Skyrim Special Edition
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Wartortle

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Wartortle

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36 comments

  1. dalyeau
    dalyeau
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    Hi, it's me again. Can you please point me to where I need to edit the globals? I'm a xEdit newbie and I don't know where exactly I should change the values. I'm so sorry to bother you but I'm a little lost and afraid to f*#@ it up
    1. Wartortle
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      Under GLOB
  2. dalyeau
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    Hey, I don't have Books of Skyrim installed so I didn't select the patch for it, but LOOT gives me an error that I'm missing the Books of Skyrim master anyway? I only selected KYE Redux in the fomod.
    1. masaigu1
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      im also seeing this issue in MO2, without loot as well, but with the non redux base version of KYE, again, without books of skyrim. the plugin still has books of skyrim as a master for some reason
    2. Wartortle
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      Ugh I’ll take a look. Can you try the other redux file and see if it works?
    3. dalyeau
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      Yep. The other one (KYE Redux + Books of Skyrim) doesn't show any errors in LOOT, so you might have just gotten them mixed up. I haven't checked in game though, just in LOOT (don't have time rn but I can check tomorrow).
    4. Wartortle
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      Should be fixed in 1.4.0. Sorry about that.
    5. dalyeau
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      Thank you for the quick update!! 
  3. deleted1506398
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    Since know your enemy is now compacted, i made a fix.

    Note: I didn't change the script and from what i can see it does not need changing either. But i fixed the values in xEdit.

    https://drive.google.com/file/d/1K8gVrdX6gsiIpXrZhMOS74KU3tgi3jY4/view?usp=sharing
    1. aristotle99
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      Unfortunately, there is still one error:

      [00:00] Checking for Errors in [FE 1A3] KYEBooksForSale.esp
      [00:00] KYE_book_quest "KNY book quest" [QUST:FE09787A]
      [00:00]     QUST \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [FE1A2B5C] < Error: Could not be resolved >
      [00:00] Done: Checking for Errors, Processed Records: 48, Errors found: 1, Elapsed Time: 00:00
    2. deleted1506398
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      Hmm... when i download the latest Know your enemy and then my file i get no errors in xedit

  4. Hazardist
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    Does this work with the 9.2 version of Know Your Enemy?
    1. Wartortle
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      Just looked, no it doesn't. I need to rebuild the whole thing since KYE was compacted.

      Works with 9.1 and earlier.
    2. aristotle99
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      +1   I also am looking forward to the new version.  Thank you.
  5. Glanzer
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    The descriptions in the FOMOD don't match the choices. Mousing over Know Your Enemy says we need Redux, but mousing over the Redux options shows nothing.
  6. Rifti
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    Know Your Enemy Redux updated to v1.2.1 Is this patch still compatible?
    1. Wartortle
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      Should be. Haven’t checked tho
  7. aristotle99
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    The mod author of Know Your Enemy has now published a more streamlined Know Your Enemy Redux.  Will this mod work with that mod too?  If not, can you provide such a version?
    1. Wartortle
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      I haven’t looked so don’t know. May look in the coming weeks but low priority for me. I’ll reply here if I get around to it. 
    2. Wartortle
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      The current version will not work with Redux because the plugin name changed. Updating should be easy so I'll try to do that in the coming weeks when I have time,
    3. Wartortle
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      Now supports Redux
  8. Roonya
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    When you say it requires a new game, do you mean it will only work when KYE is first installed? Because I have an existing playthrough where I'm intending to install KYE plus this mod.
    1. Wartortle
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      Probably works but no guarantees or support for that
  9. Saturn04
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    I am highly confused by the numbers I find in xEdit for the chances of a book to be stocked by a vendor.

    Khajiit caravans apparently have a 10% chance of having any of the books. The value in xEdit is 90. So okay, 90% to NOT have any, I guess. Then I look at apothecary... supposedly a 4% chance to have a book. The value in xEdit is 25. Neither is that the correct number, nor does it work like it apparently does for the caravans... otherwise, apothecaries would have a chance of 75% to carry one of the books. Then I look at the vigilants, who also have a 4% chance (like apothecaries)... their value in xEdit is 75 (as opposed to the 25 of the apothecaries)... so I'd think either a 75% chance, or 100-75 = 25% chance. Ugh. This doesn't make any sense to me. How can two vendors which have the same chance have two different numbers in xEdit?

    So... can you please explain to me what I'm missing? The chances seem to work completely differently for each of the vendor types. And while I'm actually fine with the chances as they are listed in the description, I wouldn't know how to follow your advice ("Edit the globals as you see fit.") if I wasn't; as the numbers in xEdit make absolutely no logical sense to me right now.


    Edit: The chances listed in the ReadMe are a bit different from the chances listed in the mod description (e.g. apothecaries supposedly have a 2.5% chance instead of the 4% listed in the description). The numbers xEdit still don't make any more sense to me, though.
    1. Wartortle
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      Yes it can be confusing. Let's look in the Apothecary Merchant Chest in Falkreath (0006A876) (all Apothecary's have the same contents). The container has LItemApothecaryRecipesCommon100. The game takes one item from that list and adds it to the merchant chest. This list has 18 items, with chance none = 0, and it calculates for each item in the list, and all levels <= player level. Each item has Level 1, meaning it will always choose from each item. Books for Sale adds a custom list LItemApothecary4 to this list by script injection on a new game. This means, there are 19 items to choose from. But the merchant container only has 1 of those 19 items.

      That means there is a 1/19 chance (5.2%) that the container calls LItemApothecary4. If it does, there is a 25% chance it will return no item (see ApothecaryChance global value). That means 75% of the time, it will return an item. 5.2% x 75% = 3.9%, thus 4% chance of having a Book for Sale instead of a recipe.

      You can then calculate the chance for each list this way. Hope that explanation makes it more clear. If the readme says 2.5%, it seems the readme is incorrect, but I probably won't upload a new file just to fix that.
    2. Wartortle
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      If you want to test if that percentage is actually true in game, you can console player.additem 10f91a 100. This should add 100 of LItemApothecaryRecipes100 to your inventory, and you should see 4 books appear. For some lists that use the UseAll flag though, you will need to apply the console command player.additem xxxxxxx 1, and do that 100 times, because with the UseAll flag it does not randomize each item.
    3. Saturn04
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      Aaaah, that makes a whole lot more sense now. I thought I'm most likely missing something here. :)

      Thanks for the explanation! :)
  10. tjhm4
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    Hey, I stumbled across this following a reddit post - it looks great, and thank you for building off KYE. I'll try this on my next playthrough as even I agree that sometimes it would be nice to find the books a little more often. I also like that you've kept their high price. I set it to a random value as they were not originally meant to be bought, but if they are for sale the cost should definitely be high. Thanks again.