445 comments

  1. destructor36
    destructor36
    • member
    • 101 kudos
    Locked
    Sticky
    New versions are up for all of the modules that make them fully standalone.
    When I originally published this mod back in 2018, it was an all-in-one file with a dozen features. A few years ago I broke it out into lots of small files that all lived on this page in response to feedback that people wanted just one or two of the features.
    I recently added even more features and broke them out onto separate pages, which all used a shared configuration menu through this mod. It was something I hadn't seen other mods do, and made them feel like part of a shared whole. But I don't think it's adding much value anymore: there are a lot of other great mods out there covering similar features in interesting ways, so lots of people are using just a few of the modules, and I realized having to download a separate mod just for a configuration menu wasn't very user-friendly.
    It was also getting too big to maintain: I hit the limit of how many options I could put in the Configuration menu without adding a separate one or some workarounds, and it was slowing down updates to each feature by making me bunch them up with the others.
    I'll leave this page up for a bit in case anyone is using the 3.0 versions and needs the downloads, but will probably hide it eventually so no one gets confused about whether it's still required. If you're a long-term user coming back and wondering where it is, that's what happened, and thank you for trying it out and leaving feedback and suggestions! The community feedback is probably the only reason it's worth playing with today.
    In the future, I would like to bring this back in a way that lets the shared framework actually add value to the features. For now, this is the end of SUMMER.
  2. eeeeh
    eeeeh
    • member
    • 0 kudos
    Is it safe to remove the old modules and update to the new ones in the middle of the save? Since they seem to be technically different mods and don't share the same ESPs and stuff
    1. destructor36
      destructor36
      • member
      • 101 kudos
      Sorry but no, you’ll need a new save for the standalone versions 
  3. AlbertthePaladin
    AlbertthePaladin
    • member
    • 4 kudos
    can i use this with Realm of Lorkhan, Mysticism, Thaumaturgy and Ordinator?
    1. destructor36
      destructor36
      • member
      • 101 kudos
      Yes to Realm of Lorkhan, haven't tried with the other 3 but would expect all but the Magic module would be compatible. And as a heads up I've stopped supporting this version for the near future, so you may want to use the standalone versions of the modules linked from the page
    2. AlbertthePaladin
      AlbertthePaladin
      • member
      • 4 kudos
      i ended up installing only the modules i needed instead of the whole mod, but thanks for the answer :D
  4. TrooperRus2
    TrooperRus2
    • member
    • 0 kudos
    I think what we may miss is the Tame feature somewhere.
    The Followers module gives a good party potential, making it possible to have 3 guys and 2 animals, but the Pets' range is not that wide. Yes there're Rieklings, 2 Dwarven robots, Trolls and all the dog variants, but look at all the skyrim. Wolves, bears, crabs, horkers (joke animal but whatever). Even outside the Followers module there's a Yielding module that gives even more potential human followers. Yes you can just use other companion mods (and even tame mods), but I believe there were multiple occasions where some characters had wild animals as their pets stated in the games, sooo.
    Just a suggestion to think about this, it'll be way harder to implement imo. Druid or beastmaster roleplay is not that common, but I think with all these modules it's pretty much possible
  5. TissueTatu
    TissueTatu
    • member
    • 2 kudos
    Hi there! Love these gameplay mods. Unfortunately I was (finally tho) able to track a bug I've been grappling with for a month now to SU'MMER Parry. After fights where I was using parry my character will showcase the following behavior:

    • always turns with the camera, even when standing still,
    • can't sprint,
    • can't use magic (it casts and immediately stops again), and
    • can't shoot bows (aiming works, but letting go of the attack button results in my character staying in aim mode untill I activate the sheathe key)

    Since I haven't seen anyone else reporting this issue it might stem from a mod conflict, hence no bug report but a comment. Let me know if you want to see my mod list / load order if you suspect a conflict and I'll be happy to share them. 😊

    P.S.: When using Skyrim Platform together with SU'MMER Parry this bug will occur almost 100% of the time.
    1. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks for reporting. I wasn't aware of Skyrim Platform: super interesting. Does it happen when you just have Skyrim Platform installed, or are there any dependent mods that trigger it? I wasn't able to find a ton of information on it since a lot of the posts about it are a few years old and a lot of their Discord is in Russian, but looks like it allows Skyrim to use scripts written in C++, was being positioned as a base for a multiplayer mod, and has a decent number of mods implemented through it. I'm not confident I'd be able to figure out why it's conflicting since I haven't used it and it seems to make pretty deep changes to the engine. But since it sounds like a conflict with the Parry module in particular I suspect it's because of changes SkyMP or a dependent mod is making to the animation system based on blocking, and that something may be getting you stuck in a "blocking" state even though your character's animation doesn't show it. The only thing the Parry feature does is set a "blocking" variable on characters during weapon swings, and then clears it after. Other mods can read that variable and make changes on it as well, and if they assume it will only be active when the player is e.g. pressing a button or using the actual block animation things could get misaligned. I'll note this as an incompatibility, but if Skyrim Platform does pan out into a full online/multiplayer mod at some point I would definitely look into supporting it.
    2. TissueTatu
      TissueTatu
      • member
      • 2 kudos
      Thanks for your response! I don't know much about Skyrim Platform myself, I only used it as a mod I really love is dependent on it but uninstalled it three weeks ago because of the aforementioned bug and also insane memory usage increase + FPS drop :')
      Hmm, I already thought that it might be an animation mod, that's why I had removed all of them, but it seems I had overlooked Fix blocking move as it wasn't in the same group as my animation mods. I'm quite sure I disabled the fix once and the bug was still occurring, but I'll check again - Ok, apparently I only thought I tried it without Fix blocking move but I didn't 🤦‍♀️ because that is the culprit if using together with the Parry module.
      So, the bug occurrs for me when using SU'MMER Parry and Fix blocking move together, but it occurs way more often if also using Skyrim Platform.

      Is there perhaps a way to fix this without having to disable block animation mods or the Parry module?
    3. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks - I will take a look at this while polishing up this last release. Can't make any promises that I'd patch or it would be possible, but stay tuned
    4. TissueTatu
      TissueTatu
      • member
      • 2 kudos
      No worries, and thanks a lot! :)
    5. destructor36
      destructor36
      • member
      • 101 kudos
      Prepping another update so just wanted to let you know I tried this out. I didn't manage to reproduce the same bug when using Blocking Move and Parry together. But did notice a bug with just Blocking Move alone where if I stopped moving while blocking I couldn't move again until I stopped. Overall it's probably an interaction between the 3 mods causing your problem, and I won't be able to support a patch. Sorry!
    6. TissueTatu
      TissueTatu
      • member
      • 2 kudos
      No worries, thanks a lot for trying to reproduce th ebug! I have removed Skyrim Platform as it causes severe performance issues anyway. 😮‍💨 I'll try Parry again after the next update then. :) Thanks a lot for you work! ♥️
  6. TrooperRus2
    TrooperRus2
    • member
    • 0 kudos
    not sure why it happens, but whenever I press the dodge button, my character tends to repeatedly sheath and unsheath (equipe) his weapon/magic. Changing the speed of the animation does nothing and wierdly enough, this happens only with magic + 1-handed weapon or magic in 2 hands, yet with 2-handed weapon everything is OK
    1. destructor36
      destructor36
      • member
      • 101 kudos
      This is the intended behavior when using spells/staffs. Unfortunately the dodge animations Bethesda included in the game don’t work with them, so the workaround is briefly removing them from your hands during the animation. Shouldn’t be happening multiple times in a row though: if you can share a papyrus log where this is occurring would help me figure out what’s happening 
    2. TrooperRus2
      TrooperRus2
      • member
      • 0 kudos
      Not exactly sure if this is correct, I haven't previously used papyrus logs so just made it to work, but here are the results. I guess?

      [ (0001E68C)].Sound.Play() - "<native>" Line ?
      [ (000B77B5)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
      [11/09/2024 - 10:57:47PM] Error: Object reference has no 3D
      stack:
      [ (0001E68C)].Sound.Play() - "<native>" Line ?
      [ (000B77B4)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 33
      [11/09/2024 - 10:57:49PM] [aaaDodgeTriggerScript <Active effect 1 on  (00000014)>]Dodge key pressed
      [11/09/2024 - 10:57:49PM] [aaaDodgeEffectScript <Active effect 4 on  (00000014)>]Caligaro Klerosto dodged left
      [11/09/2024 - 10:57:50PM] Error: Object reference has no 3D
      stack:
      [ (0001E68C)].Sound.Play() - "<native>" Line ?
      [ (000B77B9)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 25
      [11/09/2024 - 10:57:50PM] Error: Object reference has no 3D
      stack:
      [ (0001E68C)].Sound.Play() - "<native>" Line ?
      [ (000B77B7)].fxDustDropRandomSCRIPT.OnLoad() - "fxDustDropRandomSCRIPT.psc" Line 25
    3. TrooperRus2
      TrooperRus2
      • member
      • 0 kudos
      So a bit of an update on situation while you're on a break.
      Seems like making the dodge animation itself go longer fixed an issue - the weapon draws only once, in the middle of the dodge animation, and the spell draws at the end of an animation. If the speed is set at 1.00+ everything is like I said above, but if it's lower than that, then the weapon draws a second time, I think at the end of an animation. I guess I can live with that? Idk. Have to note that sometimes (when I hold the movement buttons) at the end of the dodge animation happens a brief attempt to sprint by my character. My guess it happens because the stamina bar still goes on a bit when the dodge ends and I don't know how you can possibly fix that - make stamina go less at sprinting. I read your Stamina module and it doesn't change the sprint stamina cost or am I wrong?
    4. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks for the log: looks from that like everything is working in the scripts. The way it's set up definitely makes it sensitive to script timing, and to general speed of your computer too. I started building this mod on a pretty mediocre laptop and now have a nicer setup, realized they performed differently, and built the timing configuration based on that. Glad you were able to get a pretty workable setting, but I was able to reproduce some of this by playing around with the settings and will definitely try to work through them. Putting together another update and think I can wrangle a few more optimizations out of it that should make things smoother. Should be up soon!
      And for the sprint thing: the stamina drain is actually directly tied to sprinting, it's the same as you would get for sprinting during the duration of the animation. Kind of a "bug as a feature" since Bethesda didn't fully link the unimplemented dodge animations to the other animations, and what they left requires snapping the player quickly in and out of a sprint for the animations to fire. It should end right when the animation ends if the script timing is working, so may get more responsive for you if the next update smooths out the animations.
  7. KazumaDessu
    KazumaDessu
    • supporter
    • 1 kudos
    i just installed requiem the other day and i really like some of the modules from this mod, is it compatibel? or should i not use it?
    1. destructor36
      destructor36
      • member
      • 101 kudos
      It’s a huge mod, I haven’t played with it and can’t find a list of features on the mod page but see many patches for mods that add similar features as this mod’s modules. So I expect some will be incompatible, but you’d have to try them out or compare them to a feature list for Requiem to figure out which ones
  8. NoHateDrake
    NoHateDrake
    • supporter
    • 0 kudos
    nvm i saw the sticky note
  9. hoangdai94
    hoangdai94
    • member
    • 187 kudos
    @destructor36 I'm still waiting for the last but not least piece: Magic and Necromancy !
    1. destructor36
      destructor36
      • member
      • 101 kudos
      Oops, forgot to pull the trigger on that one. It's up!
    2. hoangdai94
      hoangdai94
      • member
      • 187 kudos
      (ㅅ´ ˘ `)
  10. dioskyrim
    dioskyrim
    • supporter
    • 0 kudos
    I discovered this mod through that reddit post that mentioned SUMMER is the greatest marketing tragedy for skyrim modding, and after reading and actually using the mods, I would have to agree!

    I just want to give appreciation for this wonderful suites of mods that you made (especially the stealth module), Thanks!
    1. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks! Took a few years and the input from the good people of reddit to realize this was totally unfindable on nexus, shame on me for not thinking of it but glad you're enjoying it
  11. Admiral30
    Admiral30
    • premium
    • 169 kudos
    I really like the races module. But I've found two problems:

    • I don't know how is it possible but I get night eye activating semi-randomly while playing Bosmer.
    • Green Pact sounds good in theory, but it makes gameplay annoying since now every time you loot an NPC you need to confirm a pop up message box. And buff name after eating someone is called Namira's Blessing which doesn't sound right. I wouldn't abandon this mechanic entirely, but it needs to be adjusted somehow.

    1. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks for this: helpful feedback, if you can share your load order that would help me track down the night eye bug. I'll think through ways to make the cannibalism less obtrusive while playing Wood Elves but may leave as is since I'm comfortable with having the beast races feel a little more "in your face" to play. Agree on the buff name and will tweak that.
    2. Admiral30
      Admiral30
      • premium
      • 169 kudos
      I can't replicate it on almost vanilla load order so I'm going to assume it's some weird incompatibility. As for the Green Pact, if it were up to me I would think about moving it to lesser power, or maybe even think about SKSE hotkeys.
    3. destructor36
      destructor36
      • member
      • 101 kudos
      Thanks for testing that out, helps me understand bug vs. conflict. I tested with more mods and found this happened with Realm of Lorkhan alternate start, any chance you were using that or something like it? It caused the Khajiit Nighteye to start when choosing a race, and occasionally trigger even if I chose another race. My guess is that that mod (or maybe other alt start mods) can cause abilities to get stuck on actors after switching races, maybe since they're now set as constant effects. That has to be the case for the module to work right, and I already have checks on the abilities that are supposed to stop them from working on races that shouldn't have them, so don't think there's an easy fix and would note it as an incompatibility in that case.
    4. Admiral30
      Admiral30
      • premium
      • 169 kudos
      Yep I have Alternate Perspective.
    5. destructor36
      destructor36
      • member
      • 101 kudos
      Got it - sorry to hear those are incompatible, may create a patch at some point since I do sometimes play with alt start mods. In meantime if you'd still like to use the Skills module: you should be able to remove the Nighteye with console, the command would be: player.removespell AA01D. Also implemented something to make the Wood Elf cannibalism thing less obtrusive in the 3.1 update, now requires you to have fists/weapon/spell out. Thanks for the ideas.