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User talk:Arthmoor


Hello Arthmoor! Welcome to the wiki. I hope you enjoy using the site and find the information on it useful. If you decide you want to help improve any of our pages, we're always welcoming to new editors so feel free. You might want to look at our Getting Started page for some tips on how to begin, then play in our Sandbox for a while to practice. If you need any help or advice, please ask one of our mentors. Enjoy! --SerCenKing 02:49, 20 February 2009 (EST)

Things to do when you're boredEdit

Since you're here:

Aside from Fort Sutch, there are some minor bugs with Cruelty's Heart , The Elven Maiden , and Steel Fang , if you get the time to deal with any of those before the next release. Thanks. - Ali

Invalid Bug ReportEdit

Please can you elaborate on this edit? That bug has been tested in-game by Krusty, and it certainly looks accurate from the CS data. What exactly is wrong with it? rpeh •TCE 08:53, 17 August 2010 (UTC)

Anon IPEdit

Umm... where exactly are you getting that is an open proxy? The wikipedia user talk page to which you linked is non-existent, and there's nothing obvious on the first few pages at google. I can't take action without solid evidence. --NepheleTalk 05:35, 21 August 2010 (UTC)

Sorry. I copied a template which I guess wasn't adequate. Here's the link: Arthmoor 05:44, 21 August 2010 (UTC)


Thanks for adding all the UOPS tags! Next time, give us a little warning! :) Robin Hoodtalk 06:06, 30 August 2010 (UTC)

Fortunately it's a short burst and now it's all over :) Arthmoor 06:32, 30 August 2010 (UTC)
Seconded, and more importantly, thanks for fixing all of those bugs! ;) --SerCenKing Talk 09:04, 30 August 2010 (UTC)
yes, its great to see all thouse bugs get fixed! Jadrax 13:42, 30 August 2010 (UTC)

Boethia's ChosenEdit

If you have a few spare minutes, can you check out this discussion and see if you can lend any insight. We're trying to figure out whether the 25 extra points are actually applied (perhaps invisibly to the console, though that seems highly unlikely), or if they're not, why not. Thanks! Robin Hoodtalk 18:26, 3 September 2010 (UTC)

Wrap-Around Schedule BugEdit

I meant to mention earlier, it seems that there's an engine-level bug with the AIs when they wrap from one day into the next. The schedule that was active at midnight continues until the next midnight, rather than its intended end point. I haven't thoroughly tested if there are specific conditions under which it applies, but it's something you may want to investigate more fully if you have time. We've seen it for certain with Amusei, whom you've already corrected, and from the description I'm getting the talk page, it sounds like maybe Khafiz is another case of the same bug.

It occurred to me that a simple(ish) solution to this might just be to split the schedule into two otherwise-identical schedules: one running until midnight and the other running for the remaining time after midnight. Robin Hoodtalk 03:28, 22 September 2010 (UTC)

Is this something that's been widely confirmed? I'm pretty sure that a great many NPCs have schedules that call for them to, for example, go to sleep at 10pm and not get up until 5am the next morning and they seem to work just fine. I've never encountered anyone (including Amusei btw) who slept away the whole day because their schedule crossed midnight. Something like that seems like it would have been heavily reported. Arthmoor 07:12, 22 September 2010 (UTC)
Noticeably in Amusei's case, specific weekdays are in use, so it could be something odd like that. I remember doing a little testing around the time and confirming that it occurred under other circumstances with other NPCs as well, but I wasn't being all that thorough, just doing proof-of-concept testing. I can play with it a bit more if you want and see what I can figure out. Robin Hoodtalk 19:01, 22 September 2010 (UTC)
That would be great. I'm still waiting to see if any further bug reports come in for the DLCs but it looks like nearly all of them have been fixed already. If Khafiz turns out to be bugged that can go in on the UOMP cleanup I'm doing to resolve the remaining bugs. If there's anything left to find in the main UOP, we've already decided enough has been done and unless anything major comes up, it's not going to be getting updated again. I suspect if we didn't stop now, there'd still be a thousand more bugs to squash :) Arthmoor 10:07, 23 September 2010 (UTC)
Well, the first half of this issue is solved: Khafiz doesn't go to sleep because his bedroll is disabled. It looks like it's incorrectly marked as "Set Enable State to Opposite of Parent" he's set to sleep in the wrong bedroll (the one disabled by the clutter marker instead of the one enabled by the fence marker). Robin Hoodtalk 04:02, 25 September 2010 (UTC)

() As for the main concern, looking back at what I had typed, it seems that the bug only occurs when the schedule if for specific days and it goes past midnight. Keeping that in mind, I ran various tests, all using Amir since he's out of the way of anything and has a very simple schedule. The tests simply had him walk out to the map marker for the shrine and stay there for the specified times. Here are the results:

Day of Week Time Duration Result
Any 22 4 Went there every day, start and stop times as expected.
Sunday 22 4 Sunday: Moved to map marker, stayed till 2am.
Monday: Moved to map marker, stayed till midnight.
Weekends 22 4 First Saturday, Sunday: Moved to map marker, stayed till 2am.
Monday: Moved to map marker, stayed till midnight.
Friday: Stayed by shrine.
Following Saturday: Much to my surprise, as soon as it was Saturday, he moved to the map marker at midnight, stayed till 2am.
Mon, Wed, Fri 22 4 Saturday: 10-midnight
Sunday: nothing
Mon: Midnight-2am, 10pm-2am Tuesday
Tue-Fri: 10pm-2am the next day (yes, including Friday-Saturday)
Any (Date=2) 22 4 Heartfire 2: midnight-2am, 10pm-2am
Heartfire 3: 10pm-midnight

The last test proves that this isn't just a problem for Day of Week, but also for Day of Month. While there aren't too many of those, I'd guess about half of them span days. After you've stopped cursing, are there any other combos you'd like me to try? ;) Robin Hoodtalk 05:34, 25 September 2010 (UTC)

Poor Khafiz. He'll get his bed fixed up in just a sec. As far as the rest, I'm not sure it's worth going to this much trouble over what's bound to be very few AI packs left that haven't been fixed. We've reached a point with the UOPS where folks were starting to get squirrly about what was being fixed. I'll keep track of anything incidental that pops up, but again, nothing is planned for release unless it's fairly major or a bug is found in a previous UOP/UOPS fix. At this point a couple of AI packs rolling over past midnight isn't critical. Arthmoor 06:36, 25 September 2010 (UTC)
I would tend to agree. It's good information to know if someone's misbehaving, but if it causes no major impact (as it probably hasn't if the only people who notice the problem are those closely tracking the NPCs), then there's no urgent reason to fix it. Robin Hoodtalk 06:53, 25 September 2010 (UTC)

No PantsEdit

Thanks for this. I could've sworn you'd said it was corrected, but when I looked at my copy, either it wasn't or I missed it. I was tired, and I might be a version or two out of date, so as long as you know it's fixed, I'll take your word for it. ;) Robin Hoodtalk 19:19, 24 September 2010 (UTC)

The change was just added in 3.3.1. Hard to figure how such a noticeable bug survived this long. Arthmoor 19:29, 24 September 2010 (UTC)

Quick QuestionEdit

As part of trying to figure out a crash bug that's affecting a couple of users when they attack Sheogorath, I noticed that after installing the UOPS (but not the UOP itself), I can no longer see all of SI at a distance at night when I'm teleported to the marker. What causes that? I figured it'd be a Game Setting or something in SEWorld, but I don't see any relevant changes to either, so I'm puzzled. Robin Hoodtalk 21:01, 27 September 2010 (UTC)

Okay, now I'm doubly confused, as the problem seems to have gone away without me doing anything relevant that I can think of. Still, if you have any thoughts on the matter, I'd love to hear them. If not, it's a problem for another day...I've got too many other things to look at right now. Robin Hoodtalk 21:25, 27 September 2010 (UTC)
That's probably just the opposite of a common bug in Cyrodiil where the LOD will fail to load out as you get close to something and you can see both the low-res model and the hi-res model. It happens most often near the IC Prison. Arthmoor 06:05, 30 September 2010 (UTC)
That could be. If I find the time, I'll play around with it some more, but I don't consider it a big priority to figure out why you can't see distant land when you're falling to your death in any event. :) Robin Hoodtalk 07:53, 30 September 2010 (UTC)

New PatchEdit

I am creating a patch that fixes technical problems in Oblivion like Redwave. TAO noticed it and suggested that instead of creating a new patch, I should help at unofficial patches that are already in consrtuction. He said that you are UESP's contact with the UOP and and contact you. So? --Rigas Papadopoulos 10:44, 30 September 2010 (UTC)

What exactly is this patch going to do that isn't already handled by either the UOP or the UOPS? For example, Redwave was fixed in version 3.2.0 of the UOP over two years ago by Kivan. Arthmoor 08:17, 1 October 2010 (UTC)

I know that most of the things I fix are already fixed in some of the unofficial patches. So I contacted you because I believe it is better to help in constructing an current patch not creating my own that most of things it fixes are already fixed by unofficial patches. --Rigas Papadopoulos Talk 10:05, 1 October 2010 (UTC) P.S. I downloaded the UOP 3.2.0 yesterday.

You'll also want to download the UOP Supplemental, as it has many more bug fixes that aren't covered in the UOP itself. I don't mean to discourage what you have planned, but it's likely that any of the important issues that were left unfixed by the UOP have already been found and taken care of. Arthmoor 19:46, 1 October 2010 (UTC)

I want to download the UOPS but I can not find a site that does not require login or payment. It seems that I should try something that fixes unimportant issues that are not covered by UOP or UOPS. And a question; does UOP or UOPS fix the Mace of Molag Bal and Agronak gro-Malog's birthsing? --Rigas Papadopoulos Talk 08:02, 2 October 2010 (UTC)

You're unlikely to find very many large mod sites that don't require registration to download files. It goes with the territory. Nexus has the biggest selection, so they'd make the best choice and then you can download from there. The UOP did fix the only listed bug for the mace too. Arthmoor 20:33, 3 October 2010 (UTC)

Thanks. --Rigas Papadopoulos Do you need anything? 16:15, 4 October 2010 (UTC)

Would this be useful?Edit

At the risk of finding dozens more pages where we disagree on the definition of "bug", would it be helpful if I got my bot to generate a list of pages with bugs that haven't been marked as fixed? Given the vagaries of formatting, it wouldn't be 100% accurate, but it might give you an easier way to discover potential problems than going through every single page.

I'm thinking every bullet point in a section called "Bugs" (or "Bug" - I'll also track down any "Glitch" sections that we haven't already renamed) that doesn't have a followup section containing a {{UOP}} or related template.

Let me know if that would be of any use and I'll get coding. rpeh •TCE 23:15, 1 October 2010 (UTC)

Sure, that would be useful, but I can't guarantee that another UOPS release would do anything about them. It would depend on whether the search turns up anything more that would be considered serious. IMO, a lot of what I found through manual hunting that hasn't been fixed isn't actually a bug, but we've been over that ground already. Arthmoor 20:33, 3 October 2010 (UTC)


Just curious: Were the goblin wars fixed by the UOP or UOPS?--Ghurhak gro-Demril or TAOYes? 00:01, 4 October 2010 (UTC)

No, those scripts appear to be far from complete and workable and it was decided awhile back that it's better left to another mod to flesh that out. Arthmoor 01:05, 4 October 2010 (UTC)

Master Training Bug?Edit

Since we're trying to figure out why this happens (I.E why does the quest not add itself/why do they still give it to you) what did you learn about it when you fixed it?--Ghurhak gro-Demril or TAOYes? 00:36, 17 October 2010 (UTC)

Which one of the master trainer quests are you talking about? Arthmoor 19:35, 18 October 2010 (UTC)
Several. The bug I mean is that you still get the quest if some master trainers die before you start their quest.--Ghurhak gro-Demril or TAOYes? 19:37, 18 October 2010 (UTC)

TES NexusEdit

I know I may sound like an idiot, but can someone download files from TES Nexus? I am a member so that's not the problem. --Rigas Papadopoulos • TalkDeeds 06:46, 28 October 2010 (UTC)

What files are you trying to download? Arthmoor 06:56, 28 October 2010 (UTC)
UOPS. --Rigas Papadopoulos • TalkDeeds 07:04, 28 October 2010 (UTC)
Shouldn't be any trouble with that, several people have already grabbed it. Arthmoor 07:37, 28 October 2010 (UTC)
But how? I don't see any kind of download button or something. --Rigas Papadopoulos • TalkDeeds 07:39, 28 October 2010 (UTC)
You have to go to the files tab once you're there and then the downloads will be visible. Arthmoor 07:52, 28 October 2010 (UTC)
Thank you! --Rigas Papadopoulos • TalkDeeds 07:55, 28 October 2010 (UTC)

A small questionEdit

What does TAO mean by "Goblin Wars"? I can't find any sort of bug there. --Rigas Papadopoulos • TalkDeeds 21:00, 1 December 2010 (UTC)

The way goblins behave if you sneak into their tribal caves and steal their totem staves. If the quest and supporting scripts had been fleshed out more, goblins should have pursued you to nearly anywhere on the map if you were carting around their totems. You could also leave the totem behind somewhere to get the goblins to start a fight with a rival tribe. The concept would have been pretty cool but Bethesda's work on it was apparently abandoned. What exists in the game doesn't work beyond the one quest at Cropsford. Arthmoor 03:46, 2 December 2010 (UTC)
Too bad. It would have been an interesting addition to the game. --Rigas Papadopoulos • TalkDeeds 05:51, 2 December 2010 (UTC)

Dialogue BugEdit

Not a game-breaker, but if you have the time could you take a look at Tivela Lythandus' greeting? If you interrupt her after you've brought Rythe back during A Brush With Death but before the two of them finish their conversation, she's supposed to respond "I must speak to my husband first!". She doesn't, and instead goes straight for the "Oh! I don't know how to thank you!" line. It's as if the GetQuestVariable condition isn't being checked. Any idea why this could be happening? rpeh •TCE 18:08, 5 December 2010 (UTC)

It should not be possible to interrupt the conversation immediately, but only after the line "Come, you must need food and rest" is spoken. The variable being checked in the CS is the MS14.Talking variable, but Tivela probably should be checking against the MS14.DoneTalking variable instead in order to allow her conversation with Rythe to complete. MS14.DoneTalking isn't set until Rythe delivers his last line in their conversation. 04:08, 6 December 2010 (UTC)
The above response was me. Silly login cookies. Arthmoor 05:16, 6 December 2010 (UTC)
Yes, I know. Krusty and I were discussing this in IRC and that was what I was telling him. The trouble is that it doesn't happen like that: if you talk to her at any point after stage 80 is set (ie, you've returned to the house) she goes into the "Oh!" line - that's why I asked you about it, because I couldn't work out the bug. Both of us tested it; Krusty on his XBox and me on my PC. rpeh •TCE 10:58, 6 December 2010 (UTC)
The only thing I can figure in that case is that the variable has already been set and as a result it goes into the "Oh!" response. You should be able to check that immediately after she starts talking. Interrupt them, then sqv ms14 to see the state of the variables. If Talking is 4, then that's why it's doing that. If it's not, then it isn't being checked which would be an engine bug. Arthmoor 18:41, 6 December 2010 (UTC)
Before they start talking, it's 0 but then increases (as it should) as they talk. However, if you ever interrupt them, it immediately jumps to 4 so you get the "Oh!" line. It looks like the engine evaluates the whole dialogue chain if a conversation is interrupted, which I suppose makes sense because otherwise you could get a lot of scripts failing to execute simply by hitting somebody at the right time. rpeh •TCE 18:56, 6 December 2010 (UTC)
That sounds about right then. Conversation is likely handled the same way as calling on an individual topic via script. Once you interrupt it, the game considers the audio delay to have passed. Arthmoor 19:39, 6 December 2010 (UTC)


Hey there! I noticed you tweaked Deetsan's bug description here and was just wondering if you could expand a bit more. While I was creating my own mod to fix her terrible AI, I noticed the beds in the basement don't have the "Persistent Reference" box checked which enables an NPC to sleep in them, if I'm not mistaken. Are you saying that even if that box was checked, Deetsan wouldn't sleep there because the reference for the sleep package is a bed in the CheydinhalMagesGuild cell, so she simply won't bother to check the basement? Just out of curiosity what is the UOPS fix? Cheers. --SerCenKing Talk 11:12, 6 December 2010 (UTC)

The beds don't need the persistent flag. If you set the AI to go to sleep inside a cell, NPCs will pick whichever bed is available regardless of it being persistent or not. In a situation like that if you don't want them using one or more of those beds, they need to have ownership set to someone other than the NPC. The UOPS fixed the issue by giving her a new AI pack to sleep in the basement. Arthmoor 18:41, 6 December 2010 (UTC)
Right, got that! Thanks a lot :) --SerCenKing Talk 18:50, 6 December 2010 (UTC)


Me again. Sorry to bother, you but could check if S'drassa's and my own understanding of the problem here (randomvar not working properly) is correct and whether the UOPS addresses this? Cheers. --SerCenKing Talk 22:22, 6 December 2010 (UTC)

Missed this before. The AI pack usage of the variable is correct. However, GameHour is not an integer value. It's a float value, so it's virtually impossible that it will ever be precisely 0 or precisely 22 in order for the random percentage to get chosen. That's why her package defaults to the top one. The variable is essentially always 0. The UOPS will be addressing this on the next update. Arthmoor 11:46, 23 January 2011 (UTC)

Shrooms on shroomsEdit

I don't know if you're still releasing patches, but if you are, I just came across a Steel Blue Entoloma that was floating significantly off the ground, even with the patch. It's in Wilderness -5,24 at position -20480 98417 9087 (or rather, that's the position I was at when standing right next to it). It's possible it was overridden back to default by a mod, but I can't imagine that being overridden by anything I have installed.

Oh, and there's two more together in -5,26 at -16748, 106551, 13484. Robin Hoodtalk 09:50, 23 January 2011 (UTC)

I can't find any of these. I've checked all the Steel Blue Entolomas in -5,24 and -5,26 and none of them are floating in the current UOP/UOPS. Something you're using has probably overridden it. It could be nothing more than a dirty edit. Arthmoor 11:46, 23 January 2011 (UTC)
I hadn't reinstalled either the CS or TES4Edit since doing a clean install of Windows 7, but I'll reinstall them and see if I can find the source of the problem. If I find anything relevant to the UOP, I'll let you know. Sorry to have bothered you with it...if I'd more strongly suspected it was a mod, I would've tracked it down myself in the first place. Robin Hoodtalk 00:33, 24 January 2011 (UTC)
Yup, my bad, sorry. It wasn't the mushrooms that were floating, it was the ground that was sinking. :) It seems that the Lush Woodlands component of the Unique Landscapes Compilation altered the landscape and failed to correct anything but the rocks. That's a new mod for me, and I'd forgotten I'd installed it. Robin Hoodtalk 01:20, 24 January 2011 (UTC)

Your attention, please?Edit

Hey Arthmoor! I would like to point your attention towards this talkpage, hoping that you can come up with a few answers. Oh, and I apologize beforehand for repeatedly stating "UOP" when it is, in fact, the UOPS I'm talking about. --Krusty 10:24, 10 February 2011 (UTC)

USKP Dialogue IssueEdit

Hi Arthmoor. Since the 1.6 beta (I think that's when it started), I've been noticing certain dialogue audio not playing in-game. Sometimes, the captions show and after the appropriate amount of time, the next caption in sequence shows, etc.; other times, it's dialogue-breaking and nothing plays after the faulty line. The reason I'm bringing this to you is that it appears to be the USKP that's causing the issue—if I disable it, everything works fine. For additional confirmation, I looked in the CK, and every line that was faulty was also one that was modified by the USKP. So far, the problematic lines I've discovered are:

  • The Jagged Crown (CW02B), Ulfric, "Damn him - that old bear was right! Did you run into any trouble?"
  • Message to Whiterun (CW03), Ulfric, "You're certain we're ready?"
  • Salty Sea-Dogs (FreeformShipsDawnstar), Captain Wayfinder, "That's the first bit of good news I've had since I set sail a year ago."

Any idea what's going on? Thanks! Robin Hoodtalk 06:23, 4 June 2012 (UTC)

No idea, reports of this are only just now starting to surface and none of us has had a chance to investigate it more closely. If it turns out edited dialogue in the USKP is doing this, it by definition means ALL mods editing vanilla dialogue will do this as well. It wouldn't surprise me one bit considering that there's a new subrecord introduced by Patch 1.6 that the CK hasn't been updated to support yet.
It'll be a high price to pay for having our precious navmeshes fixed though. Arthmoor 08:37, 4 June 2012 (UTC)
Yeah, I figured it wasn't likely to be just the USKP. Hopefully, an updated CK is on the way...I can't imagine they put the new subrecords in there by-hand. Robin Hoodtalk 20:54, 4 June 2012 (UTC)

USKP FixesEdit

Hey, Arthmoor. Thanks for adding the USKP fixes to the wiki. If you'd like a list of all the unfixed bug reports, just let me know. With the system we have in place, the confirmed bugs are probably the most important, since they've been noted by at least two people. We also have those that are marked as needing verification (i.e., seems more likely to be a one-off) and those that aren't marked as either. I can include or exclude any of those at will, so whatever works best for you. Robin Hoodtalk 08:58, 15 December 2012 (GMT)

Sure, that could be useful. I can't promise results though. There's an awful lot of quests with huge bug sections that just don't seem possible, so it'll all end up having to go through verification at some point. I also wouldn't mind seeing the remaining issues for Oblivion stuff too. Arthmoor (talk) 09:13, 15 December 2012 (GMT)
Okay, I just sent it to the address I have on file for you. Can't send it through the wiki because the wiki doesn't support file attachments. If you don't get it, just send me a wiki/regular e-mail from your current address and I'll re-send. Robin Hoodtalk 22:36, 15 December 2012 (GMT)

Some respawn bugsEdit

Hi Arthmoor, glad to see someone with outstanding skills here. I need your help, we've got a annoying problem here. May I have you take a look? Thanks very much~ Dreamshadow (talk) 05:44, 9 April 2013 (GMT)

Autopatrolled UserEdit

Congratulations on your successful nomination to become an Autopatrolled User! ~ Dwarfmp (talk) 03:47, 25 April 2013 (GMT)

Congrats, Arthmoor! Robin Hood  (talk) 18:38, 25 April 2013 (GMT)
Congrats! --Xyzzy Talk 23:48, 25 April 2013 (GMT)

Bug removal from Skyrim:Houses.Edit

Hi Arthmoor. After you removed the bug I posted to the Houses page, I brought it up on the talk page. I was able to repeat it, so I posted a screenshot. Since this is a repeatable bug, I feel it should be documented. I can give you game details if you are trying to recreate it yourself. --Xyzzy Talk 19:27, 18 August 2013 (GMT)

That bug has been verified as a mod conflict though. It's not a bug in the DLC when used on its own. That's what I mean by being unable to verify it in testing. If you have a save handy that has never had any mods installed, I can take a look at that and see what happens. Arthmoor (talk) 19:43, 18 August 2013 (GMT)
Ok. I have 3 mods besides your Unofficial Patches installed, one of which, Dynamic Merchants, could be conflicting. I tried disabling all 3 of them on the start menu, but the bug still occurs. I'll have to start a new game to test it. I'm assuming that I can leave your patches installed for this? --Xyzzy Talk 20:38, 18 August 2013 (GMT)
Yes. Leave the patches installed and active to test, but leave everything else out. Arthmoor (talk) 20:46, 18 August 2013 (GMT)

() Ok. I started a new game with only the official mods installed and your unofficial ones. I advanced through the game just far enough to purchase Breezehome and bought and completely furnished it. All of the gold amounts displayed normally. I then exited, loaded the Dynamic Merchants mod, and talked to Aventius again. The gold for converting the alchemy room to a child's bedroom still displayed normally (250 gold). I then enabled every mod I've ever used, and the gold still displays normally. It doesn't appear that any of the mods I installed are causing this, unless there is some script that hasn't activated yet that's causing it. --Xyzzy Talk 17:37, 2 September 2013 (GMT)

Take my wife, please!Edit

Hi, Arthmoor. I figured you might be the best person to answer my question (though others can chime in if they have info). I've been trying to trigger the quest Bandit Attack, where bandits attack your Hearthfire house and kidnap your spouse, but haven't been able to for weeks now. I've had the non-kidnapping bandit attack occur more than once, as well as the wolf and giant attacks, but not this one. I found this list on CSList which seems to be all of the attacks on your home that were added by Hearthfire, so I checked the Construction Kit entry for BYOHHouseBanditAttack2 and saw global variables "BYOHHBA2Ransom", "BYOHLastAttack", and "BYOHGameDaysPassed" that are related to the script, but couldn't get any results when setting them in the console, probably because I don't know what I'm doing.

I've noticed that the game tends to crash frequently when approaching or fast-traveling to Lakeview Manor, and I'm starting to suspect that one of the causes is this quest trying to trigger.

My question is: do you know of any global variables or scripts that can be checked with the console prior to entering Lakeview Manor's zone that might help me troubleshoot or trigger this quest? --Xyzzy Talk 16:38, 31 August 2013 (GMT)

Unique Items CategoryEdit

Hi Arthmoor, I noticed you added some shields; the Shield of Solitude, the Shield of Ysgramor, and the Targe of the Blooded; to the Unique Items Category. That category is for items listed at Skyrim:Unique Items, and not Skyrim:Artifacts. Is there any specific reason you did this, or can we revert these category additions? --AKB Talk Cont Mail 21:59, 9 February 2014 (GMT)

Autopatrolled UserboxEdit

Hi Arthmoor! As you are a member of the Autopatrolled Group, I thought I'd let you know I made a userbox for you guys. Feel free to add {{User Autopatrolled}} to your page. --AKB Talk Cont Mail 16:57, 29 March 2014 (GMT)

Cool, thanks! Is there any way to get that to shift over to the right side of the contents box? Arthmoor (talk) 06:03, 30 March 2014 (GMT)
Done. Normally, userboxes would go on your main user page, though, rather than on your talk page, but that's up to you. Robin Hood  (talk) 06:37, 30 March 2014 (GMT)
Ah, thanks. And you know, I'm not sure why I was trying to put it on the talk page :P Arthmoor (talk) 06:48, 30 March 2014 (GMT)

Lost to the AgesEdit

Hey Arthmoor. Are you able to shed any light on this discussion? While I think I understand the mechanics as you suggest in the patch note, I was unable to ever get the bodies to disappear in my testing. Have I misunderstood what needs to happen? Robin Hood  (talk) 03:52, 7 May 2014 (GMT)


In regards to this edit, I've experienced the lack of audio, as has Black Pete. Can you elaborate on why it's not a bug? Perhaps the bug description just needs changed a bit? Robin Hood  (talk) 02:00, 12 June 2014 (GMT)

Oh. That. I guess I thought that was all in relation to the quest he's involved in. Nothing was on the talk page at all and all of his quest related dialogue works fine. Forgot about his generic ore buying thing. Might be a good idea to make sure bugs are more specific about which audio they're referring to. Arthmoor (talk) 02:10, 12 June 2014 (GMT)

Augur of DunlainEdit

There's a discussion about the bug you removed from the Augur of Dunlain on its talk page, can you take a look. Silence is GoldenBreak the Silence 19:37, 2 July 2014 (GMT)

Creation Kit checking?Edit

Hiya. You updated one of the pages that I had a Creation Kit info request in on. You agreed with me so it's all good, heh; you found my talk page post and thought I was right. However there are a bunch of other CK info requests that you maybe don't know about. Anyway the page is UESPWiki:Creation Kit Information Requests - perhaps you could look at some of those and see if there's any of those questions you could answer?

Thanks. :) --Morrolan (talk) 08:41, 15 August 2014 (GMT)

Broken tracker IDEdit

The tracker ID you left at the note about UDBP bugfix at the At the Summit of Apocrypha quest page is broken. The page it links to says that the bug tracker is offline due to technical issues. —MortenOSlash (talk) 08:55, 21 November 2015 (UTC)

Yep, apologies for that, but our tracker is suffering technical issues right now and isn't available. Arthmoor (talk) 07:24, 22 November 2015 (UTC)
No problem. I was just not sure you knew. —MortenOSlash (talk) 15:34, 22 November 2015 (UTC)

Holiday Present!Edit

Hey Arthmoor, I don't know if you've seen this or not, but you're on the "will definitely receive one if they want one" list of users, thanks to your support to the UESP over the years. You're specifically on the list of people I put forward to get one. If you would, you can either send an email to Daveh or me explaining this, and I'm sure we'll get you the poster, if you would like one. Happy holidays! --AKB Talk Cont Mail

Historical PatchesEdit

While I understand your thinking with this reversion, I know a few people who don't have all of the DLC, so I also see the original poster's point. Perhaps as a compromise, we could add a "Historical Patches" section underneath all the other links with just the links to the older versions and a warning above them that these are no longer supported? Something like this:

Historical PatchesEdit

The following patches are no longer maintained, and only intended for those who do not have all the DLC; all others should use the Legendary or Special Edition patches:

Robin Hood  (talk) 16:55, 22 March 2017 (UTC)

I suppose that would be acceptable, as long as it's made very clear we do not provide support for those and they aren't guaranteed to remain online either. Arthmoor (talk) 18:50, 22 March 2017 (UTC)
Okay, I'll add it back in with those changes, then. Since the original posting, several people have spoken up in favour of having that information on the page, so clearly, there's a desire for the individual patches, despite how old they are. Robin Hood  (talk) 19:17, 22 March 2017 (UTC)
Can it be clarified that the full and supported merged version would not work if you don't have all the DLC. The concern seems to suggest that a person would need to have all the DLC or else it won't work at all, if that is not true then the patches will work whatever combination of games and DLC you have. Silence is GoldenBreak the Silence 19:25, 22 March 2017 (UTC)
USLEEP does require all DLCs, and of course the point is entirely moot on Special Edition since it uses all DLC content all the time. Our main concern is that we can't support the old patches. They're 2 years out of date now and will only get worse, and frankly people ought to have the DLCs by now in the game's life cycle anyway. Arthmoor (talk) 21:28, 22 March 2017 (UTC)

Open Cities SkyrimEdit

Hey Arthmoor I don't know if you will ever read this but, are you okay that someone put up Open Cities Skyrim on some site called Gamepressure? --Hazak (talk) 06:48, 4 September 2021 (UTC)

Nope, and I've sent a message to them about it now. Thanks. They have a number of other mods of mine up there that I didn't authorize either, and other authors might need to be told their stuff is there too. Arthmoor (talk) 18:55, 4 September 2021 (UTC)
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