Is the mod glitched? I've eaten 7 wolf stakes and my stamina keeps going down. Magika reset, like, I've tried everything. Alcohol, sleeping, eating tons of different things, nothing, red bar on stamina. Help?
having some issues here regarding the health regen
installed booth main files using vortex, picked the option to enable health regen and all the patches needed... started a new game and my character spawned with the no regen effect... i've reinstalled the mods and made a new character again and nothing... tried removing the effect using console commands, at first it removed, but my health regen was still stuck
This is a few months late, but for anyone with the same issue - I tracked it down to the SAFO - Aetherius.esp patch. With that patch disabled, I had access to health regen again. (The problem may be present in other SAFO compatibility patches as well; I'm not sure. I'm only using the patches for Aetherius and Adamant.)
Alcohol effect description says it raises stamina by 50, but this doesn't actually happen and checking xedit shows no MGEF that fortifies stamina on any ale
Cheese, fruit and raw vegetables say they "counteract" effects of alcohol, sweets, upset stomach. There's nothing that would suggest they do
Are these just features that were never implemented?
Hello, big fan of this mod. I recently got back into Skyrim and what a mod to start with! The recipes I've seen are all great and I'm having a lot of fun with it.
However, I do wish to ask--is there a recipe list of some kind I could use? As it stands, it seems like most recipes disappear from the list when I don't have the proper ingredients. For example, I can't find steamed mudcrab/clams in the list at cooking pots unless I have the right meat in my inventory beforehand, and when I finally got the processing table figured out, it only showed bear and wolf items.
I don't know if this is an intentional feature to limit recipe clutter or not, but I appreciate any light that can be shed on all this. Cheers!
The mod already does way too much, so it's kind of obvious this isn't exactly safe on an on-going game. (Hell, most mods aren't really safe to install mid playthrough)
there apparently needs to be a Hunterborn patch because alchemy stuff Hunterborn provides sometimes leads to potions that have 0 duration.
EDIT - the issue is with the MCM/updated version of Hunterborn, which adds new ingredients and changes a few vanilla ones such that you can end up with incongruent potions (zero length, or just plain does nothing, or cannot be made, in some cases). I will have to modify the ESP in xedit to stop this from happening (remove the stuff added), I am not onboard with the entire scope of what the MCM version does anyway. Added MCM and fixing stuff, is cool - making it so more or new patches have to be made and then not doing your work to support that properly is not. Or rather, a version that does everything but add new ingredients (etc.) would be nice.
EDIT 2 - not sure if I can even really recitify this, so... since your say in the decription that "Please ask in the Posts tab if you have a particular question. We love to patch and we love to update this list." I am formally requesting a patch with the MCM Hunterborn version (that was that is actually worked on, etc.). Thank you! =-)
FINAL EDIT/SOLUTION - I created a patch in xedit that fixes this - while loading HB after SAFO would correct half, the other half needs a patch, and a patch might as well make the LO of the two mods not matter - so here it is for anyone that wants it or to be posted officially here at the mod authors discretion - (OneDrive publicly shared folder) https://1drv.ms/u/s!Ar0C6Jg6LE454b9bueVSg6fK_kkuIg?e=35QfvYSee Below for new Link!
Hello!! What exactly does this patch does btw? If you dont mind explaining to me. It's because in the description it says its compatible with hunter born but food buffs are not added to the new foods added by hunterborn? Is there a way to do that or does this patch fix that as well! Thank you so much in advance!
365 comments
installed booth main files using vortex, picked the option to enable health regen and all the patches needed...
started a new game and my character spawned with the no regen effect...
i've reinstalled the mods and made a new character again and nothing...
tried removing the effect using console commands, at first it removed, but my health regen was still stuck
any help?
is there a way to remove the effect from the mod files?
https://www.nexusmods.com/skyrimspecialedition/mods/52130
Are these just features that were never implemented?
However, I do wish to ask--is there a recipe list of some kind I could use? As it stands, it seems like most recipes disappear from the list when I don't have the proper ingredients. For example, I can't find steamed mudcrab/clams in the list at cooking pots unless I have the right meat in my inventory beforehand, and when I finally got the processing table figured out, it only showed bear and wolf items.
I don't know if this is an intentional feature to limit recipe clutter or not, but I appreciate any light that can be shed on all this. Cheers!
EDIT - the issue is with the MCM/updated version of Hunterborn, which adds new ingredients and changes a few vanilla ones such that you can end up with incongruent potions (zero length, or just plain does nothing, or cannot be made, in some cases). I will have to modify the ESP in xedit to stop this from happening (remove the stuff added), I am not onboard with the entire scope of what the MCM version does anyway. Added MCM and fixing stuff, is cool - making it so more or new patches have to be made and then not doing your work to support that properly is not. Or rather, a version that does everything but add new ingredients (etc.) would be nice.
EDIT 2 - not sure if I can even really recitify this, so... since your say in the decription that "Please ask in the Posts tab if you have a particular question. We love to patch and we love to update this list." I am formally requesting a patch with the MCM Hunterborn version (that was that is actually worked on, etc.). Thank you! =-)
FINAL EDIT/SOLUTION - I created a patch in xedit that fixes this - while loading HB after SAFO would correct half, the other half needs a patch, and a patch might as well make the LO of the two mods not matter - so here it is for anyone that wants it or to be posted officially here at the mod authors discretion - (OneDrive publicly shared folder)
https://1drv.ms/u/s!Ar0C6Jg6LE454b9bueVSg6fK_kkuIg?e=35QfvYSee Below for new Link!