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  1. Aytrus
    Aytrus
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    Please follow the steps in the Troubleshooting Guide if you are having any problems with Last Seed.
    The steps in this guide cover the bare minimum information I need to diagnose and fix problems. As such, if you don't follow the guide then I
    may not be able to help with any issues you may face.
  2. jojobe
    jojobe
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    frostfall has not been touched in almost a decade. complaints all over their comment section.
    1. phantompally76
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      Most of those complaints are from users who don't sort their 255 plugin load orders and have dozens of compatibility issues with their waifu lolly mods they load up while playing the game with one hand.
  3. Shadeybladey
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    I've been using Frostfall and camping for about 12 years. There seems to be two versions of Last Seed here.

    I also use Realistic Needs and Diseases. Is Last Seed meant as a replacement for RND?

    Cheers!
  4. herifadam98
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    How can I create clean water in campfire? Creating clean water doesn't appear in campfire list, it only appears in generic cooking places such as inns.
    1. belthorne
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      For anyone else with this question:
      You have to have a cooking put, and "use it", place it over a big fire, then you can make clean water.
  5. Houtekiet1
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    i like it a lot, but i do not like so much to use campfire, they really have to be connected? can you not make a version loose from the campfire mod, that would be nice. but apart from that nice work, endorsed for sure.
    1. rkkn
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      what do you dislike about Campfire? Is it just the fact that you have to build a campfire to access the perk tree?
  6. ArcaneTourist
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    Minor point - the description page here on nexus has the images of the thirst meter and fatigue meter swapped.   The green fatigue meter is shown under the discussion of thirst and the blue thirst meter is shown under a discussion of fatigue.
  7. Mirelgard99
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    hi, can i merge the patches together ?
  8. InDarkestNight
    InDarkestNight
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    How compatible is this with creature mods? In particular, while reading over this I noticed it adds new diseases to draugr. If this is the case, what effect may it have on mod-added draugr?
  9. sbq92
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    So, I don't know if it's a mod conflict somewhere or not, but at the lower Vitality levels (like "Dying"), I end up with negative armor and attack values, and my attack speed goes insanely high. I use Disparity, which includes attack speed fixes, but I tried disabling them and it didn't reduce my attack speed. I also just downloaded Attack Speed Framework and I tried that (while also disabling Disparity's changes) but I still end up with absurdly high attack speeds at lower Vitality levels. I'm not sure what other mods I have that would be messing with attack and armor values (I use Resistances Rescaled, but I just tried disabling it and I still got negative armor and attack values and the absurd attack speed).

    Any ideas on what could be going on? I really like the Vitality system, but if the lower levels are broken then it's not really viable for me to keep the option enabled.
    1. Aytrus
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      I tested this issue but could not replicate it on my end. It sounds like you have another mod in your load order that's debuffing your armor rating and attack speed, which combined with the debuffs in Last Seed, is causing this issue. There is a bug in Skyrim that when two attack speed multipliers are applied, they are added together rather than multiplied. For example, Dual Flurry increases your dual-wielding attack speed to 135%. If you then apply a debuff of 75%, your attack speed will increase to 215% rather than being reduced to 101.25%.Attack Speed Framework will fix this issue in most cases, but some mods are incompatible with it, so another mod in your load order may be messing up your attack speed with ATF enabled.I'm going to look into a way to disable the attack speed debuffs in the next update as a way to get around this issue. 
    2. sbq92
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      I managed to discover the issue and sort of resolve it (though I had to restart my run). The armor and weapons issue was my own dumb fault. I had tried to console Unbound Intensity onto my character, but I unintentionally added the "effect" version in addition to the spell version, which ended up giving me a bunch of buffs due to how it's set up. As a result, though, the weapons, armor, and attack speeds got super messed up when i actually used Unbound Intensity, as it ended up magnifying the effects but negatively. However, the attack speed issue does still exist. I've removed ATF again and I'm just using Disparity's built-in fixes, which work most of the time. I have to enable the fixes so that dual-wielding enemies don't attack super slow, but then I have to disable the fixes if I use Unbound Intensity, otherwise I'll attack super fast. It's wild how poorly Skyrim's devs implemented attack speed.

      I would like to mention a completely unrelated issue here: I'm not sure if the method for catching your new diseases is set up correctly. I keep catching diseases from draugr hitting me with their spells, and I also sometimes catch diseases despite blocking attacks from draugr. Hmm, now that I think about it, maybe this is a side effect of allowing draugr to inflict diseases, since nothing in the vanilla game that can inflict diseases can cast magic (at least as far as I know). In any case, I figured I should mention this.
    3. InDarkestNight
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      My 2 cents: you can catch the vampire disease from the spells of vampires (their drain life power is implemented as a spell). This may be a consequence of that feature. Don't know though if vampires can transfer diseases to you with other spells though, since I don't think there's any vampires in the game that use spells other than the drain spell they have.

      If it really bothers you, just assume you're catching the disease from simply being injured around these creatures, or breathing the air around them, or in their tomb. There were those people who died after opening King Tut's tomb because they didn't let it air out first.
  10. sbq92
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    So, the change location on pass out option for when drunk is funny and neat, but could it be bounded in some way? It doesn't make much sense to pass out in Whiterun and wake up in the Skaal village way out on Solstheim only four hours later. I would suggest either set a radius for where you can end up based on where you are, or adjust the time passage to be a bit more realistic. I would think 4 hours might get one as far as Rorikstead, or maybe Windhelm, but Solstheim, which requires whole ship ride, and then getting to the Skaal village on the other side of the island, should be something like 12-16 hours at least.

    Like I said, it's a neat feature, but I generally just play with it off because it feels weird waking up absurdly far away with only a (relatively) small amount of time having passed.
  11. Caerulean
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    Hi. A nitpick: "it's" in the one of the Examine Food texts should just be "its".

    Thanks~