Hey there im an xbox player, if possible I'd like to have your permission to port this mod to bethesda.net for Xbox players, all credits will be given. would be much appreciated
I had the bug with Redguard where my attacks (and the NPCs of the same race) were in slow motion. I managed to fix it with this mod (Weapon Speed Mult Fix):
Thanks for the compliment! It's more known then I ever thought it would be so far. I have no problem with this being a "best kept secret" type of mod. I want to update this mod within the next 9 months or so but I'm on a hiatus from gaming right now and struggling to think of what type of update to do for it.
Definitely! An update? Well, I was always a fan of the active racial abilities from the vanilla game - passives are more effective for an RPG of course, but maybe one racial power to go along with your passive abilities would be interesting. I know a lot of people end up forgetting they have the power or neglect using it because they're saving it for a tough fight and end up never using it (I'm guilty of that), however I think having a special racial power is still more fun than not having one even if the aforementioned problems still exist, but maybe that's just me xD
I'm experiencing a reproducible CTD when I try to see my spells (in the inventory, I use SkyUI) as a Bosmer (it does not happen with any other race). The .NET Framework crash logs always point to this:
I have no idea why this happens, as I don't see a spell by this name in the description of this mod. There is one in another mod (Imperious - Races of Skyrim) but I do not use it.
I just tested playing a Bosmer spellcaster and I use SkyUI too but I'm not having the same issue. Beast Tongue (Command Animal) was originally gonna be a Bosmer power but decided against it. I also checked and saw the power still exists in the mod but Bosmer don't have it. If you use xEdit you can try deleting Beast Tongue under Spells to see if that fixes your issue. If the issue still persists then its a load order conflict somewhere. Let me know if this helps.
I was having a similar crash on selecting New Game from the main menu. The crash log would always point to a racial ability from this mod, however it turned out to be the newest update of both powerofthree's Tweaks and powerofthree's Papyrus Extender that were causing the crash. Reverting to older versions fixed the issue. No doubt some conflict with other things in my load order.
I've been really enjoying this mod. It's great for both every race playing different and having enemies be more challenging.
I was wondering though how would I change the magnitude of the Dunmer's destruction damage increase? I want to make it 20-25% as that would make dunmer mage enemies more difficult throughout the game. I tried changing it in SSEedit but the record for it didn't have a magnitude to change.
Thanks I'm glad you like it. You can't change it in SSEedit. You can change the magnitude if you open my mod in the Creation Kit If you know how to use it. It should be under perks and then increased destruction magnitude. In there you can change it from 10% to whatever you like.
Call it what you'd like, I believe unplayable is an apt description. You can't even carry the gear you're equipping at 35, let alone literally a single piece of loot. This means that from my perspective nobody will play the two together. It's not a criticism of your mod. Sometimes incompatibilities like that happen. It means that people need to make a choice which they want, I chose evolution over survival mode based on which offered more features I wanted, others might choose differently and I felt it was fair to call it out.
We all have differences on what unplayable means to us but it's fine. Thanks for trying my mod though. When I get back into Skyrim one day I may patch it for survival mode as I plan on getting Anniversary edition when I do start to play it again. Hopefully by the end of this calendar year.
I use Alternate Skill Books (https://www.nexusmods.com/skyrimspecialedition/mods/25887), which changes the skill book awards to a bonus xp%. Do you think it will have any trouble stacking with the racial xp% modifiers in your mod?
I don't see why it should. As a Breton I used the Mage stone via Andromeda and that makes mage skills increase 10% faster and didn’t notice any issues with their increased xp rate in their major skills combined with the mage stone.
52 comments
to bethesda.net for Xbox players, all credits will be given.
would be much appreciated
https://www.nexusmods.com/skyrimspecialedition/mods/45502?tab=description
I'm glad it worked, because I really liked your mod and didn't want to uninstall it. Congratulations on the great work.
TESObjectREFR(FormId: FF000DD4, BaseForm: SpellItem(Name: `Beast Tongue`, FormId: 000E40CF, File: `Evolution.esp <- Skyrim.esm`))
SpellItem(Name: `Beast Tongue`, FormId: 000E40CF, File: `Evolution.esp <- Skyrim.esm`)
I have no idea why this happens, as I don't see a spell by this name in the description of this mod. There is one in another mod (Imperious - Races of Skyrim) but I do not use it.
Any idea what might be causing the CTD?
I was wondering though how would I change the magnitude of the Dunmer's destruction damage increase? I want to make it 20-25% as that would make dunmer mage enemies more difficult throughout the game. I tried changing it in SSEedit but the record for it didn't have a magnitude to change.
What do you think of 'Nomadic Heritage for Aetherius'?
Would it be viable to be patched or something?