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Destructor36

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34 comments

  1. destructor36
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    Thanks for trying the mod, and appreciate feedback on any bugs you find or ideas for feature balancing
    I'll often go long periods without checking nexus, so if you find a bug the fastest way for me to check it is for you to:
    - Make a save after you notice it, and activate papyrus logging using the instructions here
    - Try to reproduce the bug with just this mod and any dependencies active to make sure it's not a conflict
    - Open a bug report, and either send me a message with a copy of the papyrus log or paste the error messages you see in the log into the bug report
  2. TheRealPietroSmusi
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    Playing as an Imperial gives you a sort of visual effect, as if you were poisoned, blueish and blurry. I don't know why, but with Nords it doesn't happen (it is inflicted upon you right after character creation and doesn't wear off).


    Edit: I haven't tried it for all races (it would require me to hear Ralof say "Hey, you! Finally awake" way too many times) but Redguards also do not give me such problem. It really seems unique to Imperials.
    1. destructor36
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      Thanks for reporting - I haven't noticed this while playing as an imperial, but there are a few FX things I'll be changing in next update based on some other comments, and if I can reproduce this I'll fix. If you are able to check in xEdit whether anything else is affecting Imperial racial abilities would help me check if it's not a conflict.
    2. destructor36
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      Quick update that fixed the Wood Elf thing in the latest update.
      I wasn't able to reproduce the Imperial visual effect, though I did remove a visual effect from one of their default abilities just in case. Let me know if that happened to fix it.
    3. TheRealPietroSmusi
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      Is it safe to update mid game? I made the mistake of getting a little too invested in my latest game and it would be a bummer if the saves got corrupted.

      Anyway sorry for not being able to fill a detailed bug report. I'm not exactly good at anything more complex than simply installing the mod, and I'm also not a native English speaker so I apologize if certain things I'm trying to explain are not clear. I'm reporting a few things just in case:
      - I have also noticed the Argonian thing. It's clearly due to the Histskin ability since they only start glowing after taking damage and stop glowing after going back to full health. I've noticed this after hiring Derkeethus as a follower.
      - Berserker Rage seems to make orcs become darker/reddish. It's very easy to notice on bandits since they usually wear fur/studded armor that doesn't cover much.
      - Bretons have a distortion effect when hit by magic. This is clearly due to the Dragonskin ability since after activating the Atronach Stone my character (a Redguard) started displaying that effect too. It was very easy for me to notice in the Reach, since the Forsworn are all Bretons and I play as a mage.

      These are not game breaking nor particularly ugly to look at, the only real 'problem' was the effect when playing as an Imperial since the blur effect affected the whole screen and it was pretty much painful to look at. The remaining abilities seem to work just fine.

      As for conflicts, I've tried to use my other mods but not this one and the Imperial effect didn't show up. The other mods are:
      - This mod's requirements.
      - A few replacers for statues/creatures by PSBoss (I don't know if they could cause a conflict since they have nothing to do with the main character or the NPCs, but again I'm no expert so I could be wrong).
      - Your Multiple Followers mod.
      That's it, nothing else. Thanks again for replying and for updating this mod, I really like it.
    4. destructor36
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      No problem and thanks for all the detail. I tried to reproduce the Imperial screen effect but couldn't get it to appear on a new game, either going through the full cart intro, COCing directly in and using showracemenu, or with an alt start mod. But it doesn't sound like you have anything that should conflict, so if you could share a copy of a save file where you're seeing it so I can check it I'd appreciate it. In the meantime:
      - You can can remove and re-add the imperial abilities (player.addspell / removespell) to see if that fixes it. The spell IDs for the imperial abilities are E40CA and EB7EB.
      - If you're playing with an old version (4.0 or earlier) there was a bug where Night Eye from Khajiit NPCs could apply to the player when they were loaded that sounds visually similar to what you're seeing. But that applied to all races and was just when Khajiit were loaded in dark areas, and it sounds like yours is constant. That could be fixed by updating to the latest version.
      - The visual effects for many races are intentional to signal when their abilities are active, including the Argonian regen, the Breton spell absorption, the Orc rage, and the Dark Elf fire shield. Some of the other races will cause them contextually on nearby actors, though they'll fade after a second in those cases: people affected by the Nord battle cry and animals pacified by Wood Elves.
  3. demni
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    Since I've installed this, I notice that all Argonians are glowing as if with an enchantment. Also, every time I go through a doorway with a load screen there is a whooshing sound like magic being cast on entry to the new location. I'm playing a Bosmer.

    I'm guessing the sound comes from the various magic effects being applied to PC/NPCs, I see some of them (the edited vanilla racial effects) have casting sound loud and accompanying sound fields.

    Does anybody else get these issues?
    1. destructor36
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      Thanks for flagging - the sounds are indeed from being applied to NPCs, I removed some of the most obvious ones like the nord one in the last update but will look into quieting more of those on the next update, I believe it's the wood elves. Will look into the argonian thing too.
    2. destructor36
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      Quick update that latest update should have fixed the Bosmer thing. I wasn't able to reproduce the Argonian thing though, so expect it's a conflict but would need more detail on when/where it's happening to figure it out
  4. LeftzenHubert
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    I think it would be helpful to explicitly mention in the mod description, that Carry Weight is reduced as well. I was so confused at first, until I looked into your mod via SSEEdit and saw the Carry Weight was edited.
    1. destructor36
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      Thanks for flagging - I recently split this out from a big mod suite and forgot those edits got forwarded for compatibility with another module. I removed those and instead created an optional patch for the other mod here in v5.1.
  5. ArmoredRaisin
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    Not a bug per se (which is why I'm not reporting it as one), but when playing as a wood elf it seems that the pacify effect applies so many times to animals in certain areas that I get a looping (and progressively louder) effect sound. Any ideas how to fix the sound issue? Looked at the pacify in xedit and it doesn't seem like there are any sound records attached for me to tweak.

    Great mod though! Of all the racial mods I've used (Imperious, Aetherius, Mannaz, etc.) this one has the clearest immediate impact on how the game actually plays. Great stuff so far.
    1. destructor36
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      Glad you’re enjoying it! And thanks for reporting. Normally it should apply the effect every 60 seconds, so you should hear a sound when it first applies and sometimes might get a burst of a bunch of animals get affected at once, but if it sounds like it’s repeating a lot on one animal that’s probably a bug. Any particular animals or areas you experienced this with? If you can let me know and/or share a papyrus log from a play session where this happened I’ll look into this.
    2. ArmoredRaisin
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      From what it looks/sounds like, I can see animals get hit with the Calm effect as I get close, which seems to be working as intended. It plays a sound effect on each animal that gets calmed which can get overwhelming if there are a bunch of animals nearby. The most recent example I can think of is when I went into Cronvangr Cave which is full of spiders. The sound was playing for each spider individually and they started to overlap. I'll see if I can grab a papyrus log.

      Update: Ran the log and it looks like this is what's going on. This bit of script is looping over and over again (looks like hundreds of times?) in the Cronvangr Broodlair area and my guess is that the sound effects get louder and louder as they stack and overlap themselves?
      [11/10/2024 - 07:44:35PM] warning: Assigning None to a non-object variable named "::temp1"
      stack:
      [None].aaaCommandEffectScript.OnEffectStart() - "aaaCommandEffectScript.psc" Line 12
      [11/10/2024 - 07:44:35PM] [aaaCommandEffectScript <None>]Elaen, level: 7 attempting to command Frostbite Spider, level: 1 with spell up to 0% level ratio
      [11/10/2024 - 07:44:35PM] error: Unable to call GetMagnitude - no native object bound to the script object, or object is of incorrect type
    3. destructor36
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      Super helpful. I tested this out and it's a bug I missed in testing. The cooldown wasn't working right on higher-leveled enemies and some dead enemies so could trigger a loop that would try to apply the effect repetitively. Will put out a fix ASAP. Appreciate the detailed report.
    4. ArmoredRaisin
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      Just tested the fix out and the pacify loop is definitely fixed! Still one more weird script thing I'm running into, though I'm not sure if it's the mod or some weird interaction with my load order. Khajiit Night-Eye is being cast by other Khajiits near me (since it's passive for them) but I'm getting the effect applied to me anyway. I know about the vanilla bug where Night Eye sticks around but the spell can't be removed/disabled on me via console since I don't actually have it.

      Log in case it helps. Again, I can throw this in the bug reports if it's better off there.

      [11/24/2024 - 03:52:40PM] [aaaSkillRacialScript <Active effect 2 on  (00074342)>]Khajiit Auto Night Eye Caster effect from caster Ra'zhinda started on Ra'zhinda, Magnitude: 0, Duration: 0
      [11/24/2024 - 03:52:40PM] [aaaSkillRacialScript <Active effect 2 on  (00074345)>]Khajiit Auto Night Eye Caster effect from caster Ma'dran started on Ma'dran, Magnitude: 0, Duration: 0
      [11/24/2024 - 03:52:40PM] [aaaSkillRacialScript <Active effect 2 on  (00074344)>]Khajiit Auto Night Eye Caster effect from caster Ma'jhad started on Ma'jhad, Magnitude: 0, Duration: 0

      (other unrelated script stuff running for a few seconds)

      [11/24/2024 - 03:52:42PM] [aaaSkillRacialScript <None>]Khajiit Auto Night Eye Caster effect from caster Ra'zhinda ended on Ra'zhinda
      [11/24/2024 - 03:52:42PM] [aaaSkillRacialScript <None>]Khajiit Auto Night Eye Caster effect from caster Ma'dran ended on Ma'dran
      [11/24/2024 - 03:52:47PM] [aaaSkillRacialScript <None>]Khajiit Auto Night Eye Caster effect from caster Ma'jhad ended on Ma'jhad

      This looks normal to me, it just happens that I'm getting the effect applied to my character as well. I can't make sense of it since there's nothing in the logs or my active effects in-game about my character getting any effect applied to them.
    5. destructor36
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      Was very helpful to have the log here - took a while but fixed in 4.1, thanks for reporting it again
    6. ArmoredRaisin
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      Awesome; just as I was getting ready for a new playthrough too. Glad it helped!
  6. SilverSummer
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    When playing a Dark Elf, NPC's will say the: Thats a Dangerous Spell line every time. I suppose is one of the passives flagged as dangerous.
    Also, Nigh vision passive still applying on other races.

    Overall love the mod idea. Hopefully we can get some fixes.
    1. destructor36
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      Thanks for reporting this - fixed in 4.1
  7. judiciousalien
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    I've encountered the 'Night Eyes on other races' bug and I've entered the console command to remove it but the console returns "spell not found on pc".
    1. destructor36
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      Thanks for reporting - it's weird behavior but I've reproduced this and will try to address it in the next update by just replacing rather than overwriting the night eye ability
    2. judiciousalien
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      If it's any help, using the spell "Night Gaze" from your Magic and Necromancy mod also removes the effect.
    3. destructor36
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      Thanks for this detail - managed to track down what was causing it (screen effects from NPCs applying to the player) and fixed in 4.1
  8. destructor36
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    New version is up. I changed the file name to reflect some changes to a mod suite this was originally part of. You may see some papyrus log errors if loading on an existing save because of this, as the editor IDs of some of the added race abilities will have changed. It will work on an ongoing save though, would just recommend creating a save away from NPCs and where none of the racial abilities are active before updating, and consider running a savegame cleaner after. Thanks for your patience as I figure out the structure here, and hope you enjoy!
  9. JDogg4367
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    Cant wait to try this out, and I love the rebranding and shuffling and I hope these mods start getting the attention they deserve.
  10. NoHateDrake
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    Does this change the character creation description for the races? Theres a lot changed here so It will def help maintain immersion
    1. destructor36
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      Thanks for flagging - will do this on the next update which will be soon
  11. inscenique
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    It seems, I have to start a new game... how could I miss all this SUMMER stuff...
    One question:
    I use the mod Slower Skill Leveling. Is it compatible?
    1. destructor36
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      Haven’t tested them together but should be fine: looks like that mod just affects leveling rates, this one just affects starting levels. Let me know if you find otherwise!
    2. inscenique
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      Thanks for the quick answer. I'll try it, but want to finish a few things before I start a new game with your SUMMER additions.
      BTW: wouldn't a slower leveling option fit to your mod as well? ;) I play with 1/5 leveling speed (the slowest, that the mentionned mod offers). It feels much more 'natural'... the first few levels are really hard, and you hardly can leave a town without dying at higher difficulty levels, but I assume that's how is would be... :)
    3. destructor36
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      They probably would! My favorite part of these games is the early game where you’re weak and bad at everything. Leveling is a big lift since it interacts with so many other parts of the game like leveled lists and encounter zones etc. and I’m trying not to add  any systems to the mod that I can’t play test thoroughly along with all the other modules, and been a while since I’ve had time to do a full playthrough.