Skyrim Special Edition

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  1. ProbablyManuel
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    Installation, Compatibility and more - Blog

    Do not post debug logs or load orders directly here!
    Use the bug tracker for installation support requests and bug reports.
    If you want to discuss your load order with other users, use spoiler tags.
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  2. ProbablyManuel
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  3. DastanDavinci
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    How does one restore the horse armor that was removed in 5.x(I think it was)? I'm comfortable with modding but the model itself seem to be removed as well(of course, since there is no reason to keep it in the mod).
  4. dueldragon
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    Requiem For The Indifferent crashes my game after it patches Creation Club content on a downgraded Skyrim SE. Reqtificator probably isn't set up to handle the new headers, any known fix?
    1. ProbablyManuel
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      Backported Extended ESL Support is a hard requirement for running a downgraded game. Please note that this is unrelated to whether or not you have Requiem installed.
    2. dueldragon
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      I have that installed already, the game crashes only after patching with the reqtificator and only with certain .esps. As a matter of fact, it crashed the game after patching the Fluted Armor set, which didn't crash without Requiem For The Indifferent.esp, until I downloaded the version that includes an .esp for pre-1.6.1130 versions. The problematic creation club esps in question are: ccbgssse069-contest
      ccbgssse031-advcyrus
      ccbgssse018-shadowrend
      ccbgssse019-staffofsheogorath
      ccbgssse020-graycowl

      Without exception, every time any of these .esps are patched by the Reqtificator, Requiem For The Indifferent crashes at the loading screen.
    3. ProbablyManuel
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      Thanks for the mention of Fluted Armor. This plugin could indeed cause a crash on startup depending on how exactly BEES implements its backported support for the extended form id range because Requiem for the Indifferent.esp is currently generated with plugin header 1.7 but nevertheless forwards records in the 0x0-0x7FF range. Requiem 6.0.0 will update to the latest version of Mutagen that uses plugin header 1.71 by default. However, the Creation Club plugins you mentioned don't have formids in the 0x0-0x7FF range which indicates there must be something else involved here.
    4. dueldragon
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      Then I'm at a complete loss. Could you perhaps somehow guide me? Even in a clean load order, with nothing but the base game, DLCs, creation club content, and Requiem, as soon as I patch creation club files with the Reqtificator, the game crashes on start up. The problem seems to extend, too, to other Creation Club patches. It seems like the files I've mentioned, have had something done to them with the new patches, because any sort of patch for these completely screws the game up. I'm trying right now to get the 1.6.1130 creation club ESPs, maybe that'll do something, considering i had completely downgraded the game back down to the original AE version in order to downgrade it from there to 1.5.97. 

      Edit it: It would seem you are indeed correct about these files. Downloading a folder of 1.6.1130, I can see that not all creation club files are present. It would seem only a handful of Creation Club ESPs are edited, and none of which are included in the list I have typed down. 
    5. volmanme
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      Any new info about Requiem 6? I am not asking when will be released (we know the answer, when it's done :P ), but any thoughts and developer plans for this update?
  5. Danoniel
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    Gosh, this mod is so good. As an old-school CRPG fan, I thank you devs for such generosity.
  6. Anskor
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    Why is there a limit on the amount of masters the Reqtificator can handle?
    1. ProbablyManuel
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      Because Bethesda designed the game like this.

      Formids are stored as a 32-bit integers. The first 8 bits are used to identify which plugin the form originates from (either the current plugin or one of its masters) and the remaining 24 bits are used to define a form within a plugin. 8 bits can represents 256 different values which means a plugin cannot have more than 256 masters. In practice the master limit is a bit lower than 256 because there are some reserved values.
    2. xndrive
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      do you know how to see the plugins that being used for the master? i want to disable them which i dont need 

      edit
      ah nevermind found it
    3. MadAborModding
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      If anyone is interested, I just released a workaround that I use for the master limit.  https://www.nexusmods.com/skyrimspecialedition/mods/117106
  7. Rascarzar
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    is it normal that mammoth regen health extremely fast as soon as they fall below 15% hp ? they are invincible because of that,  I tried to find the reason in tes5edit but I only see requiem records so I am not sure. 

    If thats requiem could someone tell me which perk exactly is causing that so I can remove it?
    1. ProbablyManuel
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      Mammoths don't regenerate health in Requiem.
  8. ARavingLooony
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    possible to add a perk that makes u immune to venom if wearing full heavy armor? never really made much sense that if you're covered head to toe in heavy armor with no skin visible that it would make it impossible for venom to affect u as itd just splash up against the metal armor
    1. Anskor
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      Ever heard of the word "joint" or "articulation" ? The little gap between the armor pieces that allows you to move instead of being as stiff as a statue? 
      But I partially agree with you, the armor might help against poison in liquids form (but not totally), however poison in gas form such as fumes won't care if you have an armor
      .
    2. ProbablyManuel
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      I don't plan to add such a perk, but this is certainly technically feasible if you want to make such a tweak yourself.
  9. ryeon16
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    I am having this problem I have merged a lot of mods if I merge any more my game could become unstable. I have well below the number of past runs of the Reqtificator.bat but for some reason it won't run this time any help? I even tried ghosting disabled/ previously merged plugins and to no avail. 
    1. ProbablyManuel
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      A stated in the error message, the only thing you can do is remove some mods from your load order or merge plugins. You can find all plugins that will be referenced by the generated patch in Reqtificator.log in Skyrim's data folder.
    2. ryeon16
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      was able to merge a couple more mods hopefully it doesn't cause any CTDs I have one in particular but it's avoidable with the whiterun metropolis and whiterun valley mod some areas don't have a map swf file I'm guessing so if I bring up the map there *pop* I'm looking at my desktop so I can live with that but other things messing up and there is no info in the crashlogger but skyrim.exe is the probable cause is annoying to try to hunt down the culprit thanks for the speedy support though most modders get back to you way longer than you do so Kudos to you for Caring about your work.
  10. Anskor
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    If I may ask, how can a mod that change so much be still lore-friendly?
    1. PathlessBullet
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      In official TES lore the whole thing is a dream, so anything can be deemed lore friendly.
    2. ProbablyManuel
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      Is there a particular reason you ask this question? I don't think we ever specifically advertised Requiem as lore-friendly.

      Requiem makes significant changes with the aim to make the gameplay more in line with how the world is presented in dialogue, books, and the narrative of the game (i.e. the lore), but I see that the term "lore-friendly" is used very liberally in the community. Therefore, I don't believe simply calling a mod lore-friendly is a meaningful statement.
    3. Anskor
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      One of the tags is "Lore-friendly", there wasn't any back-thought to it
    4. ProbablyManuel
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      Fair point, I forgot this feature even exists.
  11. Norman73Spear1
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    It will be interesting to see the Altemer and Breton bump heads in ES6 lol
  12. BourbonStl
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    How would I go about making small tweaks to enemies in xedit? For example, I wanted to reduce the HP of dragons, so I went into xedit, loaded up requiem.esp, went into the race forms, and found "dragon race" (here, I'll post a screenshot)
    
    so I reduced the starting health, copied into override, saved as a seperate mod, loaded it right after requiem, ran the reqtificator annddd... now my game crashes at startup..

    Am i doing something wrong? Am i even in the right place on xedit?
    1. Anskor
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      Maybe in creation kit that would be better?
    2. ProbablyManuel
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      Your approach looks correct. I don't know why this would crash your game.
    3. BourbonStl
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      hmm... okay I'm going to play around with the load order maybe...

      on that note, i read somewhere that for enchanted spheres, if you do enough damage at once, it will slow their health regen? is that true? because I've never managed to proc that. Is this something that could also be easily changed in xedit? where would I be looking for that entry?
    4. ProbablyManuel
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      i read somewhere that for enchanted spheres, if you do enough damage at once, it will slow their health regen?
      There is no such feature in Requiem.
    5. BourbonStl
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      okay so on the first matter - i figured out there was a conflict with "requiem small tweaks" knockdown tweak. I just used that mods form entry on dragon race as a base, and now everything is working fine.

      on the second matter - how would I go about tweaking enchanted sphere's health regen? Are they a specific leveled enemy? I don't completely understand how these things work
    6. ProbablyManuel
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      Enchanted spheres are a separate and hand-placed encounter. Their health regeneration is governed by the record REQ_Trait_Healing_EnchantedSphere [SPEL:xx33181B].