Skyrim Special Edition
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dukethedropkicker

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  1. dukethedropkicker
    dukethedropkicker
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    Locked
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    Feature discussion over the source code is also accepted.
    Bug report is appreciated, but not the two listed below.
    1 : MO2 reported as incompatible during query, if you can still run the game without ctd, it should be fixed by itself.
    2 : If you view the plugin log, you may find it messy. It's improperly implemented, but will not affect the gameplay.

    Note: If you are bothered by the Ghost NPCs being too transparent, check out this patch by PRieST47



    Feedback is appreciated
    Welcome to submit bug reports, I'd like to improve it as well as I can
    Feature discussion over source code is also accepted
    Thank you guys!


    Might be interested:
    Armor Rating Rescaled Remake
    Best In Class PP Remake
    Bunny Hopper Of Skyrim
    Dynamic Equipment Manager Updated
    Essentials Be Gone Reborn
    Glow Be Gone Updated
    Individual Shout Cooldown Remake
    No Enchantments Restriction Remake
    Speed Casting Remake
    You Can Sleep Remake

    TODO LIST
  2. Vrayth
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    I'm constantly crashing at startup like the people below, I have all the requirements. It works, until I try to add mods to the exclusion list.
    1. nosferat2007
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      oh thank god it's not just me then
    2. Vrayth
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      That's strange, it seems it was working for everyone just a few weeks ago, there has been no updates to the game or skse. Maybe a mod we're all using, or a recently updated popular mod is interfering with this mod.
    3. tlillieskold
      tlillieskold
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      I had the same issue and deactivated the mod a while back. Today I took a look in the Json file and saw that I hade fudged it up, had forgotten to add the .esp to the name of one of the exclusions. Possibly I had made other errors as well, don't know. After a lot of fidgeting and double checking I had all the names correct but also after reainstalling skse (17) everything works fine.
  3. bippa2
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    I think this mod is not working with current SKSE update or something. Game wont start at all through SKSE. Disabling it and it was working again.
  4. coffeeandcereals
    coffeeandcereals
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    hmmmm it seems my game crashes on startup because the skse plugin is incompatible?

    even though it's supposed to be version independent now, weird stuff.
    1. Tsaxaman
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      Same here :/
  5. Loxsas21
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    Does this mod work for the Muffle spell effect?

    Edit: Tried it out. Nope.
  6. m1sf1t711
    m1sf1t711
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    Is it safe to remove this in an existing save game as there is no plugin etc?

    Thanks
    1. dukethedropkicker
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      Yes.
  7. VulcanTourist
    VulcanTourist
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    Has there been any discussion with PRieST47 about merging your efforts into one mod? I know, with 4096 ESLified mods allowed now it's a small quibble, but having a single mod for a single purpose in a very long mod list is less distraction and management.
    1. dukethedropkicker
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      Yes, update planned and will be released. I'm working on the remake.
    2. VulcanTourist
      VulcanTourist
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      That is good news!
  8. ChristyPhilip
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    Why this still not in Oldrim :(
  9. xiaochangjue
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    Awesome work my friend.
    1. dukethedropkicker
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      That's actually how the bgs shader system works -- it will overwrite the current shader buffer, and then GBG will lose the ability to check if it's excluded or not. The exclusion check is done before buffering not after, thus I might have to implement some internal preserve buffers to track such things. (Added to my todo list)
      Thank you for the feedback!

      Edit: Seems like you edited off the bug description, but it's still appreciated.
    2. xiaochangjue
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      Ahh, that make sense. The reason I edited it out was after some further testing, the excluded actor Fx did come back after a second or so, but on rare occasions - mostly combat, it fails to restore the excluded Fx.

      But now I think I've found another quirk: Even though I've set "removeWeaponFX" to false in the json, the plugin still interacts with the weapon shaders - after casting a non-excluded spell or drinking a potion, the weapon shader gets removed, and comes back after a second or so. The only thing is that the weapon shaders seem to come back much less reliably than the excluded actor shaders, and there's no way to "recast" an enchantment fx in game, afaik :(

      Every now and then, the weapon shader gets removed for good and I'd have to restart the game to get it back - reloading sadly doesn't do it.

      Interestingly, while I tried to find a way/sequence to reliably replicate the issue, it somehow always works (weapon shader comes back) if I'm just standing still and repeatedly buffing myself in various ways. But in general gameplay and combat, it sometimes just randomly vanishes. Not sure how this would be helpful.

      But in the end, I think the fact that the plugin still interacts with weapon shaders while "removeWeaponFX" set to false is the core issue here, so maybe a separate plugin that doesn't touch weapon fx at all would be the easier way to do it?
    3. dukethedropkicker
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      Thank you for the feedback. Would you mind trying out this version?
    4. xiaochangjue
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      In response to post #79875918. #79877238, #80079208, #80080423 are all replies on the same post.


      Spoiler:  
      Show


      After around half an hour and play time, seems like the excluded effects are coming back more reliably now with the new version. If I run into any more issues, I'll be sure to let you know.

      One incompatibility to note though, is Enchantment Shader mods like See Enchantments SE, which redirects some certain actor cloak shaders onto the weapons, then GBG fails to distinguish between the two thus removing it on cell changes. Because the plugin from See Enchantments itself doesn't contain the records for the said actor cloak shaders, adding it to the exclusion list will not work.

      One way I found to get around this is to forward the specific vanilla record into a new .esp, and adding that into the GBG exclusion list, at which point the weapon shader will stay on as intended. Doesn't work :sad:

      Hardly an issue on your part, but I thought I'd mention it, in case someone else happens to come across this incompatibility.
    5. dukethedropkicker
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      That is great info, I'll keep it on my note. Thank you for beta-testing and all the feeeeeeeeeeeeeeeeedback!
    6. xiaochangjue
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      Guess I spoke too soon... After some reloads, even with the new .esp in the exclusion list, the shader still gets removed on cell changes, even though it does come back on all other occasions. Guess I'll just have to live with another enchantment mod that doesn't rely on actor fx...

      And thanks for the hard work~
    7. Mur4s4me
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      I wonder if the issue I'm having is similar to yours. Upon loading my game, the alchemy shaders seem to persist (weapons shaders appear for a second but quickly disappear after switching them).

      Here were all the active Alchemy buffs: https://i.imgur.com/lgMEFTo.png

      The effect that was lingering looked like orange runes, similar to fire enchantment, so I think it was showing the Resist Fire shader. The only way I got rid of it for this play time was to drink another Resist Fire potion. I will try the April beta version to see if the issue appears again, and if it gets rid of itself without my intervention.
  10. dizo1983
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    edited... Ths for the mod!
  11. trawzified
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    It seems the exclusion list isn't working for ESL flagged ESP plug-ins.

    FleshFX doesn't work anymore out of the box, but it did work when I manually removed the ESL flag from it.

    Edit: Nevermind - exclusions don't seem to work at all? Test results got skewed by me loading a previous save.

    JSON

    {
    "removeActorFX": true,
    "removeWeaponFX": true,
    "excludePlugin": true,
    "exclusionList": [
    "FleshFX.esp",
    "SPECTRE.esp"
    ]
    }


    Log:
    src\main.cpp(48): [MESSAGE] GlowBeGoneSSE Updated v1.3.0.0
    src\main.cpp(71): [MESSAGE] GlowBeGoneSSE - Updated loaded
    src\main.cpp(79): [MESSAGE] Messaging interface registration successful
    src\Settings.cpp(16): [MESSAGE] Exclusion list: FleshFX.esp
    src\Settings.cpp(16): [MESSAGE] Exclusion list: SPECTRE.esp
    src\main.cpp(86): [MESSAGE] Settings successfully loaded
    D:\WorkSpace\skse64\GlowBeGoneSSE\include\Hooks.h(124): [DEBUG] Installed hooks for (class `anonymous namespace'::ActorEx)
    D:\WorkSpace\skse64\GlowBeGoneSSE\include\Hooks.h(150): [DEBUG] Installed hooks for (class PlayerCharacterEx)
    src\main.cpp(22): [MESSAGE] Registered magic effect apply event handler
    src\main.cpp(27): [MESSAGE] Registered equip event event handler
    src\main.cpp(31): [MESSAGE] Plugin exclusion enabled
    1. trawzified
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      Fixed it! Had to let the Magic Effect records from FleshFX win over my conflict resolution patch. Thanks for the mod!