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
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]]
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.
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.
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.
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?)
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
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!
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).
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 :)
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.
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.
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!
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
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
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For newcomers, please check out the video in the description by GreedGaming.
Their enchantments have no names and too powerful.
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
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]]
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.
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.
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
Survival is built into 3Tweaks through our own systems and skyrim's survival system isn't patched for (despite requiring it).
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).
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 :)