It's not lame at all. Those shaders would be static without this. Lore and performance friendly alternative to VAE. Actually, you're lame. A lame little duck
Some of these effect shaders have falmersword.dds as the fill texture, where others have regular-looking particle effect files. I'm assuming it's intentional?
I didn't notice any issues in game. I'm just making some new enchantment textures, which is why I'm asking. Other texture mods only replace the one fire texture, and I'd like to hit a few more of em. I mostly have it narrowed down, but that Falmer Sword is tripping me out ha.
There are some records for the Magic Effects which are not carrying forward changes from the Unofficial Patch, but is rather overwriting the Unofficial Patch with the vanilla records again (therefore your mod is negating any potential fixes from the Unofficial Patch).
Could you update the mod to carry forward these changes? I've attempted to do this in a patch, however, when doing so it's causing the game to not load. I'm assuming you might need to account for these changes elsewhere in the mod.
That's really strange. I use the Unofficial Patch and I haven't encountered this, and this is the first I've ever heard of this. Are you sure it's not a conflict from another mod? I tried to add new values whenever possible so that it wouldn't cause problems like this.
A new version of the Unofficial patch was released on October 3rd. What are the possible ingame consequences of this file conflict now? Freeze? Wrong animation with the enchant?
p.s. I've playtested with another enchant weapon mod (SSE Enchantments SE) and it seems to have a similar file conflict...
I haven't really looked into any recent changes. Forgetting to account for the Unofficial Patch when creating mods is not that uncommon. I've forgotten myself when making updates to mods I maintain and had to release hotfixes.
I also found these inconsistencies and ran into a CTD on load after saving the file in xEdit. I was leaving the the "Keyword Size" data at "0" after deleting the only keyword for an MGEF causing the crash; deleting the "Keyword Size" record fixed the crash.
One of the inconsistencies is an incorrect description and one of them is a Keyword that should not be applied but is (which could trickle down).
I'd be happy to share my "cleaned" working plugin if you shoot me a message, but it was altered by and saved in xEdit.
For reference here's a "how-to" I posted in another author's bug reports today: 1. Run SSEEdit 2. Check only the files conflicting (USSEP and SPO in this case) [xEdit will automatically load all necessary masters] {right-click -> Select None} 3. Once it loads, right click in the file tree section and choose "Apply filter to show Conflict Losers" 4. Using the file tree, go down one by one through each record and branch comparing them in the view pane {in the View pane: right-click -> Hide No Conflict Rows} 5. In the View pane you can literally drag and drop data from mod to mod (overwriting where applicable). It does this by branch so for example if you were to copy a node with multiple children it copies ALL of it's sub-nodes and deletes any sub-nodes unique to the mod you're copying to (i.e. be careful how you drag and drop as there is no "undo" functionality in xEdit) 6. When you close xEdit it will ask you which plugins you'd like to save.
I'm not entirely sure that doing this in xEdit alone won't create problems as xEdit is still considered a beta but ideally you should be fine (this most likely isn't any more risky than using files cleaned of deleted NavMeshes and ITMs by xEdit). You could simply use the info you gain through xEdit to go make the necessary changes in the CK but you'd have to write down the conflicts extensively and then find where they relate to in the CK.
I do not have that ITM record, 0010FB9B. It exists in Skyrim.esm but not in Animated Weapon Enchants.esp. I tried both the main file and the vanillla sounds one.
Hiya Vysh, I was hoping to see this mod resurface for SSE. Just wondering if you were able to work out what TechAngel85 talked about? Thanks much, my best
It *should*. I've gotten a lot of criticism over the years that AWE isn't as flashy as some of the other weapon enchant mods out there, and it isn't. I wanted to make a mod that would work on every single weapon mesh - that means vanilla or custom-brewed. Give it a shot and let me know if it doesn't work! Worst that happens is it'll look dumb and you can uninstall it.
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https://www.youtube.com/watch?v=YoHFHArl1XE
I didn't notice any issues in game. I'm just making some new enchantment textures, which is why I'm asking. Other texture mods only replace the one fire texture, and I'd like to hit a few more of em. I mostly have it narrowed down, but that Falmer Sword is tripping me out ha.
Could you update the mod to carry forward these changes? I've attempted to do this in a patch, however, when doing so it's causing the game to not load. I'm assuming you might need to account for these changes elsewhere in the mod.
A new version of the Unofficial patch was released on October 3rd. What are the possible ingame consequences of this file conflict now? Freeze? Wrong animation with the enchant?
p.s. I've playtested with another enchant weapon mod (SSE Enchantments SE) and it seems to have a similar file conflict...
One of the inconsistencies is an incorrect description and one of them is a Keyword that should not be applied but is (which could trickle down).
I'd be happy to share my "cleaned" working plugin if you shoot me a message, but it was altered by and saved in xEdit.
For reference here's a "how-to" I posted in another author's bug reports today:
1. Run SSEEdit
2. Check only the files conflicting (USSEP and SPO in this case) [xEdit will automatically load all necessary masters] {right-click -> Select None}
3. Once it loads, right click in the file tree section and choose "Apply filter to show Conflict Losers"
4. Using the file tree, go down one by one through each record and branch comparing them in the view pane {in the View pane: right-click -> Hide No Conflict Rows}
5. In the View pane you can literally drag and drop data from mod to mod (overwriting where applicable). It does this by branch so for example if you were to copy a node with multiple children it copies ALL of it's sub-nodes and deletes any sub-nodes unique to the mod you're copying to (i.e. be careful how you drag and drop as there is no "undo" functionality in xEdit)
6. When you close xEdit it will ask you which plugins you'd like to save.
I'm not entirely sure that doing this in xEdit alone won't create problems as xEdit is still considered a beta but ideally you should be fine (this most likely isn't any more risky than using files cleaned of deleted NavMeshes and ITMs by xEdit). You could simply use the info you gain through xEdit to go make the necessary changes in the CK but you'd have to write down the conflicts extensively and then find where they relate to in the CK.
0005B450 <-- keyword
0005B452 <-- scripts
000AA156 <-- Name
Bonus:
0010FB9B <-- ITM
I do not have that ITM record, 0010FB9B. It exists in Skyrim.esm but not in Animated Weapon Enchants.esp. I tried both the main file and the vanillla sounds one.
https://www.nexusmods.com/skyrimspecialedition/mods/4963
path of exile?