Tuxborn 1.2 beta information - Omni-guides/Tuxborn GitHub Wiki

This page is a roundup of information on what's in the 1.2 beta 2 release of Tuxborn. Beta 2 dropped on 3/8/2026 and this page has been updated to account the changes between beta 1 and this build.

‼️ Important disclaimers ‼️

  1. All content here will be subject to change without warning as testing on the beta build proceeds! So please keep checking back for any new updates.
  2. All content here is pertinent ONLY to the beta build, and should not be considered canon for the current official build, 1.1.3, or any build earlier than that.
  3. Content here should not be considered final. It is subject to change based on results of the beta, and how soon we will be able to proceed to making it a full release. So while a bunch of what we cover here is probably going to be in the final official build, this is not guaranteed.
  4. Content here should not be considered full and complete. It's based entirely upon Anna's direct playtesting experience with 1.2 test builds, as well as conversations with Ouroboros. Anna will keep adding to this page as she continues to playtest the beta and get more familiar with what's in it.
  5. Content here is not in its final form either. Once we're closer to releasing 1.2 officially, it will be better integrated into the rest of the wiki at large. For now, it will stay on this page as a quick reference for everything known about the beta.

How to get the beta

The beta build is only available as an optional file on the Files tab of Tuxborn's page on Nexus. You can download it from there. Procedure to install would be more or less the same as installing the official build using either Wabbajack or Jackify. You'd just need to install from disk using that specific Wabbajack file.

1.2 is not save safe with 1.1.3, so if you have a 1.1.3 install right now with a playthrough you care about keeping, DO NOT INSTALL THE BETA ON TOP OF IT. You will lose your playthrough. So if you want to install the beta and keep your 1.1.3 playthrough running, you will need enough additional storage space on your computer or device to allow for this.

How to report bugs if you see them

You can use the #txbn-support channel for this. Putting something in the subject line to make it clear that it's for the beta build specifically is encouraged. "Beta" or "1.2 beta" or "[1.2 beta]", whatever works for you.

If you want to be thorough, please also search the support channel to see if anyone else has already seen your issue. Keep an eye as well on the Known issues section of this page. Anna will keep that list up to date for any issues that come to her directly.

Things to include in a bug:

  1. Any crash logs. You can find locations of crash logs on your platform on the pinned "Important Information and FAQs" post in the support channel.
  2. Any relevant screenshots and/or video. If you need any help on how to take screenshots in Tuxborn, have a look at Frequently Asked Questions: Taking screenshots and Photo Mode. The parts of that page about Photo Mode are NOT relevant to the beta, but everything else on that page is.
  3. Your platform and profile.

You may ask Anna to doublecheck any issue you come across if you wish, to see if she can reproduce the problem.

‼️ IMPORTANT NOTE ABOUT BUG REPORTING ‼️

Official Tuxborn policy has always been that if you modify the list, you void your access to official dev support, and you will need to post in the #modlist-modifications channel if you need help with anything that breaks.

This goes double for the beta. If you want to help test the beta, modifying the list will make it more difficult to nail down whether any issue you see is a legit problem with the beta, or if it results from any modification you did to the load order.

If you do modify the list, then follow our recommendation about Creating a copy of a Tuxborn profile and play off of that. Then, if you see any problem, go back to the original profile and see if it reproes there first before you report in about a bug.

Areas that need extra eyes for testing

Anna plays on Steam Deck so has that aspect covered, at least for non-MCO profiles.

Players who've enjoyed the BFCO profiles, additional eyes on the MCO profiles is good for all platforms, including Steam Deck. Make sure the MCO animations aren't doing anything funky.

TSP has been testing on PC, but additional PC testers certainly wouldn't hurt.

And any players testing on non-Deck handhelds (ROG Ally, Legion Go, etc.) would be definitely welcome.

Known fixes between beta 1 and beta 2

We're pretty sure all issues reported in beta 1 have been addressed in beta 2. However, if you reported a particular issue in beta 1, doublechecking your previously reported issue is encouraged.

List of issues checked by Anna or anyone else who's confirmed them to be fixed in beta 2...
  1. The Solitude execution scene bug where characters who attend that won't talk to you later if you leave the scene too early has been addressed. It worked for Anna in her sanity testing.
  2. The issue with Imperial heavy armor being highly revealing when worn by women has also been addressed. But to be thorough, doublecheck that armor where possible. Legate Rikke is a good NPC to check it on if you go into Castle Dour. You can also use the SearchUI tool to give yourself the Imperial heavy cuirass and test it on yourself or a female follower. Or, you can just craft one at any forge.
  3. Weirdly near-black trees should now be rendering normally.

Additional issues reported against 1.1.3 which we will need to test for in beta 2

We have a small number of issues that were reported against 1.1.3, and which we need to doublecheck in beta 2, because any fixes for these issues would need to go into 1.2 final or into a later Tuxborn build. So we need to see if they occur in the new beta.

List of other issues beta 2 testers should look out for...
  1. An issue with lack of killcam animations breaking vampire feeding
  2. Blackface bugs occurring for Enmon in Karthwasten and occasional generic Forsworn

Changes in combat systems

Valhalla, Plus Combat, and Chocolate Poise are all removed for beta 2. Combat in all profiles will be powered by Blade and Blunt.

All Stamina drains normally enacted by Blade and Blunt (on sneaking, jumping, and wielding a bow) have been disabled in our load order. Everything else Blade and Blunt does should still be applicable to all profiles.

New mods have been added in to handle stagger and parrying, and these are specific to the MCO profiles. This page will be updated once Anna has properly acquainted herself with those mods.

Changes in profiles in MO2

All BFCO profiles now replaced by MCO equivalents, so all animations related to BFCO should now have MCO equivalents.

The controls configuration used in the BFCO profiles should still be the same though. So if you were previously playing on one of the BFCO profiles, you can choose the MCO equivalent of it, and your control configuration should be the same. If it's not, please report it as an issue on #txbn-support.

For the curious, the switch from BFCO to MCO is a question of MCO being more broadly supported.

Additionally, all profiles now have "Low", "Medium", or "High" tags in their names. These signify target graphics/performance quality. They roughly correspond to "Deck", "Handheld", and "Desktop" still, though. The intention here is to convey a bit more information as to the expected graphics/performance quality, especially for people who may be running lower-end PCs or non-Deck Handhelds, and who may need to decide to use a non-Desktop profile.

As with all previous builds of Tuxborn, the platform tags in names are recommendations, not requirements. If you're playing on something that isn't a Steam Deck, it's perfectly fine for you to use the Deck profiles if your computer or device can't handle the Handheld or Desktop profiles.

If you install beta 2 on top of beta 1, you should delete the profile directories that do not have the graphics/performance quality tags in them, to have a cleaner experience.

Base game content changes

See Anniversary Edition content in Tuxborn 1.2 beta for an overview of changes made to Anniversary Edition content.

Updates for existing mods from previous builds

Where relevant, everything we’ve kept should be updated to latest versions (and yes this includes Community Shaders, we should now be running a current version of that).

Static Skill Leveling

Static Skill Leveling is no longer in Optionals, as Ouroboros considers it a core part of his vision for the list.

If you choose to deactivate it, this will count as a Rule 11 moving forward. Previous advice re: not deactivating it on a save in progress still applies. If you turn it off, you must start a new save.

Shades of Mortality

Full info on changes with Shades of Mortality...

Shades of Mortality is also no longer in Optionals, and configuration file has changed from an INI to a TOML file.

The TOML file will contain the same various options previously contained in the INI file, and you can still change it to customize whatever aspects of Shades may not appeal to you. You will just need to look in a different file to do so. The path to the new file is:

/mods/Shades of Mortality - Death Alternative SKSE/SKSE/Plugins/shades.toml

The information provided on Frequently Asked Questions: Shades of Mortality regarding how to change certain behaviors, such as making it not eat your gold when you die, is still accurate aside from what file you have to change. Use that other link for reference.d

Also, we now have in-game access to a config menu for Shades, if you want to avoid editing the toml file manually. See below in the section on SKSE Menu Framework.

There will be new behavior with this mod, in that you will see the Death’s Grip nerf up to THREE TIMES now in your effects list, not just once. The reason for this is because the mod has been rewritten from the ground up, and now there is an individual nerf for each attribute. It is possible to therefore see one, two, or three instances of the nerf.

However, you can still cure all occurrences of the nerf by a single cure. All cures described on the FAQ for Shades still apply.

Since Shades is no longer optional in the load order, turning it off will also count as a Rule 11 moving forward. However, the potential still exists for it to interfere with certain parts of Wheels of Lull and Tools of Kagrenac. See Mod overview: Wheels of Lull and Mod overview: Tools of Kagrenac for further details. So you may find that you'll still need to temporarily turn off the mod to make it through the problem spots in those two mods. Just be sure to turn it back on again to return from the Rule 11 state, unless you plan to keep Shades off permanently!

Two important notes for Shades in the 1.2 beta, though:

  1. All three versions of the Death's Grip nerf (for health, magicka, and stamina) are currently deactivated to facilitate testing.
  2. Bringing Wintersun back in means that it is now once more possible to cure diseases by praying at altars and shrines. This has, however, caused an issue with Shades. Styxx, author of the mod, says that the intent is that praying at altars or shrines should cure the Death's Grip nerf. It currently does not. We're investigating this and it may be fixed in a later Tuxborn release. For now, please assume that while praying at altars and shrines will cure diseases again, it will not cure Death's Grip.

Apocalypse

Apocalypse has been updated, and fans of Ocato's Recital should take note...

We've updated Apocalypse to the latest version available. If you're a fan of that particular pack of spells, especially if you're a fan of Ocato's Recital, be advised that Apocalypse has rejiggered that spell, to smooth out its being rather OP.

Ocato's still exists, but now it only lets you store one spell rather than three, as is the case in 1.1.3. Now, there will be two additional spells that you can use alongside Ocato's as you level Alteration.

The new spells are:

  • Medora's Memory, Adept level spell, fires off at combat the same as Ocato's, but at 2x the normal spell duration
  • Silmane's Spell Sentinel, Expert level spell, fires off every 30 seconds in combat

So these changes are critical to know if you've been relying on Ocato's for your build. Especially if you're specializing in magic.

Other changes to Apocalypse spells may now also be in play, so if you see an Apocalypse spell behaving differently than what you're used to, the update to the mod will probably be why.

Now using full version of JaySerpa's Destroy the Dark Brotherhood mod

We are removing Unfaltered Virtue, the mod we were previously using to overhaul the plotline destroying the Dark Brotherhood. We'll be swapping that out in favor of the full version of JaySerpa's Destroy the Dark Brotherhood - Quest Expansion mod. Previously, we'd just been using the version of JaySerpa's mod that impacted your being kidnapped by Astrid.

Fix for guard armors not being displayable in Legacy of the Dragonborn's museum

Can you finally display all the guard armors in the LOTD museum now? Yes! Yes you can!

Tuxborn has been using Sons of Skyrim, a mod that overhauls the appearances of the armor worn by the guards in every Skyrim hold. Up to build 1.1.3, we had an issue with the guard armors for Solitude and Whiterun being the only ones known to be displayable in the Dragonborn Gallery.

We had been trying to run the appropriate patch to make the armors displayable with LOTD. However, Sons of Skyrim 2.0 adds its versions of the armors as brand new pieces, whereas Sons of Skyrim 1.5 does the armor changes via replacers. Ouroboros determirned that 1.5 works better in conjunction with LOTD, so we have rolled Sons of Skyrim back to that version.

So now all hold guard armors should be properly displayable. This impacts helmets, shields, and the armor piece. Boots and gloves are not displayable. LOTD's guard armor displays don't expect the boots and gloves, so Sons of Skyrim's LOTD patch is behaving in accordance with that.

Some of the holds have variants of armor that will not be displayable, such as the Markarth Light Guard armor. But in each hold, you should find at least one example of a displayable helmet, armor, and shield.

Expected behavior with this patch is that you should in theory be able to buy guard pieces from blacksmiths in the various holds. Failing that, especially in the smaller holds, guards are frequently casualties of dragon attacks. So you might want to scan the immediate area after killing any dragons, just to see if there are any dead guards whose gear you need to appropriate. Some holds have guards stationed outside their capital cities (Solitude, Whiterun, the Rift), but this is not universal. See the table under the prompt below for more details.

Some suggestions on where to look for armor as follows...
Hold Blacksmiths Notes
Eastmarch Oengul No Eastmarch guards are known to patrol anywhere outside of Windhelm, so Windhelm's blacksmith is likely to be your best bet here unless you manage to trigger a dragon attack in Windhelm. (TBD: whether you can get this armor off of any dead Stormcloaks.)
Falkreath Lod
Haafingar Beirand Haafingar guards are known to patrol around Dragon Bridge, in addition to the guards on duty in Solitude.
Hjaalmarch Al'Hassan Al'Hassan is a Redguard merchant added in Morthal by Interesting NPCs. He runs a forge, so he might have the Morthal guard armor for sale.
The Pale Rustleif, Seren One Pale guard is also known to patrol that road that leads past Loreius Farm, if you're heading along that road from Whiterun.
The Reach Ghorza, Moth Running the Forsworn Conspiracy and letting the Forsworn rampage their way out of the city is a guaranteed way to kill a whole bunch of Markarth guards at once. So if you haven't already bought the pieces off any relevant Markarth merchant, you can always try that.
The Rift Balimund Riften gets frequent dragon attacks, which can kill the guards at the gate or any of the guards at nearby farms. Failing that, there are known Rift guards in Ivarstead and at Sarethi Farm, and there are also always dead ones at Shor's Watchtower.
Whiterun Warmaiden's, Eorlund Gray-Mane Depending on how badly your battle with Mirmulnir at the watchtower goes, you may have one or more Whiterun guard casualties there. The dragon is also known to drop vanilla-style Whiterun guard armor as loot, which also is still displayble. But if you want Sons of Skyrim style pieces, check the dead guards during that battle. If you get through the battle without any guard casualties, check the vendors in Whiterun to see who's selling the pieces. A few other places where Whiterun guards may be found on duty: Riverwood (after the part of the main quest where Balgruuf orders a detachment sent there), Whitewatch Tower, and the road that runs right by Honningbrew Meadery, which is good for at least two or three guards.
Winterhold N/A Since Winterhold doesn't have its own blacksmith, Winterhold guards will be your best bet for this. Failing that, be on the lookout for any guards that might die during the part of the College plotline where you have to kill the magic anomalies in the town. Or, look for the one Winterhold guard that patrols near Whistling Mine.

Brand new mods added

New Remiel replacer

We're trying out a different Remiel replacer in this build. This'll be why she looks different!

ESO Scrap Replacer

And speaking of Remiel, we're trying out a new replacer for Scrap, Remiel's pet Dwemer spider, as well! This mod makes Scrap look like Dwemer spiders that appear in ESO.

SIGMA first person animations

All profiles should now have a new series of first person animations, brought in by the SIGMA series of mods. These impact the following animation scenarios:

  • Shields
  • Warhammers
  • Maces
  • Greatswords
  • Swords
  • Battleaxes
  • War Axes
  • Magic

SKSE Menu Framework

We are adding in the mod SKSE Menu Framework, which provides a central way for mods with custom configurations to display those. This is intended to allow greater flexibility than what MCMs provide.

Three mods in the beta load order are now plugged into this framework. The impacted mods are:

  • Shades of Mortality (all profiles)
  • Parry For All (MCO profiles only)
  • TK Dodge RE Addon (MCO profiles only)

The way to get at these menus is via the F1 key. If you play on a Steam Deck or other handheld, you will need to map F1 to either a back button, or to a radial menu if you have the ability to set one up.

Arena

Arena is another Simonrim mod, overhauling encounter zones all over the game. Its general purpose, as per what the page on Nexus says, is to "increase the game’s difficulty and provide an organic sense of progression."

Beta testers, be on the lookout for this having an impact on combat overall. And let us know your feedback on whether it works for you. This may influence your choices in difficulty settings as well.

Death Defiance System

Death Defiance System is a new mod meant to help mitigate the effects of things that would otherwise kill you in the game. This is not a replacement for Shades of Mortality, whose jurisdiction kicks in when something does in fact kill you.

Simple Follower Extension AE

Beta 2 is using Simple Follower Extension AE as its follower management framework, swapping off from Nether's Follower Framework. The change is in the name of performance, as many changes in Tuxborn often are.

This one is a lighter-weight follower management system, so it's not going to be terribly fancy. It will however let you run up to 10 humanoid followers and 10 animal followers, and it's got some ability to cut down on followers getting aggro at each other as well. Click over to the provided Nexus link to see more about its small feature set.

Glowrious

Glowrious is a brand new mod by our very own Ouroboros, which adds a few spells to the game to let you more easily find keys, buttons, levers, or chains that you might need to locate in order to advance through a location or quest!

Quests Award Perk Points

Quests Award Perk Points is pretty much what it says on the tin. You will get additional perk points for various major quest milestones, not only in vanilla content, but also for various mods for which we have patches to allow for this.

Those of you who play ESO may find this feels very familiar, as the mod's page on Nexus says it is explicitly inspired by how ESO gives you skill points for major quest milestones.

We're bringing this in as one of a couple more ways to give you a larger pool of perk points to play with, given the six new skill trees coming in.

Constellations

This mod adds a total of three new skill trees to the game: Hand-to-hand, Athletics, and Sorcery.

Since Adamant already adds a Hand to Hand tree in our load order, we are also running a patch that's supposed to hook Constellation's version into Adamant's version.

Sorcery may be of interest to those who want to play pure mage builds, as that tree makes using staves and scrolls a lot more viable.

And since we do have an increased number of skill trees, Ouro has adjusted how many perk points get awarded on level ups. You will periodically get 2 points rather than 1.

‼️ Important note re: Firmament: we also are trying out Firmament, which adds three more skill trees as well, but testers should prioritize the ones in Constellations. There is an issue with Firmament that has led the Tuxborn team to decide we'll be removing it in 1.2 final. See below in the Known Issues section for more on this. ‼️

Skald's Mail

This is an overhaul of the in-game courier system. It adds a bunch of mailboxes to the game, at which you can receive important letters normally delivered by the courier. The mailboxes get added by inns and by player homes. They're visually unobtrusive, so take a little extra care to locate ones you think you might be interested in using!

The mailboxes can be rented or bought outright.

The mod also adds catalogues to various shops, the ability to send off to buy stuff, and the ability to send off gear to have it improved.

Intended behavior is that the courier should stop coming to you once you have a confirmed mailbox. You can, however, use an MCM option to have him still come to you with any letters for which he has unique dialogue. This would include, for example, bringing you the "We Know" letter from the Dark Brotherhood, or the four letters he brings you while running Kolbjorn Barrow on Solstheim.

Main issue we're hoping to solve with this mod: the courier's tendency to get hung up in random places and never coming to you to bring you important quest-starting letters. So we'll definitely want to play test this thoroughly!

Dragon Voiced Word Walls

We're trying out Dragon Voiced Word Walls, a mod that changes the audio you hear when you approach a Word Wall. With this mod, what you'll hear is dragon speech.

Subclasses of Skyrim 2

We're adding a mod called Subclasses of Skyrim 2, which allows further refinement of your character and their skills. This adds a new "Destiny" custom skills menu, for which you'll periodically get perks through the normal course of your play, for a total of 7 perks and 35 possible paths. See the mod link for additional details.

Immersive Illusion Spells

What it says on the tin. Immersive Illusion Spells provides 15 additional spells for the Illusion school of magic.

New monsters

We're expanding the set of creature mods from modder Mihail, so be on the lookout for new monsters to fight in the wild.

In particular, be on the lookout for Elemental Golems. They will be a serious problem for lower level characters, and the frost golem is known to spawn just north of Meridia's shrine near Solitude. Be very, very cautious heading that way. Gear up very well, or bring a squad of followers.

Also, we have female giants now!

New followers

Here are the three new followers officially added to the beta:

There is a fourth follower who's a surprise mystery follower, who we will not be discussing on this page, because we want it to be a surprise. ;)

Additionally, extra followers are added by Hammet's Dungeon Pack 1, mentioned below. For now those followers are present in the beta, although we may remove them before final release. Click over to the mod's Nexus page to see who the followers are and where they can be found.

New craftable armor and outfits

We are adding a lot of new craftable armor and clothing items to the list, too many to list here, so we will not for the sake of brevity. Suffice to say you have a bunch more craftable armor options now.

And craftable clothing items as well, if you want to play a mage build! There are even now outfit options for alchemists and bards. These will be a way to use all those linen wraps you can find in draugr tombs, if you're so inclined.

Overhauled NPC appearances

A lot of the NPCs will look different now, as we're using a collection of NPC overhauls by the modder SassiestAssassin, the same creator responsible for the wonderful Project ja-Kha'jay, also in our load order!

Look for Children of the Hist, Children of the Ash, Children of the Green, Children of the Pariah, and Children of the First on Nexus for some examples.

Note also that the replacer we're using for Lydia has also updated, so she'll look different than she did in the 1.1.3 build. More info on this at Lydia of Whiterun - SerketHetyt's Housecarls.

Fix for Steam Deck console and RaceMenu issues

This is a big important thing in the beta for all Steam Deck players! We're trying out RaceMenu OverlayFix and Various Mod Fixes, which has shown in preliminary testing to be a very promising fix for prior issues with the console crashing on Steam Deck. We think it may also fix issues in RaceMenu as well.

So Steam Deck players, do please test this and let us know your results! If you run into issues, please report them to #txbn-support.

New quest and dungeon mods

We are adding some new quest and dungeon mods!

For the Vicn fans, DAc0da is now available in Tuxborn as of the beta. Note that DAc0da has not been voiced in English yet, so what voicing you'll hear for that mod is AI-generated via ElevenLabs.

Some other known quest and dungeon mods we're adding include:

SearchUI

This is a tool Ouroboros is adding to make finding things you'd normally try to do during the console easier. It works by giving you a search prompt, where you enter a text string describing the thing you want. It will then open up a temporary chest that contains things that match your search string, and you can pull what you want out of that.

For purposes of the beta, this can be used as a tool to make testing certain things faster.

Once we go live with this build, recommended use of this tool would be for situations where you are supposed to get a quest reward, but for some reason, it doesn't spawn. An example of this would be Tuxborn's known periodic issue where, if you're playing the vanilla version of the quest to get the Ebony Mail, Boethiah's champion isn't actually carrying it. Doing it this way would be easier and safer for players who aren't comfortable with working with the console.

Main Menu Video

Animations on the main menu screen!

Mods returning from previous builds

No Compass in Dialogue

We had this back in Tuxborn 0.5.2, and we're bringing it back. Its primary purpose is what it says in the name: removing the compass when you're in dialogue with NPCs. However, it's also got a handy toggle to turn off the UI when you want to, which is super helpful for screenshot purposes.

Deadly Dragons

We're bringing back Deadly Dragons, last seen in Tuxborn way back in the 0.5.2 build. Note that this will mean dragons are more difficult to fight. Plan accordingly, especially when you're preparing to fight Mirmulnir at the watchtower near Whiterun.

Deadly Dragons also does have an option in its MCM which allows you to spend excess dragon souls on perk points. So this'll be another means to get perk points for the six new skill trees.

Wintersun

We're bringing Wintersun back! This was made possible by TSP identifying a fix for an issue with Wintersun that could KILL YOU in previous Tuxborn builds. So now we get to have Wintersun back. All hail TSP for making this possible. ❤️

This now means that your choice of deity will be relevant to your character build again. Choose wisely!

Obsidian Weathers and Seasons

We're returning to using Obsidian Weathers and Seasons in the beta, which is why the overall look and feel of light and color is going to be different from 1.1.3. Please note a known issue pertaining to this, down in the Known issues section.

Mods removed for the beta

Mods that did not make the cut from beta 1 to beta 2

Nether's Follower Framework was removed for beta 2. The reason for this is, NFF wasn't broken, but it is very script heavy, so Ouro decided to swap to a lighter-weight alternative that was recommended to him.

Diverse Dragons has also been removed for beta 2. This one was causing timing issues for dragon spawns.

Lightwood Trees was removed to fix an issue with certain tree types rendering nearly black.

Lost Grimoire SSE was removed. (Reason to be added here as soon as Anna is informed.)

Photo Mode

No more Photo Mode, moving forward...

Photo Mode has been removed from Tuxborn in the beta. The reason for this is, for many builds now, Photo Mode has had a known issue with breaking your ability to move around if you try to use it in a BFCO profile.

All other methods of taking screenshots in Tuxborn described in Frequently Asked Questions: Taking screenshots and Photo Mode still apply.

The main things this will cost us are:

  1. No longer having the fancy effects Photo Mode allowed you to put into screenshots
  2. The ability to turn off the UI for screenshot purposes

If you want to put Photo Mode back, or if you want something else that will let you turn off the UI for screenshots without having to resort to the console, you'll need to Rule 11.

If you don't want to Rule 11, for now you will need to activate the console and use the tm command to turn off the UI before you take a screenshot. Use the same command to turn it back on again.

Other removed mods

Details on more things that have been removed, and why...

The following mods are known to have been removed in the beta:

  • Rebalancing Anniversary Edition
  • On a Crimson Trail
  • Starfrost and Survival Mode Improved
  • Undeath
  • Quest Journal Overhaul
  • Underwhelming Multiple Followers
  • Pilgrim and related patches
  • Azurite Weathers and Seasons, and Azurite III - HDR
  • QuickLoot
  • Trade and Barter
  • Photo Mode (as described above)
  • Knight of the North
  • Unfaltered Virtue
  • Konahrik's Accoutrements

Rebalancing Anniversary Edition was a big source of questions we kept getting along the lines of "I'm supposed to be able to do X in Anniversary Edition content but can't, what's wrong?" The removal of RAE means that in most cases, requirements for starting AE quests will now match vanilla. However, some parts of the AE are still impacted by other things in our load order, such as LOTD. See Anniversary Edition content in Tuxborn 1.2 beta for further information.

On a Crimson Trail has been removed because it was known to be buggy in its attempt to provide a framework quests for the various Alternative Armors quests. And since we're removing the Alternative Armors quests, which are themselves also known to be buggy, On a Crimson Trail is no longer relevant. So it's out.

Undeath was removed for reasons of it being repeatedly buggy, especially if you tried to play a vampire/vampire lord while also being a lich at the same time.

Quest Journal Overhaul was removed due to it having some recurring ongoing issues with marking stuff as New that wasn't actually new in your journal. It also mangled the journal display on PCs if you play with controller but happened to hit the J key on your keyboard.

QuickLoot was removed due to bugginess in certain mod areas (such as Carved Brink) that caused crashes if you tried to unlock and open certain chests. It also had issues with interfering with base game functionality, such as feeding on sleeping NPCs as a vampire, gathering blood samples for Septimus, or harvesting a briar heart for Neloth during Tel Mithryn side quests.

Knight of the North was removed because it was basically overhauling the quest for acquiring the items in the Divine Crusader Creation in the AE. But the problem with this was that LOTD was also overhauling that quest, and the two versions of the quest were not playing nicely with one another. So KotN has been removed to resolve this conflict.

Unfaltered Virtue is known to have a breaking bug if Sybille Stentor dies before you launch it. Our load order also includes Unmasking Sybille, and killing her is a possible outcome of that mod!

Konahrik's Accoutrements had has repeated texture issues in our load order, either causing eyes to disappear, or making your character bald.

Miscellaneous other changes

We have removed the ability to smelt down junk items at a smelter. The reason for this is, adding all those smelting recipes is a performance hit to the game. So in the beta, we recommend you sell junk items to vendors instead and use the gold to buy crafting mats, or other supplies you might need. This will impact your available inventory, of course. So you may need to make more use of the Stash Supplies spell, or any other methods of improving your carry weight as detailed at Carry Weight in Tuxborn.

Known issues

Ebony Blade is broken

The Ebony Blade in the beta is not behaving as expected. Killing friendly NPCs with it does not increment its power as it should.

Ouroboros is aware of this issue, but it's not a thing he can fix, it appears to be an active bug in the version of Artificer in the beta. We will need to await a fix for this for whenever a new version of Artificer is released.

Also note: Artificer hasn't actually been updated since May 2024, so the beta is running the exact same version of it that 1.1.3 is. 1.1.3 players will also reproduce this problem.

The issue has been recently discussed on Artificer's page on Nexus, Simon is aware of it, but he's also said to players that he's tied up in another project. So we don't have an ETA yet on when he'll release an update.

Fortitude perk in Athletics skill tree will be removed for next update

The Fortitude perk in the Athletics tree, which was added to that tree by a patch that makes Constellation play better with Simonrim, is only relevant to Survival Mode. Which is problematic, given that we've disabled Survival Mode. Since in this case it's only a single perk, Ouro has removed it for our next update.

Firmament is now likely to be removed for 1.2 final

Initial testing of the Exploration tree in Firmament revealed that several of its perks are specifically related to Survival Mode, too many to make for quick and easy patching of that tree.

The Tuxborn team has discussed the matter and the solution for this, moving forward, is now likely to be that this mod won't make the cut for 1.2 final. So all testers should disregard the Horseman, Exploration, and Philosophy skill trees present in beta 2.

Terrain seams bug

An issue with jagged seams showing up along terrain that first surfaced in Emissaries of Tux is now known to reproduce in beta 2. We still don't have a known fix for this issue, but we do have a known workaround. You will need to turn off Parallax in Community Shaders.

Steps to do this are as follows:

  1. Load Tuxborn, at least as far as the main menu screen, so that you have access to Community Shaders. (Loading the rest of the way into the game is also fine.)
  2. Hit your End key to launch the Community Shaders UI. If you're on a Steam Deck, you may wish to bind the End key to one of your available back buttons to make it easy to do this. Putting it onto a radial menu item would work as well.
  3. In the Community Shaders UI, on the left sidebar, scroll down to the Materials section of settings. Steam Deck players, you will need to hold down your Steam button and use your right trackpad to get a mouse pointer to do this. Use your right trigger to initiate a click, or hold down the trigger to do a scroll.
  4. Select Extended Materials.
  5. In those settings, deselect "Enable Parallax".
  6. Save your settings by clicking on the first of the three icons in the upper right corner of the Community Shaders window.
  7. Once you load into the game, doublecheck Community Shaders settings again to make sure that option remains deselected. You may need to create a new save to make sure it persists.

Be advised this may not be fixed until Community Shaders fixes it on their end.

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