Skyrim Special Edition
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  1. PaleNoises
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    If you run into an issue, have any gripes with the mod, or have a cool idea, then just bring it up. I can't read minds, so you gotta speak up if you want to be heard.

    ---
    11/02/2022
  2. BurmySanders
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    I'm running into an issue with Khajiit monk's goutfang, if I load a save after exiting the game, it breaks basic attacks and they don't summon flames at all anymore, nor do they consume mana. Anyone know what could be causing this, or have a potential fix?
    1. PaleNoises
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      Have you tried going into the palladium racials menu and using the reset setting? It removes your abilities and then returns them to your character in a working state after a couple of seconds. IIRC I put the option under bug fixes and named it "double perk fix" or something along those lines. In the next patch the name is getting changed to something less confusing.

      What were you doing right before you saved the game? Goutfang has several conditions on it that may de-activate the ability during things such as brawls for example.

      Thanks for bringing this up. I'll make a note of the issue and see if I can figure out the problem and create a fix before the next update.
    2. BurmySanders
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      I have tried the debug thing, and it didn't do anything for the bug. As for what I was doing when saving? legit just chillin in town. I usually end play sessions in towns / peaceful areas. So I don't think it's a brawl related bug. Oh yeah right after I hit confirm post I remembered this as well: The Khajiit monk also has the extra stamina drain from feline agility, but doesn't get the sprint speed boost. I might try redownloading the mod incase it's a simple corrupt file or something causing these 2 issues. I'll let you know if it still hapens after I do some testing next session.
    3. BurmySanders
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      Ok, yeah. I made sure every other mod except the ones needed for palladium racials were off and it still occured, I just went into helgan keep, saved, exited to desktop loaded back in and it stopped working on basic attacks.
    4. PaleNoises
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      I just ran a few tests with the monk and everything was working fine on my end. For this coming update I redid the conditions on just about every spell effect in the mod, so I probably fixed the issues with goutfang and movement speed that you ran into without realizing it. Everything should be good once the update rolls out.
    5. BurmySanders
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      Nice, looking forward to it. ^-^
  3. smartcrab
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    Easily my favorite race overhaul. I just wish each race had two options to pick from rather than some having many and others having only one, but that'll come eventually :)
  4. myskyrimaddiction
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    Honestly my favorite racial overhaul. The changes feel like a fever dream and I am all here for it. Have you thought about maybe overhauling things like the perk system, or the standing stones? Would love to see your take on them. Cheers.
    1. PaleNoises
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      I've considered branching out and doing a lot of different things. I do technically already have a vanilla+ perk overhaul for the combat tree, but that was a request from another guy so a lot of the ideas were constrained to fit what he wanted. Back when I first started modding I used to do requests as a way to gain experience and get my feet wet. Now days I just try to do something new for every update with the current mod I'm working on instead of creating entirely new ones.

      I had actually planned to start working on another perk overhaul sometime this year along with a spell overhaul to go with it, sort of like mysticism and adamant. I've been coming up with ideas for it in a document on and off for the last few years. The plan is to do away with pretty much all of the "deals x% more damage" perks and just create fun gameplay changing perks. The boring stuff will be rolled into skill points, if you want to deal more damage with spells or weapons, cast more spells or swing your sword.

      There was also a general creature overhaul, remaking my dog mod from scratch, and updating my older mods to be more compatible with modern day mods, some of them have gone like 4 years without updates. There's other stuff too, but these are the ones that I'm gonna focus on for the remainder of the year.

      The main problem holding everything back is that I've been constantly sick since late last December, I would get better and then a few days later I was sick again. My health finally came back a little over a week ago, so everything is behind schedule right now and I'm playing catch up. I'm going to try to have the update for palladium racials out within the next couple of weeks, but I bit off more than I could chew this time. The scope of this update was far too large for just me, so I'm scaling things back slightly and implementing them over time throughout the next few patches.
    2. myskyrimaddiction
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      Sounds interesting, though maybe I'm boring but the "deals x% more damage" perks were always my favorite. I guess I just like watching numbers go up. But I'll check out whatever you do. On another note, I hope your health improves. No need to push yourself for just a mod. I know a lot of users on this site can be rather needy, but you have to look out for yourself first. Wish you the best.
  5. dmifflin9986k
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    how can I remove the "Meditate" glowing effect from my Imperial? If I have to lose the ability altogether, that's fine but the console command for removing the perk didn't work for me
    1. PaleNoises
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      There's an ability in your powers menu that lets you toggle the art on and off, I think it was called "Meditate FX - Toggle".
    2. dmifflin9986k
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      bless you
    3. dkcats3
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      I can't find this option in the powers menu. has it been moved or removed?
    4. PaleNoises
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      It's still in the current version of the mod. If you can't see it, try using the console to add it to your character. Type in: help "Meditate FX - Toggle", then you'll get the ID of the spell. Then type "player.addspell xxxxxxxxx", only you need to replace the x's with the spell's ID.
  6. Uezok
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    This mod is great but not without its issue glad that they are been fixed in the next update! 
    I'm loving this so far, can't wait for final version!
    Edit: have you thought of checking werewolf overhauls to see if it's possible to fix the bug that sends NPCs through walls?
    1. PaleNoises
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      As far as I'm aware, the issue has to do with the physics system that Bethesda set up. Fixing that would probably require tweaking how the collisions in the game work or possibly some kind of dll and scripting. I'm not knowledgeable in either of those areas, I may end up attempting to learn the dll stuff at some point though.

      I don't mind taking another look at the issue and trying to find a solution, but I doubt I'll be able to do anything about it. I'll do some tests later on and see if I can still knock people through the wall, It's been a while since I last ran into it so I had pretty much forgotten about it. Lowering the force settings a bit may solve it if it's still a problem though.
    2. Dragonsthorn
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      Would it be possible to keep the "effects" from scattering items all over the place? I found myself losing valuable items because a bunch of Nords activated their skill all at once and it was like someone Fus Ro Dah'd the entire room. It's a lost cause finding items, especially small ones, once they've been ragdolled away. Lost half the items in Helgen Keep (particularly the lockpicks) that way, which made the beginning unnecessarily harder than it would normally be.

      The absolute worst though was Yngol's Helm getting flung out of bounds entirely. Made that quest uncompletable and had to reload. It's bad enough when draugr knock my weapons off my hands and they are lost in the aether, I don't really need common enemies doing the same with loose loot in the game world...
    3. PaleNoises
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      Nords don't have any active abilities that can scatter objects around the room. The current abilities for nord npcs will buff their stats, prevent damage, and reduce shout cooldowns.

      You raise a good point on explosions and their interactions with items. However, based on the scenario that you've described to me, it doesn't sound like this particular issue came from this mod. Did the npc's that you fought have any shouting abilities from another mod perhaps?
    4. Dragonsthorn
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      Not that I know of. It happens first when the Stormcloaks fight the Torturer and his assistant in the Helgen torture room. I'm guessing either an Imperial or Nord ability triggered and caused the scattering. It definitely doesn't happen with this mod uninstalled, but I have no idea what causes it.
    5. PaleNoises
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      If it was an imperial that you fought or a nord that somehow got an imperial's ability through a bug then that changes things and makes far more sense. I took a look at the imperial's ability and that seems like the culprit. It uses the explosion from the vanilla nord's battle shout ability to create the shouting sound effect, that explosion has some force on it which can move objects. Fixing that is fairly easy and just requires creating a unique explosion for the ability without any force.

      Thanks for bringing this to my attention, I'll have it fixed in the coming update in a couple of weeks.
    6. Dragonsthorn
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      No problem, I really like this mod.

      By the way, are you using the new Creation Kit to make the new update? I'm asking because I am currently not updating Skyrim yet due to, well, this new update being a huge mess, and there being ANOTHER one coming in soon according to leaks, so I am still stuck on a downgraded game. If you use the new CK, it will make use of the new header and the new formID range, making your mod completely backwards incompatible, which is... A bad situation, tbh.

      Just a heads up.
    7. PaleNoises
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      I'm holding off on using the updated version of the creation kit for this update. I've heard a lot of crazy things are happening due to this skyrim update, so I'm a bit leery of it at the moment.

      The update after this one will most likely be made with the new creation kit, that's pretty far off though. By the time the next update is out, I'm sure the incompatibility issues will have been solved.
  7. Dekko22
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    Really enjoying the mod so far but unfortunately I'm encountering an issue with a mage build. The problem appears to be with arcane contingency and the mana barrier. It's firing all the time, even in supposedly "safe" places and in Dragonsreach it's triggering an attack response from the occupants while I remain there. They don't attack my character, they're just always primed to attack and I can't interact with them to advance the main quest etc. Would be grateful for any suggestions

    Thanks
    1. PaleNoises
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      That ability is set to only activate during combat, it also doesn't have any keywords that I'm aware of which would put an npc on alert like you're describing. Whatever is causing the ability to activate in the first place is also likely putting you in combat and preventing you from speaking with npcs. It seems to me more like a symptom of an underlying problem, rather than the cause itself. As for what that cause is, I have no idea. Skyrim's engine is already screwy enough on it's own, adding multiple mods into the equation just adds to the chaos.

      I'll do a few tests when I have some free time to see if I can recreate your issue on my end.
    2. Dekko22
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      I have a number of active mods that add passive abilities so I'll investigate further myself. Won't stop me using your mod in the meantime though. Thanks for the response

      Best wishes
  8. Fractalbase
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    great mod!

    is there a possibility for patches for timelost dwemer (deep elf) or ancient falmer (snow elf) custom races?
    1. PaleNoises
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      Could you go into a bit more detail on what exactly these hypothetical patches would do? I'm not really sure what it is that you're asking me to make a patch for, both of the mods you linked should work along side this one since they use custom races. I'm not familiar with either mod though, so I could be missing something here.
    2. Fractalbase
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      my apologies.  I didn't mean compatibility patches.  just wondering if there might be palladium racials feature provision for certain popular custom race mods.
    3. PaleNoises
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      General features like the attack speed fix and turning health regeneration on and off during combat should work for all custom races right out of the box, you would just need access to the palladium racials power which lets you use the menu. I think I set that up to be acquired once you select one of the vanilla races, so you would probably need to add it with the console in the current version of the mod.

      In the next update I'm upgrading the menu to an mcm anyway, so not having access to the menu won't be an issue for much longer. The mcm is nearly done, most of the work that's left is just rewriting the majority of the existing scripts in this mod to interact with it so you can customize things such as ability scaling and whatnot.

      The only other missing generic features that come to mind would be the unarmed changes and movement speed corrections. I think I could probably automate those without making any direct patches and just give the option to add them to the player with a script once the game detects that you're not using a vanilla race.
    4. Fractalbase
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      thank you for the informative response.
  9. Edelweiss3945
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    First and foremost, easily endorsed, good job on making races more interesting to play with their new power and drawbacks.
    I play with this mod along with Experience to slow down my early level and focus more on roleplaying aspect. 
    I have a little issue though, so i have Sunhelm and Conditional Idles (the one that add injured animation) i noticed that Nord have a 10 pts decreased MP pool and on my level up panel it's colored red as if it got debuffed by an active power effect but i see no debuff on active power effect I suspect that what made my character always in injured idle even when he's perfectly fine. So, if u dont mind me asking is there i can do to disable the -10 MP debuff? Or atleast the keyword. 
    Thank You!
    1. PaleNoises
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      You've raised an issue that I've never really thought too much about before. I was aware of it, but I don't play the game often enough anymore where I've run into a situation that required me to do anything about it. I can fix it in the next update for newly created characters by lowing the base stats of the player, eliminating the negatives from each choice, and increasing the positive stats to compensate. The end result is that your stats should be the same and the red penalty will go away.

      For now, you can fix the debuff issue by going into the console, typing "player.modav magicka 10", and then hitting enter. The same solution will work for other races as well, just replace magicka with health or stamina depending on the debuff.
  10. hcristopher
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    Currently playing a Crown Redguard and enjoying it immensely, however, two small issues:
    -Had to manually add Martial Prowess (help, addspell)
    -Flow State does affect the damage and attack speed, but does not slow down time

    Also, redguard NPCs have their adrenaline rush active every time I enter a new area, even out of combat (noticed this at first when I entered Solitude and Ahtar had his adrenaline rush active, happens to every NPC that's a redguard)
    Other than that, best racial mod imo, can't wait for the next update.
    1. PaleNoises
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      Thanks for bringing this stuff up. In the next update a lot of the issues that I've been made aware of are being addressed. If you're interested, you can see a list of the stuff being worked on in the articles section. It's mostly quality of life stuff, bug fixes, some rebalancing, and the new nord options that are being released.

      The missing racial stuff has been taken care of for the next patch, you'll also be able to use the bug fix option to restore any missing abilities. The reason that it wasn't functioning properly in the current version is that one of the magic effects had a box checked by mistake that was dispelling racial abilities. I haven't ran into the redguard issues though, so I'll make sure to look into those and see if I can do something about them.
  11. Dragonsthorn
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    If I may make a few suggestions:

    Have one of the Orcs (presumably the vanilla ones) with a H/M/S spread of 110/80/110. Basically the opposite of the Telvanni - where the Telvanni have the strongest magicka but take a hit in everything else, the Orcs have the overall best health and stamina, but at the price of a sizable magicka hit.

    Similarly, it might be cool to have an Orc subset that has average stats (100/100/100) and specializes in alchemy, like a wise woman or a shaman. Could make it so potions and poisons they brew are extra good by default. You could make the Iron Orcs like that - they are known for their alchemy, as well as their Welvas taming.
    1. PaleNoises
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      That stat spread is pretty much what the standard orc has currently. If you take their health passive into account, they have 120/90/110 at the start.

      I actually do have an iron orc option in the works that was going to have something similar to what you suggested. The current idea was to give them crafting themed abilities with a pet taming ability. I was also considering creating a system to refine alchemy ingredients into colored inks that they could use to create tattoos to give out various buffs, similar to what they did with nirncrux for their trolls.

      I've got tons of stuff that may get added in the future that Isn't on the planned features list, I just wanted to focus on finishing my initial planned 2.0 features before promising anything new.