Might do in the future - Vicn's other mods (Unslaad, Glenmoril)
These mods have a lot of added races and spell resistance effects, and will take about as much time as the current collection to date. I also haven't played them, so I don't have the necessary context for some of the non-contextually named creatures.
Probably won't do - Demonic Creatures (on LL)
Not going to do - Skyrim Immersive Creatures
This mod has a lot of overlapping races/RNAMs which would result in strange resistances across the board and would require a complete overhaul. Ghost types point to skeletons, Machines point to Wisps, Spriggans, and Atronachs, some skeletons are tied to Vampire Lords, goblins point to Falmer, etc.
A Witcher's Adventure
This mod uses SPID to distribute perks which contain damage multipliers instead of distributing spells which contain resist/weakness effects. Long story short, it's more of a framework with added monsters than a self-contained monster mod. To marry the two would be very difficult. I recommend you use either KYE2 or AWA, but not both. Based on the way that AWA distributes perk effects to everyone, it could easily make monsters significantly easier or significantly harder based on the weapon you're carrying - which is something that KYE2 already does.
Please tell me if you get any errors for my files in your po3_SpellPerkItemDistributor.log file! (Ignore CC errors if you don't have specific CC content).
Greeetings, thanks for the mod. I was checking some conflicts in xEdit and have noticed that patch for the King-Priest mod carries forward fire resist (50 points) on dragon priest entity. Is it a mistake or is it intended to be so?
You'll need to check if the esp contains balance changes for the newly added monsters.
If it does: adjust them so that they scale properly with KYE2. Take a look at my Mihail mods, for example. If it doesn't: you just need to add the appropriate perks/spells via SPID.
Regarding a possible patch for SIC, I've spot checked a lot of the races and I think a patch wouldn't be all that hard. It's a matter of examining the races to see the skeleton model they use, modified by the affects, keywords, and voice they use. I'm assuming that a few of them would have strange combinations, so it would be a judgment call, but not impossible. Some of them might be best unpatched, but the vast majority from my inspection would be an easy choice. I'll probably throw something together and put it out there. EDIT: Actually I haven't looked at the NPCs that use the races, so maybe that's the real problem. If a "machine" points to a "wisp" race, yeah that would be no-go.
Actually I haven't looked at the NPCs that use the races, so maybe that's the real problem. If a "machine" points to a "wisp" race, yeah that would be no-go.
Exactly! It's just so weirdly done that it'd be a real headache to patch for. If anyone could tell me just why it was done that way, I'd love to hear it. It's just not worth it to patch for, especially when you can get essentially everything the mod provides by installing individual, up-to-date monster mods that don't have a mile-long buglist.
I just looked through many of the SIC races to see what the related NPC records were (on the "Referenced by" tab in xedit) and I still can't find glaring mismatches like what you talk about. Are you sure you weren't looking at the non-NPC records on that xedit tab? Because there are tons of ARMA, ARMO, MGEF, and other records that are related and look totally out of place. But we aren't concerned with those, we're only concerned with the NPC records. Right? So far all I see are reasonable NPCs that are used for those races.
And as far as bugs, my understanding is that those were all (or at least mostly) solved in version 7. I've been using SIC since 2015 (in LE) and I used to have to do a ton of things to get around the bugs, but they were solved in version 7.
To be honest: I'm no longer invested in Skyrim modding (for now), hence the the lack of patches. I can't recall precisely what the issue was, nor do I have the tools to check on it at the moment. And, to be frank, I got better as I went along - this was my first foray into Skyrim modding, and the weird RNAMs probably put me off, as I assumed those could cause issues. We're only concerned with NPCs, perks, and spell effects for these patches.
You're more than welcome to create a patch using my patches as an example, if you'd like!
The "Lightning Cloak" CTD happens due to the KYE2 Misc Monsters Patch for Mihail's storm golem. (Although there have been other instances of people having this ctd even without KYE2 so this isn't an end all fix) The Misc Monsters Patch adds a SPID DISTR_.ini for mihail's storm golem that adds 2 perks which this mod really doesn't like.
FIX: Go to the Misc Monsters Patch folder in file explorer and remove the "kye2_mihail_stormgolem_DISTR.ini". You're done! I have tested if this works on existing saves and it does.
The SPID file distributes KYE2 perks, exactly in the same way that KYE2 does. In other words: it doesn't affect their existing abilities, it simply gives them scaling resistances.. And... considering Mihail's Storm Golems hasn't updated since my patch was released, there's no reason that it shouldn't work. (And, even if it was updated, SPID files are update-proof, except in cases of changed form names. Even then, it would simply show an error in the SPID log instead of incorrectly attaching.)
You have an incompatibility somewhere. I'd recommend simply removing their Lightning Cloak ability with Xedit, as suggested by comments on the mod page. Mihail also has quick-and-dirty coding methods which are known to cause issues.
Not meaning to discount your explanation, but I have looked into anything and everything affecting mihail storm golem in xedit, added patches that revert it to what it would be without any thing affecting it and yet the only thing that stopped my game from ctding was removing the spid. Why do you think that is then? I am by no means saying it's a problem on your end as mihail storm golem has caused ctds for many people with varying causes but I'm curious to know what your thoughts are on what it could be.
Genuinely no idea. You tried removing the lightning cloak ability?
The SPID just adds, it doesn't change. And, there's no limit to the number of perks/spell abilities/etc (or at least the cap is a reasonable number). It makes no sense that adding one that works for everything else would make Storm Golems not work properly.
I know that removing cloak fixes it, but as a personal challenge I wanted to understand why exactly it was happening. So I spent hours trying out different patches for anything I could find. I know how spid works and i agree it makes no sense but this is the only thing that stopped ctds for me without removing lightning cloak.
Fair enough. I don't have a working setup at the moment, so I can't test them.
However, these patches are still in use with several large modpacks (including Vagabond) and I haven't heard of this being an issue. You might be better off asking the KYE2 dev, as he may have more insight.
if you want ill delete this comment and get back when I find the actual cause. I agree with you in that it can't be spid but i literally couldnt find anything else that causes/fixes it.
Does this mod cover [Seducers SE](https://www.nexusmods.com/skyrimspecialedition/mods/50325) and [Daedric Entity Restoration Project - D.E.R.P.](https://www.nexusmods.com/skyrimspecialedition/mods/3604)?
174 comments
Vicn's other mods (Unslaad, Glenmoril)
Probably won't do -
Demonic Creatures (on LL)
Not going to do -
Skyrim Immersive Creatures
- This mod has a lot of overlapping races/RNAMs which would result in strange resistances across the board and would require a complete overhaul. Ghost types point to skeletons, Machines point to Wisps, Spriggans, and Atronachs, some skeletons are tied to Vampire Lords, goblins point to Falmer, etc.
A Witcher's AdventurePlease tell me if you get any errors for my files in your po3_SpellPerkItemDistributor.log file!
(Ignore CC errors if you don't have specific CC content).
If it does: adjust them so that they scale properly with KYE2. Take a look at my Mihail mods, for example.
If it doesn't: you just need to add the appropriate perks/spells via SPID.
Exactly! It's just so weirdly done that it'd be a real headache to patch for. If anyone could tell me just why it was done that way, I'd love to hear it. It's just not worth it to patch for, especially when you can get essentially everything the mod provides by installing individual, up-to-date monster mods that don't have a mile-long buglist.
And as far as bugs, my understanding is that those were all (or at least mostly) solved in version 7. I've been using SIC since 2015 (in LE) and I used to have to do a ton of things to get around the bugs, but they were solved in version 7.
You're more than welcome to create a patch using my patches as an example, if you'd like!
The "Lightning Cloak" CTD happens due to the KYE2 Misc Monsters Patch for Mihail's storm golem. (Although there have been other instances of people having this ctd even without KYE2 so this isn't an end all fix)
The Misc Monsters Patch adds a SPID DISTR_.ini for mihail's storm golem that adds 2 perks which this mod really doesn't like.
FIX:
Go to the Misc Monsters Patch folder in file explorer and remove the "kye2_mihail_stormgolem_DISTR.ini".
You're done! I have tested if this works on existing saves and it does.
You have an incompatibility somewhere. I'd recommend simply removing their Lightning Cloak ability with Xedit, as suggested by comments on the mod page. Mihail also has quick-and-dirty coding methods which are known to cause issues.
The SPID just adds, it doesn't change. And, there's no limit to the number of perks/spell abilities/etc (or at least the cap is a reasonable number). It makes no sense that adding one that works for everything else would make Storm Golems not work properly.
However, these patches are still in use with several large modpacks (including Vagabond) and I haven't heard of this being an issue. You might be better off asking the KYE2 dev, as he may have more insight.