If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.
I finally got around to getting hishy to give me access to the Nexus Mods page for the original version of this mod. The original page has been updated with the fixes from this fork and some fixes on top of those fixes. Please download from the original mod page going forward.
at helpers.Fail (E:\Skyrim Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:58:15) at E:\Skyrim Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:75:21 at helpers.GetHandle (E:\Skyrim Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\helpers.js:75:9) at Object.GetWinningOverride (E:\Skyrim Modding\zEdit_Alpha_v0.5.3_-_Portable_x64\resources\app.asar\node_modules\xelib\lib\records.js:73:20) at patch (eval at value (file:///E:/Skyrim%20Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:1, <anonymous>:32:34) at eval (eval at value (file:///E:/Skyrim%20Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:1, <anonymous>:570:17) at Array.forEach (<anonymous> at patchRecords (eval at value (file:///E:/Skyrim%20Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:1, <anonymous>:568:2 at filesToPatch.forEach.filename (eval at value (file:///E:/Skyrim%20Modding/zEdit_Alpha_v0.5.3_-_Portable_x64/resources/app.asar/app/app.js:695:1, <anonymous>:594:2 at Array.forEach (<anonymous>
This has always worked for me, but for reasons I can't understand, the encounter zones won't show the level range in game anymore. When I open up the zpatch in SSEEdit, the level is correctly patched for all of the zones, and nothing is overwriting them. Any thoughts as to why this might be?
Edit: for reasons I can't begin to understand, the Volkihar Knight Vampire Armor mod was preventing the zPatch either from loading, or from displaying the proper cell names. How an armor mod is capable of this is just beyond baffling.
If this is used in conjuntion with Encounter Zones Unlocked I don't believe the text will update itself to show the new encounter level once a zone is reset. Is it possible to add that into this mod? It's not really a big deal if its too complicated or resource intensive.
This patcher just adds a new esp to your list that edits the names of the zones. There should be zero reasons why this wouldn't work with EZU. If you can confirm that it doesn't, making sure you installed both properly, I'd be curious as to the conflict there. Shouldn't be possible to have a conflict here.
As far as EZU is advertised the EZ of the zone stops being frozen up entering (usually takes 30 in game days to reset this). That has no interaction with the EZ level range of a zone or the Cell Name either.
Ahh I see. For example, to test this mod out, I cleared Swindler's Den that said it was 6+ (I was level 4) that had enemies ranging from 6+, then I advanced my level to level 50 and waited thirty in-game days. The dungeon still says 6+ (which techinally isn't incorrect), but the minimum level enemy was around 25. I was wondering if this text is supposed to update itself to reflect the new difficulty level of a dungeon even after a zone is reset, or if its more a less a first time visit display thing. It's not "incompatible" with EZU but more of an visual discrepancy. If it is suppose to update the text to reflect a new zone minimum, then it's entirely plausible the installation on my end was incorrect. Based on your reply though, it sounds like it is working as it should.
So even if you go back in when you're level 70, the minimum is still 6 and the maximum is still 0 (which means unlimited for Skyrim). So that EZ is still 6+.
On the OMEGA page you are very clear about MLU needing Force-All tags for the Smash Patch, i read on the description of this page they should also be applied to heavyarmory as well? This is news to me, i could not verify it on your armory or omega description pages. Apologies if i missed something.
It's not up elsewhere yet. This was a recent thing I came across. Been working on other projects and changing what gets the Force All tag. Currently I have an xEdit conflict check up that I have to go through still and make sure my Force All settings are doing what I want them to do. But that should be the way moving forward to deal with those mods (best guess w/o ck'ing yet).
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Twitch Name/Link: skeletonjack_
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If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.Check out my other mods!
(SJG) OMEGA - The Modular Gameplay Overhaul for SSE
(SJG) OMEGA - Heavy Armory - The Weapon AIO Mod for MorrowLoot Ultimate
(SJG) OMEGA - Ashara SSE Merchants and Trainers for MorrowLoot Ultimate
(SJG) Lights On - Spells Emit Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Lights Out - Spells Emit No Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Dual Wield Parrying Reimplementation for SSE (Works for Spell Blades as well)
(SJG) Better Sounding Female Dragon Shouts
(SJG) Quick Light Patch (based upon in game Torch values for light settings)
(SJG) UPF Patcher - See the Encounter Zone level in the name of the zone
(SJG) Complete Alchemy and Cooking Overhaul Patches - CACO
If you like this mod please consider Endorsing it. Thank you! :D
I wanna skip this function under 5 level zone. (usually village zone) how can do it?
Legacy of the Dragonborn Patches SE (Light Plugins)
Is there any way to get this to work for VR users?
Edit: for reasons I can't begin to understand, the Volkihar Knight Vampire Armor mod was preventing the zPatch either from loading, or from displaying the proper cell names. How an armor mod is capable of this is just beyond baffling.
As far as EZU is advertised the EZ of the zone stops being frozen up entering (usually takes 30 in game days to reset this). That has no interaction with the EZ level range of a zone or the Cell Name either.
So even if you go back in when you're level 70, the minimum is still 6 and the maximum is still 0 (which means unlimited for Skyrim). So that EZ is still 6+.
On the OMEGA page you are very clear about MLU needing Force-All tags for the Smash Patch, i read on the description of this page they should also be applied to heavyarmory as well? This is news to me, i could not verify it on your armory or omega description pages. Apologies if i missed something.