Skyrim Special Edition

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OddCoward

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OddCoward

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  1. OddCoward
    OddCoward
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    Future plans/TODO:

    • finish writing guide on how to patch model replacers
    • investigate converting into an ESL. I don't recommend doing so manually currently.
    • Dynamic Things Alternative patch (this will require a lot of work. please have patience)
    • investigate Wonders of Weather patch
    • investigate generic debris based on material to allow more widespread breakable objects
    • more destructible log piles (generic log debris using firewood item mesh???)
    • moveable/destructible tabletop mead keg
    • Rudy's Misc patch
    • SMIM patch
    • Add impact force to the damage from projectiles to almost universally fix damage from magic & shouts. Nearly all damaging spells & shouts that would realistically break an object use projectiles to transfer damage.
    • ???
    • more??
  2. OddCoward
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    0.5.3.1 has been released. Cleaned two ITMs, put the SWAP file back on formIDs because reasons, fixed the skybirds patch, and released an optional regular esp plugin. Found out it's really easy for me to upkeep an espfe and esp plugin at the same time, so look forward to that in the future. Gonna take a break from modding skyrim for a while now - mental health is kicking my ass. This mod is not dead, more updates will come, especially if there are bugs that absolutely need to be fixed. I know, I still need to fix unrelenting force lol. 
    As always, please please please endorse, and post any bugs you find in the bugs tab. Endorsing raises visibility, ensuring more people see this mod!

    v0.5.2 and v0.5.3
    Spoiler:  
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    0.5.3 has released. It is now ESL flagged, meaning it no longer uses a plugin slot. Because of it being ESL flagged, it now absolutely, 100% requires a new save if you're updating from 0.5.2 or below. If it's the first time you've loaded this mod on a save, you're fine. Only if you've loaded 0.5.2 or below on the save. I'm also testing a different way to implement debris by using generic debris meshes, allowing me to add debris to more objects with less work. Currently only implemented for small and medium firewood piles, using the same mesh as the inventory firewood item and spawning more based on the size of the firewood pile (4 for small, 10 for medium, decided on by literally counting the firewood in the mesh lol).  They might sometimes spawn with enough velocity to enter orbit because of the size of the logs, but overall works great. Please provide feedback.

    0.5.2 has the following known issue:
    Unrelenting Force and some other things may no longer break objects. This is due to removing damage from Magic Effects. Potential solution is to utilize projectile impact for determining/adding to the damage from projectiles. Unfortunately that is not possible without a custom SKSE DLL as there is no way to gather that information from inside a script. For now, hardcoding is necessary, meaning I'll have to manually add support for any physical or magical "projectile" (yes, a lot of shouts use projectiles) that don't deal direct damage as I run across them. Please report any you find in the "Bugs" tab. Unrelenting Force will be fixed in a very-near-future update.


    v0.5.1 post:
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    0.5.1 has been released. Bounty bug has been fixed (hopefully). Also added the small firewood log piles (there are three sizes; small, medium, and large. Small is pretty uncommon, but is the only one I already had the mesh for) as a destructible object. Edit: 0.5.1.1 has been released, fixing my mistake of just.. not including the changes I've made lol.

    v0.4.1 post:
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    0.4.1 has been released. Bounty has been set to disabled by default for now while I look into how to fix the issue of NPCs adding a bounty to the PC when they break things. 

    This is caused by how the script for that works. This is a snippet from the script:
    if ObjectDamageWarnGuards.GetValue() == 1 as Float
        ObjectReference StealTrigger = self.PlaceAtMe(GemGarnet as form, 1, false, false)
        StealTrigger.SendStealAlarm(game.GetPlayer())
        StealTrigger.Delete()
    endIf

    As you can see, it's handled by making it so that, when an object is broken, it places and steals a garnet at the player to simulate something being stolen. That's why NPCs comment on you stealing something when you break shit. There's no qualifier for who breaks things at all. I'll have to figure out how to check who broke an object, as that's obviously not something in vanilla Skyrim.

    If you've got any idea on how to fix this, I'm open to ideas. Fix for this probably won't make it today, though who knows. I obsess over stuff a lot, so it's not impossible that I'll go on a binge to fix this lol
  3. deleted32419020
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    great work !
    may i ask if i still need synthesis patcher using this one ?
    1. flashbiggon
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      +1
    2. OddCoward
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      Nope! No patchers needed.

      Only patches necessary are for compatibility with some model replacers. First one that comes to mind is Rudy's misc. That's just because they overwrite this mod's physics enabled candles and such. Patch is easy-ish and I'll write up a tutorial on how to patch mods for this later.
  4. raging987inferno
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    @ OddCoward   where can I download an SSE port of the birds mods including Skybirds
    1. OddCoward
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      Steve40's about me page has links to all his removed mods
      Warning: all 3 of his birds mods are very script heavy and only recommended for very lightweight mod lists.
  5. lostxsoul8o8
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    So... do the Furniture respawn after a couple of days? or is it permanently destroyed?
    1. OddCoward
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      I'm not answering this question anymore. I've tried to indicate multiple times that it's answered both in various posts here, in the screenshots, and in the description, yet people keep asking it. I'm going to pin this. If it gets asked again, I'm ignoring it. Hell, even the fucking news article that was posted lately featuring this mod answers the question.

      I know, reading is so hard, but geez people...
  6. kojak747
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    Great mod, but the falling lanterns are a deal breaker...so i edited the plugin and removed the destructible lanterns and rolled back to vanilla.  I removed the destructible script from the destructible lantern activator, and changed the existing destructible lantern path back to vanilla.  Will tide folk over until you get the lantern thing worked out.

    mega link removed - file now available on main download page
    1. OddCoward
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      Yeah sorry about that. Mental health is a b&@*$, just kinda been avoiding working on this lately. Mind if I upload this as an update file on the main page for now, kojak? 
    2. kojak747
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      ofc, use the file as you see fit, take care fella
    3. OddCoward
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      Uploaded to "Updates" section as version 0.5.3.2. I'm so sorry everyone, I know it's been too long. 
    4. dubenfire
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      Don't feel sorry OP, depression is a heavy weight and you don't need to add more remorse to it.  Your contribution is already a net plus, come back when you feel like it.
    5. OddCoward
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      Thank you for understanding dubenfire. Yes, I suffer horribly from depression, but I won't go into any detail here - it's not the place for it. Just know that I do check this mod page often - nobody goes ignored, even if I may not reply or update all the time.
  7. YzZNR
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    I started a new game but I can only destroy the chairs while the MCM menu is not editable and all options are 0 and empty. I'm confused and I can't find the problem.
    1. Jayombie
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      You playing in VR ?

      Use the Main file then try the NONESL ,... I got different results between the two.
    2. YzZNR
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      Thank you for your answer, I'll give it a try
    3. Gamblore2014
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      Did you manage to get this working in VR?
  8. avestboe
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    I have a problem, I see has been recurring, that when I destroy chairs, I see the debris fall down, but the original chair is still there. It seems to work fine with most other breakable objects. Anybody had this problem and figured out how to get around it? I tried with the original mod too (non-base object swap version), and it does the same thing.
  9. allbrancereal0
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    HS Whiterun seems to be incompatible, is there a chance we could see a patch? Theres floating objects and random candles 
    HS Whiterun - The Bannered Mare at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
  10. Xaliber13
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    There's an innocent, albeit careless question from lostxsoul8o8
    So... do the Furniture respawn after a couple of days? or is it permanently destroyed?

    The answer is yes, yes it does. You can set how many hours the object will respawn in the MCM.

    Just putting this here to save a few mins of users' time.
  11. craneofbloom
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    is this not compatible with blowing in the wind lite? because the lanterns are on th floor when im using this.
  12. auritribe
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    I hope one day someone can use this as a base to make torches, candles, lanterns, and braziers destructible and they'll drop meat and septims.
  13. OlasMarz
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    I realllly hope someone picks this up to improve/fix minor issues. This is a really good mod and I've been using it for a while.
  14. illuminoous
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    Any way this can be made to work with Loot Spillage NG ?
  15. LeastDegenAzuraEnjoyer
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    This is incredible. 

    I start a new game as a spellcaster with a lightning staff and bouncing fireball spell (think chain lightning but fire). 

    Anyway I'm in the tavern in Morthal and a Vigilant of Stendarr walks around to the beds and is stabbed to death. I walk around and see a dark elf that has REALLY red eyes. 

    "Your awfully pale"
    "Would seem so"

    So I zap at her with my staff and blow up her chair, my follower flies around the corner and heavy swings past us into a bunch of barrels, then a flame familiar goes off and blows up another bunch of boxes. 

    Half the bar was written off. 

    "Well that's the last of em"

    10/10 should be in every load order. 
  16. rainvendor
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    Sorry if this has been asked already. Do you know if there is a way to reset lanterns that fell to the ground? Or do they reset after some time? I've noticed a lantern in Winterhold did reset after I coc'd over to it, but lanterns on the Riften path did not.

    I ask if it's time sensitive because I do believe my character has been to Riften more recently than he has in Winterhold.

    No problem if it isn't possible, I like to imagine since cells reset after some time, the problem may fix itself. If so, I'll try to update in case someone has gone through the same trouble.