ok, the conflict is not from this mod but from ultimate dragons, wich is hard requeriment for this mod to works... that mod also overwrite pandora´s output... How would you manage that?
ok, turned out I installed nemesis creature behavior way before trying to install this (to fix werewolf killmove animation lagging) i didn't check "ultimate dragon" compatibility tickbox in fomod back then
so I didn't know what was the problem because I thought I installed all requirements if you add a note to make sure to check that in the description it would be helpful for someone like me :)
I strongly recommend not using the AE version of Skyrim. It's not worth it. 90% of AE content can be used with the CE version of Skyrim. Just my advice)
Agreed, but there are a few things in my Requiem setup I need it for. And once you go either way, all the utilities and tweaks are version-specific, so it's an annoying hassle to switch back. Still, may end up regretting it and going through a whole modlist redo at some point.
@Dpi663 On the contrary, any chance you could make an optional file that applies the feature from Precision to the original Ultimate Dragon only ? I really want to have better dragon hit boxes without removing any other combat features from UD....
Delete the precision and animation folder.You will only have the logic of using spells and shouts, simplified by my mod. It will work well.I helped with some aspects of DCA and precision works there as well as in my mod
Does this fix these errors? (from skse64.log) plugin InsertAttackData.dll (00000000 00000000) no version data 0 (handle 0) plugin UltimateDragons64.dll (00000000 00000000) no version data 0 (handle 0)
No.But you can replace the normal attacks of the dragons(Make a folder OAR and set a chance to replace animations) with BiteTurnLeft(ground_biteleft), BiteTurnRight(ground_biteright), BiteRunForward(ground_bite) and remove the dlls from Ultimate Dragons. I think you are using the AE version of Skyrim
To be honest the limb damage was the best part about the ultimate dragon. Many mods don't have a dynamic way to keep dragons on the ground. Every thought of re-adding that aspect?
If you knew how it was implemented, you wouldn't say that. This is made on papyrus and does not work very accurately, I can redo it using precision location damage, but it would be easier to make a mod from scratch completely and add animations from Ultimate Dragons
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Do I need a patch, wich one should overwrite the other?
Thanks!
How would you manage that?
my bad
(to fix werewolf killmove animation lagging)
i didn't check "ultimate dragon" compatibility tickbox in fomod back then
so I didn't know what was the problem because I thought I installed all requirements
if you add a note to make sure to check that in the description it would be helpful for someone like me :)
at least some features like dragon crash landing seems to work
plugin InsertAttackData.dll (00000000 00000000) no version data 0 (handle 0)
plugin UltimateDragons64.dll (00000000 00000000) no version data 0 (handle 0)