Skyrim Special Edition

1334 comments

  1. Gardden
    Gardden
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    Some info for controller players: (You don't need to do this if you use Auto Input Switch)
    Spoiler:  
    Show

    I added a new function to the witcher craft menu. After you craft a potion, the menu will close and open again to update and remove the craftred potion. It should be like this from the start, but I wasn't able to make it work on controllers, so I left it out. Now I figured out how to make it work on controllers, but it requires some adjustments to your controlmap.txt. If you don't wnat to, you don't need to do this, but then the menu won't update (as before).
    If you do want to change it, here's what you need to do:
    You should use a mod that modified the controlmap for controllers (I use The Ultimate Control Scheme)
    -Open the mod folder and find the controlmap.txt file
    -Make a backup of it and then open the original
    -Find the line 'Tween Menu' and remove the last collum of that line (something like '0x820')
    -Do the same on the line 'Cancel' under '//Menu Mode')


    ALPHA VERSION 0.1


    Hello everyone! Just notice that it's been almost a year since I last uploaded the alpha version of A Witcher's Adventure 2.0. There are a lot of new content in this version, so I'll post below some things you can find in it. Just remember this is still a mostly testing version. Quests are still is very early stage, but the game's mechanics are 95% done, so you can test them.

    -The 5 signs have been tweaked to be more performance friendly and efficient (you can get them by activating the Witcher Stones in the new worldspace, but I recommend that you get them through the MCM).
    -There are 8 witcher schools with their own steel and silver swords, with a different effect for each school. (You can get them using the mcm)
    -There are 20 relic swords (10 silver and 10 steel) with their own models and special effects. (You can get them using the mcm)
    -Potions receive some tweaks for better performance. (you can get them using the mcm).
    -Witcher oils (same effect as previous versions) - Automattically compatible with the mod 'Animated Poisons' (you can get them using the mcm)
    -Witcher Skill that does not depend on the Custom Skills Framework, and can be accessed from anywhere (get it with mcm)
    -Adrenaline and Toxicity systems reworked for better performance. (Toxicity active from start of the game - can be changed with mcm. Adrenaline is unlocked with the perk tree.)
    -Meditation power reworked for better performance and efficiency. (get it with mcm)
    -Witcher Senses power reworked for better performance and efficiency. (get it with mcm)
    -New ingredients (not distributed to the world yet)
    -New monsters (not distributed to the world yet)
    -New worldspace (very early in development, only contains the required objects and npcs for the queests)
    -3 quests to discover the new worldspace. (to start, speak to calcelmo in Markarth and ask if he found anything interesting in the excavation)

    What I'd like to hear as feedback: If the signs are working okay, if the skill tree is working ok, but mostly if the 3 quests are working ok, and if the dialogue is acceptable.

    Some things to note:
    -NPCs don't move their lips during the dialogue, because I haven't created the lip files yet.
    -The new worldspace just have the required navmeshes for the npc to move where thay are supposed to go. I recommend that you don't bring followers with you.

    And for those interested, I post the progress on the mod on the Discord channel of the mod!


    I highly recommend that you track the mod so you don't miss out important hotfixes!

  2. MissileMann
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    Made an unofficial creature patch page if anyone wants to check it out :)

    https://www.nexusmods.com/skyrimspecialedition/mods/48950
    1. Gardden
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      Patches for Creation Club creatures previously hosted here were moved to this new page :D

      Make sure to endorse if you use them!
  3. MissileMann
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    Made a patch for SimonMagus and DeltaRider's Apothecary - Alchemy Overhaul mod on this page for those of you that use Apothecary :D
  4. 1899Nomad
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    Has anybody had any luck patching this to be compatible with Kittytail's awesome Witcher Signs mod? Either making it so Witcher Signs generate XP in AWA, or just adding the Yrden ghost-weakening ability to it? I love this mod but Kittytail's work is incredible - too good to not use!
  5. MagnusLioncaster
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    Don't want to be rude. But I came here to say that your backport to LE is totally broken. There are a lot of scripts that doesn't work like intended. Code lines calling for script that doesn't exist in the mod! I'm trying to create some mods based on yours, but it's just to difficult to do anything with it!
    Please, consider revise your scripts.
    1. Prospalzsa
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      You probably should be a little bit more specific than "A lot of things in this bigass mod are broken, plz fix them all."

      If you found specific broken interactions or broken sections of code, you could post them here or, preferably, in "bugs." Or you could bugger the modder in the PMs, I guess.

      /just passing by, no further comments will be forthcoming
    2. MagnusLioncaster
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      Anyway, he's not even active here
  6. VonCrestain
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    Is it possible to make only the monster pack?
    1. hoangdai94
      hoangdai94
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      This plz, or monster+armor/weapons standalone version would be very much appreciated !  
    2. hoangdai94
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      @Gardden After a quick test of the Beta version, I think I should stick to the main files. The visual quality of new monsters in the Beta files is pretty bad compared to the main ones in my opinion, plz consider upgrading them if possible ! Still really appreciate your work anyway !
  7. tyleraymond21
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    Big Witcher fan here, as much as I like this mod; it's buggy.  I get a CTD whenever I fast travel out and when I was in the grandmasters quarters; my game CTD.  I have no map marker mods that may cause a CTD while fast traveling, and have no idea why I got a CTD in the quarters.

    Oh, almost forgot; I got a CTD whenever I went to put the notice up on the board to summon the mason.

    Update: went to load my game; all of my saves from the past two hours are gone.  Fix your mod homie 
  8. joern281
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    Thanks for this awesome mod.

    A question, is it possible to get the swords as stand alone mod that would be perfect.
  9. CursedProphet9323
    CursedProphet9323
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    hEY, What if the MCM Menu doesn't pop up at all no matter how many times you reset it
    ?
  10. czoper35
    czoper35
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    hello is this mod still updated?
  11. Ausarq23
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    good news everyone custom skills framework got updated to work with 1.6.640 and no longer requires net script framework so now we can once again get the custom skill tree without having to go back to 1.57

    also i'm using AllGUD but can't get both swords to show up on my back
    1. PsychicParasite
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      I used ALLGUD a long time ago and managed to get the swords to work by adjusting the sliders for them in the racemenu. under the weapons catagory there are sliders for each weapon so you can customize their exact position on your body. Later i switched over to the Immersive Equipment Displays mod as i found that to be easier to use than ALLGUD. give that mod a try. theres even an addon mod for it so you can display items on horses!
  12. PsychicParasite
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    Hey Gardden. In regards to CaptainCraaazy's previous comment, I can confirm the NPC issue and you are indeed correct. For anyone else who may be wondering, the NPCs not going to the fortress is NOT a bug in this mod. Its a conflict in your load order as another mod is editing navmeshes. Project AHO (which I use so I can confirm) is one such mod. I don't know how to create patches so I simply used the moveto.player console command to move the NPCs to their appropriate places in the fortress. Gotta love playing on a PC haha. As for his other comment regarding monsters respawning...that I don't know about. I've never had monsters spawn at the fortress but I do notice that a red tickmark does show on my compass, just outside the blacksmiths quarters, indicating an enemy is nearby. However, I cannot find any enemies even when I toggle collisions and clip into the ground and structure walls searching for it. What's even more odd is that I am still able to fast travel from there so the game isn't even recognizing an enemy nearby yet the red compass indicator remains even upon returning. Any ideas what may cause that?
    1. Gardden
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      Hey!
      Sorry about the late reply!

      Thanks for confirming that the navmesh problem is not a bug :)

      I've experience the enemy dot on the forteess but didn't find out what is causong it. I'm working on version 2.0 that changes everything, so this won't be a problem anymore :)
    2. PsychicParasite
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      Looking forward to 2.0! I'm not starting another Skyim playthrough until its finished lmao. 
  13. vengard8
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    "1 - If you are in doubt about why this mod is on Beta and if it will destroy your PC cause problems if you use it, I suggest that you read the "Mod's Status" section. Spoiler: It won't." -------- um... where can i read  mod¨s status ?