excellent job. There may be an bug. NPC use Two-handed hammer will make thousands damage with this mod.DELETE Crushing Blows in Ordinator_DISTR.ini. that can fix it. I dont know why it happen. you can check it.
From personal experiences made, this is (probably) a vanilla issue, where you take laughable amounts of damage when your armor rating is below 0. I also had this happen with other weapons like swords for example. Not sure how to fix this issue though, other than removing those kind of perks from distribution or having alternate death mods, so it's not too painful.
hi, i've been having this mod for quite sometime now and ran into a very difficult mod with this mod combined making pretty much every npc very annoying from "shields instantly forming just when entering combat absorbing all kind of magic that can be only be dispelled with either melee attacks to stagger the target or pummel types magic that pulls targets to you" to either a frost/flame repellent defensive perk that either freezes me for a few seconds or explodes me away once per npc, i am using the archived file " unsafe version 2.34" and was wondering can i delete some perks from the .ini file or it would cause something to break or not work as intended ? and finally, can i update midgame to the newest version or i have to start a new game and is it compatible with 1.5.97 ? Thanks in advance.
Compatibility with 1.5.97 is a matter of SPID supporting it, which it does, so it is compatible. Just like with other SPID mods or similar ways of distribution, pure .ini mods that use such frameworks can be un-/installed and updated at any time without any issues. Removing unwanted perks won't break anything either, just make sure to delete the whole block you want gone, they are all labeled with their perk's name to make it easier to find them. A block starts with a ; like: ;overrun <code> <code>
So, the Distorted Shape perk is buggy as shit. Pretty sure it works on the same principle as the setghost command since using player.setghost 0 briefly fixed it every time i entered battle until i removed it and don't have to do that anymore. Basically, the distorted shape perk, when the effect is active, makes ALL self-targeting spells not work. And I mean ANY spell that has a self-targeting component. I found this out the hard way after WEEKS of trial and error trying to figure out why certain spells would not activate while enemies were trying to violently murder me.
I am going to go report this bug at the actual page for ordinator, just thought i should let you know since it might be a good idea to remove the perk from distribution until then since the glitch is also tripping up NPCs with self-targeting spells.
Thank you very much for the bug report! I removed it for the time being until it's fixed. While it's desired that NPCs cannot be attacked via flames for example, it sure is an issue if it also breaks other spells that are meant for defensive purposes..
I think this needs a version for Object Categorization Framework. It looks like it might be replacing keywords this mod is dependent on, I cannot find actortype npc on npcs I highlight in the console (which allows me to see keywords thanks to More Informative Console), but I CAN find OCF_Racehumanoid, OCF_RaceUndead, etc, etc.
I cannot find an answer online if OCF actually replaces any keywords, I am going to ask the author of that mod to double check and make sure it is not just some other mod issue. I noticed this problem in the first place because Lydia is not receiving perks and neither are other random NPCs I clicked on.
While waiting, since the DISTR files are not working anyways, I think I will try replacing the keywords with the OCF equivalent and see if that fixes things.
EDIT: NVM, I am an idiot. I read your installation instructions but it seems the instructions were a bit unclear to me until I read them closer. I think I know how to fix this actually now. Will update if it works.
EDIT 2: Yeeeeeeep, i am definitely an idiot. My dumbass did not quite comprehend the installation instructions well enough, so i did not understand the DISTR.ini files needed to be IN the Data folder and ONLY the Data folder, my problem was that i had them in the folder my mod manager deploys them in. I knew this mod required some manual handling, but i was under the mistaken assumption that all i had tp do was delete all the files in the folder that WEREN'T the version I wanted, rather than also having to manually move the DISTR files into the Data folder and out of the folder this mod comes in once extracted from the archive. So yeah, everything works perfectly now, I was just a dumbass.
No directional perks (V2)V1 doesn't have these and doesn't require an extra patch.
Sorry if I'm not understanding this. This means that I can use V1 with MCO beacuse V1 doesnt have these perks and doesn't require an extra patch or what does it means? I apologize if the answer is too obvious or the question too dumb. Thank you!
Don't worry about it! But yes, that's what it means; if you use MCO or BFCO, then V1 will just work out of the box, without acting weirdly like V2 would have without some perks being removed.
I am currently running into a strange happenstance, suddenly the perks are not applying properly when they used to a few sessions ago. I use the no follower's version and then the follower only version so only random NPCs have random perk chances, I can see some perks on followers and NPCs like Frostfall or Quickshot and perks like that, but I cannot tell if they got them through the distributor, and the "follower only" distributor should give followers all possible perks and not just a couple. I will test this further, but if you have any ideas where I should be looking then I would appreciate any help possible.
I have no idea how this mod never once showed up over the 3 days I've been looking for something like it, but hey I'm here now. So EEOS does not have an option in the FOMOD for Ordinator, it seems to me that the perks for enemies are base game added and then modified by Ordinator, this won't give bandits double the perks will it? I'm guessing no since followers like Mjoll also have perks unlike most NPCs so it's got to be accounted for somehow. I also have Growl and Sacrosanct distributing perks through EEOS so someone like Serana or Farkas will just have 90 perks I hope it's no issue.
(As I am typing this I scrolled down to see that some perks are automatically used and this adds some more, I will now proceed to page 7)
I think I'm good now that I've pruned through the comments, only question I have left is, what is "NPC Frost/Fire/Shock perks Teir 1" giving to NPCs through Ordinator, and does someone like Marcurio having that exclude any perks given by this mod?
I've always noticed that enemies and some mage companions have that, but I never knew what Ordinator was doing to them. Oh and do I need a new save?
Yeah, sometimes mods can be buried under the huge mass of other mods uploaded, making it hard to find what you are looking for, even if you have most of the name! Sometimes looking up another page (Like Ordinator) and clicking on Requirements to see what mods need it can be a huge help IMO.
Perks such as "NPC shock perk tier 1" - also for non magical perks - are designed to give the NPCs some extra power so the player won't be too overpowered, at least that's how I see them. Will they break something of my mod or the other way around? Absolutely not! This mod is purely an addon to give NPCs more punch to make the game harder or easier, depending on your choice. :3
The majority of SPID mods don't need a new game - mine neither! Only mods fiddling with scripts may be best to start a new game with, be it new scripts added with that mod or replacing an existing mod's scripts via SPID for better performance and less scripting stress for the engine. In general: If a mod only has an INI file for SPID, then those should be safe to install mid-play by default.
Hi, love the mod! I had last played with it a whole year ago, and it worked like a charm. But I just booted up the game for the first time since 2023 and my destruction skill tree is all messed up, with some perks (but not all) being unlocked, and I have the NPC Shock/Frost/Fire perks available to unlock, which I'm pretty sure I shouldn't be able to see. Even reloading older saves, it's like that on all of them, and I'm positive it was working fine when I stopped playing last year. Any clue what might fix it up? Thank you!
Edit: Okay, I must be silly, I was convinced I was on the page for the base version of Ordinator. I thought I must have this mod installed as well, since I found this thread by looking up the NPC specifics, but apparently I don't. My bad!
253 comments
Nevermind, got it to work after figuring out how the set data directory thing in sticky post work
;overrun
<code>
<code>
;Mage Ward
Perk = 0x14E7A~Ordinator - Perks of Skyrim.esp|ActorTypeNPC,ActorTypeUndead|-0x020145DC|16(80)
Perk = 0x14E7A~Ordinator - Perks of Skyrim.esp|ActorTypeCreature|0x1CE1E,0x1CE1F|16(80)
?
I am going to go report this bug at the actual page for ordinator, just thought i should let you know since it might be a good idea to remove the perk from distribution until then since the glitch is also tripping up NPCs with self-targeting spells.
While it's desired that NPCs cannot be attacked via flames for example, it sure is an issue if it also breaks other spells that are meant for defensive purposes..
I cannot find an answer online if OCF actually replaces any keywords, I am going to ask the author of that mod to double check and make sure it is not just some other mod issue. I noticed this problem in the first place because Lydia is not receiving perks and neither are other random NPCs I clicked on.
While waiting, since the DISTR files are not working anyways, I think I will try replacing the keywords with the OCF equivalent and see if that fixes things.
EDIT: NVM, I am an idiot. I read your installation instructions but it seems the instructions were a bit unclear to me until I read them closer. I think I know how to fix this actually now. Will update if it works.
EDIT 2: Yeeeeeeep, i am definitely an idiot. My dumbass did not quite comprehend the installation instructions well enough, so i did not understand the DISTR.ini files needed to be IN the Data folder and ONLY the Data folder, my problem was that i had them in the folder my mod manager deploys them in. I knew this mod required some manual handling, but i was under the mistaken assumption that all i had tp do was delete all the files in the folder that WEREN'T the version I wanted, rather than also having to manually move the DISTR files into the Data folder and out of the folder this mod comes in once extracted from the archive. So yeah, everything works perfectly now, I was just a dumbass.
You will either have to follow the above or install manually
Sorry if I'm not understanding this. This means that I can use V1 with MCO beacuse V1 doesnt have these perks and doesn't require an extra patch or what does it means? I apologize if the answer is too obvious or the question too dumb. Thank you!
But yes, that's what it means; if you use MCO or BFCO, then V1 will just work out of the box, without acting weirdly like V2 would have without some perks being removed.
(As I am typing this I scrolled down to see that some perks are automatically used and this adds some more, I will now proceed to page 7)
I've always noticed that enemies and some mage companions have that, but I never knew what Ordinator was doing to them.
Oh and do I need a new save?
Perks such as "NPC shock perk tier 1" - also for non magical perks - are designed to give the NPCs some extra power so the player won't be too overpowered, at least that's how I see them. Will they break something of my mod or the other way around? Absolutely not! This mod is purely an addon to give NPCs more punch to make the game harder or easier, depending on your choice. :3
The majority of SPID mods don't need a new game - mine neither! Only mods fiddling with scripts may be best to start a new game with, be it new scripts added with that mod or replacing an existing mod's scripts via SPID for better performance and less scripting stress for the engine. In general: If a mod only has an INI file for SPID, then those should be safe to install mid-play by default.
Edit: Okay, I must be silly, I was convinced I was on the page for the base version of Ordinator. I thought I must have this mod installed as well, since I found this thread by looking up the NPC specifics, but apparently I don't. My bad!