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  1. MPFernando
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    Just wanted to say thanks for creating this mod. I havent encountered any issues yet, but this is the only fix i could find to stop ysolda from force greeting me. holy mother of god she was annoying as hell! so THANK YOU!
  2. Merrsharr
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    I just found that your patch removes Orcs from the C06BladeOfYsgramorPerk [PERK:000F8308]
    Orcs were added by USLEP, so I assume you did not actually remove them, but simply did not add Orcs to the vanilla version.
    It doesn't affect me since I don't play Mer, but you might want to mention it in the changelog since your current version is marked to require USLEP
  3. spaven
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    You're probably already aware but there is this to consider / potentially submit to as well: Unofficial Skyrim Modder's Patch
    1. Question2
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      Oh yea someone linked this to me yesterday, but i got the impression they were inactive since June?
    2. lued123
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      Yeah, but that's because the guy's SSD crashed. Apparently the next update for that is on its way "soon".
    3. PlagueHush
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      And I was just linked your patch for consideration! Working on the next update as I type this, so definitely not inactive and there will be (quite a large) update coming soon
  4. Kelsenellenelvian
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    Ummmm, why is Halldir now a part pf the fox race?
    1. Question2
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      Thanks for spotting that, i had to untick "use base data" to change the name to Halldir, and it looks like the CK changed the race and some other data at the same time.
  5. KaelynZ
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    Very nice little fixes! Well done, and I'm definitely incorporating them into my build.

    I have some questions, though.

    1. Several patches listed under the 1.0 changes don't seem to be in the 1.1 version, if I'm reading the data in Tes5Edit correctly.Have the changes to Halldir and Restless Draugr been removed? If so, why?

    2. I don't see any change to Arniel's Shade, despite the fact you say it's been removed from the WInterhold crime faction.

    3. I don't see any change to the Transmute effect, despite the fact you say it now prioritizes transmuting iron to silver.

    4. I don't understand your changes to the Staff of Magnus effect. Since you removed the conditions, it looks like it will absorb both health and magika at the same time, rather than switching to draining health only if magika is drained. Could you explain why that wouldn't be the case?

    5. I don't see any change to Wabbajack that would alter it's usability by NPCs. Where is that?

    6. You've made several changes to the Telekinesis ability, but there is no mention of this in your change log. What are the effects of those changes?

    7. I don't understand how your changes to 'AbTeleportation' (reducing base cost from 792 to 5, and magnitude from 100 to 0) make it so Orchendor (the only possessor of that ability) 'no longer has 100% magic resistance'. I don't like putting patches in my game unless I understand them. Could you please explain how this works?

    8. Why did you put Aranea in a new 'FollowersCrimeFaction', rather than just removing her from the CrimeFactionWinterhold? Your creation of a new faction is the only thing that prevents this mod from being a pure patch that doesn't define any new records. If Lydia and other housecarls can get away without a crime faction, why does she need one?


    1. Question2
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      Good point. I uploaded 1.1 in the early hours of the morning, might have uploaded the wrong file or something. Or my edits didnt save properly.

      I forgot to include scripts for certain changes like the transmute and wabbajack effects, my bad.

      The staff of magnus conditions are still there, they were just moved from the spell to the magic effects (MG07StaffEffect and MG07StaffEffect02).

      Sorry, forgot to mention the telekinesis ability in the changelog. Basically what i was trying to do was change it's area from 0 to 1, because telekinesis often bugs out and will not grab an object correctly...for example, it's not capable of grabbing soul gems from soul gem traps, and i couldn't use it to grab the Zephyr bow even though I was almost on top of it.

      I didn't directly reduce the teleportation costs, that's auto calculated. For some reason, the teleportation "spell" was tied to a magic resist modifier, which was set to 100%. From what i could tell, it looks like they wanted to give him a dummy spell for the teleportation script to work (because orchendor obviously doesnt cast a teleport spell, it automatically happens when you hit him) and copied and pasted another spell without changing the values. All i did was set the magic resist magnitude from 100% to 0%, so it shouldn't modify his magic resist anymore.

      I put Aranea in a new crime faction because the housecarls are in a crime faction, just not in the default town ones. I wasn't sure if there would be any negative side effects if i just removed her from the winterhold crime faction and left her with no crime faction at all, so i tried to follow the housecarls format as closely as possible.

      Thanks for letting me know about the issues, i will try to get them resolved ASAP.
    2. KaelynZ
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      Thank you!
  6. Question2
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    Okay 1.1a has been uploaded and should include the edits that didnt get saved properly.
  7. SpookaXX
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    I'm not sure if I agree with these two changes:

    -Orchendor should no longer have 100% magic resistance. (not 100% tested)

    I've read on UESP that Orchendor's 100% magic resistance is a side affect of his teleportation ability. It may be a bug, but could it not also be an intentional side effect to make his boss battle more difficult? I personally enjoy the difficulty this induces.

    -Absorb health no longer works on ghosts and undead. In the vanilla game, only dwarven constructs were immune to it.

    This doesn't seem right. I feel like absorbing health from the undead (including Ghosts) is more for gameplay balance rather than 'realism'. In terms of 'realism' though, they are still creatures animated by some kind of magical life force or something similar while Dwemer constructs are just machines (as far as we know).

    Thoughts anyone, disagree or agree?
    1. Question2
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      Yea, its a side effect of his teleportation ability. It looks like what they tried to do was give him a dummy spell with the teleport script (he doesnt actually have a teleport spell, its scripted to happen when you hit him) and did a bad copy and paste. Theres nothing to indicate that a side quest boss was supposed to have 100% magic resistance since it would be pretty unfair for mages.

      Absorb health could go either way. From a game balane perspective, absorb health kind of invalidates all other forms of damage...remember Morrowind DLCs where most enemies had some kind of spell reflect? Absorb health reflected on you was harmless IIRC, because you were absorbing your own health, but it was very easy to kill yourself if you were hitting them with elemental spell effects. Absorb health ignores elemental resists which is a huge plus by itself (frost damage in the land of the nords doesn't work too well for example), and the Ebony Blade with the +30 absorb health enchant really breaks game balance if you get it early (which you can, since it's available in Whiterun). You could argue that whatever energy that powers Dwemer constructs (maybe its a soul gem, they do drop soul gems sometimes after all) could be absorbed as well. If anyone knows of something official from bethsoft that states whether absorb health is supposed to work on undead, that would be great.
  8. AlextheGreat647
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    Hmmm as far as compatibility, there's no problems with other mods?
    1. Question2
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      Oh, theres inevitably going to be some kind of conflict. But when people talk about compatability problems, they are usually referring to serious ones like Mod A removing stuff from a NPC, followed by Mod B trying to get the NPC to use the stuff that was removed, which causes issues.

      If Mod A and Mod B both change iron dagger damage, then the only issue is that whichever mod is lowest in the load order takes priority. If you want to be safe, you should just load this after USLEEP but before all your other mods.
    2. KaelynZ
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      Looking at this in TES5EDIT against a very full load order, I have noted the following conflicts:

      1. Clothing and Clutter Fixes (CCF) alters amulet weights, so unless you create a hand patch, CCF will overwrite the ability to disenchant religious amulets added by this mod.
      2. Weapon and Armor Fixes (WAF) changes bleeding durations and intensities, so unless you create a patch, WAF will overwrite the 'no resistance' flags set by this mod.
      3. Even Better Quest Objectives (EBQO) changes text in the Book of Love and Siege on Dragon Cult Quests. So unless you create a patch, it will overwrite the changes made by this mod.
      4. Cutting Room Floor (CRF) makes major changes in the 'Tolfdir the Absent Minded' quest. So unless you create a patch, it will overwrite the quest pointer added by this mod.
      5. Better Vampires (BV) alters a couple of drain health effects, overwriting the 'can't drain undead' condition added by this mod
      6. Advanced Adversary Encounters (AAE) alters a couple of other drain health effects (in error, I think), and will overwrite the 'no drain undead' condition added by this mod.

      All of these conflicts are very minor, and can be easily fixed by creating a compatibility patch using TES5Edit.

  9. AntiPlan
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    is the perk alteration compatible with perkaltering mods such as ordinator? would be nice of you to add a statement regarding that, since many people use perk altering mods! [it's probably just going to be overwritten by ordinator, would still be nice to know for sure ]
    1. Question2
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      The bleeding changes were applied to the "spell" category (thats where all the bleeding duration, damage, etc are defined) , not the perk itself, so it should be mostly fine. Just load Ordinator after this mod and it will overwrite the changes if it made any to the "spell" category.
    2. KaelynZ
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      Looking at the mod in TES5EDIT, the bleeding perks are fine with ordinator, but have a conflict with Weapons and Armor Fixes Redone, which changes durations and intensities. Unless you create a patch, one of either the WAFR or the UMBF changes will be lost.
  10. Question2
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    Update : I just realised that the Ysolda fixes won't work because it requires USLEEP as a master, as it fixes the USLEEP AI packages for Ysolda. The next version will fix this and will require USLEEP as a master.
    1. Question2
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      Okay, just uplaoded 1.1, but I can't get quest markers to work properly. What i want to do is make a quest marker that checks for a certain item (such as the gems in the No Stone Unturned quest), then display quest markers for them. I can do this manually for every single gem, but i want it to check for items that fit the criteria and then display them.

      I tried following the format of the bounty quests to make a reference alias, but while the bounty quests can correctly display a quest marker for the bounty (and the jarl, steward, etc), i cant get any quest marker to appear ingame.

      See : http://imgur.com/a/plEDU

      The Forsworn Conspiracy also breaks thieves guild's radiant quests because you need to be arrested to complete the quest. I'm not sure exactly what variable is making the quest fail, because the scripts are a huge mess. The guard dialog just calls a function to send the player to jail and nothing else. Anyone have any ideas?