Skyrim Special Edition
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  1. tjhm4
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    v2.1.0 is now out! This includes some upgrades to the zEdit patcher, most notably the ability to skip over dragons to avoid making them too frail. I've also removed the synthesis exe as it is out of date until the synthesis patcher updates.

    Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)

    Thanks for your downloads, comments and endorsements.
  2. porjamas
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    Thank You  for this wonderful mod, I have only one problem, when I open the synthesis plugin in xEdit in the "Race" tab everything is as intended, but in the "Non-Player Character  (Actor)" tab all the record still vanilla and don't reflect my settings (I wanted all npc to have around 400/600 stamina and magicka, and around 150/350Health, all with very low regen) this problem it made my game very unbalanced, please any help ^^'
    1. tjhm4
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      Thanks for the kind words. Very few of the rescaler's changes occur in NPC records, so most will be vanilla. The exception are offsets, but few very NPCs have those anyway.

      > I wanted all npc to have around 400/600 stamina and magicka, and around 150/350Health, all with very low regen
      The rescaler does do roughly this for health. But most NPCs will not nearly have that much stamina or magicka. To get those numbers you should set ï»¿"Racial magicka shift" and "Racial stamina shift" to 350 so everyone gets more. You'll need to set this separately for each playable race too, however, this will apply to the player too.

      Low regen is easy to do though, just set "Racial magicka regen scale" and "Racial stamina regen scale" to low numbers (e.g. 0.05), this way everyone's magicka and stamina will regenerate slowly.

      > this problem it made my game very unbalanced
      What exactly was wrong?
    2. porjamas
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      Thanks for the thorough answer.

      I have no problem with racial stats, it works like a charm! I play with the Uchiha race, I try to roleplay a Shinobi Skyrim, hence the idea of high Stamina/Magicka (as a chakra) and with low regen, so everyone use only his stock of "chakra" with the help of potions, and I use "Smart NPC Potions" and "No More Instant Potions" for balance, so when NPCs deplete their chakra (with no quick regen) they won't be able to attack for quite some time as they have stats requirements for actions, all apply to me either.
      So to solve the unpatched NPCs issue I got an idea using offset (I don't know if it's doable, I know nothing about Modding) as lot of NPCs have 0 offset, is it possible, please, to add offset shift, with the usual  Formula : new offset = old offset * mult + Shift ?
      This way I can give all NPCs who have 0 offset, a fixed amount.

      > this problem it made my game very unbalanced
      What exactly was wrong? 
      Unpatched NPCs have like 50 health and 70 Stamina/Magicka, after 5/6 swings (half of them in the air) they're depleted and stop attacking, very frustrating quick combat

      Big gratitude 
    3. tjhm4
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      I don't understand. If you are successfully editing the race records, then all NPCs will be affected too because NPCs come from races. The only exceptions will be those whose stats are set manually, but there are virtually none of those. So, if you have shifted all racial magicka and stamina by 350, then there should be no NPCs with 50 magicka etc. Which NPCs are these?
    4. porjamas
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      "when I open the synthesis plugin in xEdit in the "Race" tab everything is as intended, but in the "Non-Player Character  (Actor)" tab all the record still vanilla and don't reflect my settings" All of them have Vanilla values (draugrs - Dremora - Falmers - Forsworn - Summons ...) also all Mod added NPCs have unpatched values like Obis - Vigilant - darkend - Bruma - Rigmor...) the unchanged values are Health Stamina Magicka under DNAM - Player Skills. Only the Offsets are edited by the patch, but unfortunately almost all of them have 0 offset  so it nullify the patche's offset mult.
    5. tjhm4
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      > in the "Non-Player Character  (Actor)" tab all the record still vanilla and don't reflect my settings
      > all Mod added NPCs have unpatched values

      Yes, this is the correct behavior. The h/m/s values in the NPC records are ignored at runtime and instead the stats are calculated dynamically from the values in the race record, the NPCs level and their class.
    6. porjamas
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      I see, that's exactly what I thought when I verified the patch in xEdit, but ingame I meet ,with Alternate Start in the abandoned prison, ghosts,  bandits, with 50 health, 70 Stamina! That's the same stats I found in the "Non-Player Character  (Actor)" tab!

      >  "As lot of NPCs have 0 offset, is it possible, please, to add offset shift, with the usual  Formula : new offset = old offset * mult + Shift ? This way I can give all NPCs who have 0 offset, a fixed amount"
      Please, is this solution possible ?
    7. tjhm4
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      It is possible that those enemies in the abandoned prison have their h/m/s manually set. What happens if you encounter enemies out in the world? e.g. wolves, giants, Faendal, mud crabs, etc.

      I would not suggest giving everyone an offset because if you are building the patch correctly then almost all NPCs will have boosted stamina and magicka from the racial effects already, and so the offset will just push them too high. The better solution is to figure out why NPCs are apparently not being affected by changes to their race records.

      I guess, if you can't figure it out, you could put racial h/m/s back to defaults and use NPC offsets instead. Kinda an emergency method though.
  3. zeynelblknc
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    after installing the mod there are human npcs that have magicka below 100, and also they are not scaling correct corresponding to their level for example they have stats like 130 health 260 stamina 120 magicka but they are only 8 level so there is an extra of 13 level points given to their stats, correct me if i dont understand how your mod supposed to work. By the way i checked if i correctly installed the mod by changing carry weights so its working but not exactly how i expected i guess. Its a great mod if i can make it work properly, i am trying to equalize the conditions of npcs and player with this and help of some other mods.
    1. tjhm4
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      Equalizing things for the player and NPCs is exactly what this mod does, so it should definitely do what you want. Which NPCs are having excess stats? To figure out what's going on you'll need to look them up in xEdit. They might have stat offsets for some reason. Also, did you change any of the patcher's settings?
  4. vulpesdolosus
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    I really do apologize for flooding your comment section with random inquiries, but I love this mod so much and I really want to get the most out of it for my playthroughs... So one more question, if I wanted to give everything a flat +100 boost to health, could I just change the racial health shift to 100 instead of the default 50? Thank you again!
    1. tjhm4
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      No worries - I'm happy to help!

      You are correct. If you want everything to get 100 extra health (i.e. 50 more than the rescalers default of 50) just set the racial health offset to 100.

      Note that this won't effect the playable races though, for those you need to set the racial health offsets individually (and this will affect the player too).
  5. vulpesdolosus
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    I built a patch with your default settings but I still have health regen. I should add that I am a vampire, and I did tick the box to apply the debuff to vampires aswell. I'm not sure what I could be doing wrong...
    1. vulpesdolosus
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      I should add that I was already a vampire when I applied the patch so I don't know if that would somehow render me as a void race when it comes to applying the changes lol, still I am clueless

      Edit: I just tested it on a new character both as a vampire and as a human, and I have no regen on both. So I think it could be something wrong with my current save.
    2. tjhm4
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      Thanks for the update. Yes, it is possible that by installing while you are a vampire enough is baked in to your save that it won't work properly. Glad it works fine on a new character though.
  6. vulpesdolosus
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    "Step 4. Configure the patcher (see configuration section above)."

    ... Am I blind or is there just no Configuration section? Lol

    Edit: It was my error. Ignore this comment.
    1. tjhm4
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      *thumbs up*
  7. mxtronci95
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    Nice mod but I have a little question, do you think it's possible to set different stat regeneration for every race, like faster magika regeneretion for the Altmer, but slower stamina regeneration compared to other race?
    1. tjhm4
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      Not through the patcher, but you can easily make these edits in xEdit by changing the regen values for the playable races. That said, given that regen rates are proportional to stat totals anyway, you can get basically the desired effect just by changing magicka pools which the patcher can already do.
  8. DerakosZrux
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    I feel like I'm going crazy. All the instructions for zedit says there's a jigsaw button in the top right but I don't see one. I've tried to figure out if I need to set it up as a tool in Vortex. I have zedit 0.6.7. I feel like I'm missing something obvious but I've been trying to figure it out for an hour now.

    EDIT: does it matter that I'm trying to do this for VR? I saw something that zedit is supposed to generate profiles and if it doesn't to do it yourself. I tried making one and setting it to the SkyrimVR folder but that doesn't seem to change anything. If I need to go to a zedit forum or something for help that's fine just figured I'd check here first.
    1. tjhm4
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      See this video starting at 2:30, the jigsaw button should appear on your plugins are loaded. Let me know if anything looks different, VR shouldn't matter.
    2. DerakosZrux
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      Idk if it's universal but my solution to it not generating a profile was copying the skyrimvr exe and renaming it to skyrimse and leaving it alongside the original. Then I just restarted Zedit and the profile saved.

      You're awesome for replying so much hope it doesn't drive you mad ;)
    3. DerakosZrux
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      ...
    4. tjhm4
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      No worries - happy to help. Glad you got profiles working - were you able to run the patcher?
    5. bangerbossification
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      i have a big modlist aswell nowadays and i wonder if i can divide it and make 2-4 ZEdit Patches?
      Or is there an option of keywording mods so i dont have to go through the whole modlist each time i add a lil penguin or sth? I'm thinking of renaming every mod that needs to be patched so it starts with a keyword so i can strg+f in ZEdit and mark them all.

      Also do i include follower mods here? I'm thinking yes obv as i want to rescale new follower aswell but should I include NPC Replacer aswell? I realized once i include NPC Replacer, EASY NPC tells me that it loads the facedata vom the Stat/Health Rescaler so I imagine this data is part of the stuff this Patch collects and but not sure if for example Bijin NPCs/Pandorable NPCs has to be included. I don't think its harmfull, just more hassle to mark all of these for the patch and i have to rerun the patcher each time i change sth here.
    6. tjhm4
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      You can use this tool to identify the relevant subset of your load order to patch, you can then use the patch it makes to autoselect the mods you want zEdit to patch so you don't need to do anything manually.

      You will want to include follower mods. Face data and stats are all in the same record (one for each NPC), so because it edits stats, the rescaler has no choice but to include face data as well (although it doesn't change it, it just forwards whatever the current face data is for each NPC).
  9. UnmeiX
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    Just for laughs.. Geometric NPC Stats?

    (I've already thought quite a bit about ways that it could be done, and concluded that it's not a great idea. XD)
    1. tjhm4
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      Ha, yeah, definitely could be done with a script that edits NPC stats as they are loaded into cells. It would really change game difficulty though. Basically most enemies would be a lot easier, but high level enemies would have obscene stats.
  10. HomosErectus
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    installed rescaler in the midgame, waited for 14-15 days in my home at whiterun
    after that i checked bandits, mages, animals and it was ok
    but daedra at Dagon Shrine have onle 190 health, not sure if it ok or i missed smthng when configuring?
    actually not configured, all patch settings by default
    1. tjhm4
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      The dremora at that shrine can be anything from level 1 to level 46, which will greatly affect their health. What level were they?
    2. HomosErectus
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      sorry already deleted that save and repack my mod list :)
      as i remember i was 30 lvl, and was using arena and owl so i think they was around 30lvl too
      will check in future saves at rescaler+relever, i think everything will be ok
      thanks
  11. nrf133
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    I don't know if it's because I use the Lawless - A Bandit Overhall mod but some stats like magic or stamina (sometimes even health) are very unbalanced and don't fully respect my configuration. Maybe it's also because I haven't configured it well since the description is a bit confusing for me...

    I would like high level NPCs (since I also use your other EnemyReleveler mod) or even medium level ones like level 20's to be a bit more difficult to kill while maintaining consistent stats, similar to the player himself. If you could help me with the configuration I would be very grateful. :')

    Here is my configuration:

     https://pastebin.com/aTu29dUi

    thank you very much and sorry for the inconvenience.
    1. tjhm4
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      Normally I'd suggest sticking with the default values if you are not sure what you are doing, as they have been carefully chosen. However, the goal of the default values is to reduce the health of high level enemies, making them less spongey, whereas it sounds like you want them more spongey. That said, you also say you want NPCs to be more similar to the player, and that is what the default values do: NPCs get waaaaay more health than the player at high levels, so the stat rescaler removes this.

      The pastebin link you provide suggests you've turned almost all of the changes the rescaler makes off, with the only difference relative to vanilla being to give all enemies 100 more health. This will make all enemies tougher, but particularly low level enemies as 100 extra health is a lot for them. Is this what you wanted to do?
    2. nrf133
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      I've been doing some testing because there were some things that didn't make sense to me, and I don't understand what's causing it. While there are some bandits (I'm just looking at bandits for now) whose stats are more reasonable with the setup (see the first image) there are others whose stats are ridiculously low, like they're not level 20 enemies but level 1 ( look at the second picture).

      I have done the test with almost all mods disabled and only using EnemyReleveler and NPCStatRescaler in Synthesis. What can be the cause of that?

      The two images:

      https://imgur.com/a/OWDuKgc

      My configuration:

      https://pastebin.com/iz5Z2Vm1

      If you could help me with this, I would really appreciate it. Thank you so much!
    3. tjhm4
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      Try looking up those two bandits (one with good stats, one with weird stats) in xEdit to see at what point their stats are going funny. Both the releveler and the rescaler do the same thing to all bandits, so I'm wondering if there is something else at play. xEdit will be able to confirm this though.
    4. Casuahly
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      do you have alot of xedit experience? im having this same issue and idk what to look for exactly
    5. tjhm4
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      I'm pretty comfortable with xEdit. It's just a viewer for editing records. If you want to know what the values are the best place is to look at the CK wiki for the contents of each record type, then cross reference those with the record values listed in xEdit. Here's the CK page for actor (NPC) records. Note that various tabs listed near the bottom of the page. Give those a read and see if you can figure out xEdit.