[error] Cyclic interaction detected: CollegeOfWinterholdImmersive.esp --[Master]-> SidePannels Leveled Skyrim Immersive College of Winterhold Patch.esl --[Master Flag]-> CollegeOfWinterholdImmersive.esp [error] Loot failed. Exit code was: 0x1 when using loot, any ideas how to fix?
I used https://www.nexusmods.com/skyrimspecialedition/mods/14598 and for level balance I used this - https://www.nexusmods.com/skyrimspecialedition/mods/27201?tab=description . I want know, maybe combo of this mod + your mod give me a possitive result? Or just used your mod, or don't use. Say me please
If you use my mod with them first try putting my mod lower in the load order , if you have any issues with it after that you may need a bashed patch for compatability.
Thank you very much for your work, sidepannel! If I use your mod along with chimpoforevah's Increased Enemy Spawns SSE No Scripts, what's the level of the enemies that his mod duplicates? Are they of vanilla level or level modified by your mod?
I think your miss understanding his mod. Increased enemy SPAWNS Sse No spripts. So what his mod does it add more places in the world for enemies to spawn. His mod does not affect level's as far as I am aware or even touch Npc's. He has literally hand added more spawn markers that then pulls npc's from teir and level list's and thats where it stops. If I am correct about how his mod works, his will add more spawns and mine will dictate how strong they are. So my mod would be the level of the enemies in the mod description there is spoiler buttons clicking on them will reveal more info about the mod.
So try it out and if there is any issues let me know :)
This is a huge effort thanks sidepannel - After patching all the NPCs modified by my appearance mods, I was left with 689 NPCs not in that lot (Creatures, undead and a number that I don't know why the appearance mods left). I decided to just check through those and found that a lot of them have been set to level from eg 1 - 80 when they are originally eg fixed level 50. ie the levelling was set from 1 rather than from their fixed level. While the levelling above "minimum" is good, it will mean that if you blunder into a boss too early it will only be PC level. I also noticed a lot of them have their Player Skills changed - most down with a few up - some of the downs quite severely - eg 80 down to 15. Edit - just finished editing all those minimums back up plus a few preferences (made all guards and soldiers minimum lvl 15)
Hey I hope you're enjoying the mod now that you have edited to your preferences. But I do feel the need to address the lowering of stats comments. The mod was originally created to help with those who were having issues with mods like live another life that spawned them in areas that have no low level creatures and such. In the description there is a link to the original mod request and I will re post it here for those who do not read descriptions and just go to the comments. https://forums.nexusmods.com/index.php?/topic/4956030-enemies-stay-around-your-level/
Also you overlooked the offset for level ranges: each npc has an offset that adjusts the minimum base on pc level and bosses ect are set to always be higher level than the pc. The lower settings are there so any pc can enjoy the game even if they are under leveled.
Please do not take this as any sort of attack, I simply wanted to take a moment to explain the utility of this mod.
There is a USSEP patch...does it go AFTER or before the main mod? I am asking because the USSEP patch does not have this mod as a dependency, and loot keeps placing it before the main mod.
I always patrol the "recently updated" tab on mods as I find gems that you otherwsie don't see as Nexus only puts new mods, not updated mods on it's "front page". This looks great. Before I jump in - I am currently using High Level Enemies, and a mod to upgrade guards (or one OBIS bandit will wipe out a garrison) which cover a much smaller base it seems - so would likely be a swap over. Does this mod work by editing the individual NPC records or by another mechanic? I ask as if it is the former, I can look forward to a day of patching to update my NPC records (appearance, equipment etc)
Edit - and the USSEP patch - Pre - or with AE USSEP or doesn't it matter. I'm holding off "upgrade" until SKSE is sorted (and my close to 100 SKSE dependent mods)
Just downloaded and looked - individual NPC records - big patch on the way lol. That will incorporate all of the USSEP records anyway, so no need for that patch. High Level enemies has few conflicts - so probably complimentary when incorporated into my patch. Army reforms is specifically focused on Imperial and Stormcloak soldiers - and adds perks etc - again, easy to patch in.
I also noticed that as this is a huge list of modifications to existing records, it can be flagged esl without any need for compacting (no FormID changes as they are all pre-existing records)
The mod was created by manually editing each npc by hand. The Ussep patch is only needed if your are using Ussep in your load order. What are you patching? one of your mods to be compatible with this?
With >1300 plugins I have pretty much every NPC (including bandits etc) appearance modified, weapon and armour fit out modified, many with modifications for quest involvement (eg BUVARP) etc - some NPCs have up to 10 mods affecting them, so I have to patch anything that modifies NPC records to merge all those changes. Done it so many times now I don't take long (seconds) to do each NPC as all those NPCs already have existing patches and it's just a case of pulling in the new change.
1. Hagraven: Lv 6-60 / Horker: Lv 1-65 - does this mean in theory that Hagravens are weaker than a Horker? Are these based from vanilla? How are the max levels determined?
2. Alduin: Lv 10-300 / Harkon: Lv 10-300 / Karstaag: Lv 40-300 / Miraak: Lv 35-300 - the standalone file says only Alduin, Harkon and Miraak are altered (Karstaag?) - are these all also included in the Main file "SidePannel's Leveled Skyrim SE v1.3"? (what happened to Karstaag?)
3. Guards Now Have Shield Wall, Armsman and Juggarnaut Perk - what level of Perks do guards have? 1-5?
Hey The max levels were determined by a mixture of physical size and magical damage and so on. A horker may be a higher level but that was done so they might actually have a chance to move over to you and get a hit or two before you kill them. It was also done to give them a bit more health since an animal of that size would be harder to kill with a sword / knife than a person.
The standalone mod does include karstaag I just forgot to add him to the description.
And the Guard perks are level 1 just to give them basic use of the skills it's not like they have trained their entire life with a shield just to be a guard.
got an issue, I can't join dark brotherhood (Astrid won't kidnap me). I tried to join dark brotherhood immediately after the start of the game. my load order is only alternate start and this mod, tried to only use alternate start in my load order and Astrid successfully kidnap me. Can you look at this issue? thanks!
Hey I use this mod myself as is and there is no issue running it in SSE. For this type of low impact mod that doesn't change much but does so many things the form 44 doesn't make a difference. What running it through the newer creation kit does is forces a texture and mesh for every npc to be saved driving it to almost a 600MB mod. I suggest running it as is and if you run into any errors let me know. Many people use this mod and none have reported any errors yet, Should the need come I will upload the large version but I do not think that will be needed.
Side, thanks for the mod!Just giving it a spin. Appreciate the hard work.
Greenzleevz - if you are concerned about the form 43, do this; Open the mod and the ussep patch in ssedit, merge the records from the main mod into the patch. You now have a form 44 version, which includes the changes from the patch. (I think this works......).
83 comments
[error] Loot failed. Exit code was: 0x1
when using loot, any ideas how to fix?
Hopes this helps
SidePannel
I think your miss understanding his mod. Increased enemy SPAWNS Sse No spripts.
So what his mod does it add more places in the world for enemies to spawn. His mod does not affect level's as far as I am aware or even touch Npc's. He has literally hand added more spawn markers that then pulls npc's from teir and level list's and thats where it stops.
If I am correct about how his mod works, his will add more spawns and mine will dictate how strong they are.
So my mod would be the level of the enemies in the mod description there is spoiler buttons clicking on them will reveal more info about the mod.
So try it out and if there is any issues let me know :)
I hope this helps
SidePannel
And if you do add it during game you would have to wait for 7 days in game time for the changes to take effect.
Hope This helps
SidePannel
After patching all the NPCs modified by my appearance mods, I was left with 689 NPCs not in that lot (Creatures, undead and a number that I don't know why the appearance mods left).
I decided to just check through those and found that a lot of them have been set to level from eg 1 - 80 when they are originally eg fixed level 50. ie the levelling was set from 1 rather than from their fixed level. While the levelling above "minimum" is good, it will mean that if you blunder into a boss too early it will only be PC level.
I also noticed a lot of them have their Player Skills changed - most down with a few up - some of the downs quite severely - eg 80 down to 15.
Edit - just finished editing all those minimums back up plus a few preferences (made all guards and soldiers minimum lvl 15)
I hope you're enjoying the mod now that you have edited to your preferences.
But I do feel the need to address the lowering of stats comments. The mod was originally created to help with those who were having issues with mods like live another life that spawned them in areas that have no low level creatures and such.
In the description there is a link to the original mod request and I will re post it here for those who do not read descriptions and just go to the comments.
https://forums.nexusmods.com/index.php?/topic/4956030-enemies-stay-around-your-level/
Also you overlooked the offset for level ranges: each npc has an offset that adjusts the minimum base on pc level and bosses ect are set to always be higher level than the pc. The lower settings are there so any pc can enjoy the game even if they are under leveled.
Please do not take this as any sort of attack, I simply wanted to take a moment to explain the utility of this mod.
Hope you enjoy the mod
SidePannel
One quick question;
There is a USSEP patch...does it go AFTER or before the main mod? I am asking because the USSEP patch does not have this mod as a dependency, and loot keeps placing it before the main mod.
thanks again for your great work.
Before I jump in - I am currently using High Level Enemies, and a mod to upgrade guards (or one OBIS bandit will wipe out a garrison) which cover a much smaller base it seems - so would likely be a swap over.
Does this mod work by editing the individual NPC records or by another mechanic? I ask as if it is the former, I can look forward to a day of patching to update my NPC records (appearance, equipment etc)
Edit - and the USSEP patch - Pre - or with AE USSEP or doesn't it matter. I'm holding off "upgrade" until SKSE is sorted (and my close to 100 SKSE dependent mods)
Just downloaded and looked - individual NPC records - big patch on the way lol. That will incorporate all of the USSEP records anyway, so no need for that patch.
High Level enemies has few conflicts - so probably complimentary when incorporated into my patch.
Army reforms is specifically focused on Imperial and Stormcloak soldiers - and adds perks etc - again, easy to patch in.
I also noticed that as this is a huge list of modifications to existing records, it can be flagged esl without any need for compacting (no FormID changes as they are all pre-existing records)
The Ussep patch is only needed if your are using Ussep in your load order.
What are you patching? one of your mods to be compatible with this?
Hope this helps.
Sidepannel
Done it so many times now I don't take long (seconds) to do each NPC as all those NPCs already have existing patches and it's just a case of pulling in the new change.
1. Hagraven: Lv 6-60 / Horker: Lv 1-65 - does this mean in theory that Hagravens are weaker than a Horker? Are these based from vanilla? How are the max levels determined?
2. Alduin: Lv 10-300 / Harkon: Lv 10-300 / Karstaag: Lv 40-300 / Miraak: Lv 35-300 - the standalone file says only Alduin, Harkon and Miraak are altered (Karstaag?) - are these all also included in the Main file "SidePannel's Leveled Skyrim SE v1.3"? (what happened to Karstaag?)
3. Guards Now Have Shield Wall, Armsman and Juggarnaut Perk - what level of Perks do guards have? 1-5?
Thanks for mod, sounds good
The max levels were determined by a mixture of physical size and magical damage and so on.
A horker may be a higher level but that was done so they might actually have a chance to move over to you and get a hit or two before you kill them.
It was also done to give them a bit more health since an animal of that size would be harder to kill with a sword / knife than a person.
The standalone mod does include karstaag I just forgot to add him to the description.
And the Guard perks are level 1 just to give them basic use of the skills it's not like they have trained their entire life with a shield just to be a guard.
Hope this helps.
Hope this helps
would love 2 try this one out , maybe just a tidbit , but it,s in form 43 , an updated one would be niceI use this mod myself as is and there is no issue running it in SSE.
For this type of low impact mod that doesn't change much but does so many things the form 44 doesn't make a difference.
What running it through the newer creation kit does is forces a texture and mesh for every npc to be saved driving it to almost a 600MB mod.
I suggest running it as is and if you run into any errors let me know.
Many people use this mod and none have reported any errors yet, Should the need come I will upload the large version but I do not think that will be needed.
SidePannel
Greenzleevz - if you are concerned about the form 43, do this;
Open the mod and the ussep patch in ssedit, merge the records from the main mod into the patch.
You now have a form 44 version, which includes the changes from the patch.
(I think this works......).
thanks again for the cool mod!
Awesome Mod! , muchos gracias