Skyrim Special Edition
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lordkenyonkmp

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lordkenyonkmp

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34 comments

  1. ThorM465
    ThorM465
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    Does this still work with the 2022 update of Growl?
  2. MRBeaver27
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    Not exactly sure why but seems to have a conflict issue with monster facial animations and cause the head to be invisible.
    1. famoushadow000
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      Got the same problem head just gets deleted, from the look of things tho Growl doesn't need this patch for Mortal Enemies. Haven't played much hours but no problems so far. Will update if that changes or not.
  3. Kulharin
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    Hi quick question.  I notice you forward the aim angular tolerance changes in Growl for wearbears but not for wearwolves... is that intentional? 

    It gives werewolves an angular tolerance of 20 while werebears are 55 ... vanilla values are 20/45 .... Growls is 55/55
    1. lordkenyonkmp
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      I would need to check, its been three years since I've last needed to update the patch so I'm not 100% sure if that was something done on purpose or just missed. I'm loading the three mods up in SSEdit to take a look, I'll edit my response once I've done so.

      Edit:
      Vanilla werewolf aim tolerance is 45. Mortal Enemies sets werewolf aim angular tolerance to 20, which my patch carries through, this is as intended.
      In the case of werebears, it appears that mortal enemies makes no changes to them, leaving them at 45 as in vanilla. My patch sets it to the 55 that Growl uses. This seems the correct course, in my opinion, as in cases where Growl and Mortal Enemies do not conflict it would be best to maintain changes from vanilla.
    2. Kulharin
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      I think this is an oversight on part of ME ... Both the vanilla values are 45, I don't understand why ME would reduce the werewolf but leave the werebear intentionally.

      Another odd thing is Mortal enemies doesn't seem to touch the vampire lord race at all.  so the player would be impacted as a werewolf but not as a vampire lord.
    3. lordkenyonkmp
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      Yeah, its a weird thing. I agree its probably an oversight, but I don't think its the place of a compatibility patch to address it. Maybe an unofficial update sort of thing.
  4. Cakexx
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    So, is this still working with the newest version of Growl?
    1. lordkenyonkmp
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      Yep, should be. Just double checked and all looks good.
    2. Psykrom
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      I had to rename the ESP file in order for it to work (Mortal Enemies.esp)
    3. lordkenyonkmp
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      Psykrom, since December 17, 2019 this patch does not reference the mortal enemies esp anywhere by name, nor does it have it as a master. You could install this mod into a load order without mortal enemies installed and it would still correctly function(applying both mortal enemies' attack angle changes and growl's changes to werewolves and werebears).

      You may have had and older version(version 1.0, which only existed as the primary file for a day before 1.1 solved the rival remix problem) of this mod installed. If not, you may have had a mod lower in the load order overwriting my patch's changes, which are only to the werewolf and werebear races.

      If you believe neither of those are the case, please file a report in the bugs tab. I would need your load order, and need to know the version of mortal enemies, Growl, and this patch you are using.  I am very willing to work with you to get to the bottom of this problem, as I can think of absolutely no way that the name of the mortal enemies plugin should be able to disrupt this patch's function.
  5. BioAssassin135
    BioAssassin135
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    Issue Solved!
  6. Kyuukei
    Kyuukei
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    As far as I can tell, this patch is not working with the most recent version of Growl; given that updates for Growl have considerably slowed down now, would you be willing to update it to work with the most recent one? :)
    1. lordkenyonkmp
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      yeah, I'll have it done by the end of this weekend.
    2. lordkenyonkmp
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      Everything appears to be fine with Growl, I can't find anything that would cause a problem in its most recent update. If you're still having problems we can do some troubleshooting, but it looks to me that my patch does not need an update at this time.
    3. Kyuukei
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      Yeah I'm sorry, it was my fault - I was trying to wrangle a new mod manager and messed up the install. My bad, and apologies for the late response.

      Thank you for checking into it though :)
  7. dzee349
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    Hello! Any plans to release this patch for Oldrim? Or might I request a How-To guide on how to create a patch for Growl and Mortal Enemies?

    Thanks!
    1. lordkenyonkmp
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      I don't have oldrim or the oldrim ck installed anymore, sorry. The mod is really simple, just open Growl and Mortal Enemies up in Xedit, create an override for Growl's versions of the werewolf and werebear races, then copy the Mortal Enemies attack angle and range changes over.
    2. dzee349
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      Thanks for your help! After creating the override for Growl's werewolf and werebear race changes, and copying over Mortal Enemies' Unarmed Reach and Aim Angle Tolerance to the new patch, I noticed that some line items still stay red, I was wondering why that is? Copying Angular Acceleration Rate from Mortal Enemies to the new patch turns green so I figured that all of the line items should be green...

      Screenshot:
      Spoiler:  
      Show
    3. lordkenyonkmp
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      Yes, that one too. Good work!
    4. dzee349
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      Thank you so, so much! Really appreciate it! And sorry just one more question for you (apologies for all the questions, it's my first time creating a patch so I'm nervous about breaking something, haha!), there is a record called "Strike Angle" that repeats several times in the Werewolf and Werebear race records, I'm assuming I should also carry over the Mortal Enemies changes over that as well? So the Mortal Enemy changes being carried over would be:

      Unarmed Reach
      Aim Angle Tolerance
      Angular Acceleration Rate
      Strike Angle

      Screenshot:
      Spoiler:  
      Show

    5. lordkenyonkmp
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      Yes, those as well. I'm pretty sure we've covered all of them now. Once you've tested it out, might I ask that you upload your fix for others who are still playing LE? I'm sure they'd appreciate it.
    6. dzee349
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      Absolutely, will do! Thank you so much again!
    7. templeofninpo
      templeofninpo
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      Is this fix available?
  8. Vizaru
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    Just for clarity, if I prefer the attack range and angles of Growl, then this patch is not needed?
    I want to make sure I'm not missing any other fixes since LOOT continues to request I get this patch.
    1. lordkenyonkmp
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      Yes, if you do not wish to apply Mortal Enemies' angles and ranges, then you do not need this patch and should just allow Growl to overwrite Mortal Enemies. Allowing Mortal Enemies to overwrite Growl will break Growl though, so be sure to get the load order right!
    2. Vizaru
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      Okay, thank you very much!
  9. hamletsdead
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    Thanks a million. Was just about to post on Enai's page that I can't feed and then saw your comment.
    1. lordkenyonkmp
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      there was another comment on enai's page saying the problem persisted with the patch, so let me know if it works for you!
    2. hamletsdead
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      Feeding now works just fine for me with the patch.
  10. LastOneLeft7
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    Thank you lordkenyonkmp! Mortal Enemies was indeed the culprit to not allowing engorging on enemy entrails. Was able to fix the issue by loading Growl itself after Mortal Enemies.