I tried to disable this patch, DB and KYE2 and the game starts. Then i enabled all mods again and the crash is gone. But now DB got no entries from killed enemies anymore. I read some post that people got it work in midgame. I will try an earlier version of DB
I am having the same issue, but going back to previous versions of the Bestiary did not work for me. I tried disabling one addon at a time, to see if any were the culprit, but I am still experiencing the freeze.
Hi! I'm looking into making my own icons for the next update of a large collection, in order to get a custom version of this up and running with all the manual changes made to creatures, and the new elements that have been added. I'm kinda poking around and trying to get some inspiration on where to begin, and your patch here seems to be *pretty dang close* to what we're looking for already.
Did you use any kind of documentation for adding icons to the swf? I've not dabbled a lot with hud elements before this, so I'm kinda feeling as I go, and hoped it wouldn't be too forward of me to ask you for some advice! You pretty much nailed what I need to go for haha
Great work, by the way. We don't use KYE2, but solid work is solid work.
I know nothing about swf files I'm afraid as Kulharin handled that bit of the mod. Hopefully they can reply here, but if you could try messaging them directly.
Anyone have any more on this? I use Untarnished UI - widescreen as I'm on 1440p. Is there any way to have KYE2 resistances show without overwriting the bestiarymenu.swf file? As in, what happens if we just hide the swf file from this?
You need this swf file because it adds new damage type icons and allows more icons to be shown in the bestiary. Hiding it will probably just break the functionality.
Does this take into account if a mob is supported in Dragonborn's Bestiary but not in Know Your Enemy 2? Does it just show it normally without the KYE2 info?
I think I am simply being foolish somehow, but this mod doesn't work for me and instead shows a blank page when used alongside Lively's Alchemy Addon for Dragonborn's Bestiary. I'm unsure how to merge these two so they both work, any info would be greatly appreciated.
No, you don't need that patch. It's for a different mod called "Resistances and Weaknesses".
I don't think the armor module would really work in the bestiary as its meant for creatures, not armors. That said, I guess you could make a psuedo-category called "armors". However, bestiary entries are unlocked by killing creatures and I have no idea how you could kill an armor.
122 comments
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Any Idea for a solution?
Do you get the issue with DB but without the patch? Have you tried rolling back to an earlier version of DB?
I read some post that people got it work in midgame. I will try an earlier version of DB
Thanks for the idea!
Did you use any kind of documentation for adding icons to the swf? I've not dabbled a lot with hud elements before this, so I'm kinda feeling as I go, and hoped it wouldn't be too forward of me to ask you for some advice! You pretty much nailed what I need to go for haha
Great work, by the way. We don't use KYE2, but solid work is solid work.
Have you tried just adjusting the settings in the INI for widescreen?
Does it just show it normally without the KYE2 info?
Is it possible to patch on this one? The Dragonborn's Bestiary Patch - Edge UI
Makes the game actually difficult.
I also use skyrim configuration menu to set the dmg dealt to enemies to 20% of vanilla legendary
More fun than I've ever had, planning EVERY fight.
I think I am simply being foolish somehow, but this mod doesn't work for me and instead shows a blank page when used alongside Lively's Alchemy Addon
for Dragonborn's Bestiary. I'm unsure how to merge these two so they both work, any info would be greatly appreciated.
Thanks for the awesome mods!
Also, I don't use CC content so can't add it myself.
Also, is it possible to add armor module into this too? So we can use the bestiary instead of the spell to figure out weaknesses/resistances?
Great work!
I don't think the armor module would really work in the bestiary as its meant for creatures, not armors. That said, I guess you could make a psuedo-category called "armors". However, bestiary entries are unlocked by killing creatures and I have no idea how you could kill an armor.