Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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28 comments

  1. 1aerllik
    1aerllik
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    Hi Andrealphus! I have enjoyed many of your works and I think you should return 2 latest mods you recently shared (about courier and cc crossbows) because they are really interesting and good according to description that I've had a chance to read!

    Variety and ability to choose between several options is also good
    1. AndrealphusVIII
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      Thanks. I was a bit discouraged as they were done already and it would be too confusing for users.
    2. 1aerllik
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      Well, I guess for those who can read the description it won't be a problem:)
  2. popllllop
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    are the robes disenchantable? How does it work with https://www.nexusmods.com/skyrimspecialedition/mods/77512 and thaumaturgy?
    1. AndrealphusVIII
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      are the robes disenchantable?
      No.
      How does it work with https://www.nexusmods.com/skyrimspecialedition/mods/77512
      Incompatible until proven to be compatible or a patch is made. (might consider a patch)
      thaumaturgy?
      Same. (But not planning on making a patch.)
    2. AndrealphusVIII
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      I've sent a request for permission to make a patch for New Arcane CC-AE Robes.
    3. AndrealphusVIII
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      A patch for New Arcane CC-AE Robes has been added.
  3. gruelingfall
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    First of all this mod looks awesome so props for that. I see that your mod, Staves On Self Fix, is listed as a master. On that mod page, it lists this mod as an alternative that uses OAR rather than an ESPFE plugin. Is an upload with Staves On Self Fix removed as a master for people who prefer the OAR alternative a possibility? Either way, thanks!
    1. AndrealphusVIII
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      Q: Can Self-targeting Staff Animation Fix be used instead of Staves On Self Fix?
      A: Unfortunately, it seems not. Certain staves have the Ritual keyword, which AFAIK at the time of writing this, Self-targeting Staff Animation Fix does not seem to cover yet. If this changes in the future, I'll change the dependencies.
  4. LummoxJR
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    I like the idea of this mod, especially removing the spells from the chest in Hob's Fall Cave or just removing that chest altogether. But I have a few concerns.

    First, it isn't clear why Staves On Self Fix is a hard requirement and listed as a master in this mod. As far as I can tell in SSEEdit, there aren't any references to it in this mod. Can that requirement be removed?

    Second, there are some conflicts with my other mods. One of the container changes messes with Merchant Wares Variety (which to be fair, a lot of mods do), and I'd prefer not to have the cell edits at all.

    Would it be possible to make a more stripped-down version that doesn't do the cell edits and uses SkyPatcher for most of the overrides? The container changes and the two leveled list changes are both easily managed in SkyPatcher.
    1. AndrealphusVIII
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      Thanks for the feedback.
      First, it isn't clear why Staves On Self Fix is a hard requirement and listed as a master in this mod. As far as I can tell in SSEEdit, there
      aren't any references to it in this mod. Can that requirement be removed?
      Staves on Self Fix is a hard requirement since any staves that have spells that are cast on Self are bugged in Vanilla. They do not have proper animations assigned to them, making them unable to be casted. I made it a master as a foolproof way to ensure people have it installed.

      Second, there are some conflicts with my other mods. One of the container changes messes with Merchant Wares Variety (which to be fair, a lot of mods do), and I'd prefer not to have the cell edits at all.
      This one? If so, it could be resolved in xEdit as well, I would imagine.
      Would it be possible to make a more stripped-down version that doesn't do the cell edits and uses SkyPatcher for most of the overrides? The container changes and the two leveled list changes are both easily managed in SkyPatcher.
      Not sure that is possible. I've tried CID but that didn't work properly for the leveled lists. I'm also not sure how I feel about patching stuff like this automagically. Personally, I'd like to see the edits that are made, so I can resolve them in xEdit. If it's done on runtime, it's a lot harder to identify these conflicts.
    2. AndrealphusVIII
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      I've made a patch for Merchant Wares Variety SE.
    3. zinghunt
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      Personally, I'd like to see the edits that are made, so I can resolve them in xEdit. If it's done on runtime, it's a lot harder to identify these conflicts.
      Wow I'm relieved I'm not the only one here, first time I read this :D  I'll trade a bit of tediousness for great consistency everyday (at least for Skyrim). People should enjoy their time in xEdit, it's relaxing lol.
    4. AndrealphusVIII
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      I mean, SkyPatcher has its place, but it does make detecting conflicts harder than using traditional xEdit methods. Ideally there'd be a converter to change SkyPatcher files to ESPs and vice versa.
  5. ktreus
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    I simply loved the renaming of the robes, making them way more special, also, i have two suggestions: One is to add one of the AA expert spells to The Caller's boss chest or her own loot table, the other is to tweak the Vagrant Robes by adding magic regen to them, they are pure garbage in their "as is" state because they unenchanted counterpart is more useful for mages just for the fact they are enchantable.
    1. AndrealphusVIII
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      One is to add one of the AA expert spells to The Caller's boss chest or her own loot table
      With the tweaks of my mod, there are 2 Expert level spells: Elemental Burst and Hangman's Noose. Which one would you want me to add to the Caller?
      the other is to tweak the Vagrant Robes by adding magic regen to them, they are pure garbage in their "as is" state because they unenchanted counterpart is more useful for mages just for the fact they are enchantable.
      Yes, I'll consider that, since it makes sense.
    2. AndrealphusVIII
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      I've removed the unenchanted robes from the leveled lists.
  6. SandGentleman
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    I read the title as 'CC Cocaine Accessories' and was temporarily very interested in the direction Bethesda was taking with the Creation Club
    1. AndrealphusVIII
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      Haha!
  7. justcallmedots
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    So this mod is to make the game a bit more harder, huh? Ok ok.. interesting! Keep up the good work. You should relax and take a few weeks off of whatever you do and play the game and forget that you ever played it before. Enjoy the game! you do an excellent job with these mods.
    1. AndrealphusVIII
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      Thanks
  8. bientje
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    You don't seem to be into SimonRim. What magic and perk overhauls do you use?
    1. AndrealphusVIII
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      I'm barely playing the game nowadays, but I'm using my own custom overhaul. Don't get me wrong, I like both EnaiRim and SimonRim. Both have their pros and cons. However, making said patches and patching them has become rather cumbersome, to the point that making them  takes more time than actually making the mod. My mods aim to work with the Vanilla perks. How much I would like to, I cannot make patches for every single mod on the Nexus. I have to draw the line somewhere, unfortunately. However, if anyone wants to make those patches, feel free.
  9. Ewanoliver
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    Looks great! Would you recommend using this alongside Mysticism + Adamant? I know in the description you say you used a lot of the changes from the rebalance mod, which has a separate version for Mysticism and Adamant.. would you say this also works well with them? Thank you for your hard work.
    1. AndrealphusVIII
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      I'll have to check.
    2. AndrealphusVIII
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      A patch has been made. In order to avoid any patch hell, it's untested, won't be updated or further supported.
  10. DrMonops
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    Great changes, and I'm always happy to add another TnE to my load order. Thank you! :)
    1. AndrealphusVIII
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      Cheers.