Changelog for the Latest Ashe - Crystal Heart Updates
Ashe is a Skyrim follower mod designed to enrich gameplay with immersive dialogue, radiant features, and an expansive development roadmap. This page outlines the current update's changelog.
Ashe is a Skyrim follower mod designed to enrich gameplay with immersive dialogue, radiant features, and an expansive development roadmap. This page outlines the current update's changelog.
Full integration pass for Dawnguard + Ashe’s questline awareness, built to feel like both characters are reacting to the same playthrough.
Radiant banter, including smarter/reactive-style travel conversations.
Joint combat banter and party combat flow improvements.
Romance awareness across relevant banter moments.
Shared content: Ashe × Serana Banter Patch
→ 1,000+ lines of integrated content (Ashe + Serana combined).
This integration is huge (1,000+ lines combined), so it has its own dedicated mod page with full details, requirements, and notes—please refer to that page for the complete breakdown.
Important note: Due to the scope of the Ashe × Serana Banter Patch, it will not be ESL-ified.
Expanded radiant conversation pool (general travel / downtime / situational chatter).
Added new Drinking Buddies lines (both mods).
Added new voice lines for Ashe chronology (includes Ashe + other NPC lines).
Romance Expansion
New Romance Handler Quest: added backend support for cleaner romance state management and more reliable state tracking across quest progression.
New Romance Inserts (quest-paced): added multiple romance “insert” scenes that build attraction naturally across Ashe’s storyline (including a new Chapter 2 insert and additional mid-quest emotional beats).
Flow & Timing Improvements: romance inserts now trigger before the “About your vengeance quest…” branch where appropriate, so pacing feels intentional rather than tacked-on.
Spooning Progression Rebalanced: spooning/cuddle content now unlocks later (after AMQ_03) and is optional based on player dialogue choices (no early unlocks).
Romance Meter Rebalance: increased the Romance Meter requirement for Ashe’s end-of-quest confession from 2 → 7, reflecting the larger number of flirt opportunities across the questline.
Condition Cleanup: migrated several romance checks from MM_Romance to RM (Romance Meter) for more consistent behavior and fewer edge-case misfires.
New Romance-Context Barks: expanded romance-aware ambient lines (travel, combat end, home barks, greetings/goodbyes, scenic moments, stargazing, and light outfit-related flirting) so romance feels present outside of scripted scenes.
Expanded Custom Name / name-aware conversation support.
Adjusted custom name ordering on dialogue menus (more priority / cleaner selection flow).
Fixed manual name selector edge case (Nick selection choosing a different name).
Kalin conversation adjustments (flow + branches).
Added gender-gating for:
“Kalin? But Kalina was a woman, wasn’t she? I’m… decidedly not.”
Refined Chapter 2 Nevas interaction: player response to “What is the music of life?” changed from the strict Falkreath password to a more pragmatic command (“Silence. Now stop the riddles…”) so it makes sense regardless of faction context.
Increased Nevas health to make the boss fight more challenging (+750 HP offset).
Made Ashe’s journal-writing scene happen much later in the prologue (it was firing way too early).
Moved the Sleep feature to post Chapter 3 (was available too early).
Added failsafe to prevent caravan dialogue about Ashe from looping.
Partial implementation (mesh support is in).
Core groundwork exists, but full feature set wasn’t completed yet due to time constraints.
→ For now, feel free to use any horse mod you prefer.
(This section merges your “Bugfixes” + the previous “Bugfixes/Improvements” list into one place.)
Removed an HP-related dialogue line.
Fixed conditions for: “Am I a reflection of another or a being in my own right”.
Changed “Today a god falls” conditions.
Added IsInScene == 0 conditions where needed.
Fixed multiple cases where GetRandomPercent wasn’t behaving effectively for dialogue.
Removed GetRandomPercent from “Allocating Magicka to Combat Efficiency”.
Fixed some dialogues referring to time-of-day conditions incorrectly.
Subtitle fix: “Just now” instead of “Just know”.
Adjusted dialogue conditions for hello greets.
Implemented new hello frequency: 188s → 300s, then increased general hello greet cooldown further: 300s → 450s (less spammy).
Added 24h cooldowns to:
combat detection dialogue
taunts
gasping for air idle
This reduces repetition and also helps combat banters actually get space to trigger.
Merged Ashe SDA Patch fixes into the Ashe Banter Patch and deprecated the standalone SDA Patch.
Implemented a messagebox choice to view Ashe cutscenes (ties into the cutscene-skip power).
Ashe Banter Patch now uses dialogue organizers reflecting your newer structure.
Added alias-fill failsafe for “Beyond the Blade”.
Added delay at the start of Beyond the Blade to help aliases fill properly.
Changed scene interrupt flags for all Shattered Orphans cutscenes (prevents edge cases like scenes stopping when the wolf is shot).
Reworked Binding Blade quest startup to ensure force-fill reliability (prevents the Thorfinn-not-appearing bug by waiting until everything is filled before advancing).
Due to an oversight, Ashe quest objective was still showing on new games even though it was intended to be disabled — fixed.
Set proper ownership for Ashe bed.
Ashe home double bed now marked as owned by the player (sleepable).
Follower Outfit System improvements:
Prevent outfit changes during combat / weapons drawn
Fix rare stuck weapon-in-hand issue after outfit change
Reduce unintended swaps during fast combat transitions
Added internal checks so swaps only occur when fully idle and safe
(Targets the “frozen weapon / unable to attack” bug.)
Added IsMoving() == 0 condition to Ashe sandbox animation triggers (prevents prop/weapon stickiness while moving or weapon-out).
Added buffers for rare vanilla engine prop-stuck cases (workarounds: disable/enable, teleport spell, or cell change).
Prevented brief helmet flicker during travel by ignoring false combat-enter events when the player isn’t actually in combat.
Removed unused animation folder.
Migrated DAR combat animations to OAR folder structure (thanks to AdF312).
Fixed various bugs with the magicka potions feature.
Changed GetCombatState → IsInCombat where reliability mattered.
Increased reliability of location checks to prevent harmless Papyrus “HasKeyword on None” errors (validate akNewLoc before processing keywords).
Changed actor behavior flags for Ashe and Rolen during their Chapter 3 fight so they don’t taunt each other while Rolen is dead.
Disabled visible debug entry: “(Rolen is dead, stopping taunt scenes.)”
Removed visuals of Ashe damage buff magic effect (was not displaying properly and caused a weird glow bug; will be revisited).
Fixed some messageboxes clipping due to length.
Cruel Oath and Crucible Tear are now temperable.
Fixed slight texture artifacts in Ashe’s armor (PC only; Xbox already uses compressed assets).
Changed 2B armor awareness dialogue from “Top” to “Blocking” - this avoids the “...” player choice oversight at the start of the dialogue. It should seem like Ashe is initiating the dialogue and not the player.
Added Ashe Debug Quest (documentation update still pending; for now users can DM for instructions).
Added banter cooldown logic that refreshes even if a banter attempt doesn’t fire, reducing the chance of radiant banter interrupting serious quest moments/cutscenes (edge-case reports welcome).
Added Dimhollow Crypt location support for Ashe forcegreet dialogue during banter (beta v1.0.4-EA).
Recruit conversation in Winking Skeever no longer risks triggering before Ashe is recruited (now always after).
Added missing Serana dialogue lines (Fantasy Romance Conversation 04 — including “the little smile he does…” line and the rest).
Added a startup check for existing saves where Ashe and Serana are already recruited:
Shows an “Existing Save” message explaining intro banter auto-skip + bond state applied
Shows a contextual hint reminding players to finish Chapter 1: “A Borrowed Soul” to unlock the intended dynamic
Improved handling for saves mid-Dawnguard or mid-Ashe questline so the correct banter state is applied
Added conversation gating tied to Ashe’s automaton reveal:
Anything explicitly revealing is blocked until Chapter 1 reveal (“A Borrowed Soul”)
Subtle hints/slips may still appear intentionally
Explicit-reveal-before-reveal lines are likely oversights and should be reported
Fixed an issue where Ashe could trigger introductory Serana banter even when Serana wasn’t present.
Updated checks so the conversation only fires when both characters are nearby.
Includes all fixes from v1.0.1-EA and v1.0.2-EA.
This update prioritized the Ashe × Serana integration and core stability/pacing improvements. A number of Ashe-only features originally scoped for 1.2 were intentionally postponed to a later update (likely 1.3+) to keep this release stable and focused. These include additional radiant/world reaction commentary, expanded Drinking Buddies options, sandbox animation variety, additional romance quest chapters, outfit/texture installer options, and planned rewrites (HP Protocol + early outfit autonomy). Main quest / broader faction commentary is also planned for future updates.
Help me continue developing Ashe by supporting on Patreon or Ko-fi.