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ANoobInDisguise and Requiem Community

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havochot

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420 comments

  1. GhoulSmasher
    GhoulSmasher
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    Locked
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    Many 3BFTweaks patches available HERE
    For newcomers, please check out the video in the description by GreedGaming.
  2. gacky
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    Augur's Hood and Robe are disenchantable in v5.0.2, but they should not be.
    Their enchantments have no names and too powerful.
    1. GhoulSmasher
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      Oops, thats a bug, will be fixed. Thank you.
  3. gacky
    gacky
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    (duplicated)
  4. Wellington0419
    Wellington0419
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    It's strange when I use 3bft with Dismembering Framework.When I fast travel,my character's arm seems broken.It's due to the official humanoid asset pack of Dismembering Framework.Consider that the official humanoid asset pack is an indispensable mod for many people,is there any method to fix it?
    Additionally,when I use the 5.4.5 requiem version of 3bft,the problem is not appear.It must be the lastest update change something
    1. havochot
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      Did you check for conflicts? I don't use the mod; you can try asking that mod author or creating a patch.
    2. havochot
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      Will be fixed next update.
    3. Vb233
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      Yeah I had the same exact issue, forced me to disable Dismember mod
  5. gacky
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    Spell cost reduction from Derived Attributes Redone seems to be broken; it gives small magic resistance but no cost reduction.
    Magic resistance and Spell power work as expected.

    I'm not familiar with DerivedAttributeFramework.toml, but something is wrong in it:
    - duplicated "ConjurationPowerMod" lines
    - "DestructionSkillAdvance" is in [[Attributes.Derived]], but "ConjurationSkillAdvance" is in [[Attributes.Derived.Extra]]
    1. havochot
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      Hi there, thanks for the report

      Part 1:
      UsedAVs.txt is found with the 3Tweaks install and describes the source of unused AVs and what they do
      ConjurationSkillAdvance - FTweaks - spell duration increase with spell cost increase
      DestructionSkillAdvance - FTweaks - spell power increase with spell cost increase

      How the TOML file is set up is that the first screen shows whatever is under Attributes.Derived. But since we need to level up 2 separate AVs in this instance, we need to use [[Attributes.Derived.Extra]] to ensure both spell magnitude and duration are being increased, which is what Spell Power needs to do. In the future the DLL will be set up in such a way where it looks much cleaner for the user, but for now, it's functional.

      [[Attributes.Derived]]
      Attribute = "DestructionSkillAdvance"
      Weight = 0.625

      [[Attributes.Derived.Extra]]
      Attribute = "ConjurationSkillAdvance"
      Weight = 0.625

      Part 2:
      I believe Alteration was omitted and Conjuration was duplicated, good catch!
      As for spell cost reduction not working, I think that's an error. We use "SchoolPowerMod" instead of "SchoolMod". Will be fixed next update.
    2. gacky
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      Thank you for update, but I can't load save data with it. loading screen never ends.
      Then I disable Derived Attribute mod, I can restart the data ignoring missing-mod warning.

      Cost reductiton issue seems to be fixed as far as I tested in new game with console.
    3. thecursedcometh
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      Yes, I'm having the same issue, unfortunately. Infinite load screen with new plugin.
    4. havochot
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      Newest update should fix. Let me know if you still have issues.
    5. thecursedcometh
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      Seems like it works now. Thanks for the quick fix!
  6. DiGiPuchiko
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    Checked through SSEdit but food items such as Cabbage Soup do not have any of the "Survival_FoodRestoreHungerVerySmall/Small/Medium/Large" MGEFs so playing survival mode with 3BFTweaks is currently difficult. (Curiously, the raw meats have them?)

    Raw cabbage vs Cabbage soup in SSEdit

    Also I noticed that battlestaves and quarterstaves with 3BFTweaks on breaks them in a specific way. Instead of M2 blocking, it performs a power attack instead. Looking it up in SSEdit, I see they were given "WeapTypeWarhammer [KYWD:0006D930]", but that's the only real identifier. Removing the keyword doesn't fix it either so I'm not sure what's going on with that. Either way, just letting other MCO users know
    1. havochot
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      There isn't an issue without MCO. I don't use MCO so I don't have anything to add why it might not work.

      Survival is built into 3Tweaks through our own systems and skyrim's survival system isn't patched for (despite requiring it).
    2. DiGiPuchiko
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      Is all good. Unsure what's going on with MCO either but it's not covered by the scope of this mod so no biggie. And yeah, I do get that. For now I just disabled hunger entirely by messing with the global value so I can still play with the rest of the Survival mechanics. Thanks for updating to Requiem 6.0!
  7. NGBONE
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    I am getting a "error loading config" - unknown error; check JSON syntax message in the MCM menu on the latest version. 
    1. havochot
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      Uploading a fix now
  8. sysdmp
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    Hi, question about DLLTweaks.
    Is source code available anywhere?
    also, will it work or even needed on Vanilla Requiem? (I just recently got my brain Reqtified, not up to 3Tweaks yet lol).
    1. havochot
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      https://github.com/digital-apple/DLLTweaks

      The fix "Starting the game as a Nord no longer breaks intended mechanics." is specific to 3Tweaks. The other changes are applicable to vanilla Skyrim/Requiem. Whether it's needed is up to you to decide :)
  9. Go0ba
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    Does anyone know why insight potions are dropping fine after starting a new game, but as soon as i load a save after either quitting or dying they stop dropping? Animals seem to drop them without issue, as well as chests and quests. This only happens on humanoid enemies. Can't see any conflicts in xedit either as far as leveled lists goes.
    1. GhoulSmasher
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      Check the player character (prisoner) npc record. If anything overwrites that, it'll break it.
    2. Go0ba
      Go0ba
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      Thanks for your reply! The player record has no conflicts except requiem for the indifferent overwriting the ftweaks record, which is normal I guess. After doing some digging, I think the "Yeomen_Perk_DistributeLevelUpsToNPCs" is supposed to add the insight potions to npcs after they die? No conflict there either. It seems to me that after a save is loaded, something is messing with the player record and the perks, but does it make sense that this would only inhibit the drops for bandits, draugrs etc? Like I said, animals and such seem to be dropping the potions without issue. I'll keep troubleshooting though, thanks for the reply.
    3. JonnyJalapeno
      JonnyJalapeno
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      Disable "NPC Use potions" mod.
    4. Go0ba
      Go0ba
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      You absolute legend! That was the issue. Didn't even cross my mind that the potion mod would mess with insight potions but it makes perfect sense lmao. Thanks so much!
    5. GhoulSmasher
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      Very good to note, I'll look to see if theres a way to patch it in some way
    6. uruneaw
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      did you ever find a way of patching it?
  10. uruneaw
    uruneaw
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    been playing for hours and only getting insight potions from animals and monsters. reading the comments i found out the issue is ''npc use potions''. i wanted to know if there is a patch for that. anyway, i love this mod, thank you for making this
  11. gatormf2
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    Don't mean to sound annoying but any estimate on when this'll be updated for Requiem 6.0? Really want to start a 6.0 playthrough but I'd rather play with 3tweaks
    1. havochot
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      No ETA but it's in the works