starts with a magic, alchemy or enchanting background _SR_Book02 “Spell Research: For Scholars” [BOOK:3803AA74]   <– give this to anyone who starts with a magic background _SR_Book03 “Spell Research: For Alchemists” [BOOK:3803AA75] <– give this to people who start with alchemy _SR_Book04 “Spell Research: For Adventurers” [BOOK:3803AA76] <– add this to general merchant inventory & those with a Enchanting background. in addition i would add _SR_LVLIMerchantWizard [LVLI:3800C0CA] to general merchants (As they sell spell books). Integrated into R4 Release Notes: Added above resources to player starts exactly as specified, and also added merchantwizard leveled items to general misc vendor items
WL-2000 Spells Quills, quills, quills Not enough quills around (and they aren’t crafteable in base WL) unless you want to steal them, in which case there still aren’t enough but there are more. If your character tries to RP a scholar that sells tomes/scrolls for cash, it eats their quills of which there aren’t that many around. Perhaps making the quill a crafting tool like a tanning rack or something would be preferable to an actual ingredient for recipes. Barring this, one must either cheat to add quills to inventory or add another SR specific crafting mod to be able to craft them. Testing Increased Quills from 1 to 5. Added some additional stuff to the vendor check (cloth & fishing rod) while i was in there. https://www.nexusmods.com/skyrimspecialedition/mods/113564?tab=description may also be a good idea as well Integrated into R4 Release Notes: Added linked mod
WL-781 Crafting Smithing resource improvements; consider one or all of - making ingots cost 3 ore instead of 5, AND/OR add timeskip ore mining   Testing   Integrated into R4 Release Notes: Added RP Chopping and Mining to allow players to elapse time while mining in order to get more ore.
WL-2002 Gameplay On the Future ‘Vendor Glitch’ Fix I’d suggest hand placing rank 5(peerless) enchanted items (perhaps on bosses or boss chests) of important items for any playthroughs like cost reduction or elemental/magic resistance rings/amulets/etc. It would provide a skill-based avenue to finding gear instead of merely hitting the taarie gashapon machine until she spits out what you want. Testing REQ_LI_LootHighLevelContent [LVLI:83050EEF] seems to contain all of the item’s Neto is refering to. currently you only get these in Falmer, Warlock or Vampire boss chests - maybe add this at a 50% chance to Undead boss chests as well (TreasDraugrChestBoss “Chest” [CONT:00020671]) Integrated into R4 Release Notes: Added an instance of REQ_LI_LootHighLevelContent33 to TreasDraugrChestBoss
WL-2003 Crafting Mismatched appearance & tempering - Warhammer of Inebriation The Warhammer of Inebriation is a Nordic materiel Warhammer (both visually and keywords) and by Damage. But the tempering recipe uses Orcish materials & perks rather the Nordic Materiel & perks.  Requiem adds this weapon itself - but the nordic stuff comes from Fozar so presumably this is the cause of the mismatch. temper recipe Weap_WarhammerOfInebriation_Temper [COBJ:83AD37B1] should be identical to Weap_NordicWarhammer_Temper [COBJ:0403A9E2] Testing Patch attached to change weapon to use Misc_IngotGalatite “Ingot: Galatite” [MISC:01CC0656] and Fozar’s nordic perk. Integrated into R4 Release Notes: Changed weapon to use Galatite & Nordic crafting perk.
WL-2004 Items ETAC - Sunhelm wells adds a well bucket to Kynesgrove. But the version of ETAC we use doesnt have Kynesgrove applied to it yet - therefore it has no well Floaty Bucket! Testing Option 1: Disable the well bucket. Option 2: Place a well there ourselves. (patch attached) Option 3: Install the Kynesgrove & Karthwasden modules of ETAC V7 (we can install this modular) - Leave the rest at version 5. (or update ETAC as modular But exclude the Morthal module) Probably not a good idea considering we plan to yeet this anyway. ETAC Version 7 https://www.nexusmods.com/skyrimspecialedition/mods/13552?tab=files&file_id=263926&nmm=1 Integrated into R4 Release Notes: Placed a well to prevent the bucket floating.
WL-2005 UI Enhanced Graphics for Spell Research Experience Book not working right This doesn’t work right with 1.7.4 of spell research experience, but there is a patch. will need to get Patch for Enhanced Graphics and Exper. Book v1.7.4 from https://www.nexusmods.com/skyrimspecialedition/mods/28355?tab=files old files, and replace the SWF in the “Enhanced Graphics for Spell Research Experience Book” mod Testing   Integrated into R4 Release Notes: Patched mod as per descrption
WL-2006 Homes table on right side of room in hearthfire extended training room in windstad manor is not marked as safe storage, will reset   Testing EndTable’s hadnt been changed to the no respawn versions - unlike end tables in other player home mods. Integrated into R4 Release Notes: Swapped EndTable in Hearthfire basement to be the none-respawning one.
WL-2008 Gameplay Silver in Vampire Lairs. Noted that No more Silver in Castle Volkihar doesn’t affect Vampire lairs. Updated my Base object swapper ini to affect those too. Testing Seasparrow has hidden No more Silver in Castle Volkihar and replaced it with a AIO which does this also. However as we already have NSICV integrated with breakdown recipes and the like - updating the Base object swapper file i created to do this to Jovashryr seemed like the easier option than redoing the work we had already done. Integrated into R4 Release Notes: Vampire lairs no longer comtain Silver
WL-2009 NPC Requiem 6.0.1 persistence changes. I’ve gone though requiem 6.0.1 changes to persistence and stripped those into a esp. I recommend adding this patch as a stand alone separate patch right below Fozar and not merging into Wildlander itself. so as to not negatively affect any other things which edit locations and cause ourself a headache. Testing Requiem handle this by setting a location on the actor references, then setting persistent actors on the location record. I’ve gone though requiem 6.0.1 changes to persistence and stripped those into a esp. I’ve also added Similar changes to the ESP for conflicts with Inconcequential NPC’s Fozards and Outlaws refuges. There is only one location records change (ON LIVE) which need merging into wildlander. Thats BleakFallsBarrowLocation. |For the outlaws refuges, you will need to delete Wildlander.ESP’s Location records that you have created and patch the cell’s to use mine instead. (i’ve created a patch for you to do that) for any other mods such as cindhamine, ETAC which create NPC’s. 1. copy the Achr records to a plugin. 2. run https://github.com/ProbablyManuel/requiem/blob/a705fdbc6109b6b34404436ace09649f6926a16e/tools/xEdit%20Scripts/REQ_SetPersistentLocation.pas on the plugin you just created. 3. open plugin in CK and Save it - this’ll update the rest of the locations. OR Run it on the plugin itself, then save in CK and let wabbajack binary patch. we may need to merge these patches into wildlander and save that plugin in CK too. Integrated into R4 Release Notes: Added Persistance to varioud requiem NPC’s so they dont despawn on reload.
WL-2010 Items Requiem 6.0.1 other changes Did a pass though 6.0.1 picked out some useful changes to existing records - 3 faction changes - Premade alchemy potion sell price changes - Assorted enchantment changes - Assorted weapon and armour tweaks (E.G dawnguard weapons no longer scale and have the silver keyword) I’ve skipped any big changes to the daedric artifacts (E.G dawnbreaker) Note: contains 642 records. save merging this til you have a afternoon. Testing Note: contains 642 records. save merging this til you have a good solid few hours to merge this in. Integrated into R4 Release Notes: Did a pass though 6.0.1 picked out some useful changes - Premade alchemy potion sell price changes - Assorted enchantment changes - Assorted weapon and armor tweaks (E.G dawnguard weapons no longer scale and have the silver keyword, Orcish is now better than Dwarven)
WL-2011 Gameplay Just cuirous, what mod adds the snuff rape to fort Greenwall? - can it be removed? The prison has a naked dead woman on a table surrounded by leather strips and a note from one bandit to another about how the later should stop “putting bastards into wenches” Testing Its forts of Skyrim (ofc it is) SmilingAncestor created a patch to replace the the affected note and body., https://www.nexusmods.com/skyrimspecialedition/mods/135253 Integrated into R4 Release Notes: Removed the offending scene by adding patch from SmilingAncestor
WL-2013 Exploit Cursed Ring of Hircine is able to be unequipped After talking to Sinding and starting Ill Met By Moonlight, you are bound to the Cursed Ring of Hircine. This ring cannot be removed until you complete the quest. However, there is a really easy exploit to remove it. If you go to a Bathing Room, there are Clothes and armor baskets. Interacting with these will unequip all of your apparel, including the Cursed ring. Interestingly, this will cause the Ring’s force equip script to stop working, allowing you to equip and unequip the ring at will like any other piece of apparel. It still can’t be removed from the inventory, however. Testing SBPCUndressScript needs editing to prevent the removal of DA05HircinesRingCursed “Cursed Ring of Hircine” [ARMO:000F82FE] during the  function UnequipGear Integrated into R4 Release Notes: Patched script to prevent the Ring being Unequipped.
WL-2022 Economy Fishermen venders dont stock creation club fish   Testing RTSSNSDSDS does this grrr using https://www.nexusmods.com/skyrimspecialedition/mods/89208 as a template, patched the NPCs to have a more suitable inventory which includes the CC fish Integrated into R4 Release Notes: Integrated attached patch.
WL-2023 Gameplay Mage Armor Rank 5 isnt as strong as it should be. REQ_Spell_MageArmorOnSelf_DamageReduction [PERK:00109639] In vanilla requiem this reduces incoming damage by 80%. For some reason in wildlander its only 50% Testing This looks to be something which was carried over accidentally from Ultsky, as in 3.0 this perk only reduced incoming by 50%. Integrated into R4 Release Notes: This looks to be something which was carried over accidentally from Ultsky, Corrected.
WL-2025 Bug & QOL Typo in message. See Screenshot Testing message is in HM_Messages script (mods\honed metal\scripts\source\hm_messages.psc ) Integrated into R4 Release Notes: Fixed typo and recompiled script.
WL-2026 Visuals Female Dwarven armor looks Silly/mismatched in colours.   Testing This is because the armour is coming from Multiple mods. The female Armor helmet comes from Amidianborn. The female curiass from Glorious Dwarven armor. The boots and gauntlets both from Amidianborn which is shared with the men. both the male helmet & Armor comes from Amidianborn. This needs fixing so the female matches the same as the source. IMO hide *all of the GDO armor stuff and let Amidianborn control those. 9or you could install practical female armors and yeet the boobplate right now (i really wouldnt mind) Integrated into R4 Release Notes: Hid all dwarven armor from Glorious Dwarven Metal
WL-1740 Gameplay Silver dinnerwear in Jorvaskyrr Their werewolves - wouldnt this kill them? Testing https://www.nexusmods.com/skyrimspecialedition/mods/79339?tab=files exists for Castle Volkihar. Added patch for above mod to apply to jorrvansyr and to add breakdown recipes (coridium) to the added items. In addition - rename the items to match wildlander standard. Use Copper (recommended) texture when installing harkon isnt stupid.. Integrated into R4 Release Notes: Base Object swapper used to replace Silver with Corundium in both Jorvaskyr and Castle volkihar
WL-1077 Environment Half of log is invisible under bridge near largashbur See Attachments Backlog   Awaiting triage
WL-472 Gameplay May want to adjust how quickly enemies run away as some enemies ran away after taking less than 50% damage when I was a low level which did not seem right.   Backlog   Awaiting triage
WL-481 Landseam near bronze water cave when heading from windhelm   Backlog   Awaiting triage
WL-1584 CTD/Freeze Weynon Stones - When killing the ice wraiths at this location the ice wraiths will teleport to/attack my character. The game will immediately black screen freeze with a high contrast HUD still visible. Still happens if skirt wraiths away. Approaching Weynon Stones from all angles seems fine. The ice wraiths spawn simply enough, but as soon as one is killed - some kind of weird attack/teleportation happens which immediately strikes my character no matter the range. Tested with fireballs. The screen immediately goes to black, HUD is still visible, but game is non-responsive. HUD Contrast changes and color bleeding occurs. There is still a sound of wind, and a crackling of fire/branches regardless of if I’m near one. Mouse completely freezes. Backlog Looking at this on Google seems to indicate that “black screen with HUD visible” is caused by one of the ENB effects crashing when experiencing a “frost explosion”. I think the only way we will be able to get to the bottom of this is to go and reproduce the black screen either by triggering a frost trap or a dying ice wraith. Looking at this on Google seems to indicate that “black screen with HUD visible” is caused by one of the ENB effects crashing when experiencing a “frost explosion”. I think the only way we will be able to get to the bottom of this is to go and reproduce the black screen either by triggering a frost trap or a dying ice wraith.
WL-1420 Gameplay Examining Treasure Map IV prompts the player to place (an infinite amount) of fur bedrolls. I found a Treasure Map IV in a chest and promptly tried to read it, but instead displaying the text, it enters the player into placement mode for a fur bedroll. I didn’t have any fur bedrolls in my inventory, and the map wasn’t consumed upon placement. The bug persisted through a reload and restart. Attempt to read a Treasure Map IV Additional Information Backlog   Awaiting triage
WL-670 Environment Lighting visible though walls (Jorrvaskr?)   Backlog   Awaiting triage
WL-1527 NPC Rorikstead Mrakil (inkeeper) and his son that want to become adventurer behave weirdly After i accepted to pay 400 gold for his son amour, he accept to let his son go. But then they keep arguing about the armor in the father’s coffer and acting like nothing happened, if i reload the save, the son goes away. Talk to Mrakil son in the Rorikstead inn, accept to help him, then pay his father for his armor. Backlog   Awaiting triage
WL-86 Gameplay Immersive Speechcraft follow does not notify player when follow effect stops I think this is what’s happening; test further and inspect code to be sure. Note: first instance was trying to get an NPC to follow me through cell; maybe they don’t do that? Backlog   Awaiting triage
WL-1132 Grass/Terrain Hunters camp south of draginbridge Tents overgrown   Backlog   Awaiting triage
WL-1303 Grass/Terrain Grass grows through campfire at White River Watch near Whiterun   Backlog   Awaiting triage
WL-722 NPC The big battles between the Empire and the stormcloaks seems to be quite buggy. Summary Of Bug Encountered The big battles between the Empire and the stormcloaks seems to be quite buggy. Most of the time the fight is already won and the “dead” still animate like they were alive. But I can still loot them like they dead. And they dont seem to despawn. I was literally on the other side of the map and came 2 hours later back. Still there. Steps to reproduce: I dont know how you could find such a big civil war fight… But if you find it, the bugs apear themselves. Backlog   Awaiting triage
WL-419 Quest Stuck NPC - if he can’t be killed then the fort won’t be cleared, preventing the quest from advancing. When clearing Ft Greenwall as part of the Imperial Civil War, a Stormcloak soldier is stuck behind a door on the north side of the fort. The soldier doesn’t take damage as a result. After using the tcl command to clip through the door, there appear to be two doors, but only one leads to the interior of the fort. Reproduce by Start Civil War. Go to Fort Greenwall to clear. Backlog   Awaiting triage
WL-350 Idle Marker Marise Aravel, the produce merchant in Riften, has an idle marker inside of a barrel Marise Aravel, the produce merchant in Riften, has an idle marker inside of a barrel Steps to reproduce: 1. Go to Riften 2. Wait for NPC to idle inside barrel 3. Profit Backlog   Awaiting triage
WL-982 Gameplay Distant Animals stuck/don’t move when shot at Distant deers stuck/don’t move when shot at Backlog   Awaiting triage
WL-373 Gameplay Bear Traps reset state when leaving and re-entering a cell 1. Enter a cell with bear traps such as Halted Stream Camp north of Whiterun 2. Trigger the bear traps so that they are de-activated (closed) 3. Leave the cell and re-enter the cell RESULT - Bear traps will once again be active (open) Backlog   Awaiting triage
WL-324 Quest Talking to Ulfric Incorrect Travel Marker to Fort Kastav 1. During the civil war questline, after getting the Jagged Crown, get the quest marker to return and speak with Ulfric 2. View the marker location on your map Marker is located at Fort Kastav instead of through Windhelm (strange) Backlog   Awaiting triage
WL-446 NPC Thaena, Jarl Korir’s wife, is still in the Jarl’s Longhouse in Winterhold after the Imperials win the Civil War. Thaena, Jarl Korir’s wife, is still in the Jarl’s Longhouse in Winterhold after the Imperials win the Civil War. Per UESP she is supposed to be in Windhelm at Brunwulf Free-Winter’s house. Backlog   Awaiting triage
WL-448 Grass/Terrain Falkreath outlaw refuge entrace completely overgrown. Both stairs, door and cooking pot have tress/grass growing though them (coordinates -9, -21)   Backlog   Awaiting triage
WL-1144 Idle Marker Markarth leaning inside of a support beam   Backlog   Awaiting triage
WL-585 Navmesh Npcs can get stuck in the snow outside of mehrune dagons shrine, this causes them to sink slightly into the ground and are unable to move. If you are behind the table looking at the doors to the shrine, lead a hostile NPC to the patch of snow to the left of the table. They will sink very slightly into the snow and be unable to move. Backlog   Awaiting triage
WL-1590 Gameplay Unarmed range is too short to hit Falmer and Trolls Type of Bug: Gameplay Detailed Description Ultra Graphics When fighting Falmer, Trolls, summoned Ghost Trolls, and probably other unshapely creatures, Unarmed strikes cannot hit the target if you’re face-to-face (This is important). Attacking these creatures from behind, or while they are ragdolled/knocked down allows the punches to connect and properly damage the enemy. This seems to be caused by weird Bethesda(TM) jank in regards to those particular enemies’ hitboxes and hurtboxes, and the problem arises with Requiem’s changes to weapon reach. (A quick search suggests that Unarmed has lower reach than daggers) The only confirmation of the problem I found was this ancient Reddit post on the Requiem sub. - https://www.reddit.com/r/skyrimrequiem/comments/4j63v4/cant_hit_trolls_and_falmers_in_front/ - It describes the exact same problem I’m experiencing, but I suppose the issue went overlooked by the Requiem developers due to how infrequently players attempt to use Unarmed. If it matters, I’m playing a Khajiit Male, on the larger side of the size and height sliders. Additional Information 1: Mentally prepare yourself to punch a troll in the face 2: Find a Troll 3: Run up and punch it in the face 4: You missed. It punches you in the face 5: You are dead (Not big surprise) User Info Customised Install: No Preset Version: Wildlander 1.1.8 - 1.1.9 (Curent) Reproducable:Yes Backlog   Awaiting triage
WL-1589 Gameplay Wooden Barrel/Wooden Chest can softlock all your controls If you left-click a wooden barrel/wooden chest to enter it into spawning mode, but you press spacebar before it auto-closes your inventory gui, it places you into barrel/chest spawning mode like normal, but softlocks ALL your crucial keys. You cannot press E to open the gui to put the barrel/chest down nor cancel its placement. You cannot jump. You cannot move. You cannot access inventory. You cannot SAVE! You cannot even hit escape to access the game’s pause menu! The only things I was able to do during this consistently repeated softlock were to turn my lantern on and off with L and use my mouse1 and mouse2 to draw my crossbow, fire it, and bash the ground I was standing on. The only way out of this softlock is to tab out, open task manager, and kill the game manually from there. How I found this glitch: I use my ‘Wonderbarrel’, as I call, it for tedious but infinite inventory space, and it’s an absolutely crucial part of my playthrough as weight/inventory management is the biggest hurdle I face with my packrat playstyle. When spawning my Wonderbarrel though, I am almost always stuck inside a phantom version of it that locks my movement and I must jump to get out of this invisible barrel and move around to get a better placement, or sometimes as a mandatory fix just to get the ‘Place Here’ prompt to actually show up on my screen. After LOTS of use with this janky barrel, I began to get into the groove of jumping right after I select the barrel to get unstuck from the phantom barrel placed inside me as the Wooden Barrel select-spawn-spot state is activated. I eventually got so comfortable with this annoying pattern that I did it too fast, and ended up hitting space before the barrel spawning mode state actually began. I lost 20 minutes of progress as I could not save or get out of this state. (Side bug note on this: using the Wooden Barrel in an area with a low ceiling, such as the docks entrance to the Ratways in Riften can result in a different sort of softlock where the low ceiling somehow messes with the phantom barrel that makes the ‘Place Here’ prompt appear at all and never shows up even though the teal placeholder barrel hologram is still visible and moving. This forces a reload or console commands to escape the spawning-mode player state because the ‘Place Here’ prompt never shows up no matter which angle or movement keys you try.) No, but please for the love of God just cut out the middleman with mobile inventory items and ditch the janky buggy “Place here” system if at all possible. Just make these items open a container when clicked on from inventory… or better yet, just have them auto-placed inside of you and have no collisions so players/npcs can walk right through them but they still act as containers to be picked up and set down. I’ve opened my Wonderbarrel hundreds of times by now, and the stupid “Place here to make it a real object for extra immersion lol” gimmick got so old so fast… if there’s ANY better way to implement inventory-extension features like Wooden Chest/Wooden Barrel, I’m begging you guys as a packrat player-type, put that somewhere on your priority list for the next or next-next major update. I am not sure but I think Deep Storage the Alteration spell is from Wintersun (or at least it’s Legendary Edition predecessor variant), and was so sad to see it get beat out by religion expansion in the poll. I’d take an annoying 5-second spell cast animation over my Wonderbarrel’s horrific jank any day of the week. Additional Information Left-click on a Wooden Barrel or Wooden Chest item in your inventory, then immediately hit the spacebar. Make sure to do it fast enough that you hit space BEFORE your inventory window is force-closed by the Wooden Barrel spawn-in script(s). Works anywhere, not location-related, nor would screenshots of a teal barrel be very helpful. Backlog   Awaiting triage
WL-163 Visuals Carriage Drivers sit too far forward on carriages Somehow the seat idle on static carriages has been moved forwards so that carriage drivers no longer sit properly on the seat. Seen in Falkreath, Markarth, and Whiterun. Backlog   Awaiting triage
WL-206 NPC orphans sleeping not realistic. Feel like the orphan - specifically sofia in windhelm need a pile of hay or bedroll to sleep on as there is no fire to keep warm nearby, they would be a corpse rather than a orphan. Backlog   Awaiting triage
WL-1538 Lighting Magelight buggy between saves with 1st person. Type of Bug: Visuals Detailed Description If you load a save that had magelight active whilst you were in 1st person magelight will not be active. Once you switch to 3rd person and back to 1st person magelight will again be active. That is the gist of the bug, if you have trouble reproducing the bug feel free to reach out and I will make sure I didn’t forget anything/explain it well enough. If you load a save that had magelight active whilst you were in 1st person magelight will not be active. Additional Information I don’t believe this bug is tied to launcher settings. User Info Customised Install: No Preset High Graphics Version: Wildlander 1.1.5 (Curent) Reproducable:Yes Backlog   Awaiting triage
WL-176 NPC Guards should carry Torches at Night 1. Visit Whiterun during the night - observe the darkness, and guards walking around in the darkness RESULT - Whiterun is too dark at night. Consider giving the guards torches that they carry at night for their own safety and the safety of the community. Backlog   Awaiting triage
WL-1619 Visuals One of the laundry lines in the town of Rorikstead is floating off the ground and clips heavily with a tree. The Base FormID of the floating laundry line is FE08FD7B, and its Ref FormID is FE08F904. Skyrim wouldn’t let me take a screenshot while I was in the console, and so I have to write the IDs here like a fool. Additional Information Visit Rorikstead and go behind one of the buildings. There you’ll see the magical floating laundry for yourself, and weep knowing that you could never be so powerful. Backlog   Awaiting triage
WL-1259 Gameplay Sneak speed when walking is no slower than normal walking. Note: This is for WildLander 1.1.2 Unsure if its a feature of Requiem or other mod. When using walking speed (not run), sneak walk speed appears to be equal to normal walk speed. Sneak run speed appears only slightly slower than normal run speed. New character each time, choosing the Falkreath Border start. Tried Dark-Elf thief and warrior, tried Imperial Thief and Warrior, tried different Standing Stones. Speeds were consistently the same for all. Backlog   Awaiting triage
WL-1449 Gameplay Bound battleaxe does not spawn in my hands in third person view intermittently This issue doesnt happen in first person view. Only third person. Video will be provided showing the glitch. At first I had no problem with bound battleaxe. I played thru some content with it and my other spells with no issue. For unknown reasons, it just suddenly started. Then what I did is give up this specific build and i removeperk some twohanded and put em in onehanded and continued playing with dual bound swords which worked fine. Then a few levels later i tested the bound axe and now it worked fine.. so I reloaded the old save where the problem was happening.. and it was fine now. So I played a couple minutes, spawned a few battleaxes, killed stuff, then I spawned a spectral warhound and suddenly the problem started again. If I reload the game while the bugged spawned axe is in my hand, after the reload it appears and its fine. But if i try to spawn another, its the same problem. Maybe its the spectral warhound that breaks it but I cant reproduce it and besides, I played with those two skills before this started. This is all I can tell you. Video: https://youtu.be/OweKIKg59H4 Save file and skse file: attached Backlog   Awaiting triage
WL-642 Gameplay If you have a key(from the khajiit who lives there) to the solitude lighthouse, you can enter the underground tunnel system but you can’t go up the ladder back up with it and will need to lockpick it   Backlog   Awaiting triage
WL-479 Gameplay Valentine’s Day holiday is supposed to give players free beds, but NPC’s can sleep in the bed intended for the player. Perhaps the mod is freeing up ownership, versus assigning it to the player?   Backlog   Awaiting triage
WL-457 Quest Issue with Paarthurnax quest line When talking to Paarthurnax during the “Paarthurnax” quest line, both “The Blades say you deserve to die” and “You speak wisely, yet how can I be sure you won’t return to your old ways?” dialogue trees lead to Paarthurnax stating that Alduin has been defeated. I’m not sure if this is a quest flag from Paarthurnax-Quest Expansion, but this is after completing Alduin’s Bane and before trapping Ohdaving. Backlog   Awaiting triage
WL-620 Items Go over Trade Routes’ Form ID lists to ensure the item groups include all pertinent items There are a LOT of groups needing additional filling out. Make ingredients regional, add material armors/weapons to material groups, etc. See linked issue for an example of missing items from one of the FLST. Backlog   Awaiting triage
WL-652 Homes Two things with fully furnished Honeyside (without the kid’s room) Two things with fully furnished Honeyside (without the kid’s room) First, the porch door has two interactions that show up simultaneously from the outside depending one where you are looking at the door: one for when the player is residing in the house (“Open Honeyside”) and one for when the player is renting the house out (“Examine Lock Rented House - Requires Key”). Second, the shelving right outside of the bath (when facing the bath) has a missing wall texture behind it. You can see through the bookcase into the boundless beyond. It is quite the sight but also a bit immersion breaking. Backlog   Awaiting triage
WL-1239 Items Cannot use Mead Keg with Emtied Bottles. Using a Mead key the first time is giving me a Single bottle of Mead - it is not consuming the empty bottles in my inventory. First time i use, i get a mead item - but don’t consume empty bottles. if i then drink the mead - i cannot refill it using the keg. If i pick up any alcohol and drink those - i cannot refill it using the keg. If i use the Empty disassemble on the alcohol - i cannot refill it using the keg. if i craft a bottle (using building glass) i cannot refill it using the keg. Backlog The change to the Kegs is because of the change of new Dynamic things and i’d just never noticed it was behaving differently to Ultsky. Kegs are replaced with a “flora” object which just gives a Single mead item every cell refresh - Instead of a activator which uses your bottles. To Do this properly - We would need to create a Mead keg activator object. Create a script - like the one used on purchasing from Innkeeper and attach to the mead keg activator. then in the base object swapper INI replace the Flora mead key with the activator meadkeg. We can possibly use the script we had in Ultsky to do this (as it would allow us to charge for filling from owned kegs)   I’ve moved the bottle issues to a separate Jira ticket - In the meantime - this can probably be ignored until we have more time to do this properly, as its working the same way as bottle of milk’s from cows. Edit: The other option is to use brewer to replace these kegs with a crafting station and let players make their own mead (or other drinks). https://www.nexusmods.com/skyrimspecialedition/mods/83542 The change to the Kegs is because of the change of new Dynamic things and i’d just never noticed it was behaving differently to Ultsky. Kegs are replaced with a “flora” object which just gives a Single mead item every cell refresh - Instead of a activator which uses your bottles. To Do this properly - We would need to create a Mead keg activator object. Create a script - like the one used on purchasing from Innkeeper and attach to the mead keg activator. then in the base object swapper INI replace the Flora mead key with the activator meadkeg. We can possibly use the script we had in Ultsky to do this (as it would allow us to charge for filling from owned kegs)   I’ve moved the bottle issues to a separate Jira ticket - In the meantime - this can probably be ignored until we have more time to do this properly, as its working the same way as bottle of milk’s from cows. Edit: The other option is to use brewer to replace these kegs with a crafting station and let players make their own mead (or other drinks). https://www.nexusmods.com/skyrimspecialedition/mods/83542
WL-1546 Visuals The windows of Honningbrew Meadery have a second, floating plane of glass in front of the first one Walk in front of Honningbrew Meadery and look around the building Backlog Will need Ingame checking to se if this is still a issue. Will need Ingame checking to se if this is still a issue.
WL-1161 Grass/Terrain Cracked Tusk Keep Forge area Overgrown the whole exterior looks a bit overgrown - but the forge part is the worst with free’s growing though furnature Backlog   Awaiting triage
WL-1138 Grass/Terrain Markarth Ri’saad’s tent overgrown   Backlog   Awaiting triage
WL-1411 Gameplay At the end of the Ironbind Barrow quest, killing Beem-Ja before he is able to finish reviving Warlord Gathrik will cause Gathrik to come back to life permanently   Backlog   Awaiting triage
WL-362 Idle Marker College NPC Idle marker in the Arcarnem - Leaning on invisible table   Backlog   Awaiting triage
WL-1304 Idle Marker NPC hammers window at Arcadia’s in Whiterun; should hammer the wall maybe   Backlog   Awaiting triage
WL-772 Items the spigot for the sleeping tree sap is floating away from the tree The spigot for the sleeping tree sap is floating away from the tree go to sleeping tree camp Backlog   Awaiting triage
WL-449 Grass/Terrain Falkreath Tree growing though greypine goods balcony & grass growing though washtub (-8, -22) Grass texture needs Replacing Backlog   Awaiting triage
WL-310 Grass/Terrain Outside: Dragonbridge General store steps has grass growing though it. Inside: plant growing through door   Backlog   Awaiting triage
WL-1479 NPC When scaring away skeevers in the whiterun sewers, they will fly through the ceiling and out of the map. I haven’t tested this in any other sewers. Just walk up to a skeever in the Whiterun Sewers without attacking it. Additional Information https://youtu.be/8nUsmcD17Pw Backlog   Awaiting triage
WL-882 Clip Nordic shield conflicts with backpacks, can’t confirm if the issue also occurs with other DLC shields. Equip backpack and Nordic Shield. Backlog i’m assuming they clip - but user provided no screenshots i’m assuming they clip - but user provided no screenshots
WL-333 Grass/Terrain Dragonbridge Lumbermill gate Staircase. Ferns growing though rock wall.   Backlog   Awaiting triage
WL-1628 Gameplay Survival spells are preconfigured hotkey bound with no option to reset default and unavailable in the spell’s menu. Needed for controller only play. Clean install ran into the issue clean install again with the default character following wiki exactly. The camping MCM says to set as default to put it back in the spell’s menu but there is no option to do so as they are already configured as bound keys (default I suppose) but taking it from the spell’s menu. Experienced bug hunter for a lot of development but have since had a brain tumor removal so I may well be missing something but, don’t think so. I have checked the wik,i github, and google searches looking for a fix. The one thing I have not tried is looking at the code behind the camping mod being used because I realize there may be other mods affecting this setting. Also stuck in the abandoned prison in the wiki trying to reach out other channels unavailable. Try to access the survival skills like build campfire from the spell’s menu on a clean install. No screen shot for this issue really applies or would be useful. Backlog   Awaiting triage
WL-1656 Horse Queen Alfsigr teleports to heartwood mill upon using the boat fast travel. I have queen and frost. If i leave queen resting somewhere, and I have frost as my current active horse, queen will teleport to heartwood mill upon fast travelling with a boat ride. I do not know if it’s a horse slot issue or a queen issue. (I.E. Your slot 1 horse is queen and your slot 2 horse is Frost). I also don’t know if It it happens if you have more than two horses. Additional Information Own Queen Alfsigr first, then acquire Frost. Have both horses on waiting mode and have frost as your active horse. Use the Ivarstead boat or the Riften boat to travel to Heartwood Mill. Backlog   Awaiting triage
WL-1400 Visuals Screen flashes blue when using night eye and encountering purple spriggans. Currently I’m running the game on Ultra with Low Shaders and when using the Khajit ability Nighteye (also happens with hunter’s night eye) around the purple spriggans the screen flashes blue constantly. After turning off the ability the flashes stop. Use the Khajit night eye or hunter’s night eye around purple spriggans, unsure of whether the graphics settings must be ultra with low shaders. I’d like to provide screenshots or video but for the life of me I can’t get any because when pressing the screenshot key it doesn’t take any pictures. The spriggans I encountered were in the Falkreath region encase there’s something in the environment contributing to this bug.Shader preset is on Low and I haven’t made any changes to it. Backlog Likely related to the Predator vision imagespace overlay? Unsure of how to fix this. Might need to wait til we remove the ENB and switch to CS Likely related to the Predator vision imagespace overlay? Unsure of how to fix this. Might need to wait til we remove the ENB and switch to CS
WL-408 Clip Windhelm - Tree growing into Hjerim   Backlog   Awaiting triage
WL-1607 Gameplay “Waterskin (Salt water)” is unknown food Eat “Waterskin (Salt water)”: A popup about unknown food appears Backlog   Awaiting triage
WL-1368 Gameplay when encumbered due and slowed down, holding m2 to parry/block with 2-handed weapon regenerates stamina and is slightly faster than usual “slow walk”; power attack works regardless fo stamina and is much faster as well first encountered with iron greatsword and iron (banded) armor; happens with orcish armor/battleaxe as well first perks (1/011) in heavy armor and 2-handed (2/1 weapon; encumbered/overloaded, slow walk until stamina drained; hold block/parry to move slightly faster and regenerate stamina or consecutive power attacks to move faster as well Backlog   Awaiting triage
WL-829 Visuals Windhelm ferryman appears to be missing his boat.   Backlog   Awaiting triage
WL-655 Landseam Water near the guardian stones, next to the Hunter /boatman ; vanilla for records are overwriting water for enb water records. You can see a seam due to this issue.   Backlog   Awaiting triage
WL-904 Idle Marker Hulda at Bannereed Mare has a quill, a ledger and a mug in her hands Hulda at Bannereed Mare has a quill, a ledger and a mug in her hands. Simultaneously Watch her for a while Backlog   Awaiting triage
WL-440 Gameplay During the Main Quest Delphine directs you to ask Brynjolf about Esbern. (Maybe) Possible dialogue bug with Brynjolf: during the Main Quest Delphine directs you to ask Brynjolf about Esbern. He’s supposed to have the dialogue option regardless of whether you’re a member of the TG, and if you’re not a member you can use Persuade checks to get him to tell you, or tell you to bugger off if you don’t have high enough Speechcraft. He didn’t have the dialogue option when he was selling in the market nor after hours when he’s in the Bee and Barb. This isn’t game-breaking as the PC can still ask Keerava however, the dialogue should still be there. (Unless it’s a Requiem thing.) Steps to reproduce: Advance MQ to “A Cornered Rat” (MQ202 10) and talk to Brynjolf without being a member of the TG. Backlog   Awaiting triage
WL-769 UI There is no way to properly disable the crosshair in 1st person view when using bows or magic - if deactivating it in the skyrim game settings, some mod brings back the crosshair after going 1st person Summary Of Bug Encountered There is no way to properly disable the crosshair in 1st person view when using bows or magic - if deactivating it in the skyrim game settings, some mod brings back the crosshair after going 1st person - 3rd person - 1st person. If you go into the skyrim settings and activate - deactivate the crosshair again, it’s gone. Not major, but if you want the increased immersion/difficulty of having to use the bow without crosshair, it’s basically not possible without quirks at the moment. Thanks for everything you did to the game, it’s wonderful, love you guys! Steps to reproduce: try to deactivate the crosshair, go 3rd person and back, crosshair is back Backlog   Awaiting triage
WL-85 NPC Kids are essential? In general, check for essential NPC’s   Backlog   Awaiting triage
WL-483 Clip Roadsign at fort dunstad clipping with a tree   Backlog   Awaiting triage
WL-369 Grass/Terrain Grass - Growing though the floor in Whiterun’s entry arch   Backlog   Awaiting triage
WL-318 Environment Remove Grass which looks like ingridents (near dragonbrdige)   Backlog   Awaiting triage
WL-1618 Camera When zooming out into third person, a few frames are in a completely different position When zooming out, (not in) from first person to third person the game glitches and a few frames you see your character from a different position before it adjusts. I tried disabling smoothcamera, and some other camera mods to see if they are the problem; didn’t work. Also tried doing a complete fresh install of Wildlander and starting a new save; didn’t work either. I tried different graphics settings, but all got the same problem Not sure. The problem appeared all of a sudden after killing that large spider for the quest in Markarth. I’ve got videos of the issue though Here’s a slow-motion video that I took with my phone: (not sure what to select with console, as it’s a camera issue but feel free to contact me for more information) Backlog   Awaiting triage
WL-352 NPC Work sandbox AI Packages might do with having the “Corpses greet behavior” flag removed, so NPC’s don’t randomly walk up to corpses anymore See linked issue for a detailed explanation Backlog   Awaiting triage
WL-240 NPC Knjakr the Cannibal spawned in The Bee and Barb Knjakr the Cannibal spawns in the center of the inn, attacking everyone. Backlog   Awaiting triage
WL-486 Gameplay Holidays Issues - Multiple Used this Holiday Guide for reference on actual in-game actions: https://sites.google.com/view/isokumods/holidays/holiday-guide Most testing was done in Whiterun Anything noted on the above site or in an in-game notice that states “free healing in Temples” simply requires that you stand close to the priest/priestess as they are casting. There is no dialogue. Not all holidays have decorations. —- Harvest’s End - Decorations appeared as normal. Tales and Tallows - Did not get an in-game notice, but probably because my timescale was sped up. Festivities proceeded as normal. Witches Festival - Got a map with X’s in unmarked locations where witches are supposed to gather, but I couldn’t find any witches Warrior’s Festival - Combat dummies that appear for the celebration do not provide skill ups. Prices at smith’s are half off. North Wind’s Prayer - Merchants did not close up shop early and go to the Temple Saturalia - Outdoor celebrations appeared as normal Old Life Festival - outdoor celebrations appeared as normal, vanilla merchants did not close up early, some NPCs are supposed to wear white bandanas but I didn’t see any New Life Festival - merchants closed and most were in the inn, no outdoor celebrations, Farengar clapped aggressively in Hulda’s face, it was wild! At some point during this while I was waiting to pass time, Fralia Gray-Mane died and was found in a gutter. Too much partying? Saturalia Decoration Season is not an official holiday, but lights and decorations are in the city from Evening Star 17th to Morning Star 7th, per description South Wind’s Prayer - Did not see NPCs in temples. Only Belethor and Ulfberth closed early and went to Temple. Adrienne was still outside and could purchase from her *Lucky Coins are available on the table with the shrine. Festival of Lights (Dawnstar only) - appears as expected Feast of the Dead (Windhelm only) - Names did not start to be read at 7pm. I exited the Palace of Kings, immediately reentered, and someone was in the process of reading names at approximately 7:30pm. Not sure if it was just delayed or if I needed to re-enter the cell. I also have no idea if he actually read 500 names. Free food and drink were available. The carriage driver and boat captains were not at their stations, and boat captains were inside the Palace, but I couldn’t find the carriage driver. *I need to test with a beast race and Dunmer, as they are not supposed to be allowed inside the Palace during this. Heart’s Day - Inn rooms are free this day. Do not expect your free bed to be empty. *Assumption is that ownership is temporarily removed from the bed allowing anyone to sleep in it. First Planting - Supposed to receive free healings at the Temple but Danica and the Acolyte maintained their usual schedules. Few NPCs in the Temple. Jester’s Day - Functions as intended. Louis Letrusch in Riften did follow me for most of the day. Second Planting - Some vanilla merchants (Belethor and Ulfberth) close up early but the Temple was nearly empty after 5pm and Danica was in the market. Mid-year Celebrations - Did not get a note. (Showed up when I checked the mailbox for Merchant’s Festival.) Did not see many NPCs inside the Temple. Ulfberth and Anorieth were the only vanilla merchants to close up early. *Decorations remained up from the 14th through the 17th as they should. Merchant’s Festival - Not sure if outdoor merchants sell for 50% off. Did see more NPCs inside shops than usual. Sun’s Rest - All shops closed, including modded. Free food and drink. Fireworks went off as expected. Backlog   Awaiting triage
WL-1698 Gameplay Voice of the Sky is inconsistent and dispels prematurely I acquired Voice of the Sky on the 7000 Steps and it showed up as an active effect with 24 hours’ duration. It didn’t deter animals from attacking me while on horseback, however, and several attacked me while on foot as well. At some point less than an hour after getting it the effect had disappeared. Can’t say if that was as a result of defending myself from attacking animals since I didn’t check. On reload the results were the same and after a second reload the effect was gone altogether. Additional Information Screenshots and links Reproducible:- Yes Customized Install: No Launcher Settings:- High Graphics, Standard Modlist (Wildlander Default), High Shaders Version: Wildlander 1.1.11 (Current) Backlog   Awaiting triage
WL-1627 Visuals Daedric Shield Floating in Mid-Air When Placed on Shield Rack (Only tested in Breezehome so far,) Daedric shields appear in mid-air somewhere near the player when attempting to place it on a shield rack. The angle/location at which you place seems to make it appear in different places/orientations Images show two instances of player location when placed -> location of shield No other info comes to mind Additional Information Place a daedric shield on either of the racks in breezehome. Possibly other locations too, haven’t tested myself Backlog   Awaiting triage
WL-332 Grass/Terrain Dragonbridge Lumbermill Gate. When gate is closed tree clips though.   Backlog   Awaiting triage
WL-674 Grass/Terrain road to robbers gorge has grass growing right before the bridge See Screenshots Backlog   Awaiting triage
WL-429 Grass/Terrain Grass is clipping through the steps of the exterior of both buildings of Honningbrew Meadery.   Backlog   Awaiting triage
WL-1636 Homes Breeze and Honeyside are glitchy if all opions are not purchased right away or in “incorrect” order. You need to buy all house upgrades at time of purchase. Thus about 27k for breeze home. Otherwise, certain doors in underground level may never function properly. Same goes for Riften’s honeyside.. except in that case, you need to be prepared to reload if it glitches as well. For honeyside, buying upgrades in a std order (top to bottom) can result in glitches in house (invisible bed etc). Additional Information This one is easy.. buy breezehome (27k) and/or honeyside (~22k).. Don’t buy upgrades or only buy some of them and visit home. The underground floor will have some glitchy doors, etc.. that can never be used, even on reload. Thus, it’s important to buy the upgrades (all) in a “proper order” and then go validate the home is setup glitch free. then save your game. Backlog   Awaiting triage
WL-773 Idle Marker Winterhold college students practicing in weird places. Students love to practice on the ground floor of the hall of elements by standing on benches and casting at the wall or by summoning atronachs that are standing on the railing, things like that. They for some reason would rather show off their precarious atronach summoning than use the actual training room directly below them join college, walk into hall of elements at random times throughout day when NPCs are practicing Backlog   Awaiting triage
WL-575 Gameplay crossbow reload speed while in third person is significantly faster than in first person( I don’t even know if I should report this because this is a bug that always happens when using morehud, no matter the modlist)   Backlog   Awaiting triage
WL-343 Grass/Terrain Katya’s farm path is a bit overgrown for a busy farm   Backlog   Awaiting triage
WL-751 Gameplay Level 1 Vampirism inflicts a far great sun malus than my research indicates it should. Approximately -600 HP in Sun, should be -100.   Backlog   Awaiting triage
WL-1523 Visuals The Nightsky brightens up if you move Type of Bug: Visuals Detailed Description The Nightsky Stars brighten up when you move the camera. It looks stronger in High Shader, but is still present with low shaders. Must have something to do with the ENB. Additional Information https://www.youtube.com/watch?v=9ynzmLRRFmo User Info Customised Install: No Preset Ultra Graphics Version: Wildlander 1.1.5 (Curent) Reproducable:Yes Backlog   Awaiting triage
WL-1422 NPC BetterDocks NPCs have bad AI Packages BetterDocks NPCs in Solitude do not swim or attempt to return to the dock if they fall off. They idle and float out into the sea of ghosts. difficult to reproduce as manually bumping them into the water seems to kick a package update but given enough time one should slip into the water and simply drift out to sea. Additional Information It seemed to more consistently happen with Jathlanie[570128EF] and Sittar[570128D5] User Info Customised Install: No Version: Wildlander 1.1.5 (Curent) Reproducable:Yes Backlog   Awaiting triage
WL-432 Gameplay Getting placeholder Notifications when daily power is available. E.G $PowerCD{$PowerReady}{DragonSkin}   Backlog   Awaiting triage
WL-453 Landseam On lake east of riverwood (-1, -16)   Backlog   Awaiting triage
WL-1226 Visuals Innkeeper menu options are in random/unprioritized order   Backlog   Awaiting triage
WL-1326 Grass/Terrain Grass and plants clip through floor on the inside of Hearthfire house at lakeside. My hearth fire house floor is grassy Build a house and walk inside Backlog   Awaiting triage
WL-592 CTD/Freeze the runestones below the main building in Winterhold College (the target dummy stones) crash my game when I cast more than a few spells at it in a row. i’ve tried both illusion and alteration spells. 0x0   Backlog   Awaiting triage
WL-693 Idle Marker I visited Riverwood for the first time and Embry started leaning his back towards the street while standing in the air, making for a very unrealistic scene.   Backlog   Awaiting triage
WL-347 Clip Rear of winterhold inn - Plant clips with wall, and in addition the “greenhouse” behind the wall doesnt have ownership set   Backlog Still present in 1.1.8 Still present in 1.1.8
WL-210 Gameplay Got a bounty for opening a unlocked door in Whiterun’s halls of the dead. Anders Quarters (door on the left ) after entering the halls of the dead overnight. Backlog   Awaiting triage
WL-475 Environment There was a fallen tree near Dawnstar with some crazy mesh and texture glitches Greeds Stream [9:19:32|https://www.youtube.com/watch?v=8gmDXe_FEto&t=33572s] Backlog   Awaiting triage
WL-1645 NPC Ahtar won’t leave Jala’s house at all after the execution, forcing you to knock or console in to do his quest. If you get him outside he will follow his reg. routine, but his AI seems to get caught in Jala’s house, ignoring his AI routine package. witness the execution (or load a save that has), and then go stalk the inn and the dungeons to find that he will never appear there. Now instead hang inside of Jala’s house for 24 hours and watch as he never leaves. Backlog   Awaiting triage
WL-437 Landseam Ground seam just to the south and west of the Falkreath Stormcloak Camp along the road.   Backlog   Awaiting triage
WL-1664 Exploit Receiving 2 souls per soul trap kill. Using bloodthorn to soul trap. Nothing more to add, if I have more than one soul gem in inventory and soul trap a creature it will fill 2 soul gems. Only tried with Bloodthorn since its my only means of soul trapping at the moment. Additional Information Have more than one soul gem, use Bloodthorn to soul trap and kill creature. Backlog   Awaiting triage
WL-1116 Clip Tree growing though upstairs of bannermist tower see Attachemnts Backlog   Awaiting triage
WL-1090 Gameplay Tiny Frostbite spiders cant be harvested via Hunterborn REQ_Actor_FrostbiteSpiderTiny “Frostbite Spider” [NPC_:8137244A] Backlog Punting to backlog. They would ideally get their own baby lootable like Lizzy said, which we can do - but too time consuming for our current availability Punting to backlog. They would ideally get their own baby lootable like Lizzy said, which we can do - but too time consuming for our current availability
WL-993 Horse Horse teleport to me when Meridia is talking, then take lethal fall damage Type of Bug: Gameplay (E.g objects which cannot be activated or other game play related bugs) Detailed Description** During the deadric quest of Meridia, at the end of the quest (the second time she talks), my whiterun horse got teleported next to me, then when we fall it took a huge fall damage. I avoided its death by giving it a huge amount of health. Whistle to horse before doing the dungeon, then finish it, I guess? Additional Information User Info Customised Install: No Preset Medium Backlog Horse teleports if you use FLP commands as they are technically followers when adopted. Horse teleports if you use FLP commands as they are technically followers when adopted.
WL-1622 Exploit Some resurrected minions do not decay when they die I am not sure, but I think it’s somewhat related to Necromantic Empowerment on Target; I’ve noticed that using Resurrect II, III or IV on targets, sometimes they don’t decay to dust, so I can resurrect them forever. It’s true that this happens on targets I’ve healed with Necro Emp, thus I think may be related, but I don’t have the perk to avoid them from decaying to dust. Right now, I’m using both daedras of Mehrunes’ quest and I have just destroyed an Enchanted Sphere thanks to them… And if they die, puff, resurrect and keep rolling. Additional Information Resurrect a creature using Resurrect II, III or IV (I don’t have higher yet), I perked Conj up to level 50 although I’m pretty sure it was happening before too. Whenever you minion is damaged, heal it with Necromantic Emp on Target; when it dies its body should remain. Backlog   Awaiting triage
WL-1561 Gameplay Getting hit by enemies increase my smithing XP I am playing heavy armor character everything was normal till i update game 1.8 😄 when i get hit by enemies smithing increasing instead heavy armor Backlog   Awaiting triage
WL-1082 Grass/Terrain Tree also growing through Darkwater crossing General stores.   Backlog   Awaiting triage
WL-401 Gameplay There is a note from Holidays on the counter of the Bannered Mare, and I have no idea how it’s supposed to work. (From Monica) There is a note from Holidays on the counter of the Bannered Mare, and I have no idea how it’s supposed to work. It gave me a pop up and then text in the top left told me when my birthday was, that Alduin had not been defeated yet, and the Civil War had not concluded. As a player, I’m aware of the latter two, but I don’t know if I’m supposed to do anything about the pop up. Steps to reproduce: Pick up Monthly Events note on the counter at the Bannered Mare If you have supporting screenshots and/or videos - Please give us link(s). Please note: if reporting a graphical bug you must include a screenshot of your map location, and a screenshot of the console with the item selected. Backlog   Awaiting triage
WL-184 Gameplay Unable to pay bounty It is not possible to pay a bounty. I accidentally trespassed (bug in itself. Warmaiden was closed as if it was night in the middle of the afternood, but door was unlocked), got a bounty and approached a guard to pay it off. No such option and I was prisoned for a month. Backlog   Awaiting triage
WL-383 Quest The carriage during Compelling Tribute quest vanishes upon immediate completion STEPS TO REPRODUCE 1. Complete the quest for Compelling Tribute, capturing a wagon with lots of weapons and silver 2. See attached images RESULT Upon successful completion, the cart will vanish! ALSO The lock on the cart is too easy. Switch this to a Master lock, and there is no penalty for stealing the silver. ADDITIONAL INFORMATION Backlog   Awaiting triage
WL-547 Gameplay The fur backpack bought together has the same issue when first bought at a merchant: equipping it starts the menu to place a cooking pot. Can confirm; however, selecting “Cancel placement” does let you at least have the item equipped without losing it. Backlog   Awaiting triage
WL-461 Visuals Fire mesh in the Hall of Valor appears broken   Backlog   Awaiting triage
WL-1227 Visuals Mage hoods are clipping with clothing Perhaps simply deleting parts of the texture would “solve” it? Backlog   Awaiting triage
WL-1309 Gameplay Jaxon’s allows you to pick up a NPC… So So wrong. Pocket ORC!   Backlog   Awaiting triage
WL-1407 Gameplay Spectral Sparring Partner in College of Winterhold does not provide Conjuration summon XP, likely because the combat state is never triggered   Backlog   Awaiting triage
WL-688 Homes Breezehome can be purchased for less money than stated. (might be one for Jui) Prior to the dragon quest (haven’t completed that yet) attempt to purchase Breezehome with only ~20k in your inventory. All of your money is removed, and the house is purchased Backlog   Awaiting triage
WL-1703 NPC Mithllon, the proprietor of the Soul Trapper horker in Whiterun, does not “restock” or “reset” his inventory or gold. Mithllon has had 555 gold for hundreds of hours of gameplay, and the items he offers and their quantity never changes. the meaning of life is 42 Additional Information sell or purchase any item to or from Mithllon to get a baseline then do anything that is known to reset or restock merchants and see if it changes Screenshots and links Reproducible:- Yes Customized Install: No Launcher Settings:- High Graphics, Standard Modlist (Wildlander Default), High Shaders Version: Wildlander 1.1.11 (Current) Backlog   Awaiting triage
WL-1257 Visuals trees are too big around cities   Backlog   Awaiting triage
WL-1169 Horse Horse is flying around solutude upon loading my save my horse is acting like it’s in pinball and just bouncing all around I left solitude, got on my horse sorta in the trees on the left (looking down the path) saved, reloaded the save and it happens, (i just know it happens if I load the save) https://youtu.be/Y8uVj9Gmmbw Backlog   Awaiting triage
WL-899 Gameplay Vampiric Grip is difficult to aim when using True Directional Movement; would likely need an option for disabling TDM during Vampire Lord/transformations More specifically, the Vampiric Grip spell does not turn the player towards the camera/reticle the way all other aimed spells do; this is likely because the area of effect for VG spawns directly in front of the player’s model, using the player’s model as an anchor. Backlog   Awaiting triage
WL-1630 Visuals flickering campfire at a giants camps Video clip attached. The flicker can be seen at different giants camps including Steamcrag Camp south of Windhelm, and Bleakwind Basin west of Whiterun. From certain angles the fire stops flickering. Additional Information https://streamable.com/nis8ma Backlog   Awaiting triage
WL-749 Gameplay Cannot eat Falmer with cannibalism   Backlog   Awaiting triage
WL-1639 Visuals Rorikstead Inn’s clothes line to the left (from the from) of the building is floating above the ground at both ends. Rorikstead Inn’s clothes line to the left (from the from) of the building is floating above the ground at both ends. Backlog   Awaiting triage
WL-1080 Grass/Terrain Campsite near steamscorch mine is overgrown Southeast of steamscorch mine Backlog   Awaiting triage
WL-1297 Visuals Flying tree colliding with another tree Invasive tree doesn’t respect another tree’s personal space. It’s nearby falkreath, next to an uphill path that leads to mage that zaps you if you invade his personal space as well Backlog   Awaiting triage
WL-134 Items Some powerful/expensive items can be taken very easily by any player Items in each of the bathing rooms (whos keys are rented from the various innkeepers) can be taken and are not marked as stolen. Some of these items are powerful/expensive and likely should not be easily accessible to any player for the low cost of 10 gold. A good fix would be to set their ownership to the innkeeper job faction. Backlog   Awaiting triage
WL-485 Grass/Terrain Grass growing though rock - Whiterun hold near river   Backlog   Awaiting triage
WL-281 Items Cotton Cloth model collision seems to be causing massive slowdown when dropped on the floor Tested in Riverwood during the night in rainy conditions, and also neutral conditions within qasmoke. Dropping a large amount of cotton cloth on the ground (about 60 instances) froze the game. Dropping fewer massively slows the game. The slowdown only occurs when the objects are colliding with each other, and stops completely once the objects have settled. Turning off ENB seems to help the slowdown, but it still persists even without. Maybe something is weird about the model? Backlog   Awaiting triage
WL-1165 Grass/Terrain Nilhiem campfire Overgrown And the fire has grass growing though it Backlog   Awaiting triage
WL-673 Grass/Terrain Robbers gorge is a little overgrown. See Screenshots Backlog   Awaiting triage
WL-791 NPC There are two Sinmirs Fought Mikail and beat him in a brawl at approx 12:45am, rent a room from Hulda sleeping on the floor, sleep for 8 hours, go downstairs and there are two Sinmirs. One stood normally by the fire post closest to the room with the cooking pot and stairs. The duplicate is stood next to the original and looking/moving around in an agitated manner. You can talk to both normally. I think the duplicate is moving/looking to the side because he is trying to get to the first’s idle marker. It’s quite creepy. Sleep on the Bannered Mare at night? Not a clue. I did use Skyrim Together earlier today but of course that isn’t running now. Backlog   Awaiting triage
WL-898 Gameplay Vampiric Grip when in Vampire Lord buggy with new third person controls, difficult to aim Become a vampire lord and unlock vampiric drain. The spell was always difficult to use, requiring precise aim. With the third person controls it it extremely difficult to aim. Backlog See linked issue (WL-899) See linked issue (WL-899)
WL-702 NPC Melaran, Sybille Stentor’s replacement, can be invested in multiple times, but with no effect Eaither Kill Sybille or wait for to kill herself with the sun, get the speachcraft perk that allows you to invest in bussineses then try to invest with Melaran Backlog   Awaiting triage
WL-697 Visuals Shader causing game to be really bright Summary Of Bug Encountered When I launch the game with medium shaders and graphics (which I have been using with no issues), it makes my game really bright during both day and night. If I run the game with no/low shaders I don’t have this issue. Steps to reproduce: I launched the game multiple times with different shader settings and loaded different saves each time. Everytime I launch with medium or ultra shaders the game is very bright. Backlog   Awaiting triage
WL-710 Quest Trying to become thane of riften so that I can get the house for cheaper. Did the the entire skooma quest and I didn’t asked by her at all to help the people of riften.   Backlog   Awaiting triage
WL-382 NPC Ulfric grants permission to purchase property, 2x dialogue options 1. At some point during the civil war, Ulfric gives you the ability to purchase property (as Thane) 2. Talking to the steward, there are 2 dialogue options to purchase. Backlog   Awaiting triage
WL-603 UI Frostfall status obscures player and vendor gold See Attached Backlog   Awaiting triage
WL-378 Visuals A destroyed whiterun stall is missing during the Siege of Whiterun STEPS TO REPRODUCE 1. Enter whiterun market during the Siege of Whiterun RESULT A stall is missing, image attached. No other significant missing objects were detected. ADDITIONAL INFORMATION Backlog   Awaiting triage
WL-291 Items Many statics harvestable through Dynamic Things Alternative need ownership assigned This will be an easy task, but a time consuming one. It is a good recommendation for the community/outsourcing Backlog Implementation note: ownership can be assigned via the object’s reference placement Implementation note: ownership can be assigned via the object’s reference placement
WL-1101 Camera Cuirass of vigilant can be seen in 1st person view When wearing the cuirass off the vigilant it clips in first person and can be seen Backlog   Awaiting triage
WL-376 Navmesh Siege Navmashes are Wonky During the Battle of Whiterun, observe the navmeshes of catapults and added items They be wonky. Low priority. Backlog   Awaiting triage
WL-1356 Visuals When shooting the sun with Auriel’s bow and Bloodcursed Arrows. The animation will play correctly but after only a red-black blob will appear this will be changed to the correct animation when you wait or travel. Shoot the sun while using Auriel’s bow after having finished the Kindred quest and with a bloodcursed arrow. notice it turns into a red screen with a black blob Wait / Travel to see it return to what it should be like. Backlog   Awaiting triage
WL-1416 CTD/Freeze Entering Redbelly mine, get poisoned, soldiers from outside get pulled in when I go in and they engage spiders with me. (SkyrimSE.exe+6515A7) Level 5 warrior type. Just going in to see how tough it was Beginning to fight the first spider in Redbelly shield/axe Heavy. 2 Soldiers were pulled in with me as I entered, which I thought was a tad odd. But I’m new, so what do I know? I havent played tes5 in a long time. Additional Information https://pastebin.com/rmAybRPU Backlog   Awaiting triage
WL-451 Grass/Terrain Falkreath wall - tree growing through it (-9, -22)   Backlog   Awaiting triage
WL-1308 CTD/Freeze Walking over a trap (0x1C85EB00000) User reported this while walking over a flame trap Backlog [ 23] ShadowSceneNode(Name: ) is the important line - this is what i have found *This crash(AKA The Shadow Scene Crash) has been known to appear with a combination of lighting, camera, and behavior issues. People have mentioned facelight mods to also be a cause for this issue. I have had this issue numerous times in the past, however, and haven’t used a facelight at all. This issue may be resolved in a future update in SSE Engine Fixes!! stay tuned!!! WORKAROUND: Simply deleting any mods with facelight could be of help as that has been a source of multiple types of CTDs in this guide so far [ 23] ShadowSceneNode(Name: ) is the important line - this is what i have found *This crash(AKA The Shadow Scene Crash) has been known to appear with a combination of lighting, camera, and behavior issues. People have mentioned facelight mods to also be a cause for this issue. I have had this issue numerous times in the past, however, and haven’t used a facelight at all. This issue may be resolved in a future update in SSE Engine Fixes!! stay tuned!!! WORKAROUND: Simply deleting any mods with facelight could be of help as that has been a source of multiple types of CTDs in this guide so far
WL-361 Idle Marker Sarthaal Exterior NPC - Reksel clipping with table   Backlog   Awaiting triage
WL-1412 Gameplay Taking the Frostfall Perk “Glacial Swimmer” seems to protect the player from getting wet when it rains. Perkreset via Frostfall mcm solved the issue, taking the perk again recreated it Additional Information User Info Preset High Version: Wildlander 1.1 - 1.1.4 (Legacy) Backlog   Awaiting triage
WL-263 Gameplay Valtheim Towers is assigned as first bandit camp 1. Join the Companions and get a bandit quest RESULT - Occasionally you are assigned Valtheim Towers, which is probably too difficult for new players Backlog   Awaiting triage
WL-1410 Gameplay Weird pathfinding with Draugr in Halldir’s Cairn The Draugrs in Halldir’s Cairn can’t go past a certain spot (I was trying to kill them with the trap behind me lol) Additional Information https://youtu.be/O1WMjcdSnIo Backlog   Awaiting triage
WL-1052 Utility Creation Kit Window Layout Unusable Need to compile the modlist with the default Creation Kit window layout. Most render windows display off the end of the screen where they aren’t selectable and using the view menu to close and re-open them does not move them back. The only workaround I was able to do was to go in and edit the window location values myself. The average user probably won’t know how to do this even if they are competent with the CK. Backlog   Awaiting triage
WL-1025 Gameplay Key to private bath removed whilst in bathing area locks you in without high lockpicking to get out. An unfortunate accident when I was trying to bath but my key was removed within the window I was bathing in. This occured in Markarth. Had to use console to get out. Get key to private bath. Wait 23 hours, spend an hour in the bath area. Get locked in. Backlog   Awaiting triage
WL-355 Visuals Cistern door needs a retexture   Backlog   Awaiting triage
WL-504 CTD/Freeze In riften, possibly NPC related? 0x28BCFE845A0 Semi-random crashes to desktop, usually in the Riften exterior cell. Seems to happen mostly when I’m in a crafting menu. Steps to reproduce: Go to Rifen, use a crafting station (forge, grindstone, etc.) Backlog   Awaiting triage
WL-1006 Quest Impossible to complete Finding Velehk Sain quest without console commands In this quest, we need 4 rings (in misc category) to activate the daedric gauntlet. Problem, one of the ring, the “Ilas-Tei’s Ring” is an armor ring, not a misc one. So we can’t place the last one. Hopefully, we can spawn one of the first three rings to activate the gauntlet. Go to the daedric gauntlet in the Midden, try to get the rings via console commands “help Ornamental Ring” -> only 3 results. The last ring doesn’t sstart with “Ornamental”, and is a piece of armor instead of a misc item Additional Information Link to the original quest mod: https://www.nexusmods.com/skyrimspecialedition/mods/19815?tab=description Backlog   Awaiting triage
WL-721 Quest When doing the first real Dark Brotherhood Mission. You get an optional Objective of killing someone in Windhelm. After you made the kill. You get an letter from Muiri, talking how you secretly helped her (despite she was the one giving you the quest in the first place). Doesnt break progress and no double quest reward. Backlog   Awaiting triage
WL-872 NPC I was fighting my first dragon and the AI seemed to be completely bugged. He was also phasing through the ground. Hopefully I chose the correct type of bug for this but the dragon was just flying around and hovering above me at times the entire fight. He did not land on the ground once during the entire battle and he phased through the ground a few times. I’ve linked a couple videos down below showing these bugs. Additional Information https://youtu.be/KxdvvmRQTAk https://youtu.be/8EGSvSuwL8 Backlog   Awaiting triage
WL-458 NPC NPC dialog post civil war still have civil war options When talking to Balgruuf after completing the Civil War questline he still has a “What will it take to end the war?” dialogue option. Backlog   Awaiting triage
WL-439 Grass/Terrain Grass clipping in Robber’s Gorge   Backlog   Awaiting triage
WL-487 Gameplay Prices of the summon tomes are WAY higher than the other ones   Backlog   Awaiting triage
WL-339 Grass/Terrain Solitude wood chopping block near outlaw refude has grass/her growing though clutter   Backlog   Awaiting triage
WL-415 Grass/Terrain Grass clipping in the Rift Imperial Camp, specifically at the wood block and the alchemy table. g Backlog   Awaiting triage
WL-1191 Grass/Terrain Overgrown shack (unnamed - east of pinewatch)   Backlog   Awaiting triage
WL-365 Grass/Terrain Clip - Chillfurrow farm - washing clipping with long grass   Backlog   Awaiting triage
WL-973 Gameplay Doubling or even tripling the shrine blessings Randomly (no idea what could cause it except for the usual bathing suspect) my char would get double or in one specific case even triple shrine blessing. Last time this happened with shrine of Julianos I believe (the one which gives additional magicka), where I ended up having triple Julianos effects active which raised my magicka up by 100 points. Same happened with blessing of Kynareth (Whiterun temple of kynareth), which at one point gave me double the stamina buff (doubled effect) - if I recall correctly same happened once with blessing of Mara as well. The fix was to pick up another blessing from a different shrine, which would in turn reset the effects. No known steps of reproducing, perhaps bathing does this after using it for a while because of the unequip/equip script, but don’t take my word for it. Backlog   Awaiting triage
WL-278 Visuals Nightcaller temple - Alchemy lab New animated banners clip with various furniture in this room. Backlog   Awaiting triage
WL-1318 Gameplay New characters have +12 to carry weight. Type of Bug: Gameplay Detailed Description New characters have +12 to carry weight. For some reason player.removeallitems + restart + location change (indoor to outdoor whiterun) seems to reset it back permanently. I also tried removing my items manually by dropping and selling all my gold, restarted numerous times, but it never reverted. I also looked at a random gameplay video and noticed this person also has extra carry weight. Create new character. Additional Information https://youtu.be/kN0vteFx6EA?t=820 User Info Customised Install: No Preset Ultra Backlog   Awaiting triage
WL-247 Items Vikas’ sword is not “more valuable than you are” 1. During the Join the Companions questline, speak with Vilkas after the fight about delivering his sword. 2. Observe the value / quality of the sword RESULT - Consider changing his sword to a more expensive one “more valuable than the player” worth 3000 gold. Backlog Vilkas’s sword is a basic untempered skyforge sword, valued at a 312g. Weap_SkyforgeSteelSword “Skyforge Steel Sword” [WEAP:0009F25C] Part of quest C00 “Take Up Arms” [QUST:0004B2D9] Alias 9 Vilkas’s sword is a basic untempered skyforge sword, valued at a 312g. Weap_SkyforgeSteelSword “Skyforge Steel Sword” [WEAP:0009F25C] Part of quest C00 “Take Up Arms” [QUST:0004B2D9] Alias 9
WL-313 Visuals Reduce torch radius   Backlog   Awaiting triage
WL-379 NPC During the Siege of Whiterun, mod-added vendors can be traded with During the Siege of Whiterun, visit one of the extra vendors added by mods They don’t notice the battle and will trade with you normally Backlog   Awaiting triage
WL-629 Visuals Invisible arms with these two armor pieces: Fur makeshift cuirass/scaled bracers.   Backlog   Awaiting triage
WL-1346 Camera Hold-to-toggle camera perspective shift is cumbersome on gamepad   Backlog   Awaiting triage
WL-783 Gameplay Infinite magicka I haven’t tried recreating it anywhere else, but while training some destruction on the dummies behind the companions guild, I was using the basic lightning spell I started with (Sparks I think? Not sure) and found a way to continue casting even when empty on magicka by draining the bar fully then start recasting around half way filled. The bar will drain normally but I can continue casting even once its empty as long as I keep holding click. At the time I had the debuff from too much instant training and my magicka was lowered to about 75 or 50. As I said I haven’t tried replicating with other spells or other training areas. If relevant I also have the apprentice stone on my character. Use the instant training on a dummy until it says youre too exhausted and stopped training part way through, passing 0 hours Start casting the spell on the dummy until your magicka is drained Start recasting around half way full and enjoy infinite destruction training Additional Information I would if I knew how to record Backlog I am still going to test this ticket for the “infinite magicka” issue, which is separate. But at least the “infinite Destruction XP” element should be resolved by the linked issue’s solution, preventing dynamic XP gain from training dummies. I am still going to test this ticket for the “infinite magicka” issue, which is separate. But at least the “infinite Destruction XP” element should be resolved by the linked issue’s solution, preventing dynamic XP gain from training dummies.
WL-763 UI HUD is disappearing when drawing sword on horseback; appears to only happen when wielding a 1H + a spell As reported by u/Kimber_EDC: {quote}I’ve done some more research on this. The bug ONLY happens when you have a spell in one hand and weapon in the other and cast while the weapon is drawn. Bows and 2H weapons don’t exhibit the problem and neither do 1H + shield/empty offhand. My character only has a couple of spells, so right now it’s the summon wolf novice spell that’s triggering it. May do some testing with other magic types tonight to make sure it’s not just conjuration, but it’s definitely reproducible for me like I described it.{quote} Maybe has something to do with the dual wielding blocking issue also experienced with spell + 1H? Backlog   Awaiting triage
WL-454 NPC T-posed trolls at Guldan’s rock - just behind Gorak the Trolls slayers Bonfire (18, - 3)   Backlog   Awaiting triage
WL-312 Grass/Terrain Dragonbridge North gate - right hand staircase has grass growing though it   Backlog   Awaiting triage
WL-1023 Visuals Aetherium Forge looks much darker than it should The Aetherium Forge exists in the cell DLC1Bthalft01 the color of the forge to surrounding piping is mismatched Backlog   Awaiting triage
WL-1463 Quest “Hold this for me” good samaritan worthless The random event, where a thief runs up to you and gives you an enchanted item to hold for a while “and he’ll be back later”. When the owner of the item comes up to you and asks if we saw someone run past just now, you can give him the item. He is grateful and says “it’s not much, but here, thank you” or something to that effect and gives the player 1 septim. I know it’s not meant to be much, but 1 septim feels a bit of an insult. Either change it so that he can’t afford to give the player anything, or up the reward. Backlog   Awaiting triage
WL-718 Audio Random enemies will taunt “Your death will be my gift to Auriel!” or similar lines, even ones that shouldent have taunts at al eg. Mudcrabs   Backlog   Awaiting triage
WL-436 Grass/Terrain Fort Amol grass/object clipping issues with fort changes after the Civil War is concluded. See screenshots Backlog   Awaiting triage
WL-242 Gameplay Fort Greenwall Tavern Doors can’t be opened 1. Visit Fort Greenwall, north of Riften 2. Attempt to enter one of the 2 taverns located on the north side of the keep RESULT - No door trigger exists for the taverns. Unknown if these areas can be entered (An NPC was able to enter the doors, so it might be that the door trigger is located underneath. If not, consider placing rubble / blocking the doors to show there is no entry. Backlog   Awaiting triage
WL-452 Grass/Terrain Tree growing though path (0, -19) east of Falkreath, heading to helgan   Backlog   Awaiting triage
WL-1058 Navmesh Falk Firebeard has been stuck trying to walk though this guard fopr the last 10 mins   Backlog   Awaiting triage
WL-1066 Gameplay Mining bug Mining this clay node (opposite side of lake Illanata to the guardian stones) also mines the Ore node on the circled island. Backlog   Awaiting triage
WL-840 Homes Stone wall in Breezehome glitched I purchased all of the available upgrades for Breezehome. When I go down to the basement to enter the forge area there is a stone wall completely blocking my view of the room. In fact I had no idea the room was even there and thought the house was bugged. I can walk through the stone wall without enabling the TCL command in the console. When I am inside the room I can clearly see outside of the room to where the stairs are leading back to the main floor. Purchase all upgrades for Breezehome at once Backlog Havent had this for a while - but when buying the forge upgrade - for some reason the wall is still present and the door is missing. Havent had this for a while - but when buying the forge upgrade - for some reason the wall is still present and the door is missing.
WL-1711 NPC Three Duplicated NPCs There are three duplicate NPCs named Ervona in Windhelm, Candlehearth Hall. I do not know how to reproduce this. If it matters, I recently left the King’s Palace and entered Candlehearth Hall when I found them. Backlog Probably same cause as linked issue Probably same cause as linked issue
WL-238 Homes Heljarchen Farm Master Bug / Balance List The following is a list of errors with the Heljarchen Farm mod, referenced together because they are all part of the same file package. The rainwater barrel does not function as a water source (critical, no nearby water) Cash prices for construction and hiring is too low (requires Requiem balance). Suggested improvements include increasing Construction projects by at least 3x and Hiring costs by 10x. Without increasing prices, paying gold is significantly cheaper than constructing yourself, and costs only $18k gold for full construction. * One construction project, the Farm - Landlords Quarters, costs only 1 gold. (Image Provided) * Cabinets in the landlord quarters can generate with VERY expensive equipment (Image Provided) * Horses occasionally spawn in the kitchen area (Image Provided) * Lighting within the alchemy greenhouse does not provide the correct window lighting (Image Provided) * The milk crate near the cows cannot be interacted with Otherwise, Heljarchen Farm is functioning in great condition. Backlog Would suggest that there be a bucket activator - like at wells under the rainwater collector - possibly on a stool/crate or something under the “tap” Would suggest that there be a bucket activator - like at wells under the rainwater collector - possibly on a stool/crate or something under the “tap”
WL-404 NPC Brand-Shei is supposed to be seated on a crate, however he is sitting on nothing. During A Chance Arrangement, Brand-Shei is supposed to be seated on a crate, however he is sitting on nothing. Begin A Chance Arrangement and look at Brand-Shei. Backlog   Awaiting triage
WL-321 Visuals Raw Meat on Dinner Tables 1. Visit the Jarl Hall in Windhelm RESULT Raw meats can be found on the table being served as food. Usually, people eat cooked food! ADDITIONAL INFORMATION More dinner tables in jarl halls should be checked for raw ingredients Backlog   Awaiting triage
WL-733 Gameplay Jumping flame spiders on Solsthiem were seemingly unaggressive to me completely   Backlog   Awaiting triage
WL-971 NPC Specifically noticed in Windhelm, particularly on character start (chosing windhelm inn option) or using coc windhelmorigin. Some npcs are frozen in the middle of walking animations or rotate on themselves due it seems to script lag Create a character that starts at Windhelm inn or coc Windhelmorigin from a new save. Run around the city, you will likely find a few npcs affected by this. Backlog Possibly too many NPC’s in one area causing the AI to hang Possibly too many NPC’s in one area causing the AI to hang
WL-1679 Crafting I can only craft two or three items with “Paralyze” enchantment before I am unable to enchant items with Paralyze any further. I get an “Out of Charges” notification in the top right of my screen. I can enchant one or two items with Paralyze successfully by following the normal enchantment process. When I go to enchant any weapon, I can select the weapon. When I select the “Paralyze” enchantment, I get an “out of charges” notification in the top right of the screen. I am unable to enchant any weapon with any filled soul gem. This issue only applies to Paralyze. This issue applies to any enchanting table used. Additional Information 1. Learn the Paralyze enchantment by disenchanting any immobilizing weapon. 2. Enchant as many objects as possible until no longer able to select Paralyze to enchant further. It should only take 2 or 3 successfully enchants before you cannot select “Paralyze” successfully in the enchantment menu. Backlog   Awaiting triage
WL-633 Audio If you go to a place like Bleak Falls Barrow, you can hear the wind blowing on those high hills,. But if you leave the place and go tothe windy sound doesn’t stop until you enter a new cell   Backlog   Awaiting triage
WL-1214 Visuals Happy little trees causing floating moss in Sky havent temple gardens Please See Attached screenshots Backlog   Awaiting triage
WL-1056 Navmesh Solitude Guard stuck on tree   Backlog   Awaiting triage
WL-406 Idle Marker Silda the Unseen is standing too far away to warm her hands from the Place of kings brazier   Backlog   Awaiting triage
WL-1369 Gameplay Winking Skeever Inn bathing room bugs out Ebony Warrior Thrall. When you use the Bathing room at the Winking Skeever your Thrall will stay upstairs but when you go back upstairs they loose their unique name, they won’t be mentioned as being your Thrall anymore. However they will follow you around but when they die you won’t be able to loot any items they carried. In my case they are carrying unique artifacts which would be forever lost unless I am reloading an older save. I have not tested every single bathing room yet but so far they seem to be causing different issues depending on the place. Go to the Winking Skeever with Raise V Ebony Warrior use the Bathing room and go back up to see the results Backlog   Awaiting triage
WL-311 Visuals Dragonbridge General store left hand staircase has a spotlight with no source (at sunset)   Backlog   Awaiting triage
WL-903 Visuals Forges have a hole in the mesh Forges have a hole on the side of the mesh, just above the fire walk around riften forge and look at where the fire enge meets the mesh of the forge wall, You’ll find it Backlog   Awaiting triage
WL-342 Grass/Terrain Solitude docks staircase has a tree growing though it   Backlog Grass needs repainting to remove the shrub. Grass needs repainting to remove the shrub.
WL-1365 Gameplay When using the Riverwood bathing room at the Inn with a thrall they will come down with you and appear in there underclothes. When you go back up they will equip most of their gear again but the cloak won’t be equipped anymore. Note: In the Winking Skeever the thrall stays outside and thus this bug doesn’t occur. Resurrect the Ebony Warrior (Pressumably any Thrall) go to the Riverwood Inn get the key for bathing and go down the bathing room. They will appear in their underclothes and when you go back up everything vanilla will be equipped but no cloak. Backlog   Awaiting triage
WL-996 MCM [MCM] Stoping & starting Hunterborn breaks bath and break items shortcuts Disable hunterborn, start hunterborn, try to bath (%) or disassemble an item (!), it does not work anymore Backlog   Awaiting triage
WL-734 Gameplay When you first open the Blackbook that Miraak appears in and you’re stuck and listen to him, the 3rd person camera allows me to move, loot, fight, etc, so I killed all of the seekers. You cannot kill miraak or the dragon here and eventually you’ll be teleported away so you’re not softlocked Backlog   Awaiting triage
WL-303 Idle Marker Stuck NPC Dervernin appears to be either stuck or admiring the wall. Tunnel to castle dowr next to vittoria vici’s house Dervernin appears to be either stuck or admiring the wall. Tunnel to castle dowr next to vittoria vici’s house Backlog Lizzy 9 April 2022 at 10:30 he also decided to sit down through the floor after i’d accepted the quest Lizzy 9 April 2022 at 10:15 He’s done it again today - So heres his AI package Dylan Perry 15 November 2021 at 12:33 A useful tidbit when marking NPC’s who are doing weird things: If you scroll down in the default More Informative Console panel, there is a line detailing which AI package an NPC is currently experiencing. Sometimes this can be a clue as to why they’re bugging out. For example: Dylan Perry 10 November 2021 at 15:53 Looks like this might be the wrong screenie Lizzy 9 April 2022 at 10:30 he also decided to sit down through the floor after i’d accepted the quest Lizzy 9 April 2022 at 10:15 He’s done it again today - So heres his AI package Dylan Perry 15 November 2021 at 12:33 A useful tidbit when marking NPC’s who are doing weird things: If you scroll down in the default More Informative Console panel, there is a line detailing which AI package an NPC is currently experiencing. Sometimes this can be a clue as to why they’re bugging out. For example: Dylan Perry 10 November 2021 at 15:53 Looks like this might be the wrong screenie
WL-1022 Gameplay When applying poisons to a bow from the favourites menu the poison is consumed but the poison is not applied to the bow. I have poisons favourited so that i can quickly apply them to my bow from the favourites menu. However, when i apply the poisons from the menu the poison is consumed but not applied (indicated by not showing in the iEquip hud or effect applying to enemy). The only way to get the poisons to apply is by going into the main inventory menu and applying them from there. Favourite a poison so that i appears in the SkyUI Favourites menu (that appears when pressing Q) Click to apply the poison and confirm. The poison will be used but its effect will not be applied to the bow Backlog   Awaiting triage
WL-954 AI NPCs bunch around to loot dropped items NPCs bunch around to loot dropped items OR conjured minions that “die” Drop something from inventory in a crowded space.Or conjure a minion and let it die. Too many NPCs bunch up around User Info Customised Install: No Preset Medium Backlog   Awaiting triage
WL-1665 Gameplay Bound cloak’s duration end cancel’s out bound sword (possibly other bound weapons too) If you have Bound Cloak active at the same time as Bound Sword, and the cloak’s duration ends before the sword, it cancels out BOTH the bound cloak and the sword. I have not tested weather the same is true if the sword expires before the cloak, though I expect it to have the same result as they’re both conjured item effects being cancelled out by the same system. *Additional Information* 1. Cast Bound cloak and Bound Sword (or any bound weapon, I've only used sword so far) so you have both conjured effects on your character. 2. Wait for the Bound Cloak duration to end. It should be shorter than the weapon, if not, get Conjuration perk "Mystic Binding". 3. Observe. When Cloak duration ends, it cancels out sword duration regardless of it having a substantial amount of time left on its [the sword's] remaining duration. Backlog   Awaiting triage
WL-1188 Idle Marker Malur Seloth Floating through floor   Backlog   Awaiting triage
WL-251 Visuals Ugly rock texture When crossing Valheim towers looked down and saw this monstrosity Backlog   Awaiting triage
WL-366 Grass/Terrain Whiterun stables - Path to door is overgrown and steps have grass growing though them   Backlog   Awaiting triage
WL-1078 Grass/Terrain Falkreath Carriage has a tree growing though it Grass issue - Change texture to pebbles under the carriage Backlog   Awaiting triage
WL-1324 Gameplay Jail food ownership I went twice in jail in riften in a very short time. The first time, it went okay but the second time, It was a crime to take the food on my own cell table, doing so sent a guard in my cell to kill me. Not a big deal but I don’t think this is the way it should work. Backlog   Awaiting triage
WL-920 Landseam Falkreath Stormcloack Camp- Cooking place ground textures dont blend Detailed Description** Falkreath Stormcloack Camp- Cooking place ground textures dont blend Backlog   Awaiting triage
WL-741 Quest halldir’s “summons” in halldir’s cairn are located in the walls, and simply “move” when they’re summoned halldir’s “summons” in halldir’s cairn are located in the walls, and simply “move” when they’re summoned. I killed all the NPCs with an AOE fire spell much before I entered the boss room, only to find that the gate was closed and I couldn’t enter. I TCL’d in, and then the quest completed and the door opened behind me. (vanilla bug but if you find a fix please send it :P) Fornication’s megaticket Backlog   Awaiting triage
WL-491 Quest When fighting Mikael to leave carmilla alone the quest does not move to the next step, it instead acts like nothing happened. I fought him over and over hoping it would complete that step and it never did. Get the quest from Carmilla to get Mikael to leave her alone and then fight him. If you have supporting screenshots and/or videos - Please give us link(s). Please note: if reporting a graphical bug you must include a screenshot of your map location, and a screenshot of the console with the item selected. https://www.youtube.com/watch?v=kqZzmzWeUCU Reloading saves and restarting the game did not help. Backlog   Awaiting triage
WL-336 Visuals The path from solitude carriage to gates is extremely dark (even at 7pm at night) Suggest adding braziers/lanterns along the path. (Picture is the guard by the gate when you enter the courtyard)   Backlog   Awaiting triage
WL-308 Clip Dragonbridge Lumber camp Horse with its gate. Note: Had to nudge the horse out of the gate to be able to click on it with console - whole area is weird.   Backlog   Awaiting triage
WL-1224 Visuals Mammoths (and sometimes other creatures) occasionally fly into the air because they’re being spawned directly on top of other mammoths An example of an offending spawn marker is 001038ad, which you can see has a couple of mammoths referencing it. The mammoths spawn in the exact same location at the same time, causing one of them to fly up into the air (and die on landing). There are several instances of this throughout the game world. There might be a way to sweep them all up at once - perhaps r/skyrimmods discord would have an idea - but a worst-case solution would be creating separate markers for each mammoth/creature for each offending instance. Backlog   Awaiting triage
WL-558 Gameplay I bought the Fur backpack - brown in belethors shop. When equipping the bag it automatically leaves the item tab and it let me place a fur sleeping roll on the ground. … this old chestnut. Backlog   Awaiting triage
WL-1717 Quest Random encounter with frustrated NPC with mage staff not working. If I remember correctly, in the base game this encounter gave you options to talk to this person about the staff to take it for yourself or various other choices but there is no further options to speak with him when encountered. Only speechcraft. I do not know if this is intentional for non magically inclined characters, but would kinda make sense. Backlog Quest which is linked to this chap is WE31 “College Application Denied” [QUST:000753CA] Quest which is linked to this chap is WE31 “College Application Denied” [QUST:000753CA]
WL-1714 Audio Bandits say things like, “Be careful!” when attacking them. I’ve noticed this specifically with the 2 handed perk that gives you a sprinting power attack. Using it on bandits during combat makes them say these lines which is un-immersive. Backlog   Awaiting triage
WL-1737 Clip Standarr’s beacon: pelt rug is clipping with the floor. some fur rugs in stendarr’s beacon are glitching weird when going upstairs Backlog   Awaiting triage
WL-1739 Gameplay Conjure Shelter Broken Conjured shelter spell can be used anywhere including towns. When used in town you will receive a message saying it cannot be used here with one option “cancel”. After clicking Cancel the spell will still spawn wherever it was cast. Backlog Scriptname CampConjureObjectEffect  Scriptname CampConjureObjectEffect 
WL-1791 Gameplay Spell research (Feedback) Hey guys, I have been having an amazing time in Wildlander so far. It’s been such a blast that I even decided to play two different characters back to back! The second one is a mage, and so I wanted to really get into Spell Research, but after playing for a few days I think it’s got a few unfortunate issues and I’m not sure how fixable they are in the context of Wildlander. Maybe you guys can help me see things from another perspective or have solutions I hadn’t thought of, but here’s what’s irked me about it so far (Adept level mage of all schools at the moment): The systems seem kind of divided, not very intertwined, and also kind of prohibitively difficult to get into. The best example is that after hours of doing spell research, I didn’t need to study or break down any of my dozens of enchanted weapon parts I found, I want to look into the ancient texts but I don’t have the translation manuals and those are as far as I can tell just lucky drops, and I haven’t even known about the solutions system until a guide was brought up that told me about it. It’s a lot of systems that all seem to play into the same core functionality, but they don’t seem necessary to do at all, and I think that’s a bit of a shame. The flavor text is pretty unhelpful and sometimes just misleading. Gonna be honest, even after hours of interacting with Spell Research, its mechanics did not become obvious to me until after a friend watching me play read a guide and told them to me. And it’s not like the system helps you out here, in fact it sometimes actively deceives you. ”Fatal flaws in the thesis” I don’t think means that the thesis is bad, in fact theses have no quality whatsoever, right? It’s instead that you’re missing XP, which… You have to look up your research XP in the mod config. That’s like 12 slow-changing pages of archetypes to look through, with hundreds of values that might be irrelevant to what you’re doing, because they don’t really translate into a spell that is researchable. Some system that lets you peruse your research results more concisely could be good, I think, because right now it’s just menu-hopping between mod config and inventory/magic tabs. The archetypes are a bit too granular for how few spells there are. I really think you should be able to learn a new spell with way fewer theses for archetypes than you currently do. This doesn’t mean that you should add in more spells, if this is the amount of spells that is intended then that’s that, but then I think you shouldn’t need these very high amounts of XP in all these archetypes. You have to research so many archetypes to have a shot at getting a new spell, and that requires knowing a ton of spells at that level already. At that point, the list of spells you could feasibly research is quite slim, and for someone who doesn’t want to look up what the choices even are, that seems kind of problematic, because… The system seems unnecessarily punishing and for the wrong reasons. When I initially saw this mod, I thought it would be awesome to experiment and just get some spells I didn’t initially think of. But if you do that, you’ll just be wasting food, drink, hours of your life and months in Skyrim because of missing XP, random fail chance, or just straight up searching for potential spells that just don’t exist. Having to look into a cheat sheet to make sure you’re not wasting your time, IDK, that takes away a lot, and makes it a lot more tedium than experimentation. I don’t really mind being punished for doing something wrong and understanding why. When you die from cold, you know that you didn’t bring warm clothes or just made bad preparations, and the types of preparations you can make seem very straightforward. In fact there isn’t much “you’re just not good enough for this” in the survival department. A beginner survivor could dress up warm, bring food, bring tea, head out being comfortably heated by fire, and then go straight from Whiterun to Dawnstar, recharge there, and head to Winterhold from there. This is not at all the case with Spell Research. A lot of the time, you fail and you didn’t know what you did wrong. Spell Research can’t be used to help you break into a new spell difficulty. Since archetype XP is tiered by spell difficulty, its only function is to pick up spells of the difficulty you’re currently on or below. A lot of spells in this are tiered as well, so that the utility of doing this isn’t actually very meaningful. You don’t need Mage Armor 1 if you already have Mage Armor 2. This is a huge shame, because the system is so involved that it should probably be semi-mandatory, and not supplemental forever before becoming kinda required for harder to get master-level stuff (I don’t know, I’m not there yet, but that’s my assumption going in) The worst part about this situation is that it doesn’t really matter that it can’t be used to actually advance your mage progression, because Requiem just gives you spells along with the perks, and maybe RNG court wizards and College members just give you the rest that you might want to use. Buying these tomes makes the list of spells you can feasibly design with Spell Research even slimmer, which is bad for some of the aforementioned reasons. Immersive? Maybe. Repetitive? Very. Clearly research taking a long time is well-communicated in this mod, but I don’t know that it actually translates very well into an engaging gameplay experience. In fact, a lot of the time I find myself researching in front of my bed for the better part of a day, eating and drinking when necessary, going to bed, filling up the needs, and repeat. There’s no gameplay loop here, it’s just menu-browsing, skill-spamming, refreshing your food and stuff, and doing that until you got what you wanted. I like that you can do that, but I hate doing it, and I wish you could do this stuff faster, but then maybe hitting a roadblock and having to go adventure for a bit, maybe finding a eureka moment via some of the gear they added and using that to push your research to new heights. Most of my enchanted tomes I can’t read yet, and breaking down enchanted weapon pieces gives you a really unimpactful amount of XP. I think the mod would be way more enjoyable in the context of Wildlander if it were somewhat more required, less granular, less repetitive, and if experimental attempts were both less punishing and would lead to clues about which direction to progress if not in the one you currently were. I don’t know, is that unreasonable? Backlog   Awaiting Assessment
WL-1797 Gameplay MAKE WILDLANDER GREAT AGAIN (AKA the stuff which doesnt fit anywhere else) u/Responsible-Chard-91 (Feedback) 1. Should be Instant drenched from bathing and hence need to dry off again. 2. When you click on animal carcass first option should be clean so your not CONSTANTLY having to mouse cursor over to “clean” option. 3. Blur screen slightly whenever your health falls below 50% to signal you need to heal up. Have it play on and off to just annoy but not break. 4. Make the divine blessing come from wearing the amulet of said divine being BUT you must pledge your loyalty by also seeking this blessing at a shrine. This way you cant just willy nilly equip your “new” God’s amulet and expect his/her blessings. 5. Change backpack purchase to “survival gear” that has a waterskin, knife and a wood chopping axe all bundled in one single purchase. 6. Knife just in inventory to skin is awesome idea. Do same for wood chopping where you walk up to tree and it says chop wood and when you click it you auto equip wood axe, screen goes dark for a bit and you then get enough wood to make some tinder and kindling and start a fire. 7. Add a symbol to thirst, hunger etc so that its always at top of magic effects list for ease. Maybe even use a nice skyrimesque icon here? - #Exhaustion:Well rested - #Hunger:Well fed - #Thirst:Sated - #Clean:Recently Washed Backlog   Awaiting Assessment
WL-1792 Gameplay Mage guild (Feedback) Overall, it’s probably the time I’ve been the most conservative & cautious, and fucking thanks I was, because I know for sure some parts I just couldn’t have succeeded. There are a few things I’d like to comment, I’ll use the spoiler tag just in case: - Enchanted Spheres are hard as fuck, I think they’re harder than ever; given a moment, I had two Storm Thralls on the one in Blackreach, and I was casting Lighting bolts… around 25%, we weren’t able to outdamage its regen… it was insane. - Most rewards are just worthless; by the time you get them, your equip surpass any of those. - I really, REALLY love what you made with the Arch-Mage’s chambers. However there are a few “problems” that could be easily solved, i.e. there’s almost nothing to store good items, I mean, there are very few display cases, and they’re already used; also, it would be nice to have some special display cases for special unique items, like Saarthal Amulet and so. The council room could use some display weapon racks on the walls, and the lab room has an “Alchemy locker”, but not an “Enchanting locker” or something like that. Yes, I’m aware of the other room, the one with lotta chests, but I take you get my point. - Something I don’t understand, when you become the Arch-Mage you get access to everything, also of course Ancano’s quarters; however, despite he being a traitor and being dead, his stuff, including some incriminating stuff like the Midden’s key or the letter, everything is marked as “stolen” if you try to pick it. - After becoming the Arch-Mage, all the Storm Thralls guarding the College are almost invisible; they’re there, but like only 10% visible… is very annoying. That’s pretty much all, no big deals/issues, just a few things I felt weren’t right. EDIT there’s another thing that bugs me a lot, and it’s the “non an active quest” thing; The missing apprentices, for instance, I found them, got the rings, summoned the daedra and dealt with it, finishing it for good, but it never triggered any quest, and yet the same dialog about the missing apprentices appears with Phinis everytime after having finished this “non-quest”. Backlog   Awaiting Assessment
WL-1823 NPC Vigilant Tyranus (Molag Bal quest) moves very slowly, as in over-encumbered or otherwise slowed down. Did not see anyone else report that on discord so might be just my game, but it’s unmodified and not sure how to explain that behaviour. Backlog   Awaiting triage
WL-1862 Visuals Equipped staff on back clipping through camera I acquired the Wabbajack, and favorited it. It is displayed on my characters back. In first person, when running and doing certain movements (particularly visible while running forward and to the right, while looking a up a bit), the staff will clip through the camera, making for some very distracting visual flickering. Backlog   Awaiting triage
WL-862 Mod Addition Please consider combining Spell Research with Spellforge. Please consider combining Spell Research with Spellforge. It’s more immersive than menu hopping in Spell Research https://www.nexusmods.com/skyrimspecialedition/mods/46482 Backlog   Awaiting Assessment
WL-906 UI Equipping armor does not properly update moreHUD Carry Weight widget; perhaps related to Requiem’s CW bonus for equipped armors?   Backlog   Awaiting triage
WL-1943 CTD/Freeze Random crash seemingly from a battle between Soul enemies, slighted & elementals such as frost atronachs SkyrimSE.exe+CCCA7E In the North Eastern section of the Soul Cairn, around the Slighted Fort. Crashes randomly but it seems to be connected to the enemies casting Frost Barrier. Backlog Looks like it might be drawing the frost barrier? not sure on this. Cannot find anything on the crash code either. Looks like it might be drawing the frost barrier? not sure on this. Cannot find anything on the crash code either.
WL-1963 Gameplay Riften Skooma Note When you arrive in Riften through the north gate, there’s a barrel just right of the sidewalk with a note on top of it. The note is untitled in-game and says there’s a dealer behind the Temple of Mara. In the editor, the note is called something like “SkoomaNote”. Currently, this note doesn’t seem to do anything, because the man behind the temple doesn’t actually sell skooma. Backlog This should point the user to the canal’s where the actual dealer is located. bp2skoomanote “Scribbled Note” in dawn of skyrim This should point the user to the canal’s where the actual dealer is located. bp2skoomanote “Scribbled Note” in dawn of skyrim
WL-1990 Bug & QOL Reqtificator destroys ownership data in containers Re-enable ownership after updating requiem. reverse changes in linked mod. [00:01] CWHCM_TreasAncanoChest “Chest” [CONT:4E03EDCE] [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901E7D7] < Error: Could not be resolved > [00:01] CWHCM_EnthirChestSecret “Lockbox” [CONT:4E089623] [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > [00:01]   CONT \ Items \ Item \ COED - Extra Data \ Owner -> [0901C19C] < Error: Could not be resolved > Backlog Re-enable ownership after updating requiem. reverse changes in linked issue Re-enable ownership after updating requiem. reverse changes in linked issue
WL-1994 Visuals Rorikstead has a few floating meshes So far I have found a lantern floating in the air, and a clothes line also floating in the air a little off the ground. Backlog   Awaiting triage
WL-1 Mod Addition Cobb Encumbrance   Backlog Implementation Notes: Most likely, 99% encumbrance will be current standard speed. As encumbrance decreases, increase speed Implementation Notes: Most likely, 99% encumbrance will be current standard speed. As encumbrance decreases, increase speed
WL-359 Visuals Turn on RASS while swiming https://www.nexusmods.com/skyrimspecialedition/mods/40793 Backlog   Awaiting Scheduling
WL-1344 CTD/Freeze random crash outside Whiterun (SkyrimSE.exe+C2A5F3) Type of Bug: CTD Detailed Description** was walking just outside the Whiterun city gate when it crashed walking around near Whiterun Additional Information https://pastebin.com/LAHdUcwX User Info Customised Install: Yes https://loadorderlibrary.com/lists/wl3 Preset Ultra Version: Wildlander 1.1 - 1.1.4 (Legacy) Currently Unsolvable   Closed
WL-380 Quest Failing to Garrison outside of Fort Sungard causes Unfinishable Questline STEPS TO REPRODUCE 1. During the Battle of Fort Sungard, do not garrison with the soldiers. Run directly into the fort. 2. Kill enemy soldiers until at 100% kill rate. 3. Continue the quests until you need to Claim Heljaarchen Hold, but you can’t get the quest RESULT The civil war questline for Stormcloaks becomes uncompletable. ADDITIONAL INFORMATION Alan skips garrison of Fort Sungard - https://www.twitch.tv/videos/1207545365?t=02h05m11s Alan cannot progress because Fort Sungard is bugged - https://www.twitch.tv/videos/1207545365?t=02h34m57s Currently Unsolvable   Closed
WL-537 Items containers in dungeons refresh super fast - I’ve had dungeons where I get to the end and while I’m looping back chests have already refreshed   Currently Unsolvable   Closed
WL-1699 Homes Dragon Priest mask busts in Hjerim do not return item to inventory This concerns the shrine to Talos and dragon priest mask busts which are reached from the bedroom on the second floor, with a staircase leading down to them hidden behind a wardrobe. If activated, the bust will display the mask but when reclaiming it the mask disappears. Activating the bust again prompts for the now missing mask, suggesting it has indeed been removed, but it doesn’t appear in player inventory. There were one or two reports of this issue on the original mod’s Nexus page. Tried with three different masks, same outcome. Currently Unsolvable   Closed
WL-1634 Gameplay Some harvestable plants do not display effects tooltip when targeted The clip shows Northern Flax as an example, but I am fairly certain I have seen others without effects tooltip. Additional Information https://streamable.com/yzf2do Currently Unsolvable   Closed
WL-855 Exploit Put armor on mannequins in breezehome. Logged off for the night. Re logged in and went inside the items the mannequins were wearing was then sent directly to my inventory. Leave items on mannequins. leave and re enter. not 100% if its even re doable Currently Unsolvable   Closed
WL-835 Quest “Accept Jarl Balgruuf the Greater’s surrender” objective during Battle for Whiterun (Stormcloaks) is stuck. Detailed Description During Battle For Whiterun (Stormcloak version), upon defeating Bulgruf and Irileif, Balgruf is meant to surrender, and Vignar Grey-Mane should enter Dragonsreach, prompting an argument between the two men. In my case, Vignar walked in, and then immediately walked out and went about his day, causing the quest to break. Reloading the quest to when it started did not work. Using ‘setstage CWSiegeObj 9000’, I was able to complete the quest, but Ralof and Galmar kept following me, even after I used ‘resetai’ on them. After reloading to the broken objective and using ‘setstage CWSiegeObj 9000’ about 10-20 times to complete the quest, I was able to finally get them to stop. Whereas discord moderators (understandably) believed this to be related to general CW jankiness, there are a couple things that point to this being an issue with the modlist. 1. The unoficial Skyrim wiki lists the following objectives for the quest: “Objective 1000: Get your Orders from Galmar Stone-Fist Objective 1005: Break through the Enemy Barricade Objective 1015: Follow Galmar Stone-Fist Objective 1020: Open the Exterior Gate Objective 1030: Open the Drawbridge Objective 1050: Enter Whiterun Objective 1060: Break through the First Barricade Objective 1070: Break through the Second Barricade Objective 1080: Break through the Final Barricade Objective 1200: Force Jarl Balgruuf the Greater to surrender Objective 1210: Accept Jarl Balgruuf the Greater’s surrender” However, running the command ‘player.sqs CWSiegeObj’ (show quest objectives) shows most of these have been removed, despite still being present in terms of gameplay (i.e. they don’t show in console, but you still need to do them, and all except 1210 worked fine for me). 2. When looking at CWSiegeAttackObj/ CWSiegeObj (the quest) in SSEdit (formIDs 0004E857, 00096E71), I can see its being referenced by Wildlander.esp, challenging the discord moderator statement that “Civil War isn’t touched by Wildlander”. Whereas there’s a good chance the mods are correct, and this is genuinly just vanilla Skyrim being awful, I’d suggest they be less dismissive of issues prior to investigating; this bug was gamebreaking, and took around 40 minutes to fix via console commands, and if it is caused by Wildlander changes, it should be fixed. N/A, from conversations with other users this appears to be intermittent. Sucks to investigate I know. Currently Unsolvable Wildlander itself does not touch 0004E857 or 00096E71 - Only Ussep does. The only CW quest we even look at is the main civil war quest and the only thing we change it the reward searching https://en.uesp.net/wiki/Skyrim:Battle_for_Whiterun_(Stormcloaks) & google shows that its know that you cant get him to surrender. (E.G Upon entering Whiterun, there may be no Imperial soldiers and you may be unable to get Balgruuf to surrender.) this is civil war Jankieness and there isnt anything we can do about it. Closed
WL-1632 Gameplay Displayed spell costs in “magic” menu change after viewing “skills” menu I can reproduce this intermittently but not every time. When I open the Magic menu, the cost of any spell is X. If I then open the Skills menu, leave the menu, then go back to Magic the spell cost is ~X/2. The values are wildly different. I think this is a bug and not some nuance of game mechanics because when the magic menu says the cost of Healing Aura on Self is 66, I cannot afford it with a full magic pool of 140. If I open the Magic menu again, the cost will appear as 155 Magic, which exceeds my pool. This happens under any circumstances and in any location I’ve tried. I suspect this is related to Heavy Armor perks not working quite right. Additional Information On a new character, get the first 4 HA perks. Get any Novice or Apprentice Destro or Resto spells. View spell costs in Magic menu and again after viewing the Skills menu. https://imgur.com/a/6naOsb9 Currently Unsolvable   Closed
WL-1335 Visuals The Big trees around the morthal swamp have invisible force fields around them. Try to walk close to the tree Currently Unsolvable   Closed
WL-874 CTD/Freeze on random death. ctd on exiting chat with npc. random ctd on enter/exit building. random ctd on going to bed (C2A5F3 / 11012FC) See Attached Currently Unsolvable   Closed
WL-1280 Gameplay i have a collect soul gem missive quest and when i go into a crafting order menu it thinks i have 50/8 soul gems however, when i leave the soul gems are no longer believed to be in my inventory Have “Collect Soul Gems” (Petty or Common) missive, talk to Adrianne about improving or placing a crafting order Currently Unsolvable When you open Honed metal - your inventory gets the vendor’s inventory added to you - which means you see the quest complete. When you exit - the vendors inventory disappears and the quest goes back to inprogress. Not sure we can fix this Closed
WL-1801 CTD/Freeze CTD - SkyrimSE.exe+12F4797 CTD when approaching gate just past Vaialag’s summoning circle. Torch in distance. Currently Unsolvable Possible relevant objects: ShadowSceneNode(Name: shadow scene node)BSFadeNode(Name: skeleton.nif)NiCamera(Name: WorldRoot Camera) *This crash(AKA The Shadow Scene Crash) has been known to appear with a combination of lighting, camera, and behavior issues. People have mentioned facelight mods to also be a cause for this issue. I have had this issue numerous times in the past, however, and haven’t used a facelight at all. This issue may be resolved in a future update in SSE Engine Fixes!! stay tuned!!! WORKAROUND: Simply deleting any mods with facelight could be of help as that has been a source of multiple types of CTDs in this guide so far Closed
WL-1849 Gameplay Invisibility and Stealth in general When invisible, I can kick a cauldron down the hallway, and nothing reacts to it. Even when I’m stealthed normally, same thing. Given stealth is pretty powerful as-is, it would be nice to balance it further by making clutter cause noise, which alerts mobs to your presence. Currently Unsolvable   Closed
WL-351 Gameplay [Thieves Guild] Unable to start Thieves Guild quest “Loud and Clear” Unable to start Thieves Guild quest “Loud and Clear” (ID TG02). Quest does not start after prerequisite quest “Taking Care of Business” and using console commands to start the quest also does not work. Currently Unsolvable   Closed
WL-1271 CTD/Freeze iEquip edit mode CTD SkyrimSE.exe+C28C8B Type of Bug: Crash to desktop Detailed Description** Every time I tried to enter iEquip edit mode, the game CTDs instead of opening the edit mode I rebound the iEquip utility key to a unused one, (the one that allows you to edit the iEuip queues and go into edit mode). Ther, I click onto edit mode, adn then after a few seconds, the game CTDs. User Info Customised Install: No Preset High Currently Unsolvable   Closed
WL-590 Visuals Map went technicolor on leaving Greywatch post   Currently Unsolvable   Closed
WL-164 ENB [ENB] In Rainy Weather, Falkreath Interiors have Broken Lighting During certain rainy weathers Falkreath interior god rays are actually visible green beams of light. Currently Unsolvable Dylan Perry 26 October 2021 at 14:27 Was unable to replicate for the time being. If it happens again, you can check the current weather by opening the console and hitting “Tab” @James Williams Closed
WL-972 Gameplay Stamina bug, suspecting bathing system but am not sure Type of Bug: Gameplay (E.g objects which cannot be activated or other game play related bugs) Detailed Description** Apparently randomly, my character would (happened twice already) get a stamina bug where I could run indefinitely with no stamina drain (apparently stamina regenerated faster then intended). Bear in mind this was without respite/powerful aura combo and no stamina regen gear - on top of that my char wears a necromancers amulet. A fix for this was to completely unequip my gear and hit the weight calculation reset under requiem settings. No known steps of reproducing but I should have some saves with the bug present I believe (I have about 1500 saves since the start of my character) User Info Customised Install: No Preset Medium Currently Unsolvable   Closed
WL-914 Audio [Audio] Alessandra says Anders is located in Windhelm Detailed Description** Location: Riften, Temple of Mara, lower floor. NPC: Alessandra, gravekeeper of the Hall of the Dead. Bug: NPC voiceline says she would like to make peace with her father and requests dragonborn to deliver an item to Anders, the gravekeeper in Whiterun, but her voiceline says Anders is located in “Windhelm” instead of Whiterun. The Subtitles write “Whiterun”, but her voice over says Windhelm. Speak to Alessandra, she will have a quest available at level 1, voiceline is not true to actual quest location. Currently Unsolvable   Closed
WL-923 Items Wolfskin cloak - Ornate brown causing visual bug and can break follower trading Detailed Description** Bug causes people wearing wolfskin cloak - ornate brown, to take on a weird visual effect similar to concentrated lightning when they are far away from the player character but still see-able. And if item is given to follower can break ability to trade. Give follower wolfskin cloak - ornate brown to wear. Once they are wearing it have them guard a spot. You can no longer trade with them, whether you dismiss them, have them quit guarding the spot, etc. Currently Unsolvable   Closed
WL-1595 Quest Farkas can send you to clear out a bandit camp you have already cleared. Type of Bug: Quest Detailed Description Ultra Graphics Earlier in my playthrough, I cleared out Valthiem towers, as far as I know there were no surviors. Recently I joined the companions, and Farkas tasked me to clear out the towers. There was a way markers on the map, though when I got about half way, the quest moved to the completed tab and the marker was gone. When I went back to the companions, no one would offer me a quest, saying “Aren’t you already on a job for Farkas” He offered me a quest though and after completing that it seemed to resolve the issue. Not a gamebreaking bug or anything but figured I should report it Additional Information Clear a few bandit camps and prey it randomly selects it User Info Customised Install: No Preset Version: Wildlander 1.1.8 - 1.1.9 (Curent) Reproducable:Yes Currently Unsolvable   Closed
WL-490 Gameplay Hotkeys not working drinking water and baths. (Honshu on discord) Summary Of Bug Encountered Hotkeys not working drinking water and baths. I can drink and fill up water by going into my inventory however just not using the hot keys Steps to reproduce: Tried drinking water using hotkey, tried filling water while in deep enough water, and tried the same with the wash hotkey Currently Unsolvable   Closed
WL-611 Quest Legate Rikke will tell you to meet her outside Korvanjund. She did not appear On the Imperial side of the Civil War quest, Legate Rikke will tell you to meet her outside Korvanjund. She did not appear, but this is a known vanilla bug that can be resolved by clearing the exterior and she will appear at the next spawn point. https://en.uesp.net/wiki/Skyrim:The_Jagged_Crown_(Imperial)#Bugs Currently Unsolvable   Closed
WL-1096 Visuals Shadow stone invisibility visual effect disappears if you reload a save. Character just appears as slightly translucent until it wears off.   Currently Unsolvable   Closed
WL-114 UI Mountain Flowers are not displaying their alchemical properties when highlighted by the cursor. STEPS TO REPRODUCE 1. Launch Ultimate Skyrim via Mod Organizer 2. Locate Mountain Flowers anywhere in-world 3. Eat one 4. Find another of the same type RESULT They do not show their alchemical properties, unlike other ingredients. ADDITIONAL INFORMATION Screenshot attached. Currently Unsolvable   Closed
WL-1385 Camera Camera on horseback Type of Bug: Camera Detailed Description I wanted to send this as while i’m aware its on the known bugs, it states there it happens scarcely - I actually get the bug every time I enter the menu on horseback without fail, and the camera begins flailing around uncontrollably which is very jarring in the background, so may be a larger issue than perhaps you were aware. Additional Information User Info Customised Install: No Preset Ultra Version: Wildlander 1.1 - 1.1.4 (Legacy) Reproducable:Yes Currently Unsolvable   Closed
WL-1312 Quest Quest Taking Care of Business not starting Type of Bug: Quest Detailed Description** The thieves guild quest to go to the Ratway doesn’t start. I always purposefully fail to plant medesi’s ring on brand shei because I don’t like getting rid of a vendor. I had also previously robbed Medesi’s lockbox and the ring wasn’t inside of it regardless, so even if I wanted to succeed I couldn’t. I just went into the bee and barb, failed the quest, talked to brynolf, he told me to go to the ragged flagon, but then no quest starts. I tried using console commands to start the quest with setstage but I don’t think that works because the quest never was never actually given to me. Additional Information User Info Customised Install: No Preset Ultra Currently Unsolvable   Closed
WL-1677 Crafting Having a blacksmith temper/craft items can result in those items not being returned to the player’s inventory under specific conditions Detailed Description Ultra Graphics crafting orders that are a staggeringly high number of items (such as many hundreds of arrows) can result in the vendor taking the player’s money upon them picking up their order, but the player won’t receive the items. I suspect this is caused by the sheer number of gold being deposited into the vendor’s gold count causing some sort of strange glitch where it simply takes your gold, but fails to deliver the ordered item(s) nor does it deposit the gold you just paid into the vendor’s gold count. Performing smaller-scale orders does not produce this result, and is thus the quick-fix. Additional Information can be replicated by ordering a very large amount of items (in my case, it was literally 600+ glass arrows, 600+ glass bolts, and a shiny new heavy ebony crossbow for my end-game archer character). Upon picking up the order, you will be charged, but some or all of the items will not land in your inventory as they should, nor will the appropriate amount of gold (ranging in the tens of thousands to even 100,000+ gold) land in the vendor’s gold count to then be sold back. User Info Customized Install: No Preset Ultra GraphicsStandard (Widllander Default) Version: Wildlander 1.1 — 1.1.10 (Legacy) Reproducible:Yes Currently Unsolvable   Closed
WL-199 Notifications Immersive horses giving “placeholder” notifications for example. Other notification messages (waiting, following ect) are the same Currently Unsolvable   Closed
WL-1867 Exploit Wooden chairs can be placed and “used” to clip through dwarven gates. I went to Muzlft storeroom, with AI detection off, and I opened/picked no doors. I placed a wooden chair on the right of the master locked door where the gold bars continue, the chair was placed so it was clipping through the gold bars but facing outside, this is the chair out. I placed a second wooden chair on the left golden bars while standing in the middle of the master locked door, this second chair was 95% inside the locked area. I was able to place the second chair by finding a placeable area on the left, then flicking my mouse to the position I wanted to place (95% inside the locked area) then flicking back to the placeable area and placing before the chair caught up to my new mouse position. Then to get through the gate, went into third person view, I sat in the second chair, and stood up again, I was able to grab the daedric gloves and whatever else I wanted in the room, to exit I sat in the first chair then got up. Currently Unsolvable   Closed
WL-931 Visuals many effects have gone fucky Detailed Description** rainbow effects on map, light rays are rainbow or solid color, water is flickering load saved game, view any of the above examples Additional Information the game won’t screenshot for some reason (whether via F12 or any version of print screen) so i could only attach similar examples i found via google images I had been playing this for about 20 hours and made over 50 saves. I had most recently played this character with no issues about 6 hours ago. I booted up again now and suddenly the issues appeared. Currently Unsolvable   Closed
WL-148 Visuals Ranmir of Winterhold is missing during arrival cutscene STEPS TO REPRODUCE 1. Arrive by foot into Winterhold on a new player save RESULT - Ranmir and his sister Birna will be arguing outside of the general store. Ranmir was not visually present, but his voice audio was still present ADDITIONAL INFORMATION - Have not attempted to replicate Currently Unsolvable   Closed
WL-1524 Visuals there is a floating glowing red X on the road to river i have screenshotswood from the standing stones Type of Bug: Visuals Detailed Description idk man Additional Information https://imgur.com/a/gqU1fInidk User Info Customised Install: No Preset High Graphics Version: Wildlander 1.1.5 (Curent) Reproducable:Yes Currently Unsolvable   Closed
WL-822 Items Pick up carcass, drop carcass, click really fast to pick up, it will pick up 2 carcasses, put into barrel, pick up barrel, place down barrel, pull out carcasses and drop one at a time. Carcass duplication. Also item dupe using barrel chest is a prob. Detailed Description** I don’t but I can literally reproduce for pictures video at any time. Currently Unsolvable   Closed
WL-860 Gameplay Infinite concentration spells with 0 Magicka Detailed Description Sometime if you spam the “attack” button trying to cast sparks, flames, heal yourself, you can catch it and cast it infinitely, untill you stop casting….Then spam again and in 3-5 tries you can cast it infinitely afain. Continues to be cast even if magika reasches 0 Equip novice concentration spell like sparks, flames, heal Self, wards…. and spam the left mouse( or even spam dual casting …works too) and sometimes continues to be cast even after magicka reach 0. The easiest is to spam the mouse when magica is close to 0….You can catch it in 3-6 tries Additional Information - – Currently Unsolvable A (rare) Engine issue i believe. Spells only stop casting if your magic reaches Exactly zero. Every second it takes the cost from your magic, but it cant send it negative. If you have 101 magic and your spell costs 10 per second - it would tick down until you have 1 magic - if a the next tick would take your magic negative E.g -9 - it wouldn’t consume the magic magic or send it negative. If the player doesn’t have any “in combat” magic regen to force it back up to 10 magic - this leads the player to be able to constantly channel a spell at 1 magicka permanently. Unless one of those magic bugfix SKSE patches has a fix for this - i don’t think we can resolve it Closed
WL-879 Perk Transmute Muscles on Self adds carry weight bonus that is not being reflected by moreHUD   Currently Unsolvable   Closed
WL-1345 Quest Aela Radient Tresspass bug Type of Bug: Quest Detailed Description When given a quest by aela in the companions to clear out a animal from a citizens house, if the fight takes a while (such an an ice wraith) it counts as a trespass and citizens outside can become hostile (as if the animal reports you). This occurred to me in 2 locations: Gerdur’s house in riverwood, and Ysolda’s house in whiterun Join companions “Aela the huntress: A Citizen of whiterun has asked for our help” dialogue NOT “The jarl of whiterun has asked for our help” Enter the house to kill the animal (take some time if it is not a strong animal) exit the house - check stats and see if anyone is hostile. Additional Information User Info Customised Install: No Preset High Version: Wildlander 1.1.5 (Curent) Reproducable:Yes Currently Unsolvable   Closed
WL-963 Quest asking the blacksmith in dawnstar and possibly other location to “process some pelts for me” causes lots of messages about completed soul gem missions with incorrect value collected, then lots more corrected values after in summary Currently Unsolvable   Closed
WL-1098 Visuals opening tween menu on horseback in 1st person causes vamit inducing effects   Currently Unsolvable   Closed
WL-1109 Gameplay Pond in winterhold giving salt water This pond is no-where near the coast and is surrounded by fresh snow. Odd it should give you salt water instead of fresh Currently Unsolvable   Closed
WL-1892 CTD/Freeze I was doing the tutorial to light the fire, inside the appropriate menu and selecting the object to create. Afterwards it froze for a few seconds and returned to the desktop   Currently Unsolvable   Closed
WL-1901 Spells Wearing light armor, summon skeleton warrior in both hands. Standing outside of whiterun near bandit camp. Trying to cast spell, magicka is used but nothing appears. Repeatable and consistent. Cannot summon it. Currently Unsolvable   Closed
WL-1914 Environment The water in clearpine pond (west of Solitude) is marked as saltwater   Currently Unsolvable   Closed
WL-1925 Quest Completely unable to access quest item One of the available locations for the Meridia daedric quest is Red Road Pass, a giant camp in Dawnstar. The chest, however, is located inside a tree stump. You can’t get close enough to attack and break the lock, and from my experience, reach the chest to lockpick it, is itself quite finnicky and difficult to access. Functionally this means that players with out any specialization into lockpick are unable to access the chest, without using console commands to disable the fallen tree. Currently Unsolvable This sounds more like a vanilla issue to me with the chest placement. Closed
WL-1981 CTD/Freeze When at carpenter’s workbench, if you spam “e” you can build multiple steps of house before the “time skip” occurs. Sometime this causes CTD. When at carpenter’s workbench, if you spam “e” you can build multiple steps of house before the “time skip” occurs. Sometime this causes CTD. I had this happen to me few times on different saves. Some of them were stock Wildlander, others modded. Similar thing seems to happen if you have multiple items from hunterborn foraging and try to clean it. The menu will show all the available items on the list and if you press “e” too many times, you can CTD. Currently Unsolvable   Closed
WL-1995 Audio Certain vendors voice lines cannot be heard until after the first line. Some vendors, I believe ETAC ones, cannot be heard until after their first voice line. I can see the subtitles for the line, but not the line itself. I have experienced this with Brandulf of Riverwood and the Rorikstead general store vendor. Currently Unsolvable   Closed
WL-788 NPC Encounter of 3 imperial soldiers wich i attacked cause im a stormcloak. Suddenly i get bounty for all 3 of em. // Trevas watch questgiver gets attacked by patrols from one of the factions, the quest in Riften where u have to open the gates. Also i should mention that the enemy camp leaders are immortal. This should be fixed as its super unimmersive to have immortal enemys in a faction war. Go there kill em get bounty. Additional Information dont have one for Trevas watch quest but this one should be well known.Sucks to be a stormcloak when the game is inconsistent with ur enemys Resolved by Linked Issue   Resolved by Linked Issue: WL-1908 - Soldiers in the Imperial Patrol closest to Riften/stonehills enter the city/town and start a massacre
WL-1620 Landseam Seam in Water – Rift right next to Heartwood Mill This particular location in the Rift right next to Heartwood Mill has a water seam that is very noticeable along that area. Additional Information Load any save and walk to Heartwood Mill West of Riften. Resolved by Linked Issue   Resolved by Linked Issue: WL-1988 - Annoying water glitch (Riften)
WL-1234 Gameplay Using training dummies isnt reducing buff durations Between the 2 images 3 hours of training took place. Resolved by Linked Issue pop3 experimental tweak should fix this. needs testing with both stufying book and using a dummy. Resolved by Linked Issue: “WL-889 - Power Cooldowns do not respect time elapse from Train and Study, perhaps others?”, WL-644 - Hunterborn isnt properly passing the amount of time that it supposed to - more details inside
WL-156 NPC Wuunferth the Unliving grants 3 levels to Destruction STEPS TO REPRODUCE 1. Speak with Wuunferth the Unliving in Windhelm Keep about skill training at Destruction level 0 RESULT * Training from Level 0 will cause you to immediately reach Level 3. Resolved by Linked Issue since you shouldnt be zero on a skill due to training bugs - i’m linking this to the other training issues. Resolved by Linked Issue: “WL-1560 - Enchanting Skill Book ““Twin Secrets”” does not provide any experience.”
WL-277 NPC Carriage isnt connected to horse   Resolved by Linked Issue See Linked issue Wl-424 for investigation. Resolved by Linked Issue: WL-424 - Dawnstar Carrige driver clip
WL-328 Economy Some vendor’s dont have a inventory - example Winking skeever innkeeper   Resolved by Linked Issue   Resolved by Linked Issue: “WL-1110 - Inn Keepers have 2 inventorys for sale, one from the base game and the suposted inventory”, “WL-1196 - Innkeeper inventories are inaccurate on game start, due to Trade Routes”
WL-1684 Camera When mounting a dragon, the screen goes very dark and blurry. The sun goes a dark orange. Loading a save made after this results in CTD Unsure if this is ENB, but if it is I can confirm I haven’t made any changes. This is from a clean install of skyrim SE and Wildlander, on a brand new character. The bug was replicated upon spawning in to the game. Load in a fresh character. Type this in to the console to give yourself the Bend Will shout words: player.teachword 040179D9 player.teachword 040179DA player.teachword 040179DB Give yourself 3 dragon souls: player.forceav dragonsouls 3 Unlock all three words of the shout. Then spawn a dragon: player.placeatme FF000DA8 1 Use Bend Will on the dragon. Then mount it in 1st person for the visuals issue (typing “teofis” in the console will restore some visuals back if you need it). Mount in 3rd person to avoid, but any saves will cause a CTD when loaded up. Resolved by Linked Issue   Resolved by Linked Issue: WL-944 - Improved Camera
WL-1141 Gameplay Morthal outlaw refuge doesnt have a bedroll the player can sleep on   Resolved by Linked Issue Linked mod’s wildlander patch makes all beds unowned. See Wl-168 Resolved by Linked Issue: WL-168 - Whiterun Outlaw Refuge has Static Items, WL-329 - Solitude refuge - Shop stocks are static unlike other stalls elsewhere.
WL-833 NPC Immersive Patrols (?) is causing merchants and giants to appear wandering around Blackreach. Detailed Description** I think Immersive Patrols might be causing a bug. I’ve encountered wandering merchants and their bodyguards wandering around Blackreach, both out in the open and inside the locked elevators. I also saw a lone giant once. Just walk around Blackreach I imagine. Resolved by Linked Issue While i havent found a patrol down there, i did find one of my missive objectives stuck at a lift. Resolved by Linked Issue: WL-1908 - Soldiers in the Imperial Patrol closest to Riften/stonehills enter the city/town and start a massacre
WL-889 Gameplay Power Cooldowns do not respect time elapse from Train and Study, perhaps others?   Resolved by Linked Issue   Resolved by Linked Issue: WL-644 - Hunterborn isnt properly passing the amount of time that it supposed to - more details inside, WL-1234 - Using training dummies isnt reducing buff durations
WL-1019 Exploit Winterhold College Item Duplication Bug Deposit any item on bookshelf in player-owned room at College after “First Lesssons” quest, wait for the item to physically appear on the shelf, pick up the item object directly from the shelf, interact with the shelf to view the inventory and the item will still be there, upon closing the window the item will respawn and be available to pick up directly again. Resolved by Linked Issue See Linked issue Wl-1004 Resolved by Linked Issue: WL-1004 - Some of the collected books won’t work on the bookshelves some of them duplicating
WL-1196 Economy Innkeeper inventories are inaccurate on game start, due to Trade Routes It’s not exactly clear WHY this issue occurs, but it most likely has something to do with Trade Routes’ forced initialization. I managed to get the inventories to load properly after loading the second save on character creation, but only in the Riften wilderness; other locations seem more variable. Resolved by Linked Issue   Resolved by Linked Issue: “WL-1110 - Inn Keepers have 2 inventorys for sale, one from the base game and the suposted inventory”, WL-328 - Some vendor’s dont have a inventory - example Winking skeever innkeeper, WL-2031 - Wildlander.esp makes changes to the value of animal pelts that are not reflected in game.
WL-329 Visuals Solitude refuge - Shop stocks are static unlike other stalls elsewhere.   Resolved by Linked Issue See Wl-168 DT- Outlaws refuge makes items loot able. Resolved by Linked Issue: WL-168 - Whiterun Outlaw Refuge has Static Items, WL-1141 - Morthal outlaw refuge doesnt have a bedroll the player can sleep on
WL-1960 NPC Stalleo Faction You get the Infiltration quest from Stalleo outside of Treva’s Watch. Stalleo and his mercenaries appear to be in an Imperial-aligned faction. Random Stormcloak patrols will wander through the Rift near him and fight his camp, which often results in the Stormcloaks killing the two mercenaries. This can sometimes happen mid-conversation with Stalleo. Resolved by Linked Issue I’ve checked the factions on this and i cant see a reason why they would attack each other. Stalleo doesnt inherit the bandit faction, and the dunTrevasWatchFaction [FACT:0004B4AE] doesnt have any agression against the CWSon’s faction or visa versa This is likely some shensnigans with Immersive patrols. Resolved by Linked Issue: WL-1908 - Soldiers in the Imperial Patrol closest to Riften/stonehills enter the city/town and start a massacre
WL-2031 Economy Wildlander.esp makes changes to the value of animal pelts that are not reflected in game. Wildlander makes changes to many animal pelts to make them more valuable across the board. For example, a flawless werewolf pelt (3303ccb4), added by hunterborn has a value of 400. Wildlander changes this value to 1200. In game however, the value of the pelt is reduced to 333. Making any change to the value of pelts has no effect in game on their price. I believe this is caused by trade routes but have been unable to figure out exactly. Regardless it seems to be that the price changes made in Wildlander.esp are not having their intended effect. Resolved by Linked Issue   Resolved by Linked Issue: “WL-1196 - Innkeeper inventories are inaccurate on game start, due to Trade Routes”, “WL-1110 - Inn Keepers have 2 inventorys for sale, one from the base game and the suposted inventory”, WL-328 - Some vendor’s dont have a inventory - example Winking skeever innkeeper
WL-2041 AI Beirand and Alvor tend to wander away from their trading radius. You have to “force” them back into the center of their forge to be able to trade again. Both Alvor and Beirand have specific “tasks” which they perform that puts them outside of their trading zone. For example, when Alvor uses the smelter, you are unable to get the trading dialog. In case of Beirand, he tends to sweep around the cart placed just outside of his smithy. Same situation. Is it possible toe xtend the trading zone, so that we can easily trade without the need of bumping them back into their respective zones? Resolved by Linked Issue This is the AI overhaul changes. Might be better to revert these two NPC’s back to their vanilla packages. Resolved by Linked Issue: WL-2038 - Vender glitch
WL-374 Environment Belethor’s Damn Coffee Table is in the way UHGG Trip over the damn coffee table he has in the middle of his store (pic attached) Please consider removing the table and navmesh for the table so I stop kicking his damn candlestick Feedback Denied   Closed
WL-1879 Spells Regarding elemental burst Enchantments Is it possible to remove the AOE effect of these in the future? They might be intended for solo use, but the problem is that sometimes you’re forced to have companions with you no matter what and that inevitably leads to them dying/you breaking the thread of prophecy/getting a bounty. The visual effect is fair game, it has little impact on gameplay. The black book power that prevents you from hitting allied NPCs doesn’t help in the slightest either. It’s a serious requiem oversight that should probably be fixed for future revisions of wildlander. Feedback Denied   Closed
WL-1794 Gameplay MAKE INITIAL SKILL CHOICE GREAT AGAIN u/Responsible-Chard-91 (Feedback) Reduce skill XP 20% for all skills and then make it so that the 6 skills you choose on character creation get a 20% XP gain boost. Moves away from Toddified RPG and back to RPG roots where initial choices mattered. Make all remaining skills you have not chosen at character creation start at 0(ala YASH mod)and make the first perk in every skill need at least a 10 to take first perk. While Requiem is more geared for power levelling this change caters more to roleplay. Feedback Denied   Closed
WL-1795 Gameplay MAKE FIREPLACES GREAT AGAIN u/Responsible-Chard-91 (Feedback) Make it so you can only save at an actual campfire, no torches or light sources but actual fireplaces, Ala dark Souls style games which is known to immerse players plenty. Make the warming hands option be the trigger to save game. Quicker fire starting by making all tinder have same effectiveness for fire starting with time to start a fire based solely on survival skill. Quick place a fireplace which auto lights if you have tinder, kindling and enough wood feels better than the menu slowness of campfire mod. Do same with option over a lit campfire to destroy only. All fireplaces give the XP boost as its a huge pain in the ass to have to chop so much wood just to get the XP boost IMO. Leave the huge fire wood fires for long duration only. Feedback Denied   Closed
WL-1970 Mod Addition Prevent sprint speed when changing weapons while sneaking SamFragmentOP — Today at 00:46 This is a small mod I made that adds a tiny delay when unsheating and sheating weapons whilst sneaking. It feels immersive that you pause for a millisecond to change weapons, but it also prevents the bug that lets you sneak at sprint speed after changing weapons. Feedback Denied See attachment Closed
WL-1998 NPC change Athis to an Evasion trainer The Companions have no in-house Evasion trainer despite half of them using LA. Whiterun also has one of the best 1H trainers already with Amren, and there’s no reason to have two in the same city. Let’s just change quick dagger boi Athis into an Evasion trainer instead! Feedback Denied Amren is adept. Athis is expert. That makes Athis better! Closed