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.
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?
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.
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.
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.
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.
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.
I think that if you use Realistic water 2 or any other mod that edits water, you need powerofthree's papyrus extender to make last seed recognize bodies of water edited by a water mod. https://www.nexusmods.com/skyrim/mods/95017?tab=description
Hey, I finally started playing with the mod and I ran into either a bug, or I did something wrong. I slept in the bed in the Bannered Mare to start the mod, but it did not. I slept for 9 hours. TES5Edit and MO aren't showing any conflicts. I have no mods that should be affecting beds in anyway. What could've gone wrong? I can start it manually of course, I'm just posting this to relay a possible issue/misunderstanding.
Okay, dumb question, but does this require a patch for Khajiit Speak? I was just installing it for the first time, and found to my surprise it has a patch for iNeed. If iNeed needs a patch, could this? I'm not making a request, I'm just checking to make sure Khajiit Speak is compatible with all my mods, given that its sorta infamous for not covering dialogue added by other mods. Either way, my load order has over 100 mods in it right now, so I'm still not sure if I would like running another half dozen mods just for dialogue.
I love this mod! Unfortunately, Last Seed will randomly stop allowing me to replenish hunger and thirst with food and I'll have to stop and restart last seed in order to get it working again. I've followed the troubleshooting guide and I have the option to refresh Last Seed checked in the MCM but I have no idea what is causing this.
I've been trying to replicate this issue for a while now but have been unable to do so. My best guess is something has gone wrong with your save file, which is causing it lose track of some of the mod's data. If you reset your food lists instead of restarting the mod, does that also resolve the issue temporarily?
I'm experiencing the same issue. It will randomly stop quenching my thirst or making my hunger go away when I drink/eat. I tried troubleshooting, I tried changin the load order, I had Steam repair game files, nothing works.
Having the same issue unfortunately. Tried the troubleshooting guide as well but to no avail. Going to try resetting the food lists as suggested to see if that works. Did you ever find a way to prevent that from happening?
ditto. going back to ineed for the moment. Basically the only way to eat or drink was to purchase from inn keepers. Will leave Last Seed in but deactivated for now.
my modlist- (ps: is there a nicer way to share modlists here?)
Just my 2-cents: it could be a script overload issue. Needs mods are infamous for being script-heavy. Don't know about this one, but it DOES require Frostfall, which is infamous for being one of the most script-heavy mods out there. You may need to reduce your script load in your load order to fix this, or look to some more performance-friendly alternatives like Hypothermia.
224 comments
may not be able to help with any issues you may face.
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.
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.
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.
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.
Thanks~
https://www.nexusmods.com/skyrim/mods/95017?tab=description
EDIT: NVM, I've found how to do it.
my modlist- (ps: is there a nicer way to share modlists here?)