Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Hishy

Uploaded by

hishutup

Virus scan

Safe to use

49 comments

  1. Kulharin
    Kulharin
    • premium
    • 613 kudos
    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.
    1. nlmiller0064
      nlmiller0064
      • premium
      • 6 kudos
      im having this issue too going to have to try removing stuff in SSE Edit
    2. Kulharin
      Kulharin
      • premium
      • 613 kudos
      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.
  2. dek55
    dek55
    • member
    • 4 kudos
    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 .
  3. Shukhan
    Shukhan
    • member
    • 24 kudos
    Does it work for the Skyrim LE?
  4. xrdinary
    xrdinary
    • premium
    • 25 kudos
    Idiocracy is a 2006 comedic film starring Luke Wilson, Maya Rudolph. and Terry Crews.

    Do you mean idiocy?
  5. blehmeh
    blehmeh
    • member
    • 11 kudos
    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.
    1. Ranzan27
      Ranzan27
      • member
      • 1 kudos
      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.
    2. hishutup
      hishutup
      • premium
      • 169 kudos
      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.
    3. cthunsthrall
      cthunsthrall
      • premium
      • 217 kudos
      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
    4. s462
      s462
      • premium
      • 19 kudos
      Put the zEdit patches in the order you built them.
    5. xrdinary
      xrdinary
      • premium
      • 25 kudos
      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
  6. syclonix
    syclonix
    • premium
    • 337 kudos
    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?
    1. syclonix
      syclonix
      • premium
      • 337 kudos
      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.

      This module has no options and no ini file."
    2. madpaddy
      madpaddy
      • premium
      • 94 kudos
      Nice job thank you...
    3. ColossusX13
      ColossusX13
      • supporter
      • 26 kudos
      Exactly what I needed, thanks
  7. Carbon14C
    Carbon14C
    • member
    • 20 kudos
    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.
    1. hishutup
      hishutup
      • premium
      • 169 kudos
      There is just a condition check(I dont remember what) and it only applies to those that pass it, otherwise the script skips them
    2. Gogogo123
      Gogogo123
      • premium
      • 0 kudos
      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?
    3. cthunsthrall
      cthunsthrall
      • premium
      • 217 kudos
      ^yes
  8. HadToRegister
    HadToRegister
    • premium
    • 195 kudos
    I was curious of how difficult would it be (if at all possible) to add spells for NPCs from Spell Mods to this as well, as a replacer for ASIS for SE?
    1. hishutup
      hishutup
      • premium
      • 169 kudos
      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.
  9. darkbard82
    darkbard82
    • premium
    • 0 kudos
    Is there a way to get a script to patch Wintermyst SE like skyproc patchers did that uses zedit instead?
  10. hugeheadliang
    hugeheadliang
    • member
    • 0 kudos
    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).