Alchemy Perk can cause a rare but consistent CTD on some custom creatures.
I noticed this on Mihail's Storm Golem, for whatever reason, this applied perk causes a 100% CTD whenever you aggro a storm golem. It will exhibit no behavior, and no action... And after 5 second the game freezes for a few seconds and then CTD. The crash log always points to the custom lighting cloak effect, I also noticed a similar crash with the newest version of Mihail Ice Golem attributed to the custom frost cloak effect.If I remove this perk from the storm golem, it no longer crashes. PerkSkillBoosts does not cause any issues though, just the alchemy perk.The only mod I have that modifies either perk is USSEP.
It seemed to be trigger of another issue. i am not experiencing the CTD on both the ice and shock golem even without this perk. so something else is going on.
Since zeddit can't load more than 254 plugins, is it ok to disable some plugins(like patches) that don't add new npcs. I guess those are not important for enchant fix .
Where does this go, optimally? Before or after a Smashed Patch? Before or after the Know Your Enemy patchers? I'm trying to figure out the best order, so nothing is lost.
I'm not an expert so take my advise with a grain of salt. This be one of the first patches you make. For me I go NPC patch > KYE patch > xEdit patch > Smash patch. I had no issues doing it this way.
This is an autopatcher, run it after everything is ready to go. Most autopatchers don't and shouldn't conflict with each other, except those that conflict resolve like SMASH, BASH, etc.
it doesn't matter. just don't put anything except another zEdit patcher generated plugin after it. or if you do, try to put your zEdit patcher generated plugins in an order from least masters to most masters. that way the final overriding patcher will be the one that was run when most of your load order was loaded and therefore least likely to not match your actual intended conflict resolutions
i find it easier to run all my zEdit patchers in a single zPatch.esp plugin, configurable in profiles\Skyrim SE\patcherSettings.json, as shown in the second image. This way NPCs receive hishy's enchant fix and KYE perks, provided they pass the checks in both scripts.
It might depend on your use case, but I haven't run into any patchers that struggle being merged into a single zPatch.esp
I apologize for the stupid question, would you kindly explain what this mod does and if it is needed if we don't use ASIS? My understanding is that this allows NPCs to use enchanted gear properly, or at least prevents enchanted gear on NPCs from effecting the player in unintended ways, is that correct?
I found the answer here: https://bitbucket.org/DienesToo/asis/wiki/ASIS%20Basics
"NPC Enchantment Fix In skyrim most NPCs cannot benefit from all enchantments, potions, or effects because they lack the perks needed for Fortify <skill>. See the UESP wiki for details. This module will add those perks to all NPCs that do not already have them allowing anyone to benefit from them like the player does.
For whatever reason the patcher is missing a lot of NPCs from the Populated Towns, Forts, and Places mod. How do I make it recognize this mod or NPCs? Some NPCs it recognizes and gives them perks, but many don't. Weird.
I've noticed that many mods use the "default race" entry for their added NPCs, which shows up as "FoxRace", as opposed to say BretonRace or HighelfRace. I haven't checked, and this is just me stabbing in the dark, but could that be the cause for the patcher not changing their records the way we'd like?
I'd load up vanilla files and look at the output and make connections with how the script basically works. You could also open up the .jar and take a look at the scripts themselves.
Installed this mod but seems my follower still not benefited from fortify destruction enchantment (their weapon still cost soul energy despite having 100% destruction reduction). The follower is a DLC character (Celann, to be specific).
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I noticed this on Mihail's Storm Golem, for whatever reason, this applied perk causes a 100% CTD whenever you aggro a storm golem. It will exhibit no behavior, and no action... And after 5 second the game freezes for a few seconds and then CTD. The crash log always points to the custom lighting cloak effect, I also noticed a similar crash with the newest version of Mihail Ice Golem attributed to the custom frost cloak effect.If I remove this perk from the storm golem, it no longer crashes. PerkSkillBoosts does not cause any issues though, just the alchemy perk.The only mod I have that modifies either perk is USSEP.
Do you mean idiocy?
Most autopatchers don't and shouldn't conflict with each other, except those that conflict resolve like SMASH, BASH, etc.
It might depend on your use case, but I haven't run into any patchers that struggle being merged into a single zPatch.esp
"NPC Enchantment Fix
In skyrim most NPCs cannot benefit from all enchantments, potions, or effects because they lack the perks needed for Fortify <skill>. See the UESP wiki for details. This module will add those perks to all NPCs that do not already have them allowing anyone to benefit from them like the player does.
This module has no options and no ini file."
I haven't checked, and this is just me stabbing in the dark, but could that be the cause for the patcher not changing their records the way we'd like?
You could also open up the .jar and take a look at the scripts themselves.