Hello he1yunico, After installing your mod with MO2, i got this Warning message with LOOT for Dwemer Certifed - Ordinator Patch.esp
This plugin has a header version of 1, which is less than the game's minimum supported header version of 1.7.
You can found the header version with SSEEdit like this : Left panel : | [-] [X] Dwemer Certified - Ordinator Patch.esp | +----- File Header <--------------------- Select this (Left clic) | +-[+]- Actor Value Information | +-[+]- FromID List | Right panel : [+] Record Header | [-] HEDR - Header | +- Version 1.000000 <--- Here, other mods have 1.700000 | +- Number of Records 7 | +- Next Objets ID 00000800 |
I don't think this will cause a real issue, but i would like to know you can confirm if i can set this value to 1.7 without any impact. (or maybe a little update, that would be fantastic)
I have never heard of this issue before back when I was still modding Skyrim. Back then I didn't use Loot but if you manually change the version header in SSEEdit it shouldn't cause any issues. I haven't modded Skyrim in over a year and don't plan to any time soon so don't expect any updates.
How would this work with Vancian Magic from ordinator? The Vancian perk (if im right) will lower your magic to zero when your spellslots are gone, how would this conflict with the mana cost of the dwemer followers?
The followers reserve a portion of your max mana. The amount they reserve depends on which ones you have active and how many you have active. I haven't touched Skyrim for many months now but since it reserves your max mana you should still be able to us Vancian Magic.
"Not compatible with any other mods that change the enchanting or smithing perk trees." "There is now a patch for Nexus Skyrim Overhaul - Magic Edition SSE"
I haven't been modding Skyrim in over a year. Don't think I will be getting back to it any time soon. There is a patch for SPERG on Nexus for the regular version of Skyrim. You can try porting that over and using that.
Is this patch available on the xbox one version? If not are there plans to port it to xbox one in the future? Hope to get a response (negative or positive)
I don't have any plans on releasing this for xbox one. I don't have an xbox to make sure it would work properly and simply do not have the time to provide support for xbox players.
If another user wants to port this, they are free to do so. All I ask is to credit me for the patch.
45 comments
After installing your mod with MO2, i got this Warning message with LOOT for Dwemer Certifed - Ordinator Patch.esp
You can found the header version with SSEEdit like this :This plugin has a header version of 1, which is less than the game's minimum supported header version of 1.7.
Left panel :
|
Right panel :[-] [X] Dwemer Certified - Ordinator Patch.esp
| +----- File Header <--------------------- Select this (Left clic)
| +-[+]- Actor Value Information
| +-[+]- FromID List
|
[+] Record Header
|
[-] HEDR - Header
| +- Version 1.000000 <--- Here, other mods have 1.700000
| +- Number of Records 7
| +- Next Objets ID 00000800
|
I don't think this will cause a real issue, but i would like to know you can confirm if i can set this value to 1.7 without any impact.
(or maybe a little update, that would be fantastic)
You can found some information here
Have a nice day (^.^)/
simply open the esp as active in CK,
save and exit.
https://bethesda.net/en/mods/skyrim/mod-detail/4056580
"There is now a patch for Nexus Skyrim Overhaul - Magic Edition SSE"
you lied to me.
There is a patch for SPERG on Nexus for the regular version of Skyrim. You can try porting that over and using that.
I inspected in SSEEdit, nothing looks out of order. I have the proper load order: Dwemer Certified --> Ordinator --> Patch.
I could be missing something basic, any help is appreciated.
Leaving my silliness here in case it helps others.
If another user wants to port this, they are free to do so. All I ask is to credit me for the patch.