Skyrim Special Edition
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Thappysnek

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25 comments

  1. godofmadness
    godofmadness
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    Does this work with the version that's JUST the ogres? I am willing to make the changes in SSEEDIT myself if need be but I would appreciate being told how.

    Thank you regardless. <3
    1. thappysnek
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      I haven't examined that mod as I prefer Mihail's collections, so I can't say it would. However, that mod should have the same design and therefore this approach would work.

      All you need to do is use SSEEdit to find the Ogre Guard NPC records and removed their DPLT - Default Package List entries and set their Packages | PKID - Package #0 to DefaultSandboxEditorLocation1024NoConv. Again, I'm assuming it's the same design--if it isn't, then I can't help. And backup the files you modify so you can revert...just in case you didn't know.

      Good luck!
    2. drakeotomy
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      Oh good, I came looking to ask the same question and there's already an answer! Wouldn't we need to change what master file it needs too?
    3. thappysnek
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      If you use this mod's technique for Mihail's individual Ogre mod, yes, you would created a new espfe with that as the master.
  2. ThatOneDudeK
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    While i was searching on google for a fix on my crazy ex i've stumbled upon this mod. Since i had the issue with the ogre's too i tried it and hell, it works!
    Thanks a lot mate! Did already de-install the ogre mod and gave it a try with this here.
    I can confirm from my experience that the fix didn't solve the issue on the mod i had installed for just ogres, but does work for the one you mention on requirements.

    Very glad to be able to have the mod now too and working. As i love how all of Mikhails creatures make the game so much cooler.

    Have a great day and thx for the fix man!
  3. Rorax
    Rorax
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    I just don't see why Mihail doesn't see this as a problem with his mod and instead lays blame at the feet of other orc mods when that clearly isn't the cause. I suppose thats why his mods always have "no known compatability issues." Just doesn't want to bother. 
    1. thappysnek
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      I haven't spoken with Mihail about this so I'll just assume positive of him--he stated that he's redoing all his mods so that is his main focus. Plus, I know nothing of his mod setup, so it may not be something he experiences. Lastly, I'm having personal issues that prevent me from concentrating on mod development, so I can imagine other folks like Mihail being in the same boat.
      Mihail is an incredible mod author and I'm helping in some small way with his voluminous output.
    2. Rorax
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      Mihail is an incredible mod author and I'm helping in some small way with his voluminous output.

      Oh no, I get it. But its one thing to say "I'm extremely busy and I'll get around to it" and another entirely to say "Not my problem its other orc mods who mess with the faction" when its clearly not
  4. Freyr95
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    There are Ogres that spawn in White River Watch who are not in the bandit faction that attack the Bandits inside, which seems unintentional.

    IDK if you're still planning on updating this or not, but it's a super simple fix in xEdit to just swap out which ogres spawn there by changing them to be Ogres that are in the bandit faction, because there already exist Ogres in the mod set to be in the bandit faction.

    Seems to have been an oversight on Mihail's part.
    1. thappysnek
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      I'm fairly certain that is what MihailMods intended. True, you can change the Ogre factions, but he uses the base Ogres which are wild--and changing the wild ogre's factions to bandits would prevent a lot of Ogre/Bandit aggression.

      Also, he sets all of the bandits in the cave to "Starts Dead":
      They're all dead, Jim! :'‑(

      I definitely appreciate the suggestion; however, with this evidence, I won't add this to my patch. Also, if you do want to change the fates of these bandits to die by your hands instead of the Ogres (I feel kinda dark saying that) you'll want to

      • undo MIhailMods edits to the bandits so they're alive and kickin'
      • switch the Ogres placed from the wild ones to the "Ogre Mercenary" which are in the bandit faction

      MihailMods sometimes vibes like The Mysterious Stranger in The Adventures of Mark Twain...but don't all modders? bwa ha ha ha
    2. Freyr95
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      I didn't change their factions, I swapped out the ones who aren't in the bandit faction for ones that are in the bandit faction.

      Because there are Ogres included in the esp that are already in the bandit faction, he just didn't set the ones in that area to be bandit faction Ogres. To fix all you have to do is change their anchor in xEdit to swap out the non-bandit ones for the bandit ones.

      The bandits weren't already dead in my game when I went there, the ogres would just kill them as soon as I entered but they were definitely alive prior to fighting with the Ogres. I noticed this especially after swapping the ogres for bandit faction flagged ones because the bandits were still alive when they didn't have to fight Ogres.

      There's also a blind bandit that force greets you when you enter White River Watch to ask you if you're some guy he knows, he wasn't dead for me either.

      I guess I must have some sort of mod conflict here, because there are living bandits in there in my game. But checking the cell record, you're right. There are bandits set as Starts Dead. My mistake.
    3. thappysnek
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      Oh, I misread what you had done. Didn't mean to sound condescending or the like.
      No problems, mate. All good, healthy discussion. Now, let's switch it up and talk politics...
    4. WallRockTree
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      So this issue with the ogres in White River Watch has been driving me crazy for a long time. I can't believe I stumbled onto this thread! Changing those ogres to a bandit friendly version like "Ogre Mercenary" sounds perfect! So...

      1) I wish you would make a separate mod/patch to achieve that. Maybe fix the undead dead bandits as well! You would definitely have my adulation then!

      2) If you don't want to do that I would like to do it in my own game. Unfortunately, I have minimal SSEEdit skills, but want to learn. Using the helpful SSEEdit screenshot, I was able to go into the .ESP and I can see the four ogres: 1 "Ogre Chieftan", two common "Ogres", and one "Savage Ogre". But where do I make the change and what do I change it to?
    5. thappysnek
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      Ha ha ha, you're requesting a mod then? I'm job searching and am in Starfield at the moment. I'll have to rebuild my Skyrim instance again before I can update or add to this mod.
    6. WallRockTree
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      Oh hey thappysnek! Since I did not originate this thread I didn't get a notification that you replied, but I just happened to come back and look.

      Well, on the one hand... it would be really cool. Your discovery was genius! And I know it is easy to fix. And I should have the skills to do it. And I don't. But I almost do.

      On the other hand: Don't do it! You should take care of yourself first and get that job! Yes, you would have to rebuild Skyrim, and we both know how long that takes. And the Skyrim update thing at the moment, while it may be improving, is still a little nuts. Don't do it!

      BTW, I AM using this mod. I forgot to endorse it, so I got that done, and I gave you a kudo because 1) your discovery of the cause of this annoying issue. The White River Watch ogres were driving me bananas! I'm the one that is supposed to kill the bandits, not some stupid ogres 2) the funny and detailed explanation of it, and 3) coming back and replying to me.
  5. CodyC
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    ngl, I spent a good hour or two looking into this when I walked near one of those orc camps and their normally friendly guard ogre started letting loose Oblivion on the orcs and goblins. I looked at the factions, at couldn't understand any further what the issue was. Eventually I gave up, because the ogres were not much a chance against 5+ goblins and a stronghold of orcs as well as myself if I ran in quick enough. lol But thank you so much for looking into this and fixing it! I'm not surprised Mihail did not figure this out, or potentially even know about the issue since it sort of chains along down a couple points of AI functionality and interplay. Clever work indeed. You have saved countless innocent goblins and orcs in my game! :)
  6. hoangdai94
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    @thappysnek Thanks for this as a fan of MihailMods, plz keep the support for him !
  7. ftwranger
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    thank you mister
    1. thappysnek
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      It's my pleasure.
  8. Francis115
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    Thank you very much!!
    1. thappysnek
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      You're very welcome
  9. Sorlomon
    Sorlomon
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    I appreciate the in-depth explanation.
    1. thappysnek
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      I accept your adulation ;-)
  10. DeadM0nkey
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    I don't use the mod, but I'm downloading and endorsing just for the work you put in, and the explanation.
    1. thappysnek
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      Thank you!