Skyrim

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trixxxar

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TriXXXar

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75 comments

  1. erwon
    erwon
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    Edit: actually if you could port it to skyrim se directly would be much appreciate
  2. ArtD2
    ArtD2
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    Do I need to start a new game to activate your esp or I can activate it on the fly??
  3. TriXXXar
    TriXXXar
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    i m working on a SE version, which i do fresh and this time with a system in mind how i want to tweak the multiplicator across the board. stay tuned..
  4. dhxxqk2010
    dhxxqk2010
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    I think this mod needs to be updated for the newest USKP patch
    1. TriXXXar
      TriXXXar
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      Correct me if i m wrong, but the part that is in this mod, is in all USKPpatches(+Legendary Edition) the same, so you can edit the masterlist of this mod with Wrye Bash.

      ..oh well turns out there where some more edits, so i updated the mod to work with Unofficial Skyrim Legendary Edition Patch now.
  5. wkomarecki
    wkomarecki
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    Against description info a lot of NPCs affected by the mod are caped to, for example, level 9. Why?
    1. TriXXXar
      TriXXXar
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      hey wkomarecki, if you could be more specific which NPC you mean, i could tell you that there was a reason for it or i missed one. And it also coould be that you use more NPC changing mods and you loadorder determits different NPC stats.
  6. TriXXXar
    TriXXXar
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    I m working on an update.. big one.

    mostly done
    Skyrim 80%
    Dragonborn 90%
    Dawngard 99%
  7. syub95
    syub95
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    I've found a lot of conflicts with unofficial patches, cause this mod contains original data from skyrim.

    Also, I have a question
    High Level Enemies changes Calc max level to 0
    and this mod changes calc max level to 255

    Does 'calc max level = 0' means infinite level scaling?
    1. TriXXXar
      TriXXXar
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      hy syub95,
      yeah that sounds right. In the newest version i added Named NPC and that could easyly conflict with other Mods, so i advise to ajust the loadorder and load my littlemod at the beginning and let other mod override it. Could you tell which Part does conflict?
      And with HighLevelEnemies 0 means they still have a static Lv and HighLevelEnemies just raised it above vanila, last time i checked. i just started a new playtrough and will investigate conflicts with the unoffical patch soon myself adn now i uploaded a new complete version which needs all DLcs and unofficalpatches.
  8. TriXXXar
    TriXXXar
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    hey james, yes after highlighting all that conflicts in red you can drag or edit stuff, both in the orginal file or better like you did in a personal mergepatch.
    if you drag just the 255, you might find some superlvled enemies ) you should drag the 5 lines above the lvl too.


    ACBS
    Flags
    PC Level Mult
    Level
    Calc min level
    Calc max Level

    and with SkyRE there is more to it then just this skyRe_Enemyscaling.esp, you need more of the SkyRefiles. my guess skyReMain is needed to apply the diesease and resistance changes. i used skyRe_Enemyscaling.esp to get some more perks on to enemies in my merge patch.

    i m looking for a new start with a new big mod...dunno yet.

    maybe:
    SkyREdone
    Requiem
    ERSO
    SKYRealisim

    do you have any ideads? did some1 trye one of them?
  9. JamesTG
    JamesTG
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    Ok, thats what I did. Correct me if I am wrong.
    I loaded into TES5Edit

    SkyRe_EnemyScaling.esp (I wanted this to be loaded last, but it would not load into a Merge Patch, so the loadorder stays that way.)
    LvCap255creatures.esp
    LvCap255Vanila.esp
    LvCap255Dawnguard.esp
    LvCap255Dragonborn.esp

    I changed the max LVL in every red highlighted file to 255 (Only in the MergePatch file)
    I changed some values from your mod to the values of SkyRe (Only in the MergePatch file)

    At the End I saved only the merged patch.esp (I may have changed some of your esp but I did not save it)

    I did not found the changes, SkyRe makes directly to NPCs. Like this

    "Draugr:
    - Carry Rattles and Bone Break Fever
    - Increased frost resistance by 10%
    - Added 20% fire weakness
    - Added 20% shock resistance
    - Added 30% weakness to silver and daedric weapons
    - Added 30% resistance to non-silver, non-daedric weapons"

    So I persume, that those changes are not overwriten with your esp and they are loaded normaly.

    I named my MergedPatch file MergedPatch01.esp (I know his is very inventiv) and loaded it direct after your LvCap255Dragonborn.esp

    My new load Order

    SkyRe_EnemyScaling.esp
    LvCap255creatures.esp
    LvCap255Vanila.esp
    LvCap255Dawnguard.esp
    LvCap255Dragonborn.esp
    MergedPatch01.esp

    Do you think, I did it right, or did I oversee something?
    I am sorry for asking you, this is my first time I am doing this.
  10. JamesTG
    JamesTG
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    Thanks for answering. It was inforamtive. I now look into making a merge Patch.
    Now finally I will lern something more than using mods. Thank you.