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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.
  2. Gigabitbob
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    ETA on next update? can't wait for reachmen
    1. PaleNoises
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      Things are still in the planning stages at the moment. Currently I'm focusing most of my efforts on finishing two other mod projects. One is the final update for my dog mod, the other one is a new mod that has been sitting on my pc in an almost completed state since last November. It will be at least a couple of months before I start actively working on this mod again.

      For this update I've mostly got things figured out, but I'm still trying to bounce ideas around and preemptively balance things on paper. Things should go much faster than the last update though. There's not any bugs or major issues that I'm aware of that need fixing, so I can just create new content without having to waste extra energy looking for solutions to problems that may or may not actually exist.

      If you have any suggestions or issues with a certain part of the mod, now would be the best time to bring them up since I'm still planning things out.
  3. abelyo
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    Hmm I updated the mod to the latest version and for some reason it wasn't working at all, no matter how low in the order I put it, and in new games as well. Then I tried reinstalling the version in the old files and now it works perfectly. No idea why tho.
    1. PaleNoises
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      Since you've tried all of the common solutions, I don't think there's any substantive advice that I can offer to help solve your issue. The only thing that comes to mind is that maybe the BSA file isn't loading on your end for some reason. Without the BSA, the scripts won't fire off in the first place when the game starts which would prevent the entire mod from working.

      Re-downloading the latest version of the mod and then reinstalling it might work. If that doesn't fix the problem, then I'm out of ideas.
    2. abelyo
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      Yea I dunno. I will try extracting the BSA I guess.
      Btw I dunno if you fixed it in latest versions but a huge issue I am experiencing while recruiting Jenassa is that she uses a huge mist AOE that damages the player and friendly NPCs. I was legit confused for a while cuz I was getting poison dmg while having her around and another follower was getting hostile to her, I am guessing she is using one of her race skills. I think it's called Poison Mist, or whatever, I just know it's a huge green mist that deals dmg to literally everyone and I think it was even paralyzing me here right now. lol
      If it isn't part of this mod then disregard this, I have 2500+ mods so it could be something else.
    3. PaleNoises
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      IIRC I fixed that issue. The problem was that npc's with the hlaalu ability set were spawning in both the hostile and friendly versions of the poison mist effect at the same time when it should have only been one or the other. The result was that everyone in the area was harmed when it should have only been hostile npcs. The mist with a blue green color to it is the friendly version, the one with the yellow green is the hostile version.

      I think I may have also replaced the paralysis effect with regular stagger. It's been a while though, so I could be misremembering something.
    4. abelyo
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      Oh I see. Also I managed to install the latest version again and after using Cathedral to extract the BSAs to loose files it's working fine now. Really weird, I don't get how that was the issue but whatever.
  4. kaizersoze27
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    Hi,

    I have this effect that I got when I picked up fight with some bandits at fort greymoor. My character is a woodelf. Initially this effect was there on Meeko as well as the follower, but now it is only on my character. Its been sometime now and it is still there. Wondering if it is something from this mod? If yes, then how long does it last? Any ways to get rid of it?

    https://postimg.cc/SJH2rBWk

    Thanks 

    Edit: Solved it using Universal Unwanted Effects Clearer Mod
    1. PaleNoises
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      That visual effect is definitely from this mod. If one of those bandits was a dark elf with the Telvanni ability set, then that's normal and the fx should be there. They have an ability that can create a gravity well that sucks in nearby enemies. The fx should only last for 30 seconds at most though. You could also kill the dark elf to end the ability early, killing the npc in question should end pretty much any ability that spawns in a hazard area from this mod.

      Skyrim is kind of screwy sometimes and magic effects can occasionally get stuck on your character when they should have worn off. Glad to hear that you were able to solve the issue.
  5. Baschfon
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    Can you do Leveled Racial Bonuses as a form of overall growth for all races, player and NPC both? Like, something after reaching a main level milestone? Such as better natural frost resist on Snow Elves, or 75% Fall Damage resist on Acrobat Khajiits. All at some higher level like 30 or so? Or smaller increments to certain things at tiered levels, like every 10 levels up to level 50? I am just making up numbers, as this is still up to your own design.
    1. PaleNoises
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      That might be feasible later on down the road. Eventually, the plan is to make everything fairly customizable. Creating a script or something similar that automatically handles power scaling probably wouldn't be too difficult once everything else is in place.
  6. FireyStorm117
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    More options for races that have one/two choices compared to others with 4 or more would be nice, but great mod nontheless.
    1. PaleNoises
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      Working on it. In the next update we're getting a reachfolk option for breton players and forsworn npcs. I plan on supporting this mod for a good long while, it just takes time to get everything set up properly.

      Later on in the future, there's plans for greenspeaker and spinner options for bosmer. A forebear option for the redguards that's going to center around slowly unlocking the shehai. A thirsk option for nords that leans more into their berserker theme. Lastly, for the far off distant future, I've still got around 20 more options in a design doc that I'm working on for the other races.
    2. FireyStorm117
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      f*#@ing awesome dude. Looking forward to it, this is one of my favorite racial overhauls.
  7. Gigabitbob
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    can't wait for a reachman option for bretons, they are my favorite under appreciated race.
  8. Baschfon
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    Any chance you could make a version that lets any race have some of what the other has? As if mixed from heritage or something like that? You know, applying for any and all the Sub-race choices, but not for the base stats, like the given base regens?
    1. PaleNoises
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      Mixed races are a fun idea, but that would require me to do a lot of extra work on top of what I've already got on my plate. Currently, I'm already way behind schedule on several projects as it is. Maybe at some point in the future.
    2. Baschfon
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      OK! Thank you for the consideration! Also, another suggestion on a similar note. Can you allow any of the races a choice of their main skills as the Major one? Instead of a preset one like vanilla? You can just write "(Default)" next to the option that would normally be the vanilla major skill, for anyone that may mind that on character creation. Also, for anyone with a subrace, adding an extra skill to their minor skills or making it the replacement for the Major skill to train better, OR, in the case of the former suggestion, making it an extra choice to turn into the Major skill. I say that because, surely, you know that some skills just don't have enough races representing it, like speechcraft on an Imperial Nibenese, or heck, all Khajiits (there's a reason there are almost hundreds of Khajiit peddlers and negotiators, cats do have a way with charisma, after all!).

      One other thing, as a sort of bug report. The Khajiit (Monk) section of the MCM menu is empty. Not sure if there was suppose to be any settings on that, or if that was a template issue in the code that displays it.
    3. PaleNoises
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      Customizing minor and major skills is a pretty cool idea, I could probably do that one at some point down the road.

      As for the MCM stuff, it's working as intended. The blank areas are placeholders for customization options that are being added in the future. Sometimes I don't always have the time or mental state required to finish everything at once, which results in certain features getting pushed back to a later date.
    4. Baschfon
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      Ah, was editing the above with some additional examples, as I didn't think you'd reply so fast. But hey! And yeah, hang in there. Slow, but steady and consistent is how it should be. Rome wasn't built in an afternoon, or something like that.
  9. vikisrini07
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    hi, random npc's height scale becomes giant after latest update, and even giants are becoming giant lol please fix this
    1. PaleNoises
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      This mod doesn't touch giants at all and I haven't messed with any height settings since the year that this mod was first released, way back in 2021. Whatever is causing your height issue probably isn't from this mod.
    2. vikisrini07
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      actually after uninstalling this exact mod, stopped random npc's to go giant sized, but previous version was well and good for me, unfortunately i deleted the previous version and installed the updated version, something must be conflicting.Can you upload previous version, which worked well and good for me?
    3. PaleNoises
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      This update has been around for 3 months now and not a single person other than yourself has reported any issue like that. I've gone back and checked the mod inside the game and I've also checked the esp with xEdit, I couldn't find any issues. Whatever is causing your size problem probably isn't related to this mod on its own. It could be a lot of different things causing it, such as needing to start a new game or a mod incompatibility issue. Updating mods mid-game can sometimes cause strange issues to occur if the update makes a lot of changes.

      Losing your save file isn't fun, so I'm going to re-enable the previous mod version to be downloaded like you asked. It's in the old files section under the optional files.
    4. vikisrini07
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      Hi, thanks for the reply, the problem is with imcompatibility with another mod and its fixed, can you make the probability of using racial powers from npc's to be low? coz it seems every single npc can use racial power and it makes even normal npc's op. I want villian npc's , important npc's and bosses to have racial power abilities, possible?
    5. PaleNoises
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      I have been considering adding more ways to customize how active abilities are used by npcs. The current plan is to eventually let the player choose an rng chance for npcs to use their abilities through the MCM.

      Limiting active abilities to specific npcs is possible, but it's also highly impractical on its own. Hypothetically speaking, if I were going to create a system like that, the end user would first need to choose which npcs that they wanted to allow the use of abilities. From there, they would need to use the keyword item distributor to give the npcs in question a specific keyword which would allow them to use their active abilities. Depending on how modded your game is, that would mean picking and choosing from hundreds or thousands of npcs and manually adding them to an INI file, it would be extremely tedious.

      Combining the two above ideas and creating some kind of exclusion list that lets you specify which npc always has access to their active abilities regardless of the rng chance chosen by the player could work out fairly well though. It's far less work on the end user since you would only need to choose a handful of exceptions rather than potentially sifting through thousands of npcs to figure out who you want on your list. I could totally see myself creating something like that at some point down the road.
  10. AntaBaka777
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    These bonuses and abilities look really busted, even for my own modlist where everything's harder for the player. For vanilla? That's even more ridiculous since pretty much any of the main game features make the player overpowered, but with this it'd just straight up make you a god, lol.
    1. PaleNoises
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      NPCs have the same bonuses that the player has access to, even in combat, so I don't really see how that makes you any more overpowered than the things that you're fighting against. You can also customize many of the abilities in the MCM, eventually the plan is to let you tweak pretty much everything.

      Busted abilities also exist in vanilla skyrim, they're just gate kept behind specific races. Unlike the player, vanilla NPCs don't have access to their strongest abilities since they can't use active abilities in combat. For example, orcs in vanilla can double their physical damage output and reduce their physical damage taken by half for 60 seconds. Vanilla bretons can pretty much walk into a room filled with enemy mages and ignore them for 60 seconds, on top of that they also resist 25% of every form of magic. Meanwhile the vanilla khajiit, imperials, wood elves, and redguards may as well not even have abilities. Bethesda gave them meme abilities that don't help the player outside of a very narrow and specific set of situations.

      The idea behind this mod was to even out the playing field between the player and NPCs. For the most part, I believe that I have achieved that initial goal. Could certain parts be improved? Sure, and I'm always open to people sharing their ideas on how to do that. User requests are the main reason that I created an MCM for customizing how certain parts of the mod work, this way you can tailor the mod to fit your preferences.

      If you're comparing humanoid NPCs to non-humanoid NPCs then you may have a point, but that issue could also be solved by getting another mod for creatures to even the playing field. Later on in the year I'm going to release a creature overhaul to complement this mod. The creatures will also have new abilities and you'll be able to customize how most things in the mod function for each category of creature.
    2. AntaBaka777
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      I  always forget that race attributes mods apply to NPCs because of that exact thing, the fact they don't use their active abilities. I get what you're saying, but still, having everyone be so strong kinda conflicts with the nature of many modlists, since with all the stuff that's added you end up with insanity like 500% health regeneration or stuff like that. Though I know what you're gonna say, and it's that that is not an inherent issue of your mod and you'd be right, but the issue remains the same regardless.
  11. izzzyc28
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    Can you include a guide on how to turn off the Telvanni bubble. It's possibly the worst thing I've ever seen. The effect is fine, but the visual is blinding and nothing but infuriating.
    1. PaleNoises
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      Open up xEdit and edit the "PR_DarkElf_Telvanni_ManaBarrier" ability. You'll need to remove the following magic effects from the ability. "PR_Racial_DarkElf_Telvanni_ManaBarrierVFX3rd" "PR_Racial_DarkElf_Telvanni_ManaBarrierVFX1st"

      So if I'm understanding you correctly, the problem that you have with the vfx is that it's just too bright? It's not an issue with the art itself, but more so that it's too blinding and distracting?