Awesome mod, my main criticism is that this seems to add mostly resistances so a lot of enemies are just tankier versus any weaknesses that can be exploited. Adding a lot more weaknesses would make fighting some of these monsters more fun imo.
KYE1 had more weaknesses, but I found it reduced fun because too many fights became trivialized if you knew the enemy's weaknesses. So you are right that KYE2 is more resistance focused (though there are a few weaknesses), but wrong, in my opinion, about the effect this has on fun. You could always just up the damage the player deals across the board, this will turn neutral damage into a weakness etc.
Yeah I kind of miss the weaknesses too, but I think KYE2 is better since it's more simplified and easier to understand. What might make it more fun is to have to learn about the resistances in some way in order to take advantage of them or to avoid them, etc. I'm toying with the idea about adding some conditions into the Inspect Spell so that you have to do some kind of training or learning to be able to use the spell successfully on different races. Kind of like KYE1 did it when you had to find and read all those books. A few global variables that are set when reading some books that would then be checked by the spell would suffice, or something like that. Anyway, I love the permissions you've given to this mod to allow for something like that.
Also, instead of just giving the Inspect Spell to the PC at the start of the game, it might be nice to have to learn it or find the spell tome first, etc. I made a patch for KYE1 to make it compatible with Spell Research and I've done that for KYE2 but haven't published it yet.
If you mean the plugin from this mod and the ones from the armor module and integration patch, then yes, I think so, but I'm not totally sure as I haven't tried it myself.
Thanks for the kind words! I'm not planning on adding more traits. KYE1 had more traits, but they didn't really add anything. Skyrims enemies fall into a few broad categories then there are many enemies that are basically unique. Trying to fit a balanced and intuitive trait system around them is effectively impossible, so KYE2 just goes for unique effects instead. That said, KYE1 still exists and if you want lots of traits that might be the way to go.
Another little question: ghosts in Vanilla have a perk that halves the damage that they receive, by default (formID of the perk: D205B ). Do this mod and KYE1 take that perk into account?
I did not know about this vanilla perk and I cannot find information about it anywhere. I don't have the CK up to check it now, but are you totally sure it exists? Either way, it will just stack with KYE1/2's effects.
Hello, I just wanted to make sure and ask if it's okay to release a patch that gives kye2 resistances to mihail's Elemental Golems and prevents the CTD issues between both mods? Thank you.
1- The answer is prolly no, but I need to ask anyway. Do the changes to vampire and werewolf affect the player? The esp file changes the disease resistance (reduction from 100 to 0) in Spell > Werewolf Abilities, so, in this case, I think it affects the player. No changes for vampires there.
But what about the changes governed by your perks? Werewolf: Strong resistances: Blunt, fists and shield bashes Resistances: Axes, crossbows, fire and frost. Neutral: Blade, bows, shock, poison and disease.
Vampire: Strong resistances: Bows, shock, poison and disease Resistances: Blade, blunt, fists, bashes and frost. Neutral: Axes, crossbows, and fire. Weaknesses: Sun.
I think the biggest changes here, if they affect the player, are fire and sun resistances. Since vanilla and every vampire overhaul that I know of make vampires weak to fire. And I don't think enemies use sun spells.
2 - If I wanted to make a patch removing all the elemental/sun/poison/disease/drain changes, keeping only the changes to weapons resistance/weakness (thus removing compatibility issues), how hard would it be? It seems I won't need to change know_your_enemy_2_DISTR.ini. I think I'd need to change a few things on know_your_enemy2.esp: - deleting all the conflicting entries in Spell - a lot of tweaks (removals) in Perk. Is that correct?
1 - I can never remember off the top of my head, but I'm pretty sure the vampire and werewolf effects do affect the player too. You are right that KYE makes vampires and werewolves stronger than in vanilla, and removes the fire weakness from vampires.
2 - You are pretty much right. You need to delete the edits to vanilla abilities in the SPELL records. Then remove the kye2 abilities from kye's PERK records (they affect frost, fire, shock, poison, disease). Finally, from the same perks, remove any "mod spell magnitude" entry points, these affect drain and illusion spells. This will mean only KYE2's physical resistances remain intact. The only issue will be that the inspect spell will probably still report on illusion and drain resistances, though it correctly will not report on the other magical resistances.
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Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Also, instead of just giving the Inspect Spell to the PC at the start of the game, it might be nice to have to learn it or find the spell tome first, etc. I made a patch for KYE1 to make it compatible with Spell Research and I've done that for KYE2 but haven't published it yet.
Another little question: ghosts in Vanilla have a perk that halves the damage that they receive, by default (formID of the perk: D205B ). Do this mod and KYE1 take that perk into account?
Thanks!
Does this version affect NPCs vs NPCs fights? :)
Long time no see!
So I have a few questions today:
1- The answer is prolly no, but I need to ask anyway. Do the changes to vampire and werewolf affect the player?
The esp file changes the disease resistance (reduction from 100 to 0) in Spell > Werewolf Abilities, so, in this case, I think it affects the player.
No changes for vampires there.
But what about the changes governed by your perks?
Werewolf:
Strong resistances: Blunt, fists and shield bashes
Resistances: Axes, crossbows, fire and frost.
Neutral: Blade, bows, shock, poison and disease.
Vampire:
Strong resistances: Bows, shock, poison and disease
Resistances: Blade, blunt, fists, bashes and frost.
Neutral: Axes, crossbows, and fire.
Weaknesses: Sun.
I think the biggest changes here, if they affect the player, are fire and sun resistances.
Since vanilla and every vampire overhaul that I know of make vampires weak to fire.
And I don't think enemies use sun spells.
2 - If I wanted to make a patch removing all the elemental/sun/poison/disease/drain changes, keeping only the changes to weapons resistance/weakness (thus removing compatibility issues), how hard would it be?
It seems I won't need to change know_your_enemy_2_DISTR.ini.
I think I'd need to change a few things on know_your_enemy2.esp:
- deleting all the conflicting entries in Spell
- a lot of tweaks (removals) in Perk.
Is that correct?
1 - I can never remember off the top of my head, but I'm pretty sure the vampire and werewolf effects do affect the player too. You are right that KYE makes vampires and werewolves stronger than in vanilla, and removes the fire weakness from vampires.
2 - You are pretty much right. You need to delete the edits to vanilla abilities in the SPELL records. Then remove the kye2 abilities from kye's PERK records (they affect frost, fire, shock, poison, disease). Finally, from the same perks, remove any "mod spell magnitude" entry points, these affect drain and illusion spells. This will mean only KYE2's physical resistances remain intact. The only issue will be that the inspect spell will probably still report on illusion and drain resistances, though it correctly will not report on the other magical resistances.