What do these patches do except for adding quivers to NPCs and locations, why are they needed for werewolf and magic mods? I'm using neither Mysticism nor Manbeast but Odin and Growl for ex., should they cause compatibility issues?
The description covers what each patch does - it's not just adding quivers to various areas and NPCs. Some forward environmental and lighting changes if SAO overwrites them, while others might add new keywords to ensure SAO's stuff functions properly when used with other mods. A patch was needed for Manbeast as SAO uses its own werewolf keyword, so I've forwarded it to make sure they work together. Otherwise it could cause werewolf-specific interactions from SAO (likely how its arrows affect them) to not behave as they should. Same for the magic mods. I forward keyword changes so things aren't broken, and also forwarded SAO's changes to bound bows. As for similar mods, they would likely need a patch for everything to work as intended, assuming they make their changes in the same fashion that Mysticism and Manbeast do. You can always test in-game to see how things go, as I'm not certain how impactful the incompatibilities would be. Specifically, testing things like how arrows work against werewolves or how bound bows function would be good places to start.
Mo's patches are currently (As of 05-06-2023) outdated and can cause CTDs with the newer versions of Skyrim Arrow Overhaul. For the most part, the patches here are ones I made myself. However, melsharka has open permissions on their patch collection, so some patches from there were simply updated and posted here (credit is given in the description for those which belong to them). So if there's a patch that we both have covered, you'll want to use the patch from this page to avoid a CTD, at least until they're updated on their page. Hope that helps :)
I can certainly look into it! I'll have to download them and see how they handle their changes. Unbound was pretty nice to work with, just needing some stuff written in a .JSON file or added to its leveled lists, so if they do it in a similar fashion, it shouldn't take too long to make them.
Thanks for your quick reply, Moonlilia. I guess that for Realm of Lorkhan and Alternate Perspective might be something very easy, as you could add a new chest with a quiver and arrows, for example.
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A patch was needed for Manbeast as SAO uses its own werewolf keyword, so I've forwarded it to make sure they work together. Otherwise it could cause werewolf-specific interactions from SAO (likely how its arrows affect them) to not behave as they should. Same for the magic mods. I forward keyword changes so things aren't broken, and also forwarded SAO's changes to bound bows.
As for similar mods, they would likely need a patch for everything to work as intended, assuming they make their changes in the same fashion that Mysticism and Manbeast do. You can always test in-game to see how things go, as I'm not certain how impactful the incompatibilities would be. Specifically, testing things like how arrows work against werewolves or how bound bows function would be good places to start.