This mod is such a savior because this effect breaks master invisibility spells from Odin and Apocalypse (Shadow Weave and Shroud Walk). I used the command to turn the effect off, but it always gets re-applied once you load a save, was annoying as hell. Now everything works as it should. Thank you so much!
WOW!!! I have spent HOURS looking online for people with similar issues of the backpacks not showing the usable items, to no avail. It was driving me nuts. I thought it was a load order issue or a missing or corrupted file. Turns out it was BethesDUH all along lol. Installed your patch , fired up my save game, and all the items were in their places on the pack!! Thank you! Thank you! Thank you!
I test this mod by giving the bow to my character using a console command so... yes? The bow's effect works by adding a hidden perk to the player when they receive the bow for the first time, and isn't specifically tied to your progress in the mod's quest either.
I found this due to an issue with my game where CAMPFIRE backpacks were not displaying dynamic items (torch, cauldron, etc.). With this MOD the backpack worked dynamically again.
Check for conflicts, and the visual effect not working isn't what I fixed. This mod specifically fixes various stuff in the game thinking the player is invisible even when they're not.
This likely a different bug, possibly related to the ability condition bug that's fixed in Bug Fixes SSE and Scrambled Bugs, neither of which has been ported to v1.6+ yet. Theoretically I can port them myself, but I'd rather not step on meh and KernalsEggs's toes.
I only had the chance to download it and test it. Works just fine. Perhaps some mod conflict? The Best way to check is via more informative console if the perk remains. Or if you use Inigo/Strange Runes. If you see the runes after using a bow, the mod works.
BTW: @Seally25 thank you so much. It was such a pain with mods I mentioned above. Kudos given <3
The ability condition bug causes ability conditions to stop working after a certain time has passed. This is because of a floating point error. Basically the way floating point works is it stores numbers in the form x.xx * 2^y (a bit like scientific notation). The x.xx part has limited precision, so once you get to a certain point you may get x + 1 not actually equaling x + 1 anymore because the number is too large to store values up to the last digit. Full details here.
The bow's "enchantment" is implemented as an ability, with perk shenanigans that I assume was meant to allow players to put their own enchantments on the bow. In any case, this likely puts it squarely into this issue once you've played the game for a while. It's not fixable on a CK level, which is what this particular mod is limited to.
I do not believe there is anything this mod does that could cause the enchantment to stop working unless it wasn't working to begin with.
If you have the mods I mentioned installed (with fixes enabled as appropriate) in v1.5 and it still happens, then we're back to the drawing board. However, that's well outside of the scope of this mod unless you've tested that it doesn't happen when this mod isn't installed.
Thanks for the info @Seally25 I do not have conflicts with other mods. My problem comes with "ccBGSSSE038_InvisibillityFFSelf "Invisibility" [MGEF:3500080C]" There is my "Fix" i just created a new EditorID for the MGEF.. idk why but its working now. Link
If my suspicion is correct, then it'll probably stop working again some time later. That might have been enough to trick the game into starting the counter from 0.
Either Bug Fixes SSE or Scrambled Bugs (see the instructions on their pages to disable one as appropriate). If you're on v1.6 you sadly have no options that I know of for now though (and Scrambled Bugs is one of the blockers for my move to v1.6).
Of course, I could be wrong and this is actually something else though.
meh doesn't seem terribly interested in moving to v1.6 I think beyond maintaining the Address Library because he's not a C++ programmer (probably the reason why he made .NET Script Framework to begin with) and updating .NET seems to be a difficult problem. Meanwhile Scrambled Bugs is being worked on (but no clue when it'll be ready) so I'd go with the fix from that one instead.
I downgraded my exes and all of it still just works for now. We shall see in the future what mods will and which won't be updated and only then I'll "fully" update I think.
Hmm.. I'm not going to do a Downgrade, the only thing that bothers me is the Bow of Shadow bug, although I do not use it anymore because I already have Dragonbone Bow. I have not found more bugs or I have not perceived them at the moment.. so.. I can live without "Scrambled Bugs" or "Bug Fixes SSE" that for the last it is necessary ".Net Script Framework" that is also outdated.. if they update those three mods before I get tired of Skyrim one more time, maybe try them.. xD
No worries. If the bug does show up again like I predicted (Cobb's report suggests it takes 3 real-life days to get to that point), let me know though, since at the very least it pushes my confidence on the cause of the issue from maybe 60% to 90%.
Fixable or not, knowing the reason why is still usually a good thing.
31 comments
https://www.nexusmods.com/skyrimspecialedition/mods/91480?tab=description
Thank you! Thank you! Thank you!
I found this due to an issue with my game where CAMPFIRE backpacks were not displaying dynamic items (torch, cauldron, etc.).
With this MOD the backpack worked dynamically again.
Thank you very much.
This likely a different bug, possibly related to the ability condition bug that's fixed in Bug Fixes SSE and Scrambled Bugs, neither of which has been ported to v1.6+ yet. Theoretically I can port them myself, but I'd rather not step on meh and KernalsEggs's toes.
BTW: @Seally25 thank you so much. It was such a pain with mods I mentioned above. Kudos given <3
The bow's "enchantment" is implemented as an ability, with perk shenanigans that I assume was meant to allow players to put their own enchantments on the bow. In any case, this likely puts it squarely into this issue once you've played the game for a while. It's not fixable on a CK level, which is what this particular mod is limited to.
I do not believe there is anything this mod does that could cause the enchantment to stop working unless it wasn't working to begin with.
If you have the mods I mentioned installed (with fixes enabled as appropriate) in v1.5 and it still happens, then we're back to the drawing board. However, that's well outside of the scope of this mod unless you've tested that it doesn't happen when this mod isn't installed.
I do not have conflicts with other mods.
My problem comes with "ccBGSSSE038_InvisibillityFFSelf "Invisibility" [MGEF:3500080C]"
There is my "Fix" i just created a new EditorID for the MGEF.. idk why but its working now.
Link
Of course, I could be wrong and this is actually something else though.
meh doesn't seem terribly interested in moving to v1.6 I think beyond maintaining the Address Library because he's not a C++ programmer (probably the reason why he made .NET Script Framework to begin with) and updating .NET seems to be a difficult problem. Meanwhile Scrambled Bugs is being worked on (but no clue when it'll be ready) so I'd go with the fix from that one instead.
I'm not going to do a Downgrade, the only thing that bothers me is the Bow of Shadow bug, although I do not use it anymore because I already have Dragonbone Bow.
I have not found more bugs or I have not perceived them at the moment.. so.. I can live without "Scrambled Bugs" or "Bug Fixes SSE" that for the last it is necessary ".Net Script Framework" that is also outdated.. if they update those three mods before I get tired of Skyrim one more time, maybe try them.. xD
Thanks @Seally25
Fixable or not, knowing the reason why is still usually a good thing.
Scrambled Bugs and Bug Fixes SSE