Skyrim Special Edition

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  1. shiholude
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    December 16th, 2022: Main File (v2.0), Misc. Files (Guide v2.0) 
     - VERY HUGE UPDATE!

     - New Ammo
    - Frost Arrows / Bolts are in!
    - Cluster Bombs / Traps (like a frag grenade or land mine)
    - Frost Bombs / Traps are in!

     - Updated AA Kit recipes
    - Added 5 additional bowls to the recipe combos.
    - See the photo section for details.
    - Added a third location in the world where you can find the kit.
    - See the Cheat sheet in the guide if you wish to skip making it yourself.
    - There are hints to these locations in the description page.

     - Updated Ammo
    - Most Arrows and Bolts now have progressive Physical Damage added to them for each level.
    - Tweaks to all ammo to ensure that they operate as intended.

     - New AA Progression Levels
    - Changed from 7 level to 10 total levels (9 steady progression levels, with a 10th Grand Master level with bonuses).
    - Rebalanced damages throughout. See images section or AA Guide for details. 

     - Added new recipes for converting ammo from other mods
    - Creation Club Arcane Archer Pack (magic arrows)
    - Dawnguard DLC (exploding bolts)
    - Sneak Tools (fire arrow/bolt)
    - Complete Alchemy & Cooking Overhaul (bombs)

     - All Creation Club content fully supported
    - Many new sub-mods to support different ammo and compounds and vessels that these mods add.
    - Support for Sneak Tools SE and CACO.
     - Recipe tweaks
    - All ammo has increased requirements for the MAIN ingredient.
    - If it required only 1 before (arrows/bolts), it is now 2.
    - If it required 2 before (bombs/traps) it is now 3.
    - This is to help balance the new ammo amounts. 
    - All recipes will now only need qty of one (1) of the main ingredients (compound type or ammo) for the recipe to display in the list.
    ?- This will keep the overall # of recipes limited, while still showing the player what they can make with items on-hand. 

     - Various Fixes, Tweaks, Updates, Corrections, and Improvements
    - Replaced the sound of placing a trap from a magic failure sound to a bear trap reset sound. Much more befitting IMHO.
    - Changed the bomb throwing sound from "magic fail" to a potion pickup sound. Sounds better.
    - Changed all bomb and trap pickup sounds from spell equips to weapon equips. 
    - Reduced the speed of bombs from 2400 to 1800.
    - I feel this gives them a bit more "lobbing" effect.
    - Corrects the superhuman throw that was present before. 
    - Fooled around with the bomb and trap explosions to better fit into the 12ft radius / 24 ft diameter guidelines.
    - This includes not only the effective radius, but the IS radius as well, so that the explosion visuals are of comparable sizes. 
    - Improved the looks of bombs and traps and vials on ammo slightly.
    - This will probably not be noticeable really, but I had some visual mistakes in the NIF and TEXTURE files to spruce up a bit. 
    - Removed the Water Pouch as an actual item to be needed to make the Water Compound.
    - This was a redundant/wasteful item.
    - Now all you need is the AA Kit itself (which already has a fictitious water pouch included when you construct the kit).
    - To make water, all you need is the kit, and it is assumed that you would harvest water from various locations around the land.
    - This is NOT drinkable water, mind you - but it's good enough to use in the ammo.
    - Please note that the created compound has no value, but does weigh some, so use it sparingly!
    - I have switched the Sneak Tools SE Patch from and ESP to and ESPFE mod.
    - This was an oversight of mine originally, as it was not needed like I thought it was (because it has scripting). 
    - Increased the light radius of the flare from 1024 to 1536.
    - This gives it a 50% boost and I feel provides a good amount of light to be worthwhile using the flare now. 
    - Increased the radius effect for water ammo from 64 to 128 (ST had it at 25).
    - The key for this ammo is to aim at the BASE of the item, not at the flame itself.
    - This is especially true for candles that are on pedestals.
    - The base is nowhere near the flame, but it will not extinguish unless you aim low.
    - Also, the limitation of the scripting only extinguishes one light source at a time, even if there are multiple lights nearby.
    - I will scour the Sneak Tools SE scripting to see if I can set up an event to capture all items within the radius.
  2. shiholude
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    December 17th, 2022: FOMOD (V2.01)
     - Quick update to add back the Runes options to the FOMOD (I forgot to link the files to the options)
     - Thank you to Fractalbase for the feedback!

  3. shiholude
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    December 29th, 2022: FOMOD (V2.02)
     - Corrected the main file (cleaned masters) to remove the unnecessary masters listed.
     - There is no need for new game. Nothing major changed.
     - Thank you to Heikkkinen for the feedback!
     - Fixed an error in the FOMOD that auto-selected "The Cause", even if you didn't have it.
  4. Sidea
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    Wouldn't it be possible with the use of Immersive Equipment Display and Open Animation Replacer for the character to actually throw the bombs? 
    1. shiholude
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      I'm sure it would be possible, but I am not playing Skyrim ATM to support this expansion idea. I will likely come back again and fiddle some, but I've been sucked into several other games that I've been eager to play for now.

      Perhaps someone else with savvy schweet modding skillz can provide this?
  5. Sasspiria
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    Its so cool that you're still working on this mod and added CC support :)
  6. standarddeviant
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    Any chance for a Sunhelm patch? Sunhelm adds empty mead and wine bottles that populate the player's inventory after consuming the alcohol. However, these are new misc objects and so they are not recognized as valid ingredients for constructing empty vessels and flasks. I made my own patch to use in my game and it seems to work well - I can send it to you if you'd like.
    1. shiholude
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      I just started using Sunhelm via the LOTD guide, so I will incorporate this into AA.

      I'd be happy to use your patch and credit you fully if you'd like. Please DM me. 
    2. mahbodm
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      Hi I have a similar issue with Last seed (it put the bottles in the food category) can tell what to change to make a path please. I would do the patch but I'm very new to modding and do not know should be changed.
      I would really appreciate it.

      Cheers,
      M
    3. shiholude
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      Heya - I've been on vacation recently and I'm slowly returning to my former passtimes like this. I will have the patch uploaded soon.
    4. AsgardBr
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      can you share this patch? thank you
    5. Tidega
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      Anyway you could share the patch? I've been using a manual work around in game that's super annoying. I'd love to have this patched properly.
    6. shiholude
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      My apologies for not having this up sooner! See the OPTIONAL downloads. I have not tested this myself, but I trust standarddeviant's work! 

      Send him kudos!
    7. AsgardBr
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      Thank you!
  7. MasterAskarus
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    Is there a bug with some masters?
    "BA_AlchemistArsenal_CCBloodchillManor_PATCH.esp" for example tells me that it reauires the Sneak tools patch.
    I do not have Sneak tools installed and did not select it in the FOMOD.

    Edit:
    I just install Sneak Tools, as I have closely checked what it does and that it is quite compatible with Book of Shadows.
    Still, you might want to check dependencies once more.
  8. mahbodm
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    Hi and Thank you I really like your mod,

    I do have a problem with crafting any Vials or flasks. They Just do not show on crafting menus. I am not sure if this have anything to do with Apothecary, Last seed, Hunter born or frost fall. that I Have installed some have also empty bottles so I am not sure if there a clash. I cannot see flasks even if I have malachite in my inventory.
    I have BA at the end of load order as possible just above dyndolod. I'm not familiar with patch making can you give me some instructions. please.

    Cheers,

    M
  9. VaprRAY
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    hello, this might be a case of user error but for the life of me I cant figure out how to make this mod work :( I dont see the AA kit being sold by the vendors and I dont see components being sold so I assume it isnt working? I dont have the other mods recommended but when I installed I didnt get any conflict errors. Would this happen to require a new game?
    1. shiholude
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      I am not sure, actually. I've never tested it in an existing game. I suppose that with it placing items in the world that it might, but that would have no bearing on whether vendors would carry ingredients and such. Obviously YMMV when it comes to what mods you have installed, and where they are in the load order. 

      You could be experiencing a simply overwrite of all containers with items. I cannot help with that outside of suggesting that you load up xEdit, see if conflicts exist, and then fix them manually. 
  10. nsibley
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    I can't seem to get the water arrows to work.  When I shoot them at a light source they don't seem to do anything.  I've tried shooting every part of the hitbox of the light source and even around the hitbox just to be safe.  I've tried single candles, multi candles, wall mounted torches, campfires, and braziers.  SSEedit shows no conflicts.  

    I checked on Sneak Tools comments page for other users.  I found someone mentioning the same thing and that it was a conflict with Embers XD.  I do have Embers XD so I tested with it disabled and the water arrows still did not work.  

    I have a very heavily modded game so I suspect this is much more likely to be a problem on my end than a problem with the mod, but I've tried everything I can think of to fix it.  Is there anything you can think of that could be a problem?
    1. shiholude
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      It sounds odd, but some light sources require that you shoot at the BASE of the fixture. I found this out simply by accident after having similar frustrations. I am not sure how to modify the collision area to make these more appropriate. 

      Other light sources have no ability to be "turned off or on". These are static sources tied to ambient lighting from the core game and cannot be changed without deeper cell and wolrdspace mdofication then I am willing to conduct for the Sneak Tools support from this mod. 

      I assist, I've tried to make the "splash" area as large as possible to capture the whole lighting zone, but it still doesn't work on some of them, unfortunately. 
    2. nsibley
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      Thank you for the response.  I tested shooting at the base of the fixture and that didn't seem to work either.  I have tested every kind of light source in my game from torches to braziers to candles to campfires and many others and none seem to work whether I shoot directly at the base or at the fire or at somewhere in between.  The Sneak Tools page is riddled with people having the same issue lately so this likely has little to nothing to do with your mod.  However, Haytur hasn't responded to those comments so I thought I would ask here.  

      It's not the end of the world.  Both this mod and that mod are great in spite of this issue and I am grateful for the work you and Haytur have done to make my playthroughs that much more enjoyable.  
    3. shiholude
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      I tried to study the scripting for Sneak Tools in the hopes that I could have an independently working version of water arrows myself, but it was not on my level of udnerstanding. I know some scripting, but I'm not super skilled with it. Thus, I'm left with their code, which I feel could be cleaned up some to run smoother, but is excellent none-the-less. 
  11. Durai
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    All the CC Player home patches say they require Sneak Tools, even though I clicked the option for *not* having sneak tools installed. All the other CC patches seem fine though.
    1. shiholude
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      I'll check on this. It is possible that the addons only use Sneak Tools items for their patches. 
    2. LiLaTLuv
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      I have this problem plus it says that CCBM + CACO patch requires Sneak Tools as well. I don't see much point in Sneak Tools since it's basically been replaced by Maleficus' Blackjack and Book of Shadows for me. Would there be a patch needed for either of those mods? 
    3. shiholude
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      @LiLaTLuv:
      From what I see, neither of those would require a patch directly. They could be integrated into the tier system that I've developed, but I would need to consider the adaptation of them in this mod. 

      My mod has a similar knockdown feature to Mal's Blackjack poison - via the poison compound - but mine is more lethal. I, personally, would not knock someone out, only to slaughter their helpless body. Not very sporting - but that's just my opinion.

      I also have a close-to BoS smoke bomb in the Flash Bomb (non-lethal). 
  12. standarddeviant
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    Is there a flag or something in SEEdit I could change to make the player immune to the trap/bomb damage? I understand the balancing, but I am finding that I tend to do more damage to myself with these contraptions given the number of poorly scaled hitboxes there are in the game. Trying to toss a bomb over a short wall or through a gap has the tendency to just blow up in my face. 

    EDIT: Nevermind I already found out by trial/error in the CK. You can create a new condition in the Target Conditions box for the magic effect to exclude the player. Using getisID player != 1 on Subject seems to make the player immune to the effects.
    1. shiholude
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      Clever. 

      "Trying to toss a bomb over a short wall or through a gap has the tendency to just blow up in my face."

      I'm gonna place that into the 'positive review' feedback pile.
  13. renatornt2821
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    Sorry, I still did not get it. How does the damage scaling work? There are not values mentioned in the bomb's descriptions. 

    I used Fire Bombs against a Sabre Cat and the impression is that they did not cause damage at all. I was at a low level (8, Alchemy 5).
    1. shiholude
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      The progression levels are as follows. I highly suggest that you downlaod and review the excel guide, as that has most of the details:
      (PROG LVL) REQ. ALCHEMY SKILL LVL / REQ. CHARACTER LVL
      (1) 10/3
      (2) 20/6
      (3) 30/9
      (4) 40/12
      (5) 50/15
      (6) 60/18
      (7) 70/21
      (8) 80/24
      (9) 90/27
      (10) 100/30

      So, while your player level was high enough, your Alchemy skill was not. Prior to level 1, the bomb will do no damage (akin to just throwing a glass bottle at something). This bottle will still "explode" but, again, with no damage. 

      At Alchemy Skill of 10+ and player level 3+, you will start to see damage on the explosion. The Fire-Bomb, specifically, will do 5 fire dmg upon hit, and then apply a DoT (damage over time) effect for 2 dmg per sec for 5 sec (burning them). From there, the damage will scale with each higher level, maxing out at player level 30 and skill of 100 (75 dmg + 250 dmg over 5 sec (25 per sec)).

      I hope this helps!
    2. renatornt2821
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      Thank you very much! Sorry, I am gonna download the excel spreadsheet to get into the mechanics. 

      I am making a CACO expansion Mod and I am thinking in adding more bombs to the game using the logic of your Mod (like Calm, Fear or even Soul Trap bombs). The way CACO implemented can get issues with Mod that alter mace animations. Can I use your Scroll-Explosion idea in my Mod? I did read the permissions on your Mod page, but I would like to ask anyways
    3. shiholude
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      Certainly, go ahead. 
    4. renatornt2821
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      Thank you very much! :)