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Outlander 3.1.0
TLDR: BIG CONTENT UPDATE, MAYBE SAVE SAFE
Last update to Outlander drastically improved performance and updated dozens of mods with only a few small additions. We have very few errors and so far, and NO reported crashes (fingers crossed lmao), so I'm returning to adding new mods.
The mods added in this update are mostly mods I used in YAJAN that didn't make the initial cut to Outlander, or mods that have a BCoM patch (or both). Additionally, I scrolled through the mods of the month to add more popular mods such as Astrologian's Guild and added a couple of mods that mod authors recommended that synergize well with theirs.
Those of you who have been around since YAJAN might remember how much of a headache Illuminated Order was to implement, but it should now be fully working thanks to some custom patches by Ronik!
As for updating mods, not this time. Updating mods can be... soul crushing, and I would like to actually play the game lol. As long as I haven't made any edits to the mod (look out for a notepad icon in the Flags column in MO2) then they should be safe to update yourself if you need to. The exception being Beautiful Cities of Morrowind; I don't recommend you try updating yourself unless you really REALLY REALLY know what your doing with the FOMOD options. BCoM updates can and will break your game and possibly your save if done incorrectly, especially since I do it rather strangely to work with Wabbajack a little better.
This update should be save safe, but it'll depend on where you've been on any given save. Some things to consider:
- Edits have been made to several dungeons and interiors that could conflict with your save. It should be relatively simple to clean your save if you're savvy like that if you run into any issues.
- If you plan on playing a Telvanni character, you will need a new game to enjoy Rise of House Telvanni, but there's a command to fix that on the RoHT 2.0 Nexus page if you need it.
I've also returned to my old changelog format with a few changes:
- Gameplay Changes section will note any gameplay edits made by installed mods.
- Added, Updated, and Removed mods, as well as Known Issues, are self explanatory
- The Edits section will indicate MCM changes as well as any custom edits I've made to mods. These edits will be lost when updating a mod on your end, so look out! Mods I've edited will have a note icon under the Flags column in MO2.
- The WIP section will indicate features/changes I am currently working on. You might see evidence of this work if you go poking around in the files, but it's more of a whats-to-come type of deal.
Gameplay Changes
- Repair tools can now only be used at repair stations like anvils, forges, grindstones, and workbenches. A new Stone Anvil crafting recipe has been added to the Ashfall Workbench crafting menu for repairs out in the Wilderness. You need 25 in Armorer to craft it.
- You can now inspect an item by hitting F2!
Added Mods
- MWSE Perk Framework (for a future update)
- Realistic Repair
- Realistic Repair - Add-on
- Ashfall Bushcrafting for Realistic Repair
- Astrologian's Guild
- Main Quest Enhancers
- Logs on Fire
- Illuminated Order Improved
- Even More Illuminated Order Improved Fixes
- Custom Illuminated Order Improved Patches by Ronik! Thank you <3
- OAAB - Tombs and Towers
- Mamaea Awakened
- High Art
- The Lamp
- Store Entrance Chimes
- Inspect It
- Tooltips Complete
- Ultimate Creeper Party
- A Hero's Welcome
- Improved Inns Expanded
- Rise of House Telvanni 2.0
- Concept Art Plantations
- Corprus Weeping
- Mandus Manor
- Master Index Redux
- Improved Propylon Particles
- Vivec City
- Ebonheart Underworks
- Imperial Employment Office
- Ashlander Traders Remastered
- Dartboards
- Remiros Groundcover (that would explain why the grass wasn't working...)
Updated Mods
- maybe next update fellas ;)
Removed Mods
- Harter Barter
- Redundancy with Buying Game
- Faction Living Quarters
- Having issues with the BCoM patch for this mod
Edits
- New dev tool changes (vscode lua, cs kit, etc etc (still todo))
- Edit to Art of Alchemy for a future update
- Edit to Shields Up for a future update
- Default MCM configuration has been updated for any mods with a logging option to log only on ERROR. Should simplify the mwse.log output.
- Distant Land regenerated, with grass this time!
- Multipatch and load order updated
WIP
- New Perk System with the MWSE Perk Framework
- Troubleshooting/DevTool in the works. Will provide users who want to modify their Outlander copy with a ton of functionality, and make unmodified installs easier to troubleshoot.
- Need to eliminate egregious logging practices in mwse mods with custom edits.
Known Issues
- Several errors regarding "aa_loot_DB" on start. Seems to be benign for now, and I haven't identified the offending mod(s) yet. Just hit "Yes to all" on start up.
- Poor performance in Ashfall camps with lots of activators.
- Item tooltip does not display whether an item is illegal or not if your Mercantile is too low. Known bug with Buying Game.
- Some (
most) Tamriel Rebuilt areas will likely not have grass. I'll deal with it later