Skyrim

117 comments

  1. Argonil
    Argonil
    • premium
    • 223 kudos
    Locked
    Sticky
    "Is this compatible with mods which change the appearance of these items?"

    Three rules of thumb:
    1. It's definitely compatible if the mod doesn't use an .esp file. (Although it may still be compatible with an .esp)
    2. If it's not compatible, a Bashed Patch can fix it for PC users, otherwise I'll have a patch under Optional Files.
    3. Without a fix, you will only see the effects of the mod that's loaded last in any place where there are conflicts.

    It depends on whether the mod changes the texture paths on the item records, which requires an .esp. Usually the path is changed if the mod changes the appearance of an object whose appearance is also used by other items which musn't be affected as well, like Dragonbane which shares appearance with Blades Sword. So mods like aMidianBorn do not require a compatibility patch, but mods like Unique Uniques do. There's a patch for Unique Uniques under Optional Files. But a Bashed Patch makes it redundant to use my patch, a Bashed Patch will almost always be able to solve this kind of compatibility problem. Otherwise you report it here. :)

    If you encounter any bugs, balance issues, or have any suggestions, please let me know. I don't grant all requests but all are worth considering.
  2. shaneryan6969
    shaneryan6969
    • member
    • 0 kudos
    I have unique uniques, this mod and the patch. what order should they be in and how high or low in the load order?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      The patch should be loaded last. Use LOOT to sort it automatically.
  3. JackLee600
    JackLee600
    • member
    • 0 kudos
    Great mod, Would definitely recommend to anyone . I used to never look back at artifacts after collecting them, Not anymore. Thank you for a great mod.

    BTW i'am not sure if it's another mod conflict or an oversight but (The blessing of Jyrik Gauldurson seems to persist after its acquisition wither the staff is equipped or not) is that intended?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      It sounds like you had the staff equipped when you installed the mod. USLEEP adds the spell with a script, while AA adds the spell the conventional way without a script. If you had the staff equipped meanwhile then the script never got to remove the spell in its way. That's why I wrote in bold that you need to unequip items before you install.

      You might be able to fix it by unequipping the staff and typing player.removespell 106E34 in the console. I'm not 100% certain it'll work though, but give it a try.
    2. JackLee600
      JackLee600
      • member
      • 0 kudos
      First, Thank you for your fast replay.

      2. This is actually a new game with the mod installed from the beginning not a mid game install.

      3. I'am sure this is not the work of USLEEP for a simple reason, The blessing is add manually through a book found in game, If it were USLEEP work it would have been add automatically (As i understood).

      4. Sadly removing/adding the spell had no effect.

      5. Just to make sure of my understanding, Jyrik blessing adds fortify magicka and magicka regeneration (and it does in my game), The problem is that the magicka, Magicka regeneration aren't removed by unequipping Jyrik staff.
    3. Argonil
      Argonil
      • premium
      • 223 kudos
      There is no book involved, I don't understand where you got that idea from. USLEEP just uses a more dirty way of adding the spell, but it's added automatically in both mods. But I just tested it again. Base magicka regen goes up from 3.00% to 3.25% per second when I equip it, and goes back down again when I unequip it, as intended. Since I can't reproduce the bug, I can only conclude that you have done something you shouldn't have. Maybe you disabled all mods for a moment, and loaded the game with the staff equipped and saved the game without remembering it? Whatever the case may be, you can probably fix it by typing player.modav magicka -25 and player.modav magickarate -0.25 in the console.
    4. JackLee600
      JackLee600
      • member
      • 0 kudos
      This tome adds the blessing in my game (https://imgur.com/osEoeEt), Is it not added by your mod?
    5. Argonil
      Argonil
      • premium
      • 223 kudos
      No. But you can check which mod that adds it by opening the console and clicking on the book to see its ID. Make sure there isn't anything between you and the book such as smoke, otherwise you'd get the ID of the smoke and not the book. The first 2 letters or digits of the ID is the same as its location in your load order. So if it has load order slot 2E for an example, then the first 2 digits would be 2E. 2E is hex and translates into 46, so in that case the book would come from the 46th file in your load order. Remember that it's hex even if it's just a number, so if it says 30 in hex then it would translate into 48. Wrye Bash also displays your load order in hex.
    6. JackLee600
      JackLee600
      • member
      • 0 kudos
      Thank you for your help, Sadly couldn't solve the problem (funny even uninstalling all my mods did nothing).

      At least this proved it's not your mod work could be anything now (might even need to reinstall the game to make sure), Well, It's not important as long that blessing (or curse) stays inside that book, As if it doesn't exist
  4. multiseb2525
    multiseb2525
    • member
    • 1 kudos
    what is the mod that you use the retexture miraak's item's can you tell me please ?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      I think those are the standard textures from Skyrim Special Edition.
  5. HDMFanatic
    HDMFanatic
    • premium
    • 19 kudos
    Say, if you already have the Nightingale Weapons Retexture - Carbon Fibre mod which includes Nightingale Arrows will you end up with 2 options in the crafting menu? Or is it safe to delete "Nightingale Arrows.esp" which comes from the Retexture mod?

    Also, on an unrelated note: I'm guessing a Smashed Patch made from Mator Smash would also help with conflict issues such as the case with Unique Uniques?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      It is safe to delete "Nightingale Arrows.esp". I originally included the arrows to save a load order slot since I was modifying the nightingale set anyway.

      I'm pretty sure a Smashed Patch will work as well, but I haven't tested it as much.
  6. qwertypol012
    qwertypol012
    • supporter
    • 75 kudos
    Hello again,

    I've been thinking about your changes to Auriel's Bow's speed which is 0.5. Doesn't it mean you made it draws slower?
    I'm not too sure about this myself, but i noticed that Zephyr, a fast bow, has 1.0 speed in vanilla game. And other bows, except Long Bow, has less than 1.0 speed in vanilla game. So it seems that the higher the number, the faster the bow speed. If that's indeed the case, then isn't your edit to Auriel's Bow contradicting with what you're trying to aim (which is to make it the fastest bow)?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      Draw speed also affects how far and hard a bow can shoot. Bows with slower speeds shoot further. The game only uses the base speed of a bow for this calculation, so I set its draw speed to 0.5 (equal to the slow Daedric Bow, and allows it to shoot just as far), and then I gave it a hidden +100% attack speed buff. So, it has the range of a bow with 0.5 speed, while still shooting as fast as a bow with 1.0 speed. The attack speed buff is also multiplied by the +30% attack speed perk as it should be, increasing its total speed from 1.0 to 1.3. Any attack speed buffs beyond 1.3 speed will be half as effective, but I personally don't need any buffs beyond that. 1.3 is very fast.
    2. qwertypol012
      qwertypol012
      • supporter
      • 75 kudos
      Oh, i see. I didn't realize about +100% attack speed buff. Is it done via Awesome Perk?
      I just recently understand how you give additional effects to an item without adding new enchantment effects or perks
    3. Argonil
      Argonil
      • premium
      • 223 kudos
      Nah, the spell with the attack speed buff is added via. an equip ability on the sun damage effect. The spell also contains the conditional 100% restoration cost reduction that makes it cost no enchantment charges during the day.
  7. Zerospyro
    Zerospyro
    • premium
    • 22 kudos
    Could you please make a patch for Serenity - A Silent Moons Camp Overhaul?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      I think it's compatible if you load that mod after Awesome Artifacts, but it might work fine no matter the load order. Let me know if you encounter any issues.
    2. Zerospyro
      Zerospyro
      • premium
      • 22 kudos
      Ok, I'll give it a try.
  8. Thjori
    Thjori
    • member
    • 2 kudos
    Does this mod make any changes to Azura's Star? I didn't see anything in the description about Azura's Star (and I was looking for it), and I REALLY like how Daedric Artifacts Plus (https://www.nexusmods.com/skyrim/mods/85833) allows Azura's Star to absorb black souls. Did you simply forget to list them?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      No, I did not forget to list them... no changes for Azura's Star. I don't think that falls on what is essentially a gear overhaul. Azura's Star isn't equipment, it should fall on soul trap mods such as ASG Multithreaded. But even then, why on Earth would you make Azura's Star capable of holding the one kind of soul that the lore explicitly says it can't?
    2. Thjori
      Thjori
      • member
      • 2 kudos
      Because I don't wanna have to defile the artifact of one of the few NON-evil Daedric princes just to allow it to hold the most powerful kind of soul in the game, THAT'S why.
    3. Argonil
      Argonil
      • premium
      • 223 kudos
      Doing so IS defiling the artifact. A sacrilege! Azura would be most displeased.

      (If you want black souls, then go with the Black Star. If you don't like how it looks or you don't like the fantasy of it, tough titties mate, I'm not going to cater to that just for you, others would be disappointed and ask me for a version without it. It is what it is.)
    4. Thjori
      Thjori
      • member
      • 2 kudos
      Okay fine, I would've been PERFECTLY FINE with it just being an SEPARATE OPTIONAL download for those who wanted it instead of part of the main file; I honestly think that'd be a fair compromise. But if you don't wanna do it, fine, I'll just have to look somewhere else.
    5. Argonil
      Argonil
      • premium
      • 223 kudos
      Please do.
  9. DeathLoop36
    DeathLoop36
    • supporter
    • 29 kudos
    Does the Ordinator patch refer to the mod Ordinator-Perks of Skyrim?
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      Yes.
  10. qwertypol012
    qwertypol012
    • supporter
    • 75 kudos
    Hi Argonil,

    I realized that you developed your own attack speed fix for this mod which won't be affected by other mods no matter what. I'm kind of interested in your method because recently i'm trying to edit a specific mod to make its attack speed debuff works without using Attack Speed Fix mod (and yes, the mod i'm talking about requires ASF to work properly). The way ASF works could pose more incompatibility problems with many mods and we have to edit every single attack speed modifiers from every single mod which to suit the changes done in ASF to work properly without issues. So, could you guide me on how to make it work without using ASF? And yeah i'm talking about attack speed debuff, not buff
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      Debuffs aren't easy and I don't think you can make it work in all circumstances. I think you might run into issues if it has to stack with itself but I'm not sure. Here's my doodle about it:

      10% attack speed debuff goes something like this:
      Add 0.9 speed and set Flag if current weapon speed mult is equal to 0 or 0.9, but not if Flag2 is set.
      Detract 0.1 and set Flag2 if weapon speed mult is greater than 0 and Flag isn't set, and maybe also if Flag2 is set, in which case you should also make it not work if weapon speed mult is less than 0, otherwise it'd stay in the negatives if it gets down there during a mechanic switch.
      You can use a "Flag" to detect whether a debuff is already active, by taking any unused actor value that you set by making your effect a Dual Value Modifier, and then detecting whether the unused actor value is greater or lower than 0. I use the broken Jumping Bonus actor value as my flag for attack speed buffs, so you should pick another for debuffs. I needed it so that I could add a base of 1.0 speed in cases where stacking the speed buffs would make it continuously switch mechanics and never settle on one speed. It's not possible to equip my buffs at the same time but I made it stackable (up to +100% speed when only using my buffs) in case someone copies my method. You might need a third effect if stacking matters, and It can probably be made a lot easier if you're allowed to use scripts.

      Although I do intend to, I haven't tried to get debuffs to work properly yet since it takes a lot of time and I haven't needed it. So, good luck.
    2. qwertypol012
      qwertypol012
      • supporter
      • 75 kudos
      Ok, i got some questions:
      1. Can i replace the so called "Flag" with WeaponSpeedMult actor value itself? So it's changed into actor value check and use it as a condition check. Is it possible?
      2. I'm 100% allowed to use script, so what needs to be done?

      Edit: I just remembered about SetSpeed, but it's a function of weapon script object and it needs to be attached to a weapon record. Unfortunately, in my case, it's an effect which is added to the player via an ability. So i don't think i can use that function. So, any clue?
      Can i use it in an ActiveMagicEffect script by using GetEquippedWeapon to get the weapon formID?

      Edit 2: It can (script compiled successfully). But it needs to be tested in the game first.
    3. Argonil
      Argonil
      • premium
      • 223 kudos
      WeaponSpeedMult would be the first value in your Dual Value Modifier, and your "flag" actor value would be the second. If you just made it check whether WeaponSpeedMult is equal to eg. 0.9, then it wouldn't be able to tell whether you have 0.9 because the first effect has added it or you have 0.9 because the second effect has detracted enough speed to make it hit 0.9. The first effect would also make weap speed mult greater than 0, which would activate the second effect if you didn't have the check for the first effect's flag.
      But instead of using an actor value as a "flag", you can just use a global value and set it in your script. Or you can use a keyword. I used a broken actor value because there's no way to set global values without scripts and I prefer to keep it lightweight and have things that work on PS4, and there isn't any vanilla keyword for this. There is one benefit to using an actor value, it allows other mods to check the same flag as-is instead of having to refer to the mod's global value or keyword.

      You'll have to figure out the finer details yourself and probably make modifications because it's unlikely that the design in my head is flawless as-is. Almost certainly needs some trial and error before it works. Took me some experimentation to find the fix for buffs.
    4. Argonil
      Argonil
      • premium
      • 223 kudos
      Oh, and by the way, you'll be able to understand how it works a lot better if you simulate in your head what the conditions on Keening's attack speed buff does when you equip it and what happens if you try to stack it or what happens if the user already has a speed mult greater than 1. Know that conditions in a spell or object effect get checked continuously, while conditions placed on a magic effect only runs when the magic effect is first applied. Every condition in a spell also gets checked before any changes are applied, so even if it's supposed to add speed in one effect, the value won't get added until the conditions on the other effects have been checked and the next parse begins.
  11. T0M7
    T0M7
    • member
    • 1 kudos
    I don't know if this is a bug or something happened with this mod, but apparently my ebony blade suddenly don't absorb health.
    Moreover, on first hit, I get the "insufficient charge" message and I already kill 10 friendly NPCs and getting the message that it's fully recharged.
    I don't know about this since I rarely use this weapon in particular, but looks like it have some conflicts with MILR (More Interesting Loot Reborn), so it could be the reason.
    1. Argonil
      Argonil
      • premium
      • 223 kudos
      A patch is needed for MILR and will be up later, and it will fix this problem, but it seems the problem lies with MILR itself. The new effect that's been added to the Ebony Blade has a cost, but he hasn't ticked the "No auto calculate" flag on the object effect, meaning that it now consumes charges even though it shouldn't. I'll add the flag in the patch, and I'll go tell SirJesto about it. :)

      *Waiting for a reply atm.