Skyrim Special Edition

338 comments

  1. destructor36
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    It's been a while since my last update, but finally got around to testing this with Anniversary Edition and more extensively in VR, and responding to a few bug reports. All features are working correctly in Anniversary Edition, and all except Aimshake in VR. A few modules (Knockout, Traps) have had bugfixes, and Aimshake got some coding optimizations and a new feature. Thanks to all of you who have reported bugs since the last update: if you find any more, please turn on papyrus logging and play the game until you experience the bug (a link on how to do this at the bottom of this page), submit a bug report here, and share a copy of your load order and the papyrus log from that play session with me in a message.
    Enabling Papyrus Logging: https://www.nexusmods.com/skyrim/articles/368
  2. AugDog123
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    IDK if this is a bug or not, so for now I will post this here instead of in the Bugs tab: when I use the  "Raise Skeleton" spell from the magic module, the skeleton immediatly turns hostile on any follower I have. If I summon more than one skeleton, they turn hostile against each other until only one remains.
  3. LostOneLux
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    After playing around with these modules a bit, I've found that after having used the dodge at some points it seems to screw with my ability to sprint. At seemingly random points I can't toggle the sprinting mid-walk anymore, and at other points the sprinting speed seems to just be the same as walking (making me look like I'm doing some sort of weird moonwalk), or makes it so that I'm oddly faster when in combat position than out of it. It only seems to behave normally if I hit the sprint button EXACTLY when I start moving.

    Eventually it seems to fix itself and function normally again, but I currently have no idea what fixes it or what's causing the weird sprint-related issues.
  4. LostOneLux
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    This is a fun collection of little expansions. My personal favorites are the changes to how NPC's function in close-quarters combat; makes it a little more than just a silly DPS race. And what do you know, now when they say they give up they actually mean it AND there's more ways to capitalize on that (You know... Random Bandit: "You're getting mugged, elf!" Me: "No, YOU'RE getting mugged!"). Traps are a little sadistic joy to play around with too; a lot better when I can set my own and plan ahead, instead of looking about and just hoping the enemy's dumb enough to fall into their own trap.

    There's really only two gripes I have with it:

    1. I feel like traps are valued a bit too high, and I see them on random bandits a lot. Either lower their selling value, or increase their rarity if there's a way to do that.

    2. While I love most of the changes the Recalibration module made, there's one change that really rubs me the wrong way and that's Gold having a carry weight. Paired with the halved starting carry limit AND the generally outrageous amounts of Gold some things in this game call for (when training sessions or certain weapons call for more Gold than the cost of building and expanding a Homestead, it can start to get pretty crazy), I'm just not a fan of it adding one more thing to make it even more complicated. And it doesn't make much sense to me, given that Lockpicks and Arrows still don't have carry weights.
  5. charlietoohuman
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    I think there is an incompatibility between Souls Menu and your traps module, more specifically for explosive urns, When you drop them they either go flying elsewhere or completely disappear altogether. It would be neat if you could place them down on the ground akin to a bear trap so they don't roll around, but idk what modding wizardry you'd have to do to make that happen. Either way, the mod is great for setting placement traps, and drawing enemies into them, so kudos on an excellent mod! Highly recommend!
    1. RTTM
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      @charlietoohuman I don't know what the Souls Menu is, but I have the same problem as you, explosive urns don't work at all. Have you tried shooting the ones on strings in dungeons with arrows? Mine just literally dissapear if I do that. So unfortunately I think the Traps module just breaks some traps from vanilla =(
  6. ltcolmichael
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    The dodge module seems to be incompatible with True Directional Movement
  7. dumbcter
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    Fairly minor thing, but i feel like traps could use either a price reduction or the same MCM rarity option that necromancy body parts and dwemer rods have.
    Getting a 250 gold gas bomb from every couple of bandits feels like a bit much for early game economy.
    Otherwise, i'm really enjoying different aspects of this mod.
    Don't think it makes much sense for gold to have weight while arrows and lockpicks don't (at least while Survival Mode is disabled), but this one is easy to xEdit out.
    1. Slamwich
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      I'd suggest removing traps from the leveled list entirely. Random bandits definitely shouldn't be carrying two bombs and a bear trap anyways! Worked on my end.
  8. Slamwich
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    These are all so well done. I'm so impressed with how well everything is organized, how it plays well with other mods, and even VR! (If using knockout, make sure to disable actor drag, or you won't be able to search or interact with the body correctly).

    Thank you for making these! I hope you continue your modding career <3
  9. RTTM
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    How is this mod not way more famous? It seems incredible!? You even avoided levelled list conflicts and everything, the mod seems so modern, but you also seem so experienced as a modder, and the mod itself looks amazing!

    I'm about to try out the Speechcraft and Traps modules, but I also downloaded the Knockout and Disguises modules. The module system is so great!

    I'm wowed by this mod.
  10. sabermaster2
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    For the disguise module, is anyone else using this with Wintersun Faith? It seems removing the disguise lose a lot of points with your deity.
  11. estosan
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    Does anyone know what the conditions for being able to recruit a yielding opponent are? I've found recruiting yielding opponents to be incredibly inconsistent as often the recruitment text doesn't pop up? Any insight would be appreciated.