I have both of these installed, not really any other combat or gameplay mods installed other than SimplyBalanced, Mortal Enemies, and Immersive Movement, and for some reason, whenever I inspect someone, it's not giving me the full rundown of their strengths and weaknesses...Here:
That's a screencap of what I'm seeing...So, is the game not registering the weaknesses and strengths of the armor, or is it just not registering for the Inspect spell because I have priorities set improperly in the conflicts menu? Although, I did check the active effects list for my character, and it didn't show any strengths or weaknesses for or against weapon types, just elements and sneak.
Those are all the managed conflicts that I have loaded...I'm not sure what I'm doing wrong exactly. Not exactly a "techie" when it comes to mods and load orders.
This is very odd. I don't use vortex, so don't really understand those screenshots, but I think the setup is fine. Here are some thoughts:
The frost resistance, but not the fire resistance, is showing up. Do you have a mod that gives Nords a fire weakness? Try opening the console, click the guard and type "getav fireresist", and see what that number says.
The cuirass is being detected, but it's not being picked up as either light or heavy. Are you using an armor mod that changes the guard armor?
The vast majority of my mods are fixes and patches to the engine and graphical enhancements. I do have Frostfall, Alternate Start, Mortal Enemies - Rival Remix - NoRunWalkChanges, Immersive Movement, Campfire, and Simply Balanced 1.4.7.
I did have Roleplaying OVerhaul - Requiem and True Armor installed, but I disabled those. I did check the FireResist and its set to 0 for the Falkreath guards, but FrostResist is set to 50.
Okay, get something like more informative console and then look through all the active effects on the Nord, you need to figure out how they are ending up with a fire resist of 0. Frost resist of 50 might make sense, what effect intensity settings are you using?
Oh, your download history suggests you don't have KID. Make sure that is installed, and then try again.
I already had KID installed, but I had it installed for the Special Edition (which is what mine says the name is), when it's really Anniversary Edition (I checked the exe, which why it isn't called Anniversary? I have no idea). I uninstalled both KID and reinstalled it for 1.6+ Anniversary, and now I'm getting the proper resistances. Thanks, I probably wouldn't have double checked it otherwise.
Great, glad its working. AE is confusing, its both a re-release of skyrim with new content, but also an engine update that also applied to SE, so even if you purchased SE you are likely on the AE engine and so need AE versions of SKSE plugins.
There's no way to resist it, but you can edit it in xEdit or the CK. If you just want to get rid of it entirely, look up the perks in xEdit, find the entry point(s) that apply the effects and delete them. The sneak effects will probably be in the perk given to the player, the illusion and drain effects will probably be in a perk given to NPCs.
I looked it up in xEdit. Didn't find anything under perks but found it all under Spells, Armor Full Set. I removed the entries and the effects don't show on Active Effects menu in game. Im guessing you meant to say Spells instead of Perks? Or is there another entry point for the effects, I may have missed?
The spell effects are just dummy effects to display things in your active effects list, the actually effects (resist sneak, weakness to drain and illusion) are mediated through a perk. Keep digging and you should find it.
Okay. I appreciate all your help. This is what I found here Do I delete the conditions? Im entirely new to using xEdit. I dont have an option to delete the entry point.
Hello, I use Realistic Armor Overhaul https://www.nexusmods.com/skyrimspecialedition/mods/91542 to change the looks of armors. With this mod, heavy armors are worn on top of padded armors/gambeson. Could you please tell me how I can make heavy armor resistant to blunt weapons.
The correct way to do this would be to open up the mod in the CK and edit the perk that controls the resistances, specifically adding blunt weapons to the resistances caused by the cuirassHeavy entry points. A hackier way is to give all cuirasses the light armor effects (resistance to blunt and crossbows). To do this, add this line to the KID file:
Yes, if you use just the armor module of KYE2 blades get a bit of a nerf. That said, they are slightly OP in vanilla anyway, so it more or less balances out. Plus, if you use the creature module of KYE2 as well, blades are good against unarmored foes.
I was looking to do a couple tweaks but I am confused by the plugin, it looks like the majority of the effects are assigned to player perk and not the NPC perk?
Or it appears that the player has specific spells that the NPC does not have, yet combining both the spell and the perk on the player look like duplicate multipliers? Or is this just for description purpose on active effects?
It's hard to know which effects you are referring to in particular, but yes, the effects of physical weapons are mediated by perk entry points, however these don't show up in your effects list. As such, the player is given a bunch of spells with dummy effects that do appear in your effects list, but don't actually do anything themselves.
Also with regards to things like "leather" and "non conductive" or' metal' ... is this specific to a cuirass? full set? or any 1 piece? I am not sure how it's defined as it is referencing just the keyword
Material effects are determined by the cuirass. I use KID to distribute the relevant keywords only to cuirasses getting round engine limitations that way.
They stack, so the material effects slightly buff early game light armors, slightly nerf early/mid game heavy armors (which are physically much better), but buff many late game armors.
Sweet, thanks. I am going to work on a module patch to sort of compliment my kye2 skyrim untold patch. Overall it'll probably simplify things a bit on the armor end where as my creatures / enemies modules is a bit more complex.
So iam getting punished for wearing Armor Full Set right? Whats the logic behind? And how can i get rid of the punishment? Are there some perks which i can invest to wear full set of light armor again?
Wearing a full set brings a resistance to sneak, but a weakness to illusion and drain. The first two are entirely irrelevant to the player, the latter is only relevant when going up against vampires, but their drain spells are quite weak so it doesn't really matter. The effects are much more relevant for NPCs as the player can use sneak/illusion strategically to handle them.
There is no way to get rid of the effect of a full set or armor (short of editing the mod in xEdit), but given the above you don't need to. You obviously get the AR buffs of wearing a full set, so wearing a full set is still a good idea.
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That's a screencap of what I'm seeing...So, is the game not registering the weaknesses and strengths of the armor, or is it just not registering for the Inspect spell because I have priorities set improperly in the conflicts menu? Although, I did check the active effects list for my character, and it didn't show any strengths or weaknesses for or against weapon types, just elements and sneak.
Vortex
Vortex
Vortex
Those are all the managed conflicts that I have loaded...I'm not sure what I'm doing wrong exactly. Not exactly a "techie" when it comes to mods and load orders.
I did have Roleplaying OVerhaul - Requiem and True Armor installed, but I disabled those. I did check the FireResist and its set to 0 for the Falkreath guards, but FrostResist is set to 50.
Oh, your download history suggests you don't have KID. Make sure that is installed, and then try again.
Do I delete the conditions? Im entirely new to using xEdit. I dont have an option to delete the entry point.
Keyword = kye2a_light_cuirass|Armor|ArmorCuirass+ArmorHeavy
Both of these will probably make heavy armor OP though.
You dont happen to know why arrows hitting wolf does a steel impact sound instead of flesh? how can i fix this bug lol.
Or it appears that the player has specific spells that the NPC does not have, yet combining both the spell and the perk on the player look like duplicate multipliers? Or is this just for description purpose on active effects?
Also with regards to things like "leather" and "non conductive" or' metal' ... is this specific to a cuirass? full set? or any 1 piece? I am not sure how it's defined as it is referencing just the keyword
thx again.
There is no way to get rid of the effect of a full set or armor (short of editing the mod in xEdit), but given the above you don't need to. You obviously get the AR buffs of wearing a full set, so wearing a full set is still a good idea.