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Monitor144 and SOT Team and jellytajm

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tonycubed2

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  1. tonycubed2
    tonycubed2
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    Logs and Info:

    This mod patch is mean to enhance the work of Monitor144, and is based on the mod at https://www.nexusmods.com/skyrimspecialedition/mods/65091 .  I have granted him admin rights on this page as well.

    This patch WILL NOT work unless you first install his mod.  This was required by him in order for permission to post this.

    I am sad that he has chosen not to continue with the mod on nexus.  While not clear to me why, he posted about it on his page.  Seems to be related to nexus users giving him a hard time, as well as demands of modding. Shame, I think he is really talented.

    I went thru a period of time when I was humiliated by a user and could not defend myself.  Nexus had less options way back when.  I chose not to quit and marched on, and my flagship mod Ultimate Deadly  Encounters developed a decent fanbase and is still used by many.  But that was my choice, and I respect his.

    NEW FEATURES OR FIXES:

    1) Fixes behavior in dungeons where there are large numbers of npcs.  This is really major, specially if you use spawn mods.  The mod was made with surface encounters in mind where area loaded is controlled by ugrids , with 5 being default.  This results in 20,480 game units around the player.  The mod worked fine with thos parameters.  This did not work in dungeons where the ENTIRE LEVEL IS LOADED AT ONCE no matter how big it is. Mod was selecting npcs that were supr far from the player.  This was corrected in this patch.

    2) Adds missing SEQ file

    3) Adds new MCM menu option to randomize the number of allowed attackers, using the user selected number as the base.  Lets say you set allowed number of attackers to 5.  If randomize is enabled, then the mod will select a limit between 1 and the max you set every few seconds.  The effect on gameplay is dramatic.  The look of a martials arts movie where everyone waits a turn circling you is minimized, while maintaining the effect.  It is more natural looking combat.  As the number of actual attackers and those circling keep changing, the feel is that of a wolf pack trying to pick you off.  I believe more immersive and fun as you cannot predict how many are actually attacking.

    Future plans:  not sure if any

    Change logs:

    1.0 - initial release
    1.01 - fixes diagnostic message - this a MUST update
    1.2 - esl state was fractured by new additions.  Re-compacted mod and made into a proper esl.
    1.3 -  sigh.  the esl was stuck in overwrite mod manager folder.  never used .  this is the real proper esl package, with a esl. Do not upgrade from previous versions! start new game.  sorry guys, not used to using and making esl's.  1.3 has nothing else new over 1.2
    1.2a  Cannot make it a real esl and the distribution code wants a esp.
    1.3 Added support for Falmer.  Also fixed keyword for Draugr with wildcard * to include all Draugr
    1.4 a)Removed files not touched by me, you will again need to install original mod first, then overwrite with this one.  Called a merge in MO.  Not sure how vortex handles it. Hate the thing.
    b) Fixed the mcm menu option "Mod Activate Point".  There is a long story on that, see my sticky post.
    1.41 - an attempt to correct the following original mod log errors, even though I believe they do not matter and will not affect game stability. Please report if it help.  the errors do NOT show up normally.  I believe they are due to intense fighting where npcs are quickly being hit or dying.
    Spoiler:  
    Show

    [None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20        [None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100
    [None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123[05/15/2022 - 10:21:41PM] error: Array index -1 is out of range (0-127)
    stack:
    [None].WYT_CheckGlobalsScript.GetRandomEnemy() - "WYT_CheckGlobalsScript.psc" Line 20
    [None].WYT_CheckGlobalsScript.RaiseUnlock() - "WYT_CheckGlobalsScript.psc" Line 100
    [None].WYT_CheckGlobalsScript.OnEnemyDeath() - "WYT_CheckGlobalsScript.psc" Line 123


    2.0 - MAJOR SCRIPT BUG FIXES by jellytajm
    his words:
    -- Fixed script dumping for the most part. Note that there is still some chance to script dump but it should be reduced by a lot. With how the
    mod is scripted, at least to my knowledge, with a lot of enemies
    (>20) there will always be a chance for problems.
    -- Fixed the preset save/load and added a reset settings option, to
    reset back to default settings. Since there are more options now, there
    might be some bugged numbers on settings in the first load game after
    updating. In that case just reset to default and work from there.
    -- I considered reducing enemies for mod start and max attacking enemies
    from 128 to like 40, but left it as is. I optimized the script so that
    only the current amount of enemies will be taken into account (from the
    max attacking enemies option).
    -- Also fixed a couple bugs from original mod, on top of adding a
    failsafe so that infinite looping shouldn't be possible anymore.

    Install note: in MO2 when installing patch and prompted for mod name use "Wait Your Turn - Enemy Circling Behaviour" and when prompted select "merge"
  2. tonycubed2
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    Notes on release 1.4

    Seems author had a mcm menu option staged but not released. I accidentally made it appear when i added a new mcm menu option and compiled the script.  Did not notice it.  Was not looking for it.  It is the "Mod Activate Point" menu option.  Was not there before.  Its value defaults to 2, so the mod will not do anything if it sees only 1 npc.  When i accidentally added the mcm menu option It broke the default value, making it zero.  This is because a SECOND script supporting it was also staged but not compiled.  Took me over FOUR hours to figure it out.  Never in my wildest dreams did it occur to me that two of the source scripts had newer code than the compiled scripts mods was using.  Once I figured out the source script for mcm had newer code, and that the new mcm menu was not working right defaulting to zero, on a hunch I recompiled its supporting script and bang! it fixed the mcm menu option.  

    Two is a good value for that menu option, never use zero.  Three or four with some mod loads  may be good.

    over and out.
  3. tonycubed2
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  4. DatRedGuy
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    Probably just needs a reinstall but my Skyrim crashed my computer once today, then continued to CTD before loading the menu, even waiting for community shaders to compile first consistently. I narrowed down the load order with and without all mods active and this mod was the culprit, which is weird cause but it's been part of my LO for MONTHS and there was no significant change before the issue arose. It's very random.

    Update: Yeah I can't get Skyrim to run with this mod anymore, I'm going to try the older version.
    1. tonycubed2
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      I run with this mod 24x7, no isues....  
    2. DatRedGuy
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      Like I said, I've been using this for months, the issue came out of nowhere.
      Using the non SKSE version let me go back to regular use tho.
    3. GfyfVXew
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      I had this problem before, and it stopped CTD after I cancelled it. I'm not sure what the problem is.o(TヘTo)
  5. MackarnG
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    Hi, Tony. I want to thank you for this mod and all your work in general. The long period of creating and supporting your projects fills me with deep respect and gratitude, especially against the backdrop of the quality of paid mods for Starfield. I decided to write this after reading your comments on the mod's page, which really touched me 
  6. DaedricTamer
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    I've just discovered most of your mods late last year and just barely found this one last week. I love this, now if I am out in the open I can focus on the ranged enemies first then slowly widdle down the main pack. Thanks.
  7. Kulharin
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    Was just curious if this mod might help mitigate a bug in the Precision Nemesis Behaviour patch that was reported by Maxsu.

    where hostile NPCs just cease attacking all together then walk around in their combat idle stance forever.  Staggering them seems to reactivate their aggro until it happens again.


    Could wait your turn help fix this ?
    1. tonycubed2
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      Don’t know.   The mod pauses packages and then gets out of the way.  The mod causes npcs to evalauate packages often so maybe.
  8. MasterAskarus
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    Hey, I love how you are still around and slowly but steadily maintain your mods to keep them alive and to improve them :)
    1. tonycubed2
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      I surprise myself considering I turn 58 on October 1.  Less than 1% in my age group game.  Will be around until the Lord takes me home.
    2. D1Z4STR
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      Happy belated birthday Tony
    3. tonycubed2
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      Thanks!
  9. huluwagg
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    Hello,
    I installed this mod v2.1.1v2, and found there have some issues.

    1) After installed this mod updated  version, the mod "Floating Damage"(https://www.nexusmods.com/skyrimspecialedition/mods/14332) does not function    properly, the floating damage number disappeared. but if I revert to v2.0.3, the mod "Floating Damage" can function properly.
    2) The version v2.0.3 has a issue, when saving setting data in MCM, the saved preset file path and file name are unrecognizable code,
    but the same operation, the preset file path and name are normal in version v2.1.1v2.

    The preset file path and name is as below in v2.0.3:
    "D:\games\SkyrimSE_WB2.0\MO2\overwrite\SKSE\Plugins\绛夌瓑杞埌浣犱簡\鏁版嵁", this file path includes unrecognizable code and is abnormal.

    and the preset file path and name is as below in v2.1.1v2:
    "D:\games\SkyrimSE_WB2.0\MO2\overwrite\SKSE\Plugins\Wait Your Turn\Data", this file path is normal and correct.

    The above issues confused me, could you please help me to look into this issue?

    Does anyone meet the same issue?

    Thanks a lot!

    1. jellytajm
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      It's probable that the 2.1.0+ versions are incompatible with some settings of Floating Damage? Although it seems to work fine. But if you can't get it to work then just use 2.0.3. As for the preset issue, the preset importing/exporting part didn't change between versions except new settings added for SKSE version. You can try deleting the folder and doing a fresh 2.0.3 install, or making the folder manually. Perhaps that fixes it.
  10. dudeguy119
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    Awesome! This original mod wasn't working for me at all, but with this it works like a charm. The game feels less like a chaotic clusterfuck and it even runs better when lots of NPCs are fighting at once, I suppose since the game isn't calculating quite so many hits at once.
    1. tonycubed2
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      You are 100 percent correct.  Check out my mod that highlights enemies in faint red, goes well with this one.  Jellytajm took this mod to the next level.  Original author implemented the mod. I fixed it enough to be mostly usable, and Jellytajm truly fixed and polished it as much as the original design allows.
  11. hoangdai94
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    💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
  12. SyncNAH
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    Installing this and the OG mod mid playthrough should be fine as long as I don’t uninstall them right? 
    1. tonycubed2
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      hmmm if you put them at the very end of your load order, dead last.  you dont want to change the load order of existing mdos as it will orphan many references.
    2. SyncNAH
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      bet, thanks! I'll try it out and if anything happens it's my own fault lol. Not against starting over if need be, tis the way of Skyrim modding. Salute to you for the mod good sir
  13. rozebeanz
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    would this be safe to update mid-game?
    1. jellytajm
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      If you have the requirements of the main mod and this one then you should be fine.