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iggyluer

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Holaholacocacola

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  1. Untamed
    Untamed
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    I have created a new loader script for HeartSeeker. This script is to get around the 255 plugin limit in zEdit by only loading mods that changes the records HeartSeeker wants. This is inspired by the xEdit script I linked, due to it not correctly gathering all mods needed.


    https://github.com/dakkydaz/HeartSeekerUPFLoader


    I will also be making a script for ActionSpeed
    1. iggyluer
      iggyluer
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      Ahhh crap I forgot to link this in the main page. Some other user has been maintaining loader scripts for all zedit patchers:
      https://www.nexusmods.com/skyrimspecialedition/mods/35012.

      I'll add both yours and the other one to the main description.
    2. Untamed
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      Thank you!

      This is actually inspired by those loader scripts. They do not catch everything properly, so I decided to try and solve the problem myself. After a *lot* of testing, mine outputs better results than the using the xEdit script. HeartSeeker ends up patching a few hundred more records in the final heart_seeker_patch.esp using mine. 

      I'm now in the middle of testing one for ActionSpeed, now that I have the bones constructed. It's also looking promising.
    3. Finix113
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      doesn't work anymore :/
    4. Fuzzlesz
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      Yeah, the link above is out of date. The updated version is in the Synthesis patch list in the program.
  2. AlbainBlacksteel
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    I know this is compatible with Vokrii and Ordinator, but is it compatible with Vokriinator (specifically Vokriinator Black)? VB has Ordinator's Steady Hand perk, but it does not have Vokrii's Eagle Eye. Ordinator doesn't have Eagle Eye either, so I think it's compatible, but I'm still not sure.
    1. Holaholacocacola
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      Hmm tbh i dont remember as I havent looked at this for > 1 yr. I think it will attempt to find it and if it doesn't it'll just skip.
    2. Akiaru
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      Did u find out? It works?
  3. Faceless007DP
    Faceless007DP
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    The first assortment of modpacks is bugged and unmaintained, the second mod (5 years old, umaintained from fallout modder) has bad meshes, anime textures and the third mod this patcher works with is straight up deleted. This makes this mod extremely outdated and right now bad overall. Some poor boys complain that "best archery overhaul on Nexus" doesnt work because it is not straight up said anywhere that you need mods that you cannot get in order for this mod to work as intended. This mod has great concept and potential but it needs to get fixed by someone who is willing and enough advanced in modding to make some solid base material and tweak it properly for it to get all along properly instead of trying to mash it together in zedit and hope for the best.
    I wonder if you can get help from someone from other archery game overhauls and/or some mesh,texture, model creators and weapon, animation implementors to make above mentioned statement true (again?) as best archery overhauls are curently perk overhauls, with huge lead.
    1. Holaholacocacola
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      This works straight out the box with any mod. You can add custom items to the overrides file to *override* how items are classified, not to add them. Reread the description again.
  4. WEAPON12
    WEAPON12
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    The patcher seems to not want to touch falmer arrows at all. In addition, I do not have any greatbows or siege crossbows in my game. I have heartseeker.esp at the bottom of my load order and I used the loader script to load all the relevant mods. Any ideas?
  5. genderneutralnoun
    genderneutralnoun
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    Can you make a version of the HeartSeeker patcher for Synthesis? I have a huge, almost 800 plugin load order and every time I run the UPF loader, I get multiple plugins I have to make. Would help a lot.
    1. Nuedere
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      nvm!
    2. lilmetal
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      Bumping this. HeartSeeker is the best archery overhaul on the nexus. Really can't stand to use zEdit anymore.
  6. PierreAngelique
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    I'm glad I've discovered your work, this mod is really nice as well and make archery way more interesting. If I could make one suggestion, it would be nice if the bows / xbows could include information in the weapon descriptions about how they affect stats, similar to how the armor in your action speed mod provides an (optional) description of how the armor is affecting stats. Just a thought. 
    1. Holaholacocacola
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      You mean like "interrupt %, crit chance?"
  7. Untamed
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    EDIT: scratch this, I think I found my issue.
  8. TenderHooligan
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    Hey iggyluer,

    This mod interests me greatly. It looks great as is, but I'm wondering if it's possible to, instead of defining each bow/crossbow the patcher finds into one of the 3/6 categories, to create 3 versions of each bow (for example, and Elven Short Bow, an Elven Long Bow, and an Elven War Bow) instead? Maybe this would be too complicated in terms of leveled lists and crafting recipes, but I figured I'd ask since the old SkyRe/PerMa patchers could do something like what I'm talking about.

    Thanks for your time, and kudos on the great mod. I hope to try it when I finally get my modlist up and running.
    1. iggyluer
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      It's possible but visually it does not make sense which is why I went for material distinction.  The update im currently designing though adds 'mods' that you can mix and match for the non siege weapon types instead if you're interested in more customization. Each mod comes with a positive and negative.
      I.e The current pipeline includes crossbow mods for silencing, repeating, blunting, and force. For bows it includes restringing(lower tension for less damage + quicker speed, higher weight for more damage + less speed).

      I'm still debating whether or not to make mods permanent or allow them to be removed so that users can carry multiple mods with them into battle and change them as they see fit. 

      I do like the idea of adding the 3 different types of each weapon though. I think maybe the restringing can handle that case?
    2. TenderHooligan
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      That update sounds exactly what I was hoping for. 

      I worked on a Nock to Tip port and self-modification like a year or two ago where I went for a similar restringing system, but gave up partway through, and my plans were't as complex or thorough as what you're doing with Heartseeker. 

      The 'mod' system sounds incredible as well. The only time I've ever used Crossbows was with SkyRe where you could have modifications like that to really differentiate them. It certainly makes sense to be able to remove and swap out mods on the go, but I can't think of any other mods that have that functionality, so don't go overboard if it's too difficult or complex. And for bows that wouldn't really make too much sense in my opinion anyway, at least not without a forge/workbench. 

      Anyway, good luck with the update. I'll definitely be checking back to see what you come up with.
  9. Untamed
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    How recommended is WACCF to use with this mod? If I chose to try and avoid WACCF, would it matter much in the grand scheme of your patch?

    Thank you
    1. iggyluer
      iggyluer
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      It has waccf as a master but it actually doesn't need it. To get vanilla progression you should follow these steps:

      • Remove waccf as a master in xedit
      • In weapons.json, change WeapMaterialElven's "tier" from 3 -> 2
    2. Untamed
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      Okay, awesome. I wanted to mainly use a collection of zPatches, including yours, and perhaps TUS, TEO, Action, Reach, etc. In conjunction with something maybe like Morrowloot. I'm still in planning phases. Would you still suggest the same changes to the json file?

      Thank you very much
    3. iggyluer
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      Yes because TUS uses vanilla progression. Also it will overwrite most of morrowloot ultimate. I would recommend using the morrowloot encounter zone file with TUS(https://www.nexusmods.com/skyrimspecialedition/mods/24928) along with the item distribution plugin from  morrowloot miscellaneous for the hand placed loot (https://www.nexusmods.com/skyrimspecialedition/mods/27094?tab=description). These 2 + TUS will give you a morrowloot experience without compatibility patches.
    4. Untamed
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      Awesome thank you so much! So, to be clear, I should not use MLU at all, and stick with the added files only and I should be good? I was leaning towards using components of Omega Updated's rather than Morrowloot Ultimate's version. Omega has encounter changes from Skyrim Revamped and Mortal Enemies built in as well, though I'm pretty sure I don't want to use the whole AIO. What about if I wanted to use something like Omega's Heavy Armoury? It has a need for the MLU.esp and makes some compatibility changes compared to the original, though that all may be moot with the rest of the patches?

      The end result I was hoping for Weapon Keyword Patcher, TUS, ActionSpeed, Speed and Reach Fixes, Heart Seeker, and Total Equip
      Overhaul, and many of Enai's mods. I'm still waffling on if I want to use WACCF, maybe just without the extensions, and there's also https://www.nexusmods.com/skyrimspecialedition/mods/33209 I was considering or one or two of the components included. I'd also like to stay away from Immersive Weapon/Armor and use something like this more on equipment bundles that add craft-able items rather than scripted spawns. My goal is an overhauled Skyrim without 50,000 compat patches, and without some of popular larger mods that may have extended a little bit into feature bloat/creep territory, or can be done in cleaner ways with patchers.

      Sorry to keep dumping all these questions on you, I know they aren't really your mods, but I really appreciate your input as you seem to have a good grasp on the situation.


      Cheers

      EDIT: at this rate I may as well be asking you to build my entire mod list lol. Sorry for the dump. I've recently spent spent a few weeks futzing about with Skyrim modding, and I followed the STEP guide, yolo'd a bunch of extra stuff in after, then started wading through compatibility, xpatches, zpatches, manual conflict fixing, etc. My current setup seems to be pretty good, but now that I have a good handle on what's going on I wanted to re-do my modlist in a cleaner way with better techniques, using 'the method', and more siloed focused mods rather than some of the pretty good but a little messy mods (CACO, WACCF, IA, IW, Opulent Outfits) that can put tendrils all over the place. And man, Legacy of the Dragonborn is an incredible mod. I'm in the planning staged where I'm adding mods to a list (excel wasn't cutting it, so I ventured learning how to slap a quick access database together lol) Your insight is valuable, and I do appreciate it
    5. iggyluer
      iggyluer
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      Right you don't need omega heavy armory. You can use either the regular heavy armory or heavy armory enchanted and TUS will take care of leveled list filtering.
      If you're using Action Speed and Speed & Reach fixes they cover humanoids only. Grab Mortal Enemiez(Not Enemies) to cover creatures from any mods. EVerything else you want to use is compatible. As for waccf, I think the only mod that has a major conflict with it is Adamant
    6. Untamed
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      Wow, thank you so much! You've been very helpful.
  10. genderneutralnoun
    genderneutralnoun
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    Is there a way to change the arrow recovery chance modifier?
    1. iggyluer
      iggyluer
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      Yah you can delete the record with sseedit. I wIll make it configurable with next version sorry!