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AeroHD

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  1. AeroHD
    AeroHD
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    gUu3BfA.png

    c7ERS7o.png
     
    If you are having issues with Perkus Maximus, I can do my best to help you solve your problems, but your questions will be better off answered by one of the guys over on that thread.
     
    If you are having issues with this mods functionality, you've reached the right place

  2. MrQuiggles42
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    is this compatible with the Miraak follower mod?
  3. ocenyx
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    It's been really weird that the full respec potion initially given by this mod works, but the individual trees potions aren't. The MCM also displays 0 perks on all trees when using the (perk statistics). wat do
    1. ocenyx
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      I... see that the guy is banned. WTF. Never mind
  4. CJDinoBoy94
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    I only have the following mods and all their prerequisites:
    PerMa (all modules)
    PerMa Respec Extender
    Apocalypse
    CBBE

    For some reason, when I change the base price of the potions in MCM... nothing happens. They stay insanely expensive at 34k gold for the Full Respec potion and around 9k gold for the individual ones... each.
  5. metaforce
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    Hello there!

    Nice mod! Got a question though. What is a good spot for your mod in my loadorder? Right after the PerMa modules? Or maybe even after PcaPP?
    1. AeroHD
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      I needs to go after Patchus Maximus.esp, and if you're using Mod Organizer, make sure the mod folder comes after PerMa. Other than that, just leave it up to LOOT (it doesn't make any vanilla record edits that would conflict with many other mods).

      If you have anything that edits Dragonborn, you can place it after that mod to be safe.e
    2. metaforce
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      Thanks for the info! I sort my mods and plugins manually in Mod Organizer. LOOT just tends to mess it all up (especially Bashed Patches and such) Will certainly test and report here
    3. AeroHD
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      If LOOT is messing up your load order you need to start setting manual metadata information to get the correct load order.. Not using LOOT and asking mod authors is an awful way of manually sorting your load order. Luckily my mod doesn't make many changes to records, so it's not really an issue. Just my two cents though.
  6. gabba
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    In response to post #42829025.
     
    SKI_PlayerLoadGameAlias is used to load the MCM for this mod when you start/load a game. I built the MCM based on 5.1 scripts, so if the MCM for this mod is loaded when you start a game, then that portion of the menu is functioning correctly. I wouldn't consider myself a SkyUI expert but I did make sure I followed their API and directions on menu initialization, so I'm not 100% sure why that error is being thrown.

    I took a look at a log just now, I get the same errors thrown from Amazing Follower Tweaks and Skyrim Wayshrines Immersive Fast Travel (SWIFT) as well. None of the errors seem to affect CTD's or anything like that, I have been playing with both of those mods for well over 200+ hours with no CTDs prior to developing this mod.
    Thanks for looking into it. It's reassuring to know that the error is probably not a cause of crash. It's kind of unnerving for users though and it would be nice to keep the papyrus log clean and available to diagnose real problems, if at all possible.
     
     
    I dug up the info I could on the possible cause/solution of this error, it sounds easy enough to fix if you're familiar with Skyrim scripting (which I'm not):
     
    [09/09/2013 - 06:20:27PM] Error: Unable to bind script PF__01022031 to  (0D022031) because their base types do not match
    Errors like that are due to a script being set to extend one script when it should extend another script.  An example is a mod added script on a quest set to extend ObjectReference rather than Quest.  Or a script on a quest's alias set to extend Quest instead of ReferenceAlias.
     
    Also:
    http://www.creationkit.com/index.php?title=Papyrus_Runtime_Errors#.22Unable_to_bind_script_.3Cscript_name.3E_to_.3CForm_ID.3E_because_their_base_types_do_not_match.22

    Also from here: http://afkmods.iguanadons.net/index.php?/topic/4129-skyrim-interpreting-papyrus-log-errors/
    [01/28/2015 - 10:14:39AM] Error: Unable to bind script DLC2WaterScript to alias Water on quest DLC2TTF2 (0401AAC because their base types do not match.
    This error is caused by a script extending one type but being used on an incorrect type. In this particular instance, DLC2WaterScript incorrectly extended ObjectReference when it should have extended ReferenceAlias. This is an error that must be corrected by the mod's author. It should self correct when the game loads after it's been fixed, but only once the content is no longer actively being used.
    1. AeroHD
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      I will look into fixing it soon, I have a bit on my plate at the moment. Just as a side note, you should only really worry about Papyrus logging if you're having mods that do not function properly. Otherwise it's like diagnosing yourself with google -- you're going to think you have a lot more problems than you actually do.
  7. gabba
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    I'm getting the following papyrus error at the game's main menu (before starting a new game or loading a save) when adding your mod to my load order:

    Error: Unable to bind script SKI_PlayerLoadGameAlias to xMASkyUIMCMConfigMenuQuest (A909358F) because their base types do not match


    I have SkyUI 5.1.
    1. AeroHD
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      SKI_PlayerLoadGameAlias is used to load the MCM for this mod when you start/load a game. I built the MCM based on 5.1 scripts, so if the MCM for this mod is loaded when you start a game, then that portion of the menu is functioning correctly. I wouldn't consider myself a SkyUI expert but I did make sure I followed their API and directions on menu initialization, so I'm not 100% sure why that error is being thrown.

      I took a look at a log just now, I get the same errors thrown from Amazing Follower Tweaks and Skyrim Wayshrines Immersive Fast Travel (SWIFT) as well. None of the errors seem to affect CTD's or anything like that, I have been playing with both of those mods for well over 200+ hours with no CTDs prior to developing this mod.
  8. Elazul2k
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    Thank you for this! Started playing Perkus Maximus and went Spellbinder on my Mage thinking how awesome it would be and it isn't at all. Was worried I would either have to suffer or restart and did a search and found this mod. So thanks again!
    1. AeroHD
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      Very glad to help!
    2. Elazul2k
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      I found a bug. Your mod when installed prevents Perkus Maximus from giving you a random spell when leveling up one of the Magic tree's that grant a random spell. Noticed it when I leveled up Conjuration and didn't get a spell. Figured might have been a mistake that I missed it so I continued on and leveled up destruction to Expert and didn't get a spell. Figured out the last time I got one was right before I installed this mod, so I uninstalled it and leveled up to Expert Destruction again and got the spell. Not sure what is causing it, but it might be something you want to be aware of.
    3. AeroHD
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      If you could, go to the MCM-->Mage Module and look at what boxes are checked. If a box is checked, it means you've already taken that perk on your character and won't receive a spell for that perk (not that you HAVE it, it means the hidden quest stage was advanced, which is how PerMa tracks to give you a spell). Let me know what's checked and what isn't. I did test to make sure I could get the perk the first time, which in my tests did indeed work.

      Just to clarify, this mod prevents you from getting a random spell if you've already gotten one from the perk, and it does a retroactive check to see if you've gotten one from before the mod was installed. The reason for this is when we respec, typically it's not a completely new reset -- one might go for an illusion mage instead of a destruction mage, but both would probably at least take the first studies restoration perk as a utility. In this scenario, you get a spell the first time, respec and take the perk again, and you'd get a new restoration spell every time you took the studies perk.

      If you're on an old character and have done resets in the past without this mod, it's possible that quest stage was advanced before and never reset. What you can do for a COMPLETE reset of everything is use a full respec potion.. then you'll have to go through each global value and set it using the console. The command you use is (minus the >> part):
      >>set (GLOBAL) to 0

      The GLOBAL you need is dependent on the tree and level of the perk. Here is the format I used for these:
      >>xMASpellReward(LEVEL)(TREETAG)

      LEVEL: Novice, Apprentice, Adept, Expert, Master
      TREETAG: ALT, DES, RES, ILL, CON

      So if you want to manually reset the Expert Alteration Studies perk, you would use the command:
      >>set xMASpellRewardExpertALT to 0

      Also (not to insult your intelligence at all! sometimes it's just an oversight) the notification for a random spell will disappear before you close the perk menu. If you have a giant list of spells it might be hard to find the new one

      Hope this helped!
  9. tempestime
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    Your video shows you having skills above 100, how did you accomplish this?
    1. AeroHD
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      I use the Skyrim -Community- Uncapper and edited the INI for what I wanted
    2. tempestime
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      Thank you for the answer and your mod.
  10. Alkohol
    Alkohol
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    Thanks! I'm about to start a new playthrough later today with PerMa installed for the first time, so, good timing on this.
    1. AeroHD
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      Totally forgot to respond, I appreciate the endorsement brother. Let me know if you have any other suggestions to add in/change, always looking to improve.
    2. Alkohol
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      Sure thing. It will probably be a long while before I actually try to respec but I can at least tell you that the MCM menu works fine and the potions are showing up ingame.
  11. bendoetz
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    will this change any armor or weapon mods stats?
    1. AeroHD
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      No, this simply is an extension I wrote into PerMa to refund your points; slapped some polish on it, and added it to the game world in the form of a potion. Now to caveat off of that, if you have perks that adjust various weapon/armor stats, those will dynamically update -- but it is a function of PerMa not my mod.

      I took extreme care to make sure this mod only touches what it has to, and that's the perk points and flags that get changed when you take a perk (like taking Nose for Coin will change a certain global).