This page was last updated on 23 January 2022, 6:44PM
Changelogs
Version 1.11
Updated scripts for Lawbringer 1.3.
Compacted Form IDs and ESL flagged plugin.
Replaced unnecessary shield static + activator system with the defaultDisableHavokOnLoad script, which I apparently didn't know about several years ago.
Removed several badly scaled statics.
Version 1.07
Added support for Imperial control.
Minor quest fixes to forward an unintentionally reverted USSEP change.
Version 1.06b
* Hotfix: this should address the controller not working; * Cleaning in newest version of xEdit;
Version 1.06
* Nerfed the shield of Valtheim because hahaha wtf was I thinking with constant 40% all elemental resistances and 50% block. New enchantment starts with 5% block. Elemental resistances are only active while blocking. * By blocking more physical hits or elemental damage hits, the shield enchantments will be improved at a rate of 10% for 100 hits, capping at the original values. It's still objectively broken, but you have to earn it and you can't put any of your own enchantments on it. * The shield was originally supposed to have to be shot down, and it wouldn't start Havoking until you hit it, which is why there's a bow and arrow like right there. That has never consistently worked, so now the shield has to be obtained from a static activator. This also starts the monitoring quest so if you ever want the shield to get better naturally you'll have to do it that way. * Fixed the quest. Turns out when it's been broken for years and you maintain it's not your fault because you don't touch the quest you should check if it's broken because you haven't touched the quest. You'll now be harassed for money properly instead of murdered on the spot, which should hopefully make Tactical Valtheim a little more friendly to those of you who seem to use it as a challenge. If you prefer it that way, you can get out of this by just shooting them. There are still a lot of enemies and shooting them still aggroes them. * Rewrote the controller script mostly from the ground up to mostly finish v1.05's retrofit. v1.05 was basically the old control system grafted poorly onto the new system. Since I was already writing a general form version of a new controller script, the new Valtheim controller script extends that version and replicates the old controller's functionality in the few spots where the generic version doesn't already outperform the old version. * New controller script supports more conditions to change control. Previously, it was just waiting 5 minutes. Now, waiting 1 in-game day or waiting until the controller is unloaded will also work. * Also that retrofit/replace is why this shouldn't be used on a save that has already been to Valtheim. It would probably break the controller. I'm not supporting that. * Finally, corrected an error in the Knife of Greater Ennui. Apparently neither I nor any of you noticed in literal years that there were actually tags appearing in the in-game description.
Version 1.05
Generalized the controller system,
New controller system can be used by other mods via the magic of injected records (Radiant Exclusions)
Version 1.04b
NavMesh fix
Version 1.04a
Tactical Valtheim SSE is now compatible with all grass mods