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jesterpeanut

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39 comments

  1. TorinCollector
    TorinCollector
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    Thanks for the mod. Really cool.

    Does Agent of Arkay really give 10% more magicka absorption? I'm using Skyrim Character Sheet but it does not show up.  
  2. ADanniMPA
    ADanniMPA
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    First of all love the mod and would not uninstall it for the sake of it giving me the incentive to do side quests that are usually mundane

    So I think I encountered a bug(?) or just me doing something wrong either way

    The quest: Deliver Beril's ashes to Runil for Thadgeir, and some other one (hasn't tested them all yet if it's this specific save or what)

    Those quests didn't count for the Arkay quest even though it's finished

    I don't have a mod that alters the quest for the Arkay mission or at the very least I think I don't have one (the stages at least, I have a few quest mods that alter radiants quest, and again I don't know if it's altering their ID or something else)

    I also didn't know if the other one has an issue or not as I just realized that the Arkay Perk isn't on my character even though I did more than 6 Arkay quests and the counter shown as 3

    If there is a way to look if I did mess up that would be greatly appreciated. I might try on a clean save and or try running it with no quest mod other than this but might be doing it in a few days
    1. ADanniMPA
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      So I made a new save to try out a few quest regarding it and these were the result:

      • Help Andurs retrieve his amulet of Arkay from the Whiterun Catacombs (Count)
      • Retrieve Roggvir's amulet of Talos for Greta (Count)
      • Deliver Beril's ashes to Runil for Thadgeir (Didn't count)
      • Help Runil retrieve his lost journal (DIdn't count)
      • Help Alessandra in Riften deliver her dagger to Andurs (Count)

      So I haven't done other quest yet but it seems Runil sort of bugged for some reason?
      Will be editing this one for other results when I get the time to try out the other quest (I didn't use console command because I thought it would mess up the trigger so ye)
    2. jesterpeanut
      jesterpeanut
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      Hmm that's odd, the arkay perk was the one I tested extensively. A lot of these quests are actually one quest that the game resets and repeats, so this mod just checks if the quest stage is updated to the reward stage and increments the counter if the quest giver is a valid arkay perk quest giver. I'm not sure why it would stop working, I guess I'll have to test it more
    3. ed1990on
      ed1990on
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      Hello, just chiming in here. 
      When I opened this masterpiece in SSEdit, I learned that there are formlists containing the quest. And, yes I can confirm that some quest in the "ArkayQuest" and "MerchantQuest" formlists do not count. Also, most of the favor quests in the "FavorActors" list also do no count. 
      To confirm, Ysolda's Tusk, Carlotta's suitor, Runil's journal, and Thadgeir's friend's ashes all do not count. There are more actually, I'm just typing this message 15 mins before starting work so I'm in a hurry. 😅
      But, all the same thank you so much for this wonderful mod. 
    4. jesterpeanut
      jesterpeanut
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      Currently taking a bit of a break from modding - will revisit this soon, apologies. I'm not sure why they're not counting since I remember testing these (especially Runil + Thadgeir) multiple times.
    5. ed1990on
      ed1990on
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      No worries! And, thank you so much for the reply. 
      Still working on my investigation into this as well. One thing is sure, though - your mod is excellent. Thank you. 🙏

      PS:  Just that I heard you have "one or two more perks you're looking to add before considering the mod done", I hope you'll consider a reward for completing fifty (50) "radiant bounty quests", which boosts: magicka, stamina, health, evasion, critical hit chance, and alchemy power - all at amounts worthy of such an accomplishment (fifty quests).  I'm pretty sure a lot of people are like me, who role play as a bounty hunter, traveling the world with a blade, a dog, and homemade potions for every situation.  We would greatly appreciate this.  Thanks again.  🙏
  3. Heisenberg747
    Heisenberg747
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    a lot of these quest rewards seem very over powered, a 1-3% increase would be more balanced 
  4. deleted240302897
    deleted240302897
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    does it work with requiem
    1. jesterpeanut
      jesterpeanut
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      tbh I don't know, haven't really ever messed with requiem
  5. enzo1998
    enzo1998
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    will try your mod soon, thank you for sharing it.

    it looks like a superior version of: https://www.nexusmods.com/skyrimspecialedition/mods/29402?tab=description

    any chance you two can collaborate on a patch or future update?
    1. jesterpeanut
      jesterpeanut
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      Eh I wouldn't say it's a superior version, the mods do different things. The one you linked has more active powers whereas this one only has passive effects. I can also see that mod is owned by the Nexus Caretaker which means the mod author isn't active anymore, unfortunately.
  6. TorinCollector
    TorinCollector
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    Thanks for the mod, I like it.

    Some kind of notification for gaining a new perk would be nice.
    1. jesterpeanut
      jesterpeanut
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      Thanks, I'll prob add that in a future update
  7. XPRim
    XPRim
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    Well done!
    I'll use it in my next playthrough, it goes good with LOTD!
    1. jesterpeanut
      jesterpeanut
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      Thank you!
  8. DKeith357
    DKeith357
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    Love, love, love this! I hope you have ideas to expand this further!
    1. jesterpeanut
      jesterpeanut
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      Thank you! I've got one or two more perks I'm looking to add before considering the mod done.
  9. As3IrC3
    As3IrC3
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    this is really cool. i will be using that... this will very likely become one of my must have once i'm done with some issues.

    i hate to be that guy, but while i was looking to make a simple balance patch in xedit for my own modlist, i found a few issues:
    first of all, some records are a bit messy. for example a spell or perk having values that are different from what's announced in your mod page. or, a bit more problematic, spell records that use a placeholder mgef that should do nothing, but pass a magnitude to it. because of that there're here and there quest rewards that give a bonus to magic that is mentioned nowhere. that would probably deserve some clean up

    now the bigger issue. i'm no expert with the intricate details of the creation kit, but i think there's a chance you forgot some cleanup steps or maybe uploaded an unfinished copy of the esp. xedit finds me an error in 6 records, their form id is a "hitme". to my understanding it adds a wrong prefix and causes them to point to the wrong form id. as a result, those records are not even displayed in xedit since they overwrite the wrong form id, but the game manage to still make this run somehow. however if i create a new plugin (to make a patch for example) that has your plugin as master, it crashes on startup.
    i'll look into fixing that on my side so i can finish my balance patch for requiem.
    1. jesterpeanut
      jesterpeanut
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      Thanks for bringing this to my attention, I thought I cleaned the esp but will do another check.
    2. As3IrC3
      As3IrC3
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      never mind the second part. i found out the whole crash issue was coming from me. my xedit wasn't up to date so it was doing funky things when creating a new plugin with overrides.

      edit: i also noticed a typo on "guded by shadows"
    3. jesterpeanut
      jesterpeanut
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      Aha literally just uploaded a new version. I didn't see the formId issue but resaved in CK just in case.
      I fixed the random magic resist values and a couple of other things like wrong values etc,
      Unfortunately I didn't notice the typo so I'll fix that too lol

      Edit: uploaded a typo fix
    4. As3IrC3
      As3IrC3
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      damn... sorry for making you do back and forth like that. i'm checking my own modifications in game right now, that's how i noticed that typo.
      i also noticed an interesting interactions i didn't think of at first. if you do the dawnguard questline as a vampire and afterward cure your vampirism, you would keep all the bonuses. it's not buggy, but maybe having, as a mortal, bonus fire resist in the sun and bonus damage on vampiric drain wasn't intended. in the case of my patch, it's actually an issue because of possible exploits, but that one is purely on me and my ideas xD

      i'll keep you updated if i notice anything weird again.
    5. jesterpeanut
      jesterpeanut
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      To be honest, I forgot getting cured as a vampire is a thing. It makes sense to lose the perk if you get cured, so I'll prob make an update later for that.
    6. As3IrC3
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      at the same time it would feel a bit unfair to lose something you earned. like losing the blessing of arkay if you do the taste of death. or losing the blessing of mara if you commit murder.
      rp wise, maybe superior blood could leave a trace behind as you cure vampirism. like allowing you to keep a weaker version of the vampire passive benefits.
    7. jesterpeanut
      jesterpeanut
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      I was thinking the same thing, you don't lose any of the effects if you commit crimes in the vanilla game. A smaller effect after getting cured makes sense to me
    8. As3IrC3
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      all the benefits of base vampirism are: disease and poison immunity, sneak bonus, illusion power bonus.
      another questions is what should happen if someone turns into a vampire again? you can heal vampirism and contract it again an infinite number of times. even without doing it on purpose (to get a kiss from serana), you can heal yourself then catch sanguinare vampiris while fighting vampires.

      maybe a more straightforward bonus that fits both a vampire and a cured vampire, and symbolize the idea of "perfected vampirism" could be a way to go about it. would have to be something unique, but cool. probably something around lifesteal, but it fits better the whole quest perk reward theme if it's a passive... and i'm thinking as i'm writing here...
      in a perk, you can use the entry point "apply combat hit spell", and point it to a lifesteal spell. that way any attack would apply that lifesteal spell on hit, you can tweak it with conditions in the perk to make it only apply in certain conditions (melee hits, unarmed only, when not exposed to the sun, and so on). you can further tweak the spell you use and its magic effect(s) all you want to fit what you have in mind. maybe you could base it on harkon's sword that steal health magicka and stamina.
      i might actually do that on my side because i can't really think of a good way to fit the theme of requiem.

      edit: i just noticed there's still doom driven were description says 10% more damage against dragons and priests, but it's 30% in game (both spell description and perk effect).
      edit2: defender of the north too. description says it increase smithing upgrades by 15%. files says 10%.
    9. jesterpeanut
      jesterpeanut
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      Oh yeah the doom driven perk should be 30%. The defender of the north perk should be 15%. It actually is 15% despite the text saying 10%, I'll fix this in an upcoming update
  10. Datness
    Datness
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    Hello, 

    I hope you are well.

    I just installed your mod and see the following screen when opening the MCM in a fresh save.

    Is that normal ?

    If not, should I provide a mod list or anything else that can be of use ?
    1. jesterpeanut
      jesterpeanut
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      The "schema" key was added in MCM helper 1.4.0 so you probably need to update that mod
    2. Datness
      Datness
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      Oh many thanks, never noticed I didn't get the last version for 1.5.97 !