Hello. Is it OK I port SkyTweak over to SE/AE and give you full credits on original work? There's SE/AE version of your Plugins ported over to SE/AE so I wanted to make sure it was OK for me to port ST.
I ported myself the mod but I have fear if something is not working. And seriously, I tried to play without Skytweak but I can't, it's simply too much useful to get rid of it.
I don't know, I set the gold of npc to the max but when i try sell something, i only get gold for one weapon but i don't get gold if i try sell other weapons, anyone has idea about how to fix this ?
There's funk somewhere. The game does this or mine does if the vendor has more than 28k. I set all vendors to 27 and change and everything works the way it's supposed to.
Just discovered this awesome mod. Already downloaded and ready to go. Yes, I've read all the less positive comments; but, I suspect those negative experiences are due to something the player did. Mod conflicts are very common when not taken into serious account. Trying to use an Oldrim mod in Special Edition is usually an invitation to disaster. So I cannot take any of these comments very seriously.
As far as I've seen, this mod is spectacular. It addresses a great many issues that certainly should have been taken into account by the Bugthesda developers from day one. Based on what I've studied of this mod so far, I've seen dozens of stats and such that I've been altering using the console. But if this mod addresses these issues, that will make my life far easier than it's been.
As such, I thank the mod developer, not just for coming up with such an amazingly useful idea but actually being able to design and implement this mod for the benefit of others. Again, thank you very much for this mod. Once I get used to it (it is quite complex, necessarily so) I'm sure I'll come to a point where I'll not be able to play Skyrim without it. Enthusiastically endorsed, of course.
I just wanted to let people know that this mod may be changing a LOT of your game data and character stats without you knowing it. I found that out today. On a brand new save my carry weight went from 125 to 175 mysteriously (I have a mod that starts me out with 125). I could even watch the change happen by quickly opening up my inventory at game start and watching it flip from 125 to 175 before my very eyes. I finally traced this problem to SkyTweak. AND I HAD MADE NO CHANGES IN SKYTWEAK, IT JUST DECIDED TO DO THIS BY ITSELF.
In any case, I was able to download the Grimy Plugin source file, decompile all the scripts in SkyTweak, then I commented out every line in the main script file that could change anything in my game--basically I replaced every "set" command with a debug.trace statement. That fixed my carry weight, and I also counted DOZENS of other entries in my papyrus log where SkyTweak was trying to change game and character data! Yikes. From what I saw in the code, none of the change statements should have been executing unless something was changed in the MCM, and I wasn't changing anything. Note that I only use SkyTweak for looking at stats, not changing them.
TLDR: I converted SkyTweak into a read-only stats viewer. My SkyTweak load time went from 12 seconds to 5 seconds.
good for you since this mod. as much as i hate to say this. but this mod can be rather intrusive in-game as it practically tries to alter everything in game not to mention some changes such as the killmove chance all ways being at 50% and any attempts to change it will be for nothing.
Well I wouldn't go that far, it has been very useful for many thousands of people and it's possible that it behaves differently in SE than it did in LE. I'm using it in SE. In any case I'm not able to publish my edits to the script due to the permissions, but I've been toying with the idea of releasing a separate script that makes the changes to the original script and then people could use that script and run it against Skytweak's script to make the change themselves. That would get around the permissions I think.
would love to see an official port/update for SE/AE and some additions to the mod. Like adjusting the number of firewood produced per chop. Great mod, ported it for personal use on SE/AE a while ago and has been so helpful in so many ways. Getting rid of a bunch of little single function mods for starters.
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Hey guys, making a quick post about what's going on for me.
I'm doing XCom 2 modding right now.
Will I come back to Skyrim? Maybe in the more distant future.
But juggling 2 games is definitely more work than I can handle.
Sorry if I don't answer any of the comments that have been left over, there's just too many for me to address.
Now I can't live and play without it...
😂😂😂
I ported myself the mod but I have fear if something is not working. And seriously, I tried to play without Skytweak but I can't, it's simply too much useful to get rid of it.
You hear me Grimy?
As far as I've seen, this mod is spectacular. It addresses a great many issues that certainly should have been taken into account by the Bugthesda developers from day one. Based on what I've studied of this mod so far, I've seen dozens of stats and such that I've been altering using the console. But if this mod addresses these issues, that will make my life far easier than it's been.
As such, I thank the mod developer, not just for coming up with such an amazingly useful idea but actually being able to design and implement this mod for the benefit of others. Again, thank you very much for this mod. Once I get used to it (it is quite complex, necessarily so) I'm sure I'll come to a point where I'll not be able to play Skyrim without it. Enthusiastically endorsed, of course.
In any case, I was able to download the Grimy Plugin source file, decompile all the scripts in SkyTweak, then I commented out every line in the main script file that could change anything in my game--basically I replaced every "set" command with a debug.trace statement. That fixed my carry weight, and I also counted DOZENS of other entries in my papyrus log where SkyTweak was trying to change game and character data! Yikes. From what I saw in the code, none of the change statements should have been executing unless something was changed in the MCM, and I wasn't changing anything. Note that I only use SkyTweak for looking at stats, not changing them.
TLDR: I converted SkyTweak into a read-only stats viewer. My SkyTweak load time went from 12 seconds to 5 seconds.