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  1. Hackfield
    Hackfield
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    How to add modded creatures:

    First and foremost, is highly adviced to create a new _DISTR.ini with the name of the mod where the new Creature is found.
    I'm gonna use the Giantesses mod by Mihail as an example.
    I'll create a _DISTR.ini file for the mod, is just a text file named after mihail's plugin but with a _DISTR at the end. In this case it will be mihailgiantesses_DISTR.ini (notice I changed the extension from .txt to .ini)
    This file should be placed inside the DATA folder, where the plugin or esp from mihail's mod is.

    Then we pick the Resistances or Weaknesses we want to give the Giantesses, the _DISTR.ini from this mod contains examples of each one, let's pick Resistance to Piercing
    From this mod's _DISTR.ini
    ;RESIST PIERCING
    ;Perk = 0x800~Resistances and Weaknesses.esp|CREATURE1,CREATURE2 ,CREATURE3

    The semicolon at the begining means these lines are disabled by default, this is because these are examples.
    Once we copied the lines to our _DISTR.ini, we remove the semicolon from the second line (the first line is just there as description)
    Then we'll replace the "CREATURE" placeholders for the names of the giantesses.
    There are 2 types of Giantesses in Mihail's mod, normal Giantess and Giantess Matriarch, we can use the * wildcard and simply put "*Giantess", this will cover both Giantess and Giantess Matriarch

    So the text inside the mihailgiantesses_DISTR.ini will look like this

    Perk = 0x800~Resistances and Weaknesses.esp|*Giantess

    Now we save the mihailgiantesses_DISTR.ini file and it's done, all our Giantesses from Mihail's mod will have resistance to Piercing damage.
  2. OmegaPotion
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    Anyone know how to add when you are "Naked" to the armor conditions? It doesn't make much sense that you have weaknesses with armor on, but don't retain said weaknesses with armor off.
    1. True, doesn't make much sense. I myself just gave Light Armour only Slash Resistance and gave Heavy Armour both Slash and Piercing Resistance, I removed the Weaknesses from them both. Additionally I removed most weaknesses from most creatures.
  3. Retrah
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    USSEP adds Keywords to some Actors, for example Ice Wraiths get ActorTypeUndead and ActorTypeGhost, among others. Was this mod made with these changes in mind?
  4. Desponark
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    Hi is there a way to find out the resistance / weakness while fighting an enemy?
    Like with a hud mod that shows a symbol?
    Or do you feel like that it is enough to discover it by playing and seeing which dmg / element is the most effective?
    1. ShalabiRogue
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      I would love to see this integrated with TrueHUD.  Someone would have to make icons for resistances and weaknesses that could show up next to an enemies health bar from TrueHUD.

      We could ask over at the TrueHUD mod page.
    2. Nagaeh
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      That TrueHUD idea would be perfect but in the short term hopefully this mod author will complete the ingame books soon or at least post the details in the description so we don't have to wing it.

      Love the mod btw, will be trying it soon.
    3. ShalabiRogue
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      So I made chart.  I am not sure it is 100% correct so I made it public.  I didn't include the bosses, except Alduin, so maybe I will make a separate chart for them sometime.

      I also am not sure what the ELEMENTAL DESTRUCTION MAGIC (Earth, Wind, Water) section of the DISTR.ini means.  Are spells under the Destruction school classified into those three categories in vanilla?

      Feel free to edit it for accuracy.

      Google Doc

    4. Hackfield
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      Oh wow, this is great! Mind if I share the link to the Google Doc in the description?

      One small note tho, vanilla game already covers a lot of resistances and weaknesses, for example, Vampire Lords inherit most of the Vampire's (i.e. resistance to Cold and weakness to Fire), same for Death hounds.

      As I said before, making books is pretty difficult due to users being able to edit the resistances and weaknesses to their preferences, and there's no way for me to gather the info from the ini files.

      At some point I wanted to do icons on top of the enemies healthbar showing the weaknesses, but I'm not a UI designer nor programmer, and after seeing TrueHud, there's definitely people more capable than me to do so.

      I'll try to fill the gaps (if I find any) when I get home, thank you very much for doing this :)
    5. ShalabiRogue
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      Please do use it!
      I only included the names directly copied from your ini so any mobs covered by your wildcards, or mobs with vanilla weaknesses/resistances, aren't included.
      I was starting to go through xEdit to make lists of mobs to add.

      Maybe you can embed the shared spreadsheet so any edits are shown immediately in the mod description?

      I'm not a modder nor do I now anything about making UIs but maybe we can get somebody over at TrueHUD to help out.  

      It would be perfect if we could get weaknesses and resistances on both sides of the ACTOR INFO BAR on TrueHUD!

    6. Desponark
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      @Hackfield if you want to try UI modding I can recommend Iwant Widgets:
      https://www.nexusmods.com/skyrimspecialedition/mods/36457
    7. ShalabiRogue
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      This might be easier and won't depend on TrueHUD to work. Thx for the suggestion Desponark!

      I updated the Death Hound and Vampire entries.
    8. Ruler0fWorlds
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      The google sheet seems to be broken for me, don't know why. The image is great though, so ty!
    9. Diver13666
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      Google doc version has errors, obviously. e.g. the table indicates skeletons are simultaneously resistant and weak to pierce. The image is more correct!
    10. IzakiReemsi28
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      It's weird how Trolls are weak to Bludgeoning and Piercing and neutral to Fire, while in game itself it's stated that Trolls are weak to Fire.
  5. IzakiReemsi28
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    No love for the Sun Magic from Dawnguard?
  6. hymlock
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    I see a "remove vanilla resistance" pluggin. Should I use this and if I do will it remove  modded creatures resistances that are not covered by your mod? Thank you! 
  7. lenova
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    Hello,
    I want to lower the weakness to 25%. Using SSEEdit, I changed the Weakness perks float value (incoming damage) from 1.50 to 1.25. But what do I need to do for the Spells section, because it's less obvious ? the Weakness to Fire (for eg) is set to 50%, do I need to set it to 25% or 75% ?
  8. thpassenger
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    I see the logic of skeletons being resistant to fire and shock, but how do you justify them being weak to frost? 
    1. iroelll
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      I don't know much about bone, but actually bones contain water besides calcium and phosphate. With frost spells, the water can freeze and make the bone brittles. (I looked it up on the internet and came up with this result)
  9. Whiskymaniac
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    Oakflesh - Resistant to Piercing and Frost, Weak to Slash and Fire
    Stoneflesh - Resistant to Bludgeon and Shock, Weak to Piercing and Frost
    Ironflesh - Resistant to Slash and Fire, Weak to Bludgeon and Shock
    Ebonyflesh - Resistant to Bludgeon, Weak to Piercing (ebony flesh is basically a stone flesh but completely inert to magic)

    What about the dragonhide spell?
  10. wyxill
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    Wait so with this dragons are no more res/weak to fire/frost depending on the breath type? Why?
    1. PhotonicCrystalwave
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      This mod doesn't modify a single vanilla FormID, meaning it works on top of the vanilla resistance system.
  11. Diver13666
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    I am impressed by the simplicity of this mod's design and going to give it a try.
    Just one thing: I use a number of mods that heavily boost damage already and while R&W looks fine for monster tweaks (I feel some Witcher ideas here), the armor plugin worries me. I think it would be better for me to nerf completely the weaknesses part of armors to avoid oneshot PC/NPC deaths. Also, as Jannol already mentioned, logically wearing an armor should never make you more vulnerable to anything but lightning strikes and falling from a cliff. It can slow you down, yes, it can exhaust you, but it can not make harder a hit you receive. tl;dr all armor weaknesses I dream about are already managed by my modlist. Same for mage armors.
    Do I understand correctly that to disable armor weaknesses I need to comment Keyword  lines under ;Weakness X groups in RaW - ArmorPlugin_KID.ini ? Thanks in advance.