Vindictus Habitant Armor Obs. This armor has some variants, one of them is wearing Daedric Reaper socks. (I tried to contact Team Tal to send the SSE conversion, but they didn't return me.)
Cape: H2135's Fantasy Series 6 Obs. The red cape, I edited for personal use and changed the textures; original cape is brown. (Harry accepted my conversion and I sent it to him by Discord.)
I've been working on a new combat mod for a few years now. But in the meantime I'm going to release two fixes in the next update of this mod:
1º Brawl becoming hostile, this is because of the 'Hostile Flag' in the magic effect. And why haven't I fixed it yet? Well, due to the amount of patches in this mod it's not that simple, but it will be fixed!
2º An animation bug where the npc gets up after being killed. I am working on a script that will fix this bug.
I use this mod and I like it a lot. I was wondering if I could have permission to port to PlayStation? You will be credited and a link to the Nexus will be provided in the description.
I don't see my character knocking down others when I either install the main perk file or race file. The perk however, especially using the ordinator patch, I don't think I can seem to find the actual perk need itself...
Is there something I'm missing between these two files?
@Alphonze17 Maybe, but for now I'm not doing more patchs, because I'm working on a combat mod, I also made a lot of improvements from the UKDS that I will implement in this new combat mod. Anyway, you can check if there are conflicts through SSEEdit and create a compatibility mini patch if necessary for Adamant.
@Whatopia7 Very good, thanks for sharing this solution, I intended to implement a correction of this problem in future updates.
@glennkahlil Exactly, you can combine the two versions "Race and Spell".
@tumabu1 In the case of UKDS, the knock down is through "magica effect/spell" implemented through the "NPC's/Creatures", there may be a conflict, if both mods change the same references, I recommend taking a look through SSEEdit. For at the moment I am not doing more patchs for this mod.
@sergelev20021 I recommend using only one version, "Race/Perk", but it may be that the current version of the Ordinator has undergone more updates and the old patch needs to be reviewed, you can take a look at SSEEdit on the Perks tab. Race version directly edits NPC's power attacks, this version will only be overlapping if another mod is changing the Races of the game. One last note about the perk version, it will only be functional if the player or NPC has the necessary perks, more information on the main page.
Understood! Now, I'm not a good user of the SSEEdit... but if you or anyone else can guide me in general, that would be greatly appreciated.
I'm looking at the Ordinator patch within the perks, I'm just confused on what I need to change or knowing the process for the change and in putting the necessary perks for the current version of Ordinator.
Load the UKDS Perk Version with Ordinator Mod/Patch, check the Perk tab if there are conflicts (Red) or changes in relation to the perks that UKDS is editing. In the Ordinator Patch you copy the updated settings of edited perks and also check if it is in accordance with UKDS Patch. Note, may have other mods that are editing Race/Perks, you will find the information in the right window.
So, I would "copy as override" the Ferocious Strength perk for example in the Ordinator esp perk and have that overwrite into the UKDS? If so, how would I be able to add back in the knockdown effect for the perk?
I checked the new version of 'Ordinator 9.31.0' for the 'Spell/Perk Version' and there are no updates on references compared to 'UKDS Patchs'.
However, I recommend not matching the 'Perk Version', because it can compromise three perks that have different functions, in which case I recommend the 'Race Version'.
Ordinator has many perks, probably one of them must have a function for knock down, in this case the 'Race Version' can expand the knock down system to all npc's and creatures without conflicting with the Ordinator perks.
Regarding the 'Spell Version', the 'Magic Effect' references are ok, so just load after the Ordinator on Load Order.
If you have other questions or incompatibility with other mods, let me know that I take a look.
Now, I previously mentioned I am using Imperious 7.28 and using the UKSD Imperious 7.24 patch as well. Could I just remove the patch and simply stick with the main race version and hoping it would successfully integrate with Imperious 7.28? Sorry to keep on going off on this...
Update: After some time playing, I wasn't able to provide knockdowns to anyone but received knockdowns from other NPCs. Still unclear what's going on, not sure if it's something else I'm using like Elden Rim Weapon Arts mod or maybe the USSEP patch verison 4.2.5 beta?
Just a Nord currently for my character. Though, it would be nice if I can add in custom races like, Skeletons and Draugrs since I do have mods to use them, but that could be another time. 🙂
To add it to a 'Custom Race' you can add 'PerkWarmasterKnockDown' directly in the 'Race' tab in the 'Power Attacks' of NPCs and Creatures.
About the knock down effect not being applied to the player. I would need to take a look at your Load Order, if you want, you can send it here, but put it in spoiler, just to not extend the topic. Let's take a look and find out what's going on.
Changes a large amount of 'Race Strings', such as 'Attack/Strike Angle'. Obs. Nothing too complex. You can load the UKDS Race in the Load Order after this mod.
Changes Unarmed Damage of creatures. You can load the UKDS Race in the Load Order after this mod. Obs. You can create a levelled spell for 'Unarmed Damage' and add to the 'Races' or 'NPC's/Creatures', it's more effective.
***
Obs 1. 'POISE Mod' has a different stagger and knockdown system than my mod, so I can't say for sure how both will act together, at least it doesn't edit the 'Race', so in a way there's no problem in using it together.
Obs 2. Unfortunately, Skyrim's design doesn't handle small changes well. Example: A change to 'Nord Race' will affect the entire 'Nord Race'. This is why patches need to be made to mix edits from multiple mods, otherwise some edits may not be applied correctly.
Obs 3. If you have incompatibilities, I recommend you review your Load Order with SSEEdit in order to check the possibility of merging some mods from: Weapons/Armor, Followers, Spells, etc. Just to reduce the quantity and improve overall compatibility.
Yeah, I haven't made any patches for myself to have some mods in my load order to function together. Just goes to show how I'm not an expert in using the SSEEdit... I do want to know how to make patches as this will help with some incompatibilities. I've just haven't found time to look on how to do it, but will eventually make some time.
Is there a way to increase the force so we can send enemies flying. The plugins can be turned into esl with compacting form ids, is there a reason you didn't opt for this in the first place?
To do this you will need to change the property of the current script, it is quite simple to do, you can choose to edit in SSEEdit by setting the impulse strength a little higher. Obs. I didn't do this because I thought the mod itself would be bigger with more strings, but I might think about it in the future.
If you want to change to ESL, just change the 'Flag' in SSEEdit and then change the file format (.ESL). I just haven't done this yet, because this mod will have another update.
In the case of this specific mod, you can do this safely!
In general, migrating to ESL is relative to each mod and you should check internal changes, scripts running in the background (not the case with this mod), audio files (example), etc.
However, I still recommend making major changes to the Load Order in a new game, not that this will critically affect your game, because if a problem occurs, you can immediately monitor it with the Crash Logger.
The mod is fantastic, not too worried about the esl side of things right now, making patches for the race version is a bit tedious though, hence why I'm suggesting using SPID perhaps. The Esl stuff was merely a question on your intent/design choices, not on a technical level, you wanting to update it more makes sense, though it works great in it's current state. I've had to make some patches for my own load order, the predator lost tribes races and the Dremora Overhaul mod too.
The force aspect of the game is simply an integer value right?
Understood, I'll look for more information on using SPID, this might help make things easier. As for the script's pushforce modifier, you can adjust it directly in the 'Float' property of the magic effect. Example: 'PerkWarmaster' or 'KnockDown' effects, currently the power attack is set to (2.5). If you need further instructions let me know.
Hello! Do you think it’s possible to make it so that when you collide with an NPC while sprinting, they enter ragdoll mode? Just like in Red Dead Redemption 2. It would be a cool mod since it’s a really fun mechanic
I have the Elden rim moveset and Elden rim weapons art. Combining them allows to trigger special stagger effects like knocking enemies away. Will there be any conflicts if I use this mod?
178 comments
Hair - Steammist: KS Hairdos - HDT SMP (Physics)
Vindictus Habitant Armor
Obs. This armor has some variants, one of them is wearing Daedric Reaper socks.
(I tried to contact Team Tal to send the SSE conversion, but they didn't return me.)
Cape: H2135's Fantasy Series 6
Obs. The red cape, I edited for personal use and changed the textures; original cape is brown.
(Harry accepted my conversion and I sent it to him by Discord.)
2H Sword: Zerofrost Mythical Armors and Dragon
1º Brawl becoming hostile, this is because of the 'Hostile Flag' in the magic effect. And why haven't I fixed it yet? Well, due to the amount of patches in this mod it's not that simple, but it will be fixed!
2º An animation bug where the npc gets up after being killed. I am working on a script that will fix this bug.
I use this mod and I like it a lot. I was wondering if I could have permission to port to PlayStation? You will be credited and a link to the Nexus will be provided in the description.
Best regards,
Mikey
Feel free to port it, but I may update this mod soon, although this Knock Down System will be included in a combat mod I'm working on.
I don't see my character knocking down others when I either install the main perk file or race file. The perk however, especially using the ordinator patch, I don't think I can seem to find the actual perk need itself...
Is there something I'm missing between these two files?
Maybe, but for now I'm not doing more patchs, because I'm working on a combat mod, I also made a lot of improvements from the UKDS that I will implement in this new combat mod. Anyway, you can check if there are conflicts through SSEEdit and create a compatibility mini patch if necessary for Adamant.
@Whatopia7
Very good, thanks for sharing this solution, I intended to implement a correction of this problem in future updates.
@glennkahlil
Exactly, you can combine the two versions "Race and Spell".
@tumabu1
In the case of UKDS, the knock down is through "magica effect/spell" implemented through the "NPC's/Creatures", there may be a conflict, if both mods change the same references, I recommend taking a look through SSEEdit. For at the moment I am not doing more patchs for this mod.
@sergelev20021
I recommend using only one version, "Race/Perk", but it may be that the current version of the Ordinator has undergone more updates and the old patch needs to be reviewed, you can take a look at SSEEdit on the Perks tab. Race version directly edits NPC's power attacks, this version will only be overlapping if another mod is changing the Races of the game. One last note about the perk version, it will only be functional if the player or NPC has the necessary perks, more information on the main page.
I'm looking at the Ordinator patch within the perks, I'm just confused on what I need to change or knowing the process for the change and in putting the necessary perks for the current version of Ordinator.
So, I would "copy as override" the Ferocious Strength perk for example in the Ordinator esp perk and have that overwrite into the UKDS? If so, how would I be able to add back in the knockdown effect for the perk?
However, I recommend not matching the 'Perk Version', because it can compromise three perks that have different functions, in which case I recommend the 'Race Version'.
Ordinator has many perks, probably one of them must have a function for knock down, in this case the 'Race Version' can expand the knock down system to all npc's and creatures without conflicting with the Ordinator perks.
Regarding the 'Spell Version', the 'Magic Effect' references are ok, so just load after the Ordinator on Load Order.
If you have other questions or incompatibility with other mods, let me know that I take a look.
Would this be a plug and play? Do I also need to make some changes within SSEEdit for this flourish? If so, please guide me if possible.
Now, I previously mentioned I am using Imperious 7.28 and using the UKSD Imperious 7.24 patch as well. Could I just remove the patch and simply stick with the main race version and hoping it would successfully integrate with Imperious 7.28? Sorry to keep on going off on this...
Are you using a 'Custom Race' for your character?
About the knock down effect not being applied to the player. I would need to take a look at your Load Order, if you want, you can send it here, but put it in spoiler, just to not extend the topic. Let's take a look and find out what's going on.
#Mod_Priority,#Mod_Status,#Mod_Name"0000","+","DLC: Dragonborn""0001","+","D - Pastebin.com
Mortal Enemies - SkyPatched
Changes a large amount of 'Race Strings', such as 'Attack/Strike Angle'. Obs. Nothing too complex. You can load the UKDS Race in the Load Order after this mod.
***
Skyrim Revamped - Complete Enemy Overhaul
Changes Unarmed Damage of creatures. You can load the UKDS Race in the Load Order after this mod. Obs. You can create a levelled spell for 'Unarmed Damage' and add to the 'Races' or 'NPC's/Creatures', it's more effective.
***
Obs 1. 'POISE Mod' has a different stagger and knockdown system than my mod, so I can't say for sure how both will act together, at least it doesn't edit the 'Race', so in a way there's no problem in using it together.
Obs 2. Unfortunately, Skyrim's design doesn't handle small changes well. Example: A change to 'Nord Race' will affect the entire
'Nord Race'. This is why patches need to be made to mix edits from multiple mods, otherwise some edits may not be applied correctly.
Obs 3. If you have incompatibilities, I recommend you review your Load Order with SSEEdit in order to check the possibility of merging some mods from: Weapons/Armor, Followers, Spells, etc. Just to reduce the quantity and improve overall compatibility.
Yeah, I haven't made any patches for myself to have some mods in my load order to function together. Just goes to show how I'm not an expert in using the SSEEdit... I do want to know how to make patches as this will help with some incompatibilities. I've just haven't found time to look on how to do it, but will eventually make some time.
Is there a way to increase the force so we can send enemies flying.
The plugins can be turned into esl with compacting form ids, is there a reason you didn't opt for this in the first place?
To do this you will need to change the property of the current script, it is quite simple to do, you can choose to edit in SSEEdit by setting the impulse strength a little higher. Obs. I didn't do this because I thought the mod itself would be bigger with more strings, but I might think about it in the future.
@dudeguy119
Thank you :)
In the case of this specific mod, you can do this safely!
In general, migrating to ESL is relative to each mod and you should check internal changes, scripts running in the background (not the case with this mod), audio files (example), etc.
However, I still recommend making major changes to the Load Order in a new game, not that this will critically affect your game, because if a problem occurs, you can immediately monitor it with the Crash Logger.
The Esl stuff was merely a question on your intent/design choices, not on a technical level, you wanting to update it more makes sense, though it works great in it's current state.
I've had to make some patches for my own load order, the predator lost tribes races and the Dremora Overhaul mod too.
The force aspect of the game is simply an integer value right?
Using SPELLS by itself only works for spells... And I'm assuming RACE is for melee combat...