For everyone asking about FEC If you want to know the differences, read the description and see the pics. Judging by FEC description, it seems the difference is that both mods do their thing, and then go separate ways.
This mod, has certain particular features, that include magic critical hits, breaking frozen solid enemies into pieces and undead resurrection which is by far the most differing feature from other similar mods.
FEC on the other hand, seems to have a more wide variety of effects that I didn't put, like sun burns, poisoning, fear, etc. Also probably turning stuff into skeletons.
Other than that, the very basics of it are still elemental (fire, ice and shock) and it all comes down to what effects you like best from an aesthetics point of view, simple as that.
Just use the one with the features you like the most. Trial and error is the way mod picking has been done for years, and every user might prefer one thing over another, and it's just a matter of personal preference, I can't tell you what to use or not to use,
When different mods do similar things on alternative ways, the only way I know for choosing between them, remains the same as it always has been. Testing and seeing which one one likes the most. I made this with a lot of dedication like any mod, for personal use and for the enjoyment of anyone who wants to use it as well. If you prefer something else, then use something else, it's a free world.
Important note: I have begun getting a SE install working. I also tried to port this mod, and I know exactly why it isn't working
Something seems to be wrong with SKSE64 as there is a function that my mod was using, and now it's not working on Special Edition. The specific Papyrus functions are Cell.GetNumRefs() and Cell.GetNthRef()
These are supposed to index NPCs in a cell so that my mod can apply the effects and visuals to them, it works on LE but on SE they are returning 0 and None as values, which is the reason why the ported version is doing nothing. I dont know yet how to fix it. I'm hoping someone can shed some light on why this function isn't working anymore and maybe a way to make it work again. Alternatively, I heard there are new functions made by Power of Three that could help apply effects to NPCs as intended, but that also means migrating some of the mechanics to a new system, and making this mod dependant on it. In other words, more research and changes. Since Iwould have to re-write an entire section of the mod. I'm hoping it doesnt come to that.
I dont remember doing anything "incompatible" on the SE version... currently working on some updates, once they're dona, I'll see about backporting. Shouldn't be much trouble
Is this mod compatible with Ordinator? I saw that u have a ordinator file in the files tab...I downloaded and installed it placing it at the bottom of the load order using LOOT.
thx for great mod, realy love it. But i have problem with ordinator perk glacial prison (final one in destruction frost tree) not working. Without this mod it works fine. Any idea why? I check it in TES5Edit and no errors. I also have ordinator addon.
Ehh... Didn't want to have to re-open this mod again but that might be worth checking out. The problem is I actually switched from Ordinatot to Vokrii, and I never quite fully tried Ordinator in all of it's capabilities, it's a very big mod and I didn't get to know every single perk. I had to mess a bit with the way the game handles frozen immobilization as IE the base ice form effect. If Ordinator needed that thing to stay vanilla, then I guess that could explain it. Just a guess though.
Gonna have to be patient though since It's very low on priorities list and I've been busy with a million little new projects.
man this mod is to great, i´m really missing this on my SE install... is there any way how i can make this work in sse? can i create a port for myself with a bit of research? or is there an unofficial port out there anywhere?
I dont have SSE, but I'm finally considering the possibility of getting there. I'll try to port this, if/when that moments comes.
Seeing the posts below, I dont know why some features wouldn't work. AFAIK, SE's differences are mostly about models and textures, and this mod is more scripting and plugin stuff than models and textures. But then again, I dont really know. We''ll see when we get there.
The undead resurrection feature seems to be bugged for some reason, I disabled the resurrection feature in Immersive Creatures and the resurrection feature in this mod as well which, at first, didn't seems to work the undead just kept on respawning, re-enabled the feature again and set the resurrection chance to zero, that didn't work either, finally, set the resurrection limit to 1 and that seemed to have fixed it.
I play with a lot of enemy enhancing mods like Wildcat and Ultimate Combat, and Populated Dungeons, so it's quite annoying to say the least that every encounter with the undead leads to me reloading a save because I'm dying too much! Don't know if this will get fixed or not, hopefully it will.
*Repost of the Ashpile issue and solution I had earlier last year.*
Okay I finally found how to make this mod compatible with any ash pile texture replacer mod! Just go into the meshes folder and delete the "AshPile01.nif" file!! haha finally! I hope this helps anyone who was experiencing the same problem!
Tried to port it to Sse but sadly i don't work... at least the resurrection thing doesn't work (and was the mainly reason why i wanted to bad this mod) hope someone could port it and get it to work some time
I keep it monitored from time to time. But the official stand is that it's a finished mod. Final edition. Unless something really needs attention, I dont see any reason to keep working on it.
93 comments
If you want to know the differences, read the description and see the pics.
Judging by FEC description, it seems the difference is that both mods do their thing, and then go separate ways.
Just use the one with the features you like the most. Trial and error is the way mod picking has been done for years, and every user might prefer one thing over another, and it's just a matter of personal preference, I can't tell you what to use or not to use,
When different mods do similar things on alternative ways, the only way I know for choosing between them, remains the same as it always has been. Testing and seeing which one one likes the most.
I made this with a lot of dedication like any mod, for personal use and for the enjoyment of anyone who wants to use it as well. If you prefer something else, then use something else, it's a free world.
I also tried to port this mod, and I know exactly why it isn't working
Something seems to be wrong with SKSE64 as there is a function that my mod was using, and now it's not working on Special Edition.
The specific Papyrus functions are Cell.GetNumRefs() and Cell.GetNthRef()
These are supposed to index NPCs in a cell so that my mod can apply the effects and visuals to them, it works on LE but on SE they are returning 0 and None as values, which is the reason why the ported version is doing nothing.
I dont know yet how to fix it. I'm hoping someone can shed some light on why this function isn't working anymore and maybe a way to make it work again.
Alternatively, I heard there are new functions made by Power of Three that could help apply effects to NPCs as intended, but that also means migrating some of the mechanics to a new system, and making this mod dependant on it. In other words, more research and changes. Since Iwould have to re-write an entire section of the mod. I'm hoping it doesnt come to that.
thx for great mod, realy love it.
But i have problem with ordinator perk glacial prison (final one in destruction frost tree) not working. Without this mod it works fine. Any idea why? I check it in TES5Edit and no errors. I also have ordinator addon.
The problem is I actually switched from Ordinatot to Vokrii, and I never quite fully tried Ordinator in all of it's capabilities, it's a very big mod and I didn't get to know every single perk.
I had to mess a bit with the way the game handles frozen immobilization as IE the base ice form effect. If Ordinator needed that thing to stay vanilla, then I guess that could explain it. Just a guess though.
Gonna have to be patient though since It's very low on priorities list and I've been busy with a million little new projects.
Thx for noticing anyway
I'll try to port this, if/when that moments comes.
Seeing the posts below, I dont know why some features wouldn't work. AFAIK, SE's differences are mostly about models and textures, and this mod is more scripting and plugin stuff than models and textures. But then again, I dont really know. We''ll see when we get there.
I play with a lot of enemy enhancing mods like Wildcat and Ultimate Combat, and Populated Dungeons, so it's quite annoying to say the least that every encounter with the undead leads to me reloading a save because I'm dying too much! Don't know if this will get fixed or not, hopefully it will.
Okay I finally found how to make this mod compatible with any ash pile texture replacer mod! Just go into the meshes folder and delete the "AshPile01.nif" file!! haha finally! I hope this helps anyone who was experiencing the same problem!
I'd also love to see this for SSE.
Unless something really needs attention, I dont see any reason to keep working on it.