Skyrim Special Edition
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hishutup and mickthompson4000

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EverWatch

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17 comments

  1. EverWatch
    EverWatch
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    • 106 kudos
  2. aribaripapa
    aribaripapa
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    Great Work!
    I wanna skip this function under 5 level zone. (usually village zone) how can do it?
  3. matortheeternal
    matortheeternal
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    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.
  4. GioGr
    GioGr
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    while was patching it today i got an error with this plugin DBM_TOK_Patch.esp from
    Legacy of the Dragonborn Patches SE (Light Plugins)
     
    Spoiler:  
    Show

    Patching 3 Cell records from DBM_TOK_Patch.esp
    Error
    [ERROR] Error: Failed to get winning override record for: 0
    ERROR: Cannot resolve NULL reference.
    (00000000002447DC){XEditLib.dll} [00000000006457DC] JclDebug.TJclStackInfoList.Create + $10C
    (00000000002443C{XEditLib.dll} [00000000006453C8] JclDebug.JclCreateStackList + $48
    (00000000002442D7){XEditLib.dll} [00000000006452D7] JclDebug.DoExceptionStackTrace + $77
    (0000000000245C42){XEditLib.dll} [0000000000646C42] JclDebug.DoExceptNotify + $92
    (0000000000237285){XEditLib.dll} [0000000000638285] JclHookExcept.TNotifierItem.DoNotify + $35
    (00000000002374CB){XEditLib.dll} [00000000006384CB] JclHookExcept.DoExceptNotify + $BB
    (000000000023761D){XEditLib.dll} [000000000063861D] JclHookExcept.HookedRaiseException + $6D
    (000000000000F366){XEditLib.dll} [0000000000410366] System.@RaiseAtExcept + $106
    (000000000000F391){XEditLib.dll} [0000000000410391] System.@RaiseExcept + $11
    (000000000004D3E3){XEditLib.dll} [000000000044E3E3] System.Variants.VarOverflowError + $93
    (000000000004D893){XEditLib.dll} [000000000044E893] System.Variants.VarResultCheck + $33
    (000000000004D8D2){XEditLib.dll} [000000000044E8D2] System.Variants.HandleConversionException + $32
    (000000000004FB3C){XEditLib.dll} [0000000000450B3C] System.Variants.@VarToInteger + $64C
    (0000000000664FE6){XEditLib.dll} [0000000000A65FE6] xeElementValues.GetUIntValue (Line 461, "xeElementValues.pas" + 9) + $C
    (0000000000009BB9){xelib.node } [00007FFE5288ABB9]
    (00000000000003A6){xelib.node } [00007FFE528813A6]
    (0000000000433040){node.dll } [00007FFE21874040] Unknown function at ?CreateFrameStateFunctionInfo@CommonOperatorBuilder@compiler@internal@v8@@QEAAPEBVFrameStateFunctionInfo@234@W4FrameStateType@234@HHV?$Handle@VSharedFunctionInfo@internal@v8@@@34@@Z + $3650
    (0000000000381223){node.dll } [00007FFE217C2223] Unknown function at ucal_equivalentTo_59 + $1763
    (0000000000380053){node.dll } [00007FFE217C1053] Unknown function at ucal_equivalentTo_59 + $593
    (000000000037FF3B){node.dll } [00007FFE217C0F3B] Unknown function at ucal_equivalentTo_59 + $47B
    (00000000002037A1){} [00000016C86047A1]

    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>
  5. jonahrichards1
    jonahrichards1
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    So us VR users cant use ZEdit or Smash patches.

    Is there any way to get this to work for VR users?
  6. DsevenO
    DsevenO
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    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.
  7. Masterlix1982
    Masterlix1982
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    Love it! Well done, endorsed & thanks.
  8. lonewolfsniper676
    lonewolfsniper676
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    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.
    1. EverWatch
      EverWatch
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      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.
    2. lonewolfsniper676
      lonewolfsniper676
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      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.
    3. EverWatch
      EverWatch
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      EZ's are set regardless of your level. In that situation the minimum level of the zone is set to 6 and the maximum is set to 0. That means it will endlessly scale to your level. The mobs spawned at specific levels are set based upon that, but can range. See: [SJG] PSA: How Encounter Zones, fLeveledActorMult, Leveled NPC, and Non-Player Character (Actor) all interact/work to determine the level of mobs you run into in dungeons.

      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+.
    4. lonewolfsniper676
      lonewolfsniper676
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      Thanks for clearing that up for me, appreciate the mod!
  9. kyearby
    kyearby
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    Should this pplugin also be loaded after the Smashed Patch?
    1. EverWatch
      EverWatch
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      Follow the Directions. This will be run after Smashed/Bashed. Which means Smashed will be a Master, so it has to load after it.
    2. kyearby
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      Yea I saw the part about running it after, but that makes sense. Thanks.
  10. Drowsy
    Drowsy
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    Nice!!

    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.
    1. EverWatch
      EverWatch
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      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).