Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

Paulicus - Zira

Uploaded by

Zireael1251

Virus scan

Safe to use

190 comments

  1. Zireael1251
    Zireael1251
    • premium
    • 157 kudos
    Locked
    Sticky
    Before anyone asks,  I won't be back-porting the fixes to the Oldrim (LE) version. If you follow all the tips listed in the description and changelog here as updates were made, you will get the same result. For users of Requiem on LE, sollen2 has patched Paulicus's Shields Block Poison to remove CTDs. You can find it here!

    Feel free to request other patches, as said in the description. Doesn't mean I will, but I don't mind the asking.

    Note on Game Editions: This is not an SKSE mod, so it is unaffected by AE, GOG, etc. The plugin will work with all versions of SSE.
  2. Zireael1251
    Zireael1251
    • premium
    • 157 kudos
    Locked
    Sticky
    Comments on Requiem Update 5.2+
    Requiem's 5.2 update added copies of Paulicus's blocking and angle conditions (from the LE version, not this mod page) for the majority of its alchemical poison and vanilla disease effects, so I've removed those records from the Requiem version of PPB.

    So, what are Requiem users still getting from PPB?

    • Vanilla Spider and Chaurus spit attack shield block/ward conditions.
    • Afflicted poison spray shield block/ward conditions.
    • General block/ward conditions for unused vanilla poisons (may be reimplemented by other mods).
    • General block/ward conditions on all poisonous attacks by Chaurus and Lurkers from the vanilla DLCs.
    • All vanilla creature poisonous melee attack block conditions (including Venomfang Skeever).
    • Requiem CC Version: General block conditions for all CC Survival Mode diseases.
    • [Note]: Yes, this means none of these things are included in Requiem by default. Requiem only absorbed Paulicus's original Shields Block Poison with minor tweaks, so it does not include any of these changes for now.
  3. ParsaFaramarzi
    ParsaFaramarzi
    • premium
    • 32 kudos
    Is ravage magicka record patched correctly?
    Spoiler:  
    Show


    
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      It is as intended. The effect is no longer a magicka poison with Apothecary's changes. Instead, it has the effect of damaging your "armor," so I simply left the record as Apothecary's vanilla effect. If you block it, such as with a shield, it will still transfer its effect of lowering your DR, since a shield is armor.
  4. Shade999
    Shade999
    • supporter
    • 2 kudos
    Great mod,i have also set the conditions manually in these enemy mods.

    https://www.nexusmods.com/skyrimspecialedition/mods/99565?tab=description
    https://www.nexusmods.com/skyrimspecialedition/mods/111048
  5. LeoneKingzz
    LeoneKingzz
    • premium
    • 16 kudos
    Great mod. Thanks for the work.

    1) One thing i wanted to ask, the conditions you implemented, are they "complex conditions"; as in, did you initially write them like (A and B) or (C and D), then you expanded the brackets to (A OR C AND B OR C AND A OR D AND B OR D). Because if not, the CK doesn't process conditions the way it appears (unless its simple; aka one AND block then one OR block), i think it actually follows the mathematical logic of ORs and ANDs.

    2) Finally, not sure most people know this, but on spell and magic effect (except those that are delivered via self), subject and target conditions all evaluate on the object the effect is applied to (aka the logical target; not the caster).

    To modify this behavior, i believe that why the flag "swap subject and target" exists.
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      I am not the original author of this mod, as it says repeatedly in the description. It's an LE mod that has a long history. All I can say is that Paulicus's conditions work in-game for the player, and have been tested in vanilla and modded setups by the author, myself and 6 years of other users, and I'm sure the Requiem team before they included it in their work as well. The same and/or conditions are used across the board, most commonly for things like crafting requirements, and as far as I can tell, all work in the same straightforward way.

      I simply observed how the conditions were setup by Paulicus in xEdit and expanded their application (I didn't change them), created patches, and applied a failsafe condition to records that required it.
    2. LeoneKingzz
      LeoneKingzz
      • premium
      • 16 kudos
      Thanks for your reply
  6. falxtan
    falxtan
    • premium
    • 2 kudos
    hi,
    in your sunhelm patch i think conditions subjectisblocking=1 implented incorrect, i edited "0" in xedit and its okay now, other than this its perfect addon for blocking i think;
    thank you.
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      Thank you for the report It should indeed be 0.
  7. hoangdai94
    hoangdai94
    • member
    • 38 kudos
    @Zireael1251 Thanks for this great mod, but how do you think about making your mod based on SPID for better compatibility, like what this mod does : Block Enchantments ( https://www.nexusmods.com/skyrimspecialedition/mods/60833 ) ?
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      I'm familiar with modding via SPID. But PPB avoids having anything like a disease/poison immunity effect that activates on block, given how unrealistic and no different that would be from briefly activating god mode. Paulicus instead applied script-free conditions to the records so that the direction of attack and whether you are angled to block it matter. I'm not sure how to replicate that via SPID.

      Tbh, it's also not worth the effort when I've already shared patches for the commonly used mods that do conflict. There aren't very many, so compatibility is not a major issue and patches are simple to make. PPB already affects NPCs as well as the player, so there's nothing to gain from SPID other than people who don't know what they're doing with their load order not having to worry about learning to know what they're doing. I share mods purely for the sake of sharing, so I won't be going to great lengths to make using them any simpler than it already is.

      That being said, there's nothing stopping anyone else from making and sharing a SPID PPB if they can get that implementation to work. The perms only require crediting Paulicus, not monetizing the shared mod in any way, and for me to be informed so that I can share links on this page for all of us interested in this kind of mod--myself included
    2. hoangdai94
      hoangdai94
      • member
      • 38 kudos
      @Zireael1251 Fair enough, thanks for your detailed reply !!!
  8. Blackspine18859
    Blackspine18859
    • member
    • 27 kudos
    Great mod. Can't live without it. Any chance for compatibility with Last Seed? 
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      I'll give it a look
  9. AndyPandyW
    AndyPandyW
    • member
    • 5 kudos
    Awesome mod :D Greatly appreciated. Anyone able to make a similar mod that allows you to block the magic effects of enchanted weapons? Similar nonsense problem to the poison and disease issue. I'm guessing compatibility would be the main issue with this.
    1. Blackspine18859
      Blackspine18859
      • member
      • 27 kudos
      It exists. Block Enchantments: https://www.nexusmods.com/skyrimspecialedition/mods/60833
  10. yexian7
    yexian7
    • member
    • 10 kudos
    hi, what's the condition check "isActor" for?
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      To protect you from crashes. If the game tries to run the isBlocking condition check on a non-actor, it CTDs. It's the cause of an issue that plagued the Oldrim mod, referred to by users as the "spider spit" crash.
    2. yexian7
      yexian7
      • member
      • 10 kudos
      thanks:D
  11. Fuuski
    Fuuski
    • supporter
    • 0 kudos
    Thank you for the port!  I have a question, though.  Does this require a new game to function?  I find falmer melee paralyze poison is still passing through my shield (I use requiem, latest version).  Or have I just made a misstep?  Presently the mod is placed quite near the end on the load order.
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      It doesn't. It only overrides vanilla records, so you can install and uninstall at any point, though in general it's just simply not recommend to shuffle plugin order mid-game by adding or removing things in the middle of the list. But even if you do, it wouldn't affect this mod specifically.

      It might be on Requiem's end. I actually discovered a ways into this project that Falmer poisons do not respond to Paulicus's angle conditions (or any others I tried), for whatever bizarre reason, and so in my version I had to use a simplified workaround. Since Requiem is using Paulicus's mostly unmodified conditions, you might be experiencing this issue if Requiem's team didn't fix it and my version doesn't overwrite their Falmer with the workaround. I'll check!
    2. Fuuski
      Fuuski
      • supporter
      • 0 kudos
      Thank you, I'd be curious to know.  It definitely does feel like the falmer poisons work differently somehow.  If it's a simple tweak I'd be curious to learn it, I've been trying to become more self sufficient with these small changes.  Nothing ever seems to work quite like you expect it to however lol.  Appreciate your time.
    3. Dymczeslaw
      Dymczeslaw
      • member
      • 0 kudos
      What exactly did you do in your "simplified workaround"? I'd like to recreate it in LE Block Poison mod, so i can finally protect my dragonborn from these bloody falmers.
    4. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      I had to remove the angle conditions for just the Falmer poison. This problem doesn't exist with any other creature/poison/disease.
    5. Dymczeslaw
      Dymczeslaw
      • member
      • 0 kudos
      Thank you very much! I've also added Subject.IsBlocking = 0 condition in every crFalmerPoisonedWeapon0* in Spell list, now i'm sure their poisons will be blocked properly. I allowed myself to use the same method to "patch" Immersive Creatures mod.

      May the Nine Divines bless you!
  12. sollen2
    sollen2
    • member
    • 1 kudos
    Have you ever thought this mod backport to LE? I loved Paulicus mod but because of ctd I gave up this mod. Is there any chance for backport?
    I tried backport. But because of  USSEP master file, I can't backport with the Tes5edit. I hope LE user can enjoy your great work, too.
    1. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      Just install the LE version, then look at the steps I took in the Changelogs of this mod page to recreate whatever fixes/addons you choose. I already commented in the sticky post on backporting when I shared this 2 years ago. 
    2. sollen2
      sollen2
      • member
      • 1 kudos
      I already fixed the original mod with Jazzkiwifruit's explanation. Thanks, though.
    3. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      Yep, as I suggested in the first place in the description, it's simple. Backporting would be even more effort, honestly.
    4. sollen2
      sollen2
      • member
      • 1 kudos
      I am going to upload the fixed Requiem version in LE site sometime soon. Only a few might need it, though.
      Anyway, thanks for the reply.
    5. Zireael1251
      Zireael1251
      • premium
      • 157 kudos
      Good on you Feel free to send me a message when you do, and I can share a link here for any other LE Requiem users who might be desperate for this fix but haven't figured out how to do it themselves.
    6. sollen2
      sollen2
      • member
      • 1 kudos
      Alright, I will. You are kind. Have a nice day!