So I noticed something with MCM Helper's system and that is, it saves you, the user, a lot of work by utilizing an ini. The catch (that is not limited to this mod alone) that I noticed is that, you can have misleading information in the MCM if you go backwards. What do I mean?
Let's say I have a mod that boosts my attackpower by X (set in MCM to say 15%). Now my attack is boosted by 15% and all is well. Game functions as it is supposed to. And then I die. The game reloads me to a time before I either had this mod, or I reload to a time before my attackpower was boosted by 15%. In the MCM, it will still say 15% but in actuality, you are not benefitting from this imaginary mod.
This is something I actually realized when I was using a different mod and then it drew my attention. So I implemented checks against it (You shouldn't see it if I did my job right :P but occasionally, if something extremely wild happened that I did not account for, my mod should warn you of inconsistencies in my mod. Anyways, back on topic), So when implementing these checks, I had to make a decision: Whether to read data from the MCM Helper ini or to read info from the game and then update the ini accordingly (This was actually why v1.0 was bugged with Uninstalling never unchecking). I chose the former assuming people will like to edit the mod settings outside of the game and then hop in game without having to open MCM. I'm not too sure if this was the best but it is a working solution that stays consistent.
I wrote this for 2 reasons: 1. To make authours aware of this if they are using MCM Helper and utilizing the ini (Which I think is a genuine crown feature) 2. To have users understand the inner working. Your ini options are prioritized over your last game session. That plays a major role if you decide to load past saves. The most current settings will be used on your past save when you load that save. (And when you press Update Vals)
As of now, I don't intend to update the basic version unless for bug fixes or popular feature demand. As stated in description as well, I personally recommend v1.21 Authour's Choice over 1.3 just because the added in built compatibility is probably redundant.
A highly underrated mod, great job!. With this, even getting in a fight with vampires leaves you worried that you might have been infected and that you might not realize it until you are far away from where a cure is.
Anyone know a way to make the initial disease harder to cure? I basically want to be forced to get potions if I plan to fight vampires without inevitably turning.
That's not part of this mod unfortunately (Yet anyways. And I haven't been modding for about a year now so I can't say I'll be getting to it unfortunately). Maybe there's a mod out there somewhere you can look at?
There are a few mods out for non curing. I use: https://www.nexusmods.com/skyrimspecialedition/mods/85923 (seeking a cure, but it fails)
there's also: https://www.nexusmods.com/skyrimspecialedition/mods/41595 (no more rumor of a cure) and https://www.nexusmods.com/skyrimspecialedition/mods/84762 (no cure)
Give me about a day. Will quickly fix that patch and then later, release a new version hopefully that will become compatible with other mods that any user desires via formlist
Imagined it'd be a small change. If that's the case, I'll focus attention to updating the mod as a whole so I don't have to deal with these stuff. Good to know you got it working tho. Thank you!
I thought that was something the user does according to their game. I suppose I can do it and bundle it with the mod. I'll do that If I get more than RoL-Extended as a problematic mod. In the meantime, you are free to use it. You won't need the patch I made then
How does disease resistance factor into this? I'm playing a Bosmer who's got a high disease resistance, but I still want to gain the vampire disease. Does having disease resistance make getting sanginare vampiris more difficult?
Functions the same way as it does in vanilla. So in vanilla, if you had max disease resistance, you could never contract disease. That remains the case here still.
I do not modify vanilla implementations in anyway except in the [latest] Authour's Cut where you can contract the disease via MCM button press and changing the %chance of contracting the disease. (Note to self, Check combatSpellApply if that wasn't the original implementation).
Increasing the %chance in MCM may help you contract the disease easily. Tho theoretically, it should not work if you have 100% resistance. So so long as you don't have 100% resistance, you can crank up the %chance. This feature is only available in the Authour's Cut again.
You're saying the new version did not work at all unless you started a new game?
*Note* I started a playthrough with the mod and figured out a bug of sorts. Should be easy fix. Basically,, the mod still works but the mod forces the contraction to be visible in UI on game reload. Should be easily fixable. Gonna work on it now actually
Hello, I'm sorry I was a little busy and didn't see your reply. I downloaded the new version and tested it on the old game. At first I thought that it didn’t work for me again, because after turning on the mod, a message appeared that I was infected. But I turned off the mod again in MCM menu, saved and then turned it back on. And it happened, even though it had to be activated twice, saving each time. It doesn't matter to my game. because I like your mod, it's so interesting that I want to get cured and get infected again and again =) very plausible, because in real life the virus does not write messages to us: "hey, you got infected buddy, go get treated") Thank you! I have a dynamic change in the face of a vampire at different stages of vampirism and with your mod it's just a bomb, I'm trudging, happy as an elephant) I used the version - SVRevamped_1.2.My LooT swears at SVRevamped Authour's Choice 1.2, threatens to break save.
Loot has a message against this mod? I don't recommend switching between the two versions on an ongoing save. But just to confirm, LOOT has a message that says the mod will break your game!?
Yes. plugin in SVRevamped Autohour's Choice 1.2 . upon activating it, LOOT writes: "The plugin contains entries that have a FormID outside the limits allowed for an ESL plugin. Using this plugin will permanently damage your game saves."
(I apologize, I can write something wrong or not clear, I use a translator).
Oh yes, got the issue. I added a new global and I forgot to compact esl for that specific record. Good call and Thank you. This is only applicable to the Authour Choice btw. Gonna update it. It won't be safe to update (on an ongoing save). You are free to uninstall the mod at any time (And I recommend you do. It's not such a big deal because it's one record. But it could be a big deal if you happen to be very unlucky).
If you still want to use the mod (on an ongoing save), you will have to perform a clean save (For precaution). Which is done by: 1. Mark the mod as disabled in MCM. And then save the game. 2. Uninstall the mod. Go in game and save the game with the mod uninstalled. 3. Download Fallrim Tools and extract it (Resaver. Requires java) 4. Open Resaver.exe from you extracted mod. (If you are using MO2, you can launch it via MO2's executable. Don't have to but quick). 5. At the top bar, select clean > Show unattached instances. And clean > show unattached elements. (It may be empty. It may be populated) 6. Now select clean > Remove unattached instaces. and clean > Remove unattahed elements. (You can also go in and remove them one by one in case you have... issues from mods that are not my own and you want to only clean effects from my mod ). 7. Download and install the updated mod (v1.21A) like usual
Thank you for being so detailed. I luckily don't have any important saves right now because I only create test characters to test mod builds, so I just need to uninstall the old one and install the new mod.) Other users might find this very useful. Thanks a lot for the update and help. It is a pity that there are no other works of yours (otherwise I would have downloaded them all), you are a good author, I wish you creative success!
You warm a dude's heart. Thanks for the kind words. I hope to get past my laziness and release a two things I have jotted down at the moment is an autopath to quest objective when AI driven (Like in Assassin's Creed games. When you get on a horse and then you press a button, the horse will auto path you to the quest. Small niche mod really).
And the one I was gathering information on was a way to set custom return locations for horses. I thought of that when using wild horses mods. When you steal/tame a horse, if you have a house, why not make it so the horse returns there? Or ask stable masters if you can store your horse there. Anyhow. Thank you for the kind words!
Wow, you're just a saint) my horses have long dreamed of what you came up with! Frankly, I myself was thinking of doing something similar for my horses, it seems that everything has already been invented, but I don’t have what I want .. Only now I have absolutely no experience in modding, I have to be content translating mods for myself and trying to understand how it works. It's great that you haven't run out of ideas. I will watch you =)
Edit: Looking at it, it's because they didn't use the vanilla Vampirism effect.
Edit Edit: Lazy patch. Seeing as they don't do anything special with the new effect, I made it use the vanilla effect instead of straight up patching my mod with theirs. In other words, this will make RoL-Enhanced more compatible with any other mod that may rely on default effects. You don't need my mod to use this patch. Could you let me know if it works?
This is a really cool mod! Just a quick heads up, though: I used Vortex to install the mod and, the way NotificationFilter.ini is packaged in this mod, it put the .ini in my data folder instead of my SKSE folder. Because of this, although most features of the mod worked, I still did get the "You have contracted Sanguinare Vampiris" notification. I had to manually move it from /Data to /Data/SKSE/Plugins.
Hmm... also, after testing around for a bit, I seem to be experiencing various issues (even when I did try opening & closing the MCM menu or disabling/reenabling the mod through the MCM menu). Further, my issues seem to differ each time for each playthrough. Sometimes, my character will be able to see the Sanguinare Vampiris effect in the magic effect menu. Other times, I will be able to see Sanguinare Vampiris, but, when I die, I'll just die without ever actually turning into a vampire. Others still, I may or may not be able to see the effect, I'll die, resurrect, but will be a human/vampire hybrid; I'll have access to the vampire spells, but my character won't look like a vampire nor be able to feed. Some of the vampire mods I'm using include Better Vampires, Royal Bloodline, Better Vampire NPCs, Better Vampire Weapons, Dynamic Vampire Appearance, Coldhaven.
I understand the notification filter issue. With regards to the other problems you're experiencing:
Because of the way MCM helper works, I decided to update MCM values based on what is in your MCM ini. Now: Suppose you just installed the mod. Mod starts of disabled. You enable the mod but do not save the game and you die. This will cause you to reload to when you initially installed the mod. In the ini, the mod is "enabled" but in the game, it technically has not initialized (Because the game went back to a previous save when the mod wasn't active). So what happens? There's a conflict in the ini and the current settings in the mcm.
That's why I say to open the MCM and then close it. That "fixes" the issue by checking your ini and then setting the MCM values according to that. It works but you MUST exit the MCM, enter the MCM again, and then press "Update Vals" Or whatever I called it. In any case, I highly request you save the game after changing any setting.
More so, the reason why you just die is because the mod is not active. OR you might have Death Alt Compatibility enabled. You see the disease because the mod is not active (I do that as a clean up process. Seems fair right? My mod is not active, you shouldn't see effects from my mod)
Ahh, okay. So let me see if I have this straight: upon making a new character, I first enable the mod in the MCM. After that, exit the MCM and save. Then, go back to the MCM, make any changes I want, and click "Update Vals." Then, exit the MCM and save again. After that, it should work. Is this correct?
1. enable mod 2. exit mcm and wait 2 seconds (roughly. Depends on your system. Basically when you see the “created a new one”) 3. Go into mcm and make your changes. 4. exit mcm. 5. Save
if you make changes outside the game: 1. Open mcm 2. Update vals 2b. if you get an error message, update vals again.
Working on a new update and I realize that yeah, there's a minor bug where I didn't include a condition. So if you don't press UpdateVals right after Enabling the mod, the mod will disable itself again X_x. Working on it right now
So... I love the idea of this, and have had it in my load order for a bit but haven't had the chance to test it yet.
Unfortunately I've noticed that this has hotkeys set via script that overlap with some other mods I use - and the MCM doesn't allow remapping them nor do I see any indication in the description that they're there.
One of the hotkeys is set for the 0 (zero) key (within ___RespawnQuest.psc), the other for the semicolon key (within svrSpawnVamp.psc), but the latter doesn't appear to be loaded in any way, so that key shouldn't be in use.
I can compile it to use whatever key I'd prefer, but you may want to add a remapping function to the MCM to allow others to do so more easily.
Neither of those should be used. You are correct, the semi-colon was used in svrSpawnVamp because I used it for testing to spawn a vampire to contract the disease. The __Respawn script shouldn't have been included either as I was using that to test the resurrection at shrine feature on demand :sob: Thanks for bringing that to my attention. You *should* be able to just either comment out the key press part or simply remove the script from the quest entirely.
This is pretty great! Makes it necessary to either carry around a potion of cure disease or immediately visit a shrine after encountering vampires, very immersive
53 comments
So I noticed something with MCM Helper's system and that is, it saves you, the user, a lot of work by utilizing an ini. The catch (that is not limited to this mod alone) that I noticed is that, you can have misleading information in the MCM if you go backwards. What do I mean?
Let's say I have a mod that boosts my attackpower by X (set in MCM to say 15%). Now my attack is boosted by 15% and all is well. Game functions as it is supposed to. And then I die. The game reloads me to a time before I either had this mod, or I reload to a time before my attackpower was boosted by 15%. In the MCM, it will still say 15% but in actuality, you are not benefitting from this imaginary mod.
This is something I actually realized when I was using a different mod and then it drew my attention. So I implemented checks against it (You shouldn't see it if I did my job right :P but occasionally, if something extremely wild happened that I did not account for, my mod should warn you of inconsistencies in my mod. Anyways, back on topic), So when implementing these checks, I had to make a decision: Whether to read data from the MCM Helper ini or to read info from the game and then update the ini accordingly (This was actually why v1.0 was bugged with Uninstalling never unchecking). I chose the former assuming people will like to edit the mod settings outside of the game and then hop in game without having to open MCM. I'm not too sure if this was the best but it is a working solution that stays consistent.
I wrote this for 2 reasons:
1. To make authours aware of this if they are using MCM Helper and utilizing the ini (Which I think is a genuine crown feature)
2. To have users understand the inner working. Your ini options are prioritized over your last game session. That plays a major role if you decide to load past saves. The most current settings will be used on your past save when you load that save. (And when you press Update Vals)
Oooh that makes me want to update the mod to make it deal damage to you for as long as you have the disease.. hmm
https://www.nexusmods.com/skyrimspecialedition/mods/85923 (seeking a cure, but it fails)
there's also:
https://www.nexusmods.com/skyrimspecialedition/mods/41595 (no more rumor of a cure)
and
https://www.nexusmods.com/skyrimspecialedition/mods/84762 (no cure)
I do not modify vanilla implementations in anyway except in the [latest] Authour's Cut where you can contract the disease via MCM button press and changing the %chance of contracting the disease. (Note to self, Check combatSpellApply if that wasn't the original implementation).
(it worked for me only after starting a new game)
*Note* I started a playthrough with the mod and figured out a bug of sorts. Should be easy fix. Basically,, the mod still works but the mod forces the contraction to be visible in UI on game reload. Should be easily fixable. Gonna work on it now actually
I used the version - SVRevamped_1.2.My LooT swears at SVRevamped Authour's Choice 1.2, threatens to break save.
(I apologize, I can write something wrong or not clear, I use a translator).
If you still want to use the mod (on an ongoing save), you will have to perform a clean save (For precaution). Which is done by:
1. Mark the mod as disabled in MCM. And then save the game.
2. Uninstall the mod. Go in game and save the game with the mod uninstalled.
3. Download Fallrim Tools and extract it (Resaver. Requires java)
4. Open Resaver.exe from you extracted mod. (If you are using MO2, you can launch it via MO2's executable. Don't have to but quick).
5. At the top bar, select clean > Show unattached instances. And clean > show unattached elements. (It may be empty. It may be populated)
6. Now select clean > Remove unattached instaces. and clean > Remove unattahed elements. (You can also go in and remove them one by one in case you have... issues from mods that are not my own and you want to only clean effects from my mod ).
7. Download and install the updated mod (v1.21A) like usual
And the one I was gathering information on was a way to set custom return locations for horses. I thought of that when using wild horses mods. When you steal/tame a horse, if you have a house, why not make it so the horse returns there? Or ask stable masters if you can store your horse there. Anyhow. Thank you for the kind words!
Edit: Looking at it, it's because they didn't use the vanilla Vampirism effect.
Edit Edit: Lazy patch. Seeing as they don't do anything special with the new effect, I made it use the vanilla effect instead of straight up patching my mod with theirs. In other words, this will make RoL-Enhanced more compatible with any other mod that may rely on default effects. You don't need my mod to use this patch. Could you let me know if it works?
Because of the way MCM helper works, I decided to update MCM values based on what is in your MCM ini. Now:
Suppose you just installed the mod. Mod starts of disabled. You enable the mod but do not save the game and you die. This will cause you to reload to when you initially installed the mod. In the ini, the mod is "enabled" but in the game, it technically has not initialized (Because the game went back to a previous save when the mod wasn't active). So what happens? There's a conflict in the ini and the current settings in the mcm.
That's why I say to open the MCM and then close it. That "fixes" the issue by checking your ini and then setting the MCM values according to that. It works but you MUST exit the MCM, enter the MCM again, and then press "Update Vals" Or whatever I called it. In any case, I highly request you save the game after changing any setting.
More so, the reason why you just die is because the mod is not active. OR you might have Death Alt Compatibility enabled. You see the disease because the mod is not active (I do that as a clean up process. Seems fair right? My mod is not active, you shouldn't see effects from my mod)
1. enable mod
2. exit mcm and wait 2 seconds (roughly. Depends on your system. Basically when you see the “created a new one”)
3. Go into mcm and make your changes.
4. exit mcm.
5. Save
if you make changes outside the game:
1. Open mcm
2. Update vals
2b. if you get an error message, update vals again.
Edit: Done
Unfortunately I've noticed that this has hotkeys set via script that overlap with some other mods I use - and the MCM doesn't allow remapping them nor do I see any indication in the description that they're there.
One of the hotkeys is set for the 0 (zero) key (within ___RespawnQuest.psc), the other for the semicolon key (within svrSpawnVamp.psc), but the latter doesn't appear to be loaded in any way, so that key shouldn't be in use.
I can compile it to use whatever key I'd prefer, but you may want to add a remapping function to the MCM to allow others to do so more easily.
Thank you!
Should be remedied now. Good looks mate