- same questions are asked multiple times which have been answered in previous responses - current state of the mod is the most stable one and will most likely not recieve any future updates - if you think that something is bugged, before you post read carefully descripton and compare it to file section and/or changelog, check your load order and your files because this is a lightweight mod which shouldnt cause major issues then post the bug or message me on nexus
Thank you for your support.
FOR USERS!
*NOTICE: Main file contains night eye that is tweaked for ELFX (Enhanced lights and FX mod) if you dont want overbright night eye simply download update file. Also theres a short tut how to reduce brightness of night eye in ck it should be in the comments section.
*Moonlight Tales Special Edition is NOT compatible with Bloodmoon Rising probably never will be. If i decide to make compatibility patch you will see notification on a sticky post. For now enjoy it as is or move to MTSE perk tree.
* To avoid any issues when uninstalling previous versions please do the following:
* Install SKYRIM TOOLS (Contains Save game cleaner or ReSaver) use it!
*RECOMMANDED MODS: Real Feeding Werewolf Revert Form More werewolves SE Diverse Werewolves Collection
Note for MT compatibility, turns out that spwned removed MTSE from nexus, which was "upgraded" version of MTE. Just to clarify for confusion. Also you can play MTE on SSE it just needs animation and esp conversion to work properly on SSE. For that i can't help you with.
Edit the description then, good thing i just happened to look here before firing them up together...
Compatible mods and Incompatible mods:
1. Moonlight tales (a must have mod) - fully compatible 2. Heart Of The Beast - Fully Compatible 3. Predator Vision - Full Compatible 4. More Wolf-Like Werewolf Skins by Foxcraft7 - Awesome textures 5. Werewolf Perks Expanded - Incompatible Other werewolf mods that change perk tree are incompatible (choose one!) 6. Werewolf Mastery - Incompatible
Please do fix the description since you're still recommending it there. Good thing I started checking the posts before downloading, as this isn't the first time I encountered something like this. I was about to download it based on your recommendation as well. Can't wait to test your mod though.
Can someone for the love of God tell how to disable that annoying progression skin change? There is no MCM there is nothing it keeps messing up my moonlight tales essentials skins by reverting them every time I transform its pissing the living s#*! out of me. I am using oldrim version because SSE MT is not compatible and I like Bloodmoon perks better. I tried searching everywhere how to disable this crap but new bloodmoon has no MCM.
I can't craft Hunter's Sight Book, because there is no book in taning rack. I did all companions quest line, save was clean, I didn't add or delete mods from the start of my playthrough and there is no mods that affecting werwolves. But I have Cloaks of Skyrim that add it's own book in taning rack, mb it's a problem? But I don't think that COS using the same id for book with Bloodmoon, because there is no conflicts. Does someone know the id of Hunter Sight Book from BMR, so I could add it through console?
[UPD] Version 2.5a
[UPD] I looked in sse edit and found out, that 2.0 vesion have a spell, but 2.5a doesn't. Is 2.5a just an update and I also need 2.0 or it's standalone and Sirxon just cut Hunter Sight, because everybody were complaining about bright nights eye? Mb Im blind, but I didn't find the answer neither in changelogs/commentaries/discription. Also, is it safe to instal 2.0 right now instead of 2.5a or I need clean save? I saw that autor recommend to clean save file when updating, so I think it is the same with downgrade. I will try to add Hunter Sight in 2.5a by myself and write here what happened.
[UPD] Did it. I took all that add and activate effect from 1.5l version of the mod (because I saw that nights eye was "soft cut" from 2.0, the duration of effect is set to 0 there) and took book getting from 2.0. If you want to do such thing remember to add effects to howls from older versions, I took it from 1.5l.
[UPD] Now I see:
"*NOTICE: Main file contains night eye that is tweaked for ELFX (Enhanced lights and FX mod) if you dont want overbright night eye simply download update file."
But last part "if you dont want overbright night eye simply download update file" doesn't say, that book is removed there. If I saw it in the begining I would understand that Nights Eye Effect didn't change and looks like vanilla. Also it doesn't explain, why duration of effect in 2.0 is equal to 0.
[СONCLUSION]
So last version with night vision "from the box" is 1.5. 2.0 have effect but it's duration set to 0. From 2.5+ autor deleted nights eye and book.
Based on this: 1) If you need nights eye and you don't want to mess with sse edit - play on 1.5. 2) If you need nights eye and you want more updated version - choose 2.0 and increase duration of nights eye from 0 to 60? in sse edit. (not tested) 3) If you need nights eye and you want the latest version of the mod - do what I did and cut nights eye from 1.5l version of the mod, add additional howls effects from 1.5l to howls in 2.5a and choose which book getting you preffer (chest - 1.5, taning rack - 2.0), and add it too. Also it didn't work for me as a patch, so I changed mod itself. (Tested - works great).
P.S. Dispite all of this, mod is awesome, ty.
P.P.S. I'm playing with Obsidian Weathers + Rudy Enb + Enb Light + Dungeon Darkness, works great!
Duration is set to 0 and/or 1kkk+ so it is toggleable either with howls or the key, since i remember i set it up along with howls, messing with it is not recommanded
So to customize, this requires you to use MTE. And some how convert it? Iv never converted a mod before, but based on what the author says it needs the animations converted too? Is there a certain guide I should follow that explains this better then others so its done right and not suffering CTD's or are they all about the same?
Get Moonlight Tales Essentials (convert it to SE, pretty easy) and you can use these perk overhauls. https://www.nexusmods.com/skyrim/mods/59463
Spoiler:
Show
Porting/Converting Oldrim mods to Skyrim Special Edition (work for SkyrimVR): https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse Creation Kit: http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe Nif Optimiser: http://www.nexusmods.com/skyrimspecialedition/mods/4089/? BSA Unpacker: http://www.nexusmods.com/skyrim/mods/4804/? * Download the mod you wish to convert. * Extract it's contents and search for any .BSA files [[ * Use the BSA extractor to extract all of the BSA files' contents into the same directories in which you found said BSA files. (If any) * Delete the extracted BSA and their BSL files. (If any) ]] * Run Nif Optimizer converting meshes (textures don't seem to have Nif files), https://www.youtube.com/watch?v=IL0_PLOWnho * Zip up the mod's files (Highlight all meshes/textures/scripts/ESP files). * Add the mod to MO2 manually * Install the mod using MO2 * If the plugin is an ESM then convert it to an ESP with Wrye Bash so the CK will allow you to set it as active. * Run Creation Kit thu MO2, Open your plugin by (File > Data > Then double-click on the mod's ESP file, setting it as the active mod. (= mark the checkmark And set the esp as active) > For the Errors pop-up box click Yes-to-All. * Open anything in the Object Window under Editor ID by double-clicking any entry. * Change the NAME FIELD in some way. (I just add a "1" to the name). Then click OK > Click No to Creating a new formID > Confirm. * Open the item again and undo that change. (This will trick CK into thinking something is different, and do a full re-save of the file, updating all headers etc.) * Save the ESP file. (= Just click the save Disk icon in the upper-left -NB) (check the overwrite folder in MO2 and move the files to the original mod IF there was more than a lone ESP file originally, if it was a lone ESP file then just delete those extra files) (Now if you want to save the converted mod, go re-zip/compress the mod folder that's in MO2 -NB) * Repeat the CK steps for all ESP files the mod may have included. >(If you converted an ESM to and ESP then.. -NB) "After deleting the original ESM file, Go back into Wrye Bash and by right-clicking on the ESP choose "Copy to ESM". Exit Wrye Bash and delete the ESP file. Zip up the mod."
212 comments
!!NOTICE!!
- same questions are asked multiple times which have been answered in previous responses
- current state of the mod is the most stable one and will most likely not recieve any future updates
- if you think that something is bugged, before you post read carefully descripton and compare it to file section and/or changelog, check your load order and your files because this is a lightweight mod which shouldnt cause major issues then post the bug or message me on nexus
Thank you for your support.
FOR USERS!
*NOTICE:
Main file contains night eye that is tweaked for ELFX (Enhanced lights and FX mod) if you dont want overbright night eye simply download update file.
Also theres a short tut how to reduce brightness of night eye in ck it should be in the comments section.
*Moonlight Tales Special Edition is NOT compatible with Bloodmoon Rising probably never will be.
If i decide to make compatibility patch you will see notification on a sticky post.
For now enjoy it as is or move to MTSE perk tree.
* To avoid any issues when uninstalling previous versions please do the following:
* Install SKYRIM TOOLS (Contains Save game cleaner or ReSaver) use it!
Skyrim SE TOLLS
*RECOMMANDED MODS:
Real Feeding
Werewolf Revert Form
More werewolves SE
Diverse Werewolves Collection
Note for MT compatibility, turns out that spwned removed MTSE from nexus, which was "upgraded" version of MTE. Just to clarify for confusion. Also you can play MTE on SSE it just needs animation and esp conversion to work properly on SSE. For that i can't help you with.
Compatible mods and Incompatible mods:
1. Moonlight tales (a must have mod) - fully compatible
2. Heart Of The Beast - Fully Compatible
3. Predator Vision - Full Compatible
4. More Wolf-Like Werewolf Skins by Foxcraft7 - Awesome textures
5. Werewolf Perks Expanded - Incompatible
Other werewolf mods that change perk tree are incompatible (choose one!)
6. Werewolf Mastery - Incompatible
player.addperk 4a0d7def for Hunter
player.addperk 4a0d7df0 for Savage Hunter
player.addperk 4a122616 for Apex Predator
player.addperk 4a0d7def for Hunter
player,addperk 4a0d7df0 for Savage Hunter
player.addperk 4a122616 for Apex Predator
[UPD] Version 2.5a
[UPD] I looked in sse edit and found out, that 2.0 vesion have a spell, but 2.5a doesn't. Is 2.5a just an update and I also need 2.0 or it's standalone and Sirxon just cut Hunter Sight, because everybody were complaining about bright nights eye? Mb Im blind, but I didn't find the answer neither in changelogs/commentaries/discription. Also, is it safe to instal 2.0 right now instead of 2.5a or I need clean save? I saw that autor recommend to clean save file when updating, so I think it is the same with downgrade. I will try to add Hunter Sight in 2.5a by myself and write here what happened.
[UPD] Did it. I took all that add and activate effect from 1.5l version of the mod (because I saw that nights eye was "soft cut" from 2.0, the duration of effect is set to 0 there) and took book getting from 2.0. If you want to do such thing remember to add effects to howls from older versions, I took it from 1.5l.
[UPD] Now I see:
"*NOTICE:
Main file contains night eye that is tweaked for ELFX (Enhanced lights and FX mod) if you dont want overbright night eye simply download update file."
But last part "if you dont want overbright night eye simply download update file" doesn't say, that book is removed there. If I saw it in the begining I would understand that Nights Eye Effect didn't change and looks like vanilla. Also it doesn't explain, why duration of effect in 2.0 is equal to 0.
[СONCLUSION]
So last version with night vision "from the box" is 1.5.
2.0 have effect but it's duration set to 0.
From 2.5+ autor deleted nights eye and book.
Based on this:
1) If you need nights eye and you don't want to mess with sse edit - play on 1.5.
2) If you need nights eye and you want more updated version - choose 2.0 and increase duration of nights eye from 0 to 60? in sse edit. (not tested)
3) If you need nights eye and you want the latest version of the mod - do what I did and cut nights eye from 1.5l version of the mod, add additional howls effects from 1.5l to howls in 2.5a and choose which book getting you preffer (chest - 1.5, taning rack - 2.0), and add it too. Also it didn't work for me as a patch, so I changed mod itself. (Tested - works great).
P.S. Dispite all of this, mod is awesome, ty.
P.P.S. I'm playing with Obsidian Weathers + Rudy Enb + Enb Light + Dungeon Darkness, works great!
https://www.nexusmods.com/skyrim/mods/59463
Porting/Converting Oldrim mods to Skyrim Special Edition
(work for SkyrimVR):
https://bethesda.net/community/topic/164350/converting-mods-from-oldrim-to-sse
Creation Kit: http://download.cdp.bethesda.net/BethesdaNetLauncher_Setup.exe
Nif Optimiser: http://www.nexusmods.com/skyrimspecialedition/mods/4089/?
BSA Unpacker: http://www.nexusmods.com/skyrim/mods/4804/?
* Download the mod you wish to convert.
* Extract it's contents and search for any .BSA files
[[ * Use the BSA extractor to extract all of the BSA files' contents into
the same directories in which you found said BSA files. (If any)
* Delete the extracted BSA and their BSL files. (If any) ]]
* Run Nif Optimizer converting meshes (textures don't seem to have Nif files), https://www.youtube.com/watch?v=IL0_PLOWnho
* Zip up the mod's files (Highlight all meshes/textures/scripts/ESP files).
* Add the mod to MO2 manually
* Install the mod using MO2
* If the plugin is an ESM then convert it to an ESP with Wrye Bash so the CK will allow you to set it as active.
* Run Creation Kit thu MO2, Open your plugin by (File > Data >
Then double-click on the mod's ESP file, setting it as the active mod.
(= mark the checkmark And set the esp as active)
> For the Errors pop-up box click Yes-to-All.
* Open anything in the Object Window under Editor ID by double-clicking any entry.
* Change the NAME FIELD in some way. (I just add a "1" to the name). Then
click OK > Click No to Creating a new formID > Confirm.
* Open the item again and undo that change. (This will trick CK into thinking something is different,
and do a full re-save of the file, updating all headers etc.)
* Save the ESP file. (= Just click the save Disk icon in the upper-left -NB)
(check the overwrite folder in MO2 and move the files to the original mod IF
there was more than a lone ESP file originally, if it was a lone ESP
file then just delete those extra files)
(Now if you want to save the converted mod, go re-zip/compress the mod folder that's in MO2 -NB)
* Repeat the CK steps for all ESP files the mod may have included.
>(If you converted an ESM to and ESP then.. -NB) "After deleting the
original ESM file, Go back into Wrye Bash and by right-clicking on the
ESP choose "Copy to ESM". Exit Wrye Bash and delete the ESP file. Zip up
the mod."