Skyrim Special Edition

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daken72127 RowanMaBoot NordwarUA

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daken72127

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  1. daken72127
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    This mod is getting reworked to be used with SkyPatcher!! Update coming soon!!
  2. titanbass1
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    Do you want your CCOR patch loaded before or after Xtudo's fixes for RMB? It seems both of you add keywords for various armors and change some stats that I don't know which is the best way to arrange.
    Also, the CCOR patch doesn't have CCOR as a master, which means it doesn't load after CCOR automatically.
    1. daken72127
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      after, i believe my esp as the same/similar fixes as Xtudo's if i remember correctly
    2. titanbass1
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      Sorta - they add various keywords and name changes that might conflict a bit. There's actually lots of conflicts between the two I'll have to spend some time sorting them out. Nothing game breaking granted.

      EDIT: I defintely think there needs to be some consensus on the changes made in Armor Stormcloak Bear. They are going in two very different directions.
    3. daken72127
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      your going to need to be more specific.

      Edit: I just looked everything over. Let mine overwrite or you wont get WACCF stats or Name consistency. everything else is fine. All his other edits i dont touch. Idk what you are talking about in regards to "Armor Stormcloak Bear" but My esp Changes the name from "Barbarian" to "Stormcloak Commander's Light" to avoid duplicate armor names. If you are referring to ArmorStormcloakBearSet [LVLI:000ABF52] being assigned to two different leveled lists, its intended. I'm not sure what the issue is exactly. But every is as it was intended, and works as intended.
    4. titanbass1
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      Hey sorry for the delay daken72127. Yeah I should have been more specific. When Xtudo renamed it to Barbarian, I wasn't sure if they changed the leveled lists of the item too that would complicate matters. I ended up loading yours afterwards and just called it a day.

      By the way, I forwarded all of Xtudo's survival keywords into your mod. I'd be happy to share the file with you.
    5. daken72127
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      its ok, ill be covering those keywords in the next update. Thank you tho!
  3. quinquina
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    wow. I want to download this mod, but I think I'll be waiting for skypatched versison.

    is it still have an plugin?
    is it still require RMB SoS?
    and.... how long until it finish XD
    1. daken72127
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      All this gear will be covered with the SkyPatcher update coming to WACCF. I'm working on it now, it will patch your whole load order for WACCF using SkyPatcher. Once its complete, I will update this mod (and all my other mods) with any specific changes if needed. and ill update the esps and remove gear edits. The esp will still contain crafting recipes for CCOR. Skypatcher can edit recipes to an extent, but it cannot add new conditions. So the esp will still be needed. The esp will be mergable with zMerge, a function of zEdit. I merge all my CCOR patches into one esp. I try to make sure all my patches can be merged this way, to help reduce plugin count overhaul.
    2. daken72127
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      I plan to have the WACCF SkyPatcher done by the end of the week. I want to get it finished before the WACCF team puts out there next update as it will be packaged with WACCF itself.
    3. quinquina
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      thanks for your explanation. last question,  if the esp merged, doesn't it make the DIST file lost it's source of esp?
      for example, A_DIST need A.esp, but if A.esp has merged with B.esp and become C.esp, does A_DIST still able to work?
      if yes, I would like to merge some RMB plugin, including this mod, if possible
    4. daken72127
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      I intentionally use EditorIDs, which do not get changed via the merging process, so they will still work. Unless another esp that overwrites the records used changes an EditorID. Thats the only draw back of using them. But if someone is merging, then I would hope they go over all the conflicting records with the esps they want to merge before doing so in xEdit, which would tell them if another esp is changing the EditorID. That usually happens with larger overhauls. But weapon and armor mods like this are usually safe from editorID changes.
    5. daken72127
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      To further elaborate, _DIST.ini files are not dependent on esp names, and can be named anything you want. the only thing that matters is the suffix at the end.
    6. quinquina
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      Is that so?
      Sorry, but inside the .ini has such as
      "0x12FCD~"AAAA.esp"|NONE|NONE|NONE|NONE|100" IIRC
      If we merge a plugin to be C, doesnt it the .ini will fail to read the esp? We have no A esp mo more.
    7. daken72127
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      z_Daken_Officer_Outfits_A_DISTR.ini calls on records from RMB's esp, not mine. Do NOT merge esps made by RMB. Only mine. If you merge only my esps, and leave RMB's untouched, all will work accordingly.
    8. quinquina
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      Ok, that's explain a lot
      thanks
  4. TheHandsomeMaxie
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    Hi,
    If i understand correctly some armors recipes are quest locked, for example guard armors are only craftable by thanes & stormcloaks commanders/general craftable once battle for Whiterun(?) has been completed. Am i right?
    1. daken72127
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      Yes :)
    2. TheHandsomeMaxie
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      Ok, i have completed battle for Whiterun & the last 2 aren't available for crafting?
    3. daken72127
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      last two what exactly? Ill load it up and take a look.
    4. TheHandsomeMaxie
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      The last 2 i was talking about, Stormcloaks commanders & general armors
    5. daken72127
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      everything checks out on my end, my guess is you dont have steel smithing. it is also required for most of the recipes.
    6. TheHandsomeMaxie
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      I have the steel smithing, i have Vokrii SPO if that matters
    7. daken72127
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      maybe? if it replaces that perk all together, but i imagine it should work fine. The conditions placed on those armors mirror what CCOR did to the original Officer Armor set. Are you able to craft that armor?

      and the armors from RMB, is it the entire sets you cant craft? or is certain pieces? Im not even sure what part of the war needs to be triggered. So it may be after you beat the castle dour? I've never actually completed the CW with CCOR lol,
    8. TheHandsomeMaxie
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      I can only craft the cloak from the General set & no pieces from the commander set, all others armor from the mod are craftable as far as i can tell. & I can't craft the original Officer Armor set (is it craftable in vanilla?).

      I've checked & the stage for the battle of Whiterun is at 9999 for me
    9. daken72127
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      Is it the Battle of Whiterun? or the Battle for Solitude and Castle Dour? If you cant craft the vanilla officer armor, then you have not met the correct conditions for any of the officer armors. CCOR adds recipes to the officer armor, the vanilla game did not have them initially. So if you cant craft them yet after betting the battle of Whiterun, keep going. Ill show the condition required in xEdit shortly when i can run it. im not sure which battle or quest actually points too.
    10. TheHandsomeMaxie
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      I've actually checked conditions in xEdit.
      Do you think it's normal that the Battle for Whiterun finish on Quest stage 9999?
      Currently going to finish Stormcloaks questline
    11. daken72127
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      sorry, i have a lot going on, i missed were you said that, let me check real quick.
    12. daken72127
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      Ok, as of Version 1.5, Condition CWSiegeObj "Battle for <Alias=City>" [QUST:00096E71] should be set to 9000. So if yours is set to 9999 then yea that may be your issue. Not sure how that would happen. try updating to version 1.5 or reinstalling if your're already there. Idk if it will effect save data or not.
    13. TheHandsomeMaxie
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      Can't seem to finish Battle for Whiterun on the correct stage. Will finish SC questline to see if Battle for Solitude do
      Edit: Questline done, Battle for Solitude at stage 9999, can't craft wanted armor. I think i'm going to ask the question on internet as to why, those quests finish at those stages for me
    14. TheHandsomeMaxie
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      Ok, i edited your plugin & CCOR in the Creation Kit.
      I can craft almost everything by changing Condition CWSiegeObj  from stage==9000 to stage>=9000.
      I still lack recipes for boots & fur variants of the general set (no idea why) & i realize i can't craft the Fine WarAxe (still no idea why).
    15. daken72127
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      This is strange. When I download the latest version and check in xEdit, everything is as it should be. Idk how you would obtain a plugin that has that stage set at 9999. You should try to redownload, I assume you are using MO2 or something.. name the folder different and let it overwrite, or disable the version you are having issues with, and test a clean download of the latest version.
    16. TheHandsomeMaxie
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      I may try your suggestions later, for now i'm not in the mood for Skyrim
    17. daken72127
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      haha, i can imagine. I too get put off by Skyrim when it acts however it wants
    18. daken72127
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      I may have actually figured out why it wont work for you. aside from your esp being at 9999. idk how that happened. but the battle that needs to be completed is the battle for Solitude. but if you set the stage to 9999, it will shut down the stage entirely. You need to make sure your esp reads 9000, not 9999. Version 1.5 is correct in this. and dont set the stage to 9999. just complete as normal, and you should be able to craft everything
  5. Indominus113
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    awesome mod! could u make a version of cloaks of skyrim for this one : https://www.nexusmods.com/skyrimspecialedition/mods/79106 ? its a cleaner and better version of the mod itself :) 

    Cheers
    1. daken72127
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      not anytime soon im afraid. But at some point i may look into it. Permissions on my esps are open, so anyone can do it if I dont get to it.
    2. Indominus113
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      a shame :) thank you
  6. titanbass1
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    So I haven't installed Xtudo's cloaks patch because it seems to change the meshes to be incompatible with the physics provided by Artesian cloaks. Will your mod still allow those cloaks to be used and benefit from the physics?
    1. daken72127
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      yea as long as you don't overwrite the meshes from Artesian Cloaks with anything. If you are using the alternate cloaks option in my fomod it comes with meshes. If you use the version meant to be used with Xtudo's cloaks patch, without using Xtudo's patch, you shouldn't have any issues.
    2. titanbass1
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      Ok, so would you install the Xtudo cloak patch, disable the esp, then use your Xtudo patch? Or just use your Xtudo patch without downloading Xtudo's cloack patch? I apologize for my confusion.
    3. daken72127
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      It's ok. If you want physics from Artesians, in my fomod, under Cloaks of Skyrim Addon chose the Xtudo version. But dont use xtudo's actual SOS\COS patch. You will get just the distribution without the mesh replacer.
    4. titanbass1
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      Thank you very much! It might be a good idea to give that as a clarification in the mod page/fomod in case anyone else wants to do the same thing.
    5. daken72127
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      Updated the description!
  7. Atroxion
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    Yesss! I've been waiting for this for a long time. Looking forward to more of the RMB mods covered!
    1. daken72127
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      Guard Armor Replacer is next, followed by the rest of Nordwars stuff. and anything else that needs it
    2. Atroxion
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      Awesome to hear. :)
    3. invinoveritas99
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      Great to hear. Nordwar's stuff is great but the sales cost of it is well above WACCF, and it made it really inconsistent when looting people. 
    4. Fractalbase
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      awesome!
  8. Djlegends
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    hmm any way to make a version without cloaks of skyrim?
    1. daken72127
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      anything to do with Cloaks of Skyrim is optional

      edit: i see whats going on, the fomod makes you download the optional Cloaks of skyrim stuff. I'll have a fix up in a moment
    2. daken72127
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      Should be fixed now
    3. Djlegends
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      main esp the ccor still need cloaks of skyrim btw
    4. daken72127
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      It's fixed now
    5. Djlegends
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      thnks!