I committed to a year of improvement work when I launched the mod and that year has now passed. I’ve therefore decided to stop working on this project and the latest version will likely be the last one I upload.
Thank you so much for your support and patience over this past year. Your contributions were what made this mod project go as far as it has.
In case helpful to anyone, noticed when building a menu for Xbox that the toggle to override necromancy in the MCM isn't working. To fix:
1. Open in SSEEdit 2. Go to Quests, SR_MCM_QST 3. Go to SR_MCM_Override_Necromancy which has form ID of SR_MCM_Override_DragonsKilled [GLOB:0A4E1D65] 4. Change form ID to SR_MCM_Override_Necromancy [GLOB:08565916]
Hello, Dcyren. Thanks for this great mod. :) Endorsed.
I have a question for you, or anyone else who has knowledge about the "Bloody Cannibalism for SSE" mod. Would this conflict with that one? BCFS adds a lot of bad crime reputation for consuming human meat, and I'd like to know how that would affect your "Reputation" mod.
Concerning "Load Order", should I place BCFS before yours, so your adjustments and criteria can take over their mod?
My only advice to people who want to use this mod and the "updated" version is to better not, i had in my load order for a long time but it is indeed true that it causes save file bloat, is also very script heavy, mostly because its quite an old mod. Still worth to give a try but not something to use in a real actual save/game you intend to use.
mod is too good to be true :) If you install this mod, your save is bloat eventually. Just take my word. I used very long time. I farewell my beloved save game :(
I've decided to comment here first. I have a ~400 mods loadorder that is stable. I've added this mod and started a new playtrough. After ~40 hours my game completely broke : freezes and stutters every now and then, symptoms of savebloating, script lags, animations breaking (draugrs flying off after hitting me, using shouts mid ragdoll, DB would start playing animations by himself, with no user input, stuck and glitching menu buttons, etc). I have another 2 saves (level127 400hours, level101 300hours), and had NOTHING like this. My current game is ~40 hours in, level 27. Regarding to filesize: level127 is 13mb, level 101 is 12mb, aand, level 27 11mb. The same (broken) playtrough, at levels 1-5, was 6mb. There are no conflicts between this mod and the others that I use, and i've installed the patches too. My question is: is this mod script heavy? Is it the final straw for my modpack to finaly completely break into utter chaos? What could be causing this? any potential fixes? The mod tracks player choices and saves them somewhere, to later change every npc's reaction to the player. I have lots of new NPCs mods, new quest mods, new animations etc. I know this mod is abandoned, and if noone knows how to help, well... imagine a draugr that tries to hit you, but instead flies away, ragdolls, and shouts at you while ragdolling away. I didnt even know its possible. Hope you had a laugh.
it appears to be script heavy. it did a similar thing to my game but i only have 36 mods and i'm level 22. when i looked at my savefiles they jumped to nearly double the size after install but maybe there was another reason. i lost 60 hours of progress going back to a save before i installed this. breaks my damn heart. if anyone else has info for weather or not this mod is safe to uninstall and reload the save let me know. oh... and amayaq you should install fallrim i am certain it would help you
Just seeing if there's more knowledge I'm missing or something else. I'm using this and the wintersun or whatever the name of the religion mod is. I'm an orc so follower of malacath, vigilants of stendar sent people to kill me. With my roleplaying I had planned to join up with vigilants and dawnguard but does following malacath pretty much exclude me from the vigilants? I mean he's not really a deadra, he was trinimak sooo I mean he's not an aedra but not a deadra and are the vigilants really in a position to be that selective of who they allow in? 😂 Thinking about it, if malacath is considered a deadra then the vigilants would be constantly attacking orc strongholds so IDK just doesn't line up to me but I could be off in my knowledge of the lore
1002 comments
I committed to a year of improvement work when I launched the mod and that year has now passed. I’ve therefore decided to stop working on this project and the latest version will likely be the last one I upload.
Thank you so much for your support and patience over this past year. Your contributions were what made this mod project go as far as it has.
1. Open in SSEEdit
2. Go to Quests, SR_MCM_QST
3. Go to SR_MCM_Override_Necromancy which has form ID of SR_MCM_Override_DragonsKilled [GLOB:0A4E1D65]
4. Change form ID to SR_MCM_Override_Necromancy [GLOB:08565916]
I have a question for you, or anyone else who has knowledge about the "Bloody Cannibalism for SSE" mod.
Would this conflict with that one? BCFS adds a lot of bad crime reputation for consuming human meat, and I'd like to know how that would affect your "Reputation" mod.
Concerning "Load Order", should I place BCFS before yours, so your adjustments and criteria can take over their mod?
Thank you very much.
I have a ~400 mods loadorder that is stable. I've added this mod and started a new playtrough.
After ~40 hours my game completely broke : freezes and stutters every now and then, symptoms of savebloating, script lags, animations breaking (draugrs flying off after hitting me, using shouts mid ragdoll, DB would start playing animations by himself, with no user input, stuck and glitching menu buttons, etc).
I have another 2 saves (level127 400hours, level101 300hours), and had NOTHING like this. My current game is ~40 hours in, level 27.
Regarding to filesize: level127 is 13mb, level 101 is 12mb, aand, level 27 11mb. The same (broken) playtrough, at levels 1-5, was 6mb.
There are no conflicts between this mod and the others that I use, and i've installed the patches too.
My question is: is this mod script heavy? Is it the final straw for my modpack to finaly completely break into utter chaos? What could be causing this? any potential fixes?
The mod tracks player choices and saves them somewhere, to later change every npc's reaction to the player. I have lots of new NPCs mods, new quest mods, new animations etc.
I know this mod is abandoned, and if noone knows how to help, well... imagine a draugr that tries to hit you, but instead flies away, ragdolls, and shouts at you while ragdolling away. I didnt even know its possible. Hope you had a laugh.