Skyrim Special Edition
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Rafear

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  1. Rafear
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    This mod is now in bug-support only phase, no active development.
  2. Whitified
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    is this compatible with SE version 1.5+? 
    1. Rafear
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      Yes
    2. Whitified
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      Thank you! Recommend to put in the mod descrip then, since it is an skse mod this is slightly important
    3. Rafear
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      This mod uses SKSE functions, but it is not an "SKSE mod" in the sense of using a dll. The only way using SKSE usually causes version dependency is if a DLL is involved.

      This mod works on any version of the game that has SKSE, be it VR, SE 1.5.97, SE 1.6.640 (AE, as some insist on calling it), etc. It will even work on the new SE 1.6.1130 update automatically as long as things with SKSE stabilize out fine.
  3. Hich
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    Do I need to use the console command for every new save if I wanted to change the default value or just once?
    1. Rafear
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      Any time you start a completely new save/playthrough, you'll need to run the command again. As long as you keep going from a save after the command was ran, it will persist for that playthrough though.

      If you find yourself starting new playthroughs frequently enough for that to be a problem, then you can instead adjust that value by using xEdit to make a personal patch with your preferred value instead. Note that changes made via an xEdit patch will not affect any playthroughs you already started (otherwise the console command method wouldn't persist for the playthrough)
    2. Hich
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      Got it, thank you.
      And thank you for the mod. For some reason enemies in this game have ridiculous magnitude of slowing, down to almost a complete halt. Even 35 feels like I'm three times slower, but 15 made the trick and now it's fair.
  4. Kulharin
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    would anything be needed for Triumvirate?
    1. Rafear
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      Is there any slow in triumvirate other than Decrepify? If not, then I'd say no patch really needed.

      Decrepify only provides a 20% slow and is on an Illusion spell, which even with perk mods should not be scaling in magnitude to get stronger (perk mods apply the general scaling to duration instead). As long as all of that is true, I don't see any need to apply the cap to it. Definitely not enough need to warrant maintaining a patch, at any rate.
    2. Kulharin
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      Any idea what Thaumaturgy is up to here?

      http://icecream.me/uploads/3c51df4077ee0fa611ff5cd87d1045b2.png
    3. Rafear
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      That's actually rather neat. Looks like Simon implemented a fix for the slow magnitude issues that is very similar in implementation details to what I have here, just without allowing any normal scaling at all.

      Thaumaturgy is turning the normal slow effect used by enchantments into a scripted effect that temporarily adds a constant effect ability to the target that slows them by a fixed amount then removes it when the effect from the enchantment wears off. This prevents the effect magnitude from scaling at all.

      You can either load my mod after and get an effect that still scales but is capped, or load Thaumaturgy after and get a completely fixed slow effect that will not scale. No patch needed either way.
    4. Kulharin
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      Hm interesting, so without the patch ThaumaTURKY should win the conflict vs Mysticism entirely?
    5. Rafear
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      I would expect yes
    6. Kulharin
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      Mysticism 2.0 was released.  I believe the mysticism patch would need to be updated, based on xEdit conflict check.   Do I just preserve your scripts and forward simon's hit fx?
    7. Rafear
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      At a glance, I do not see any massive functional changes in need of patching. Worst case I see is that there is a frost hit fx on the slow that is trampled out, and resist frost will not apply to slow effects like Mysticism 2.0 allows it to now.

      My time is very limited and I am not currently playing Skyrim myself (although I fully expect I will again at some point), so I do not know when I will take a look at the patch and update it myself, but in the meantime you should be able to just use the patch as is and carry on with any issues being minor enough to be barely noticeable.

      If you do notice any actual issues in gameplay though, please do let me know with details as that will help me later to fix when I do resume playing and modding.
    8. Kulharin
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      Does this update to the patch look right to you?

      https://drive.google.com/file/d/1iaD-4lK9cV42jDg_oae94UWqdkgWuabA/view?usp=sharing

      I just forwarded the hit shaders and the magicslow which it says "Unused Data" that Mysticism assigns  ... not sure if I should do that without the mysticism script though given that it says unused?

      also with regards to the hit shader.  I noticed you removed the vanilla hit shader FrostSpikeFXShader from FreezeSlowEffects... is it intentional then that none of these should have the hit shader??

      also, would it be fine to just let mysticism completely win the conflict, but then still use your slow fix for apocalypse spells?
    9. Rafear
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      I have finally had some time to look at this in more detail, and I do not think this is the right approach to an update at all.

      It appears that Simon has adopted a similar scripted effect substitution method to what SCS does, but is using it to completely cut off scaling on frost slow altogether, so that it is only ever either 25% slow if the target has stamina remaining, or 50% slow if they are out of stamina. Letting my scripts win as is will result in some spells not providing slow at all since he set the magnitude of the slow effect in (at least) some spells to 0 explicitly, and that magnitude is what feeds into my scripts to cap the effect. And I do not see it as feasible for me to go combing through all frost spells to revert the magnitude values in the patch, so I will not do that.

      Since that is how things are setup, imposing a cap on his slow effects does not really make sense anymore. I think it would be better to either not use SCS with Mysticism, or load SCS before Mysticism and only use it to cap the slow effect in other mods like Apocalypse as you said.

      Unless something else is raised, I think I will simply say that the Mysticism patch is no longer relevant as of Mysticism 2+ and leave it at that.
    10. Kulharin
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      On a side note.  Is there anything that can be done to balance the Apocalypse Spell: Wither?  It reduces targets movement speed by 5% every second up to 20 seconds which is essentially a gradual paralysis without resistance or immunity I guess?
    11. Rafear
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      I can't think of anything I would actually suggest doing, no.
  5. insolentius
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    Nevermind.
  6. Oilers
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    Rafear
    Thanks for the necessary mod.
  7. AeturnusNoctis
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    It looks like Complete Alchemy and Cooking overhaul modifies the AlchDamageSpeed record and changes the poison to scale with alchemy skill. Does this need a patch since it scales the magnitude of the poison strength (SCS_SlowDeliverySpell_AlchDamageSpeed has the magnitude set at 50) or should I just load CACO after your mod?
  8. Dobr0mysl
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    Hi, Rafear! meh321 just released Bug Fixes SSE which interferes with your mod. Could you please make a version of your mod compatible with Bug Fixes SSE, so that everyone will be able to use both mods together? Here is the explanation from meh321, he gave in posts section of Bug Fixes SSE mod regarding to Simply Capped Slow and other similar mods:
    Spoiler:  
    Show
    Complicated answer but if I'm understanding correctly the mod you linked sets a cap on slow effects where it can't go past a certain limit, in regular game if you reduce movement speed by more than 100% it stops working I think? This other mods prevents that from happening probably.

    The mod you linked also has a second part where it changes carry weight of actor slightly if speedmult changes, this has the effect of updating the actor speed which should be fixed by my mod so that part at least is not necessary anymore (but doesn't cause any issues if you have it installed).
    1. Rafear
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      Short version: No update is needed. Should be compatible by default, but only the magnitude cap is relevant from this if using Meh's fixes.

      Boring technical details: Simply Capped Slow uses built in papyrus scripting (with plain SKSE extensions, no custom .dll) to workaround the issues mentioned in the game, whereas Bug Fixes SSE patches the game executable with a .dll plugin. This means the two mods can "touch the same thing" so to speak without issue. Effectively, Meh's plugin "hacks" the game executable to fix the bugs closer to the source and Simply Capped Slow comes by after to do its thing.

      The only overlap anyways is just the slow effect start/stop timing issue that he also fixes, and since he does it with .dll code injection there is no compatibility concern at all. Just means the carry weight script workaround I used is not *necessary* when using his dll, but it is perfectly harmless as he says. Since it is harmless, I will not be removing the script, as it will still be needed for anyone that can't or won't use .NET Framework and Meh's dll. This category of players that still need the carry weight trick specifically include all VR players for example, since Meh's plugin is not compatible with VR but Simply Capped Slow is.
    2. Dobr0mysl
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      Thanks a bunch for detailed explanation and for your time on answering! Cheers!
  9. 0EdU0
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    Hello, i will like to report that your tomebound patch uses your apocalypse patch as a master, at least thats what vortex says.
    1. Rafear
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      Well, that's embarassing.... Thankfully there was no actual dependency, just a silly accidental master addition with no real records attached. A quick master clean in xedit fixed it.

      New patch fixed and uploaded now.
  10. Kulharin
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    Hi, do I just give this mod priority over alchemy potions and good adjustments in the conflict?

    https://www.nexusmods.com/skyrimspecialedition/mods/5877

    Also it seems to conflict with Vokrii? What should be done about it... should changes be combined?

    http://icecream.me/uploads/550caa82e2d60dac88bb3cf41ef238d4.png
    1. Rafear
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      The Vokrii conflict is just where Enai did the same partial fix he did in Ordinator for Frost Magic Slow effects (making them kick in and wear off at proper times, not anything to really fix the magnitude issues). Simply Capped Slow also does that as well.

      Alchemy Potions and Food Adjustments is the same partial fix as in Vokrii/Ordinator, just only on Slow poisons, which Simply Capped Slow also handles because they can actually get boosted by weakness to poison effects.

      So in both cases it would be best to let Simply Capped Slow win and so all mods can work to their full extent.
  11. Vinifera7
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    I apologize if this has been answered elsewhere, but what is the difference between Simply Capped Slow and Frost Slow Tweaks without stamina scaling?
    1. Rafear
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      Frost Slow Tweaks without stamina scaling will lock all frost slow effects to a completely static value. For example, all vanilla frost spells will cut the enemies movement speed in exactly half, and no use of destruction potions (or scaling from perks, Ordinator/Vokrii skill scaling, etc) will change that under any circumstances. This also means that dual cast frost spells will still only cut enemy speed in half, whereas in vanilla they would try to increase slow intensity but would go over 100 and fail to function at all.

      Simply Capped Slow still allows all the normal scaling to remain in place, but lets you define a maximum value the slow effect will ever be allowed to reach (80% slow down by default) so that you can still feel your progression reflected in the slow effects your frost mage unleashes on enemies and/or see the benefit to the slow effect from dual casting your frost spells. So with the vanilla Augmented Frost perk (both ranks for a 50% increase) single cast vanilla frost spells will still apply the original intended 75% slow effect. Also with the default settings, a dual cast frost spell will wind up hitting the cap and doing an 80% slow down, showing increased strength without breaking.