Skyrim Special Edition

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ChessPirate

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ChessPirate

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15 comments

  1. hunlucansu
    hunlucansu
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    • 5 kudos
    does it also fix that sometimes particular enemies such as draugr deathlord is stuck in the air after being paralyzed? thank u for this mod :)
  2. kahrnivor
    kahrnivor
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    After playing archers for years I can't believe I've never seen this before. It's a bit odd at first seeing the delay in paralysis but it's far better than the hitscan crap from the base game. Well done.
  3. detra
    detra
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    The patch has not been updated to Form Version 44. And flagging this kind of patch as an esl would als be quite useful.
    1. ChessPirate
      ChessPirate
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      Sorry, I have no idea what you are talking about. Form Version 44? Flagging this kind of patch as an esl?
    2. axz2
      axz2
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      Form Version 43 is a Skyrim LE Version.If you save a mod with that version in the SE Creation Kit is should save as Version 44.
      Here is some instructions about updating the form https://www.youtube.com/watch?v=QE-5sXA_ohY
    3. detra
      detra
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      Yes, it hasn't been resaved in the SSE Creation Kit. And ESL files don't count against the normal plugin limit and therefore save a slot for other mods. True ESL files load directly after ESM files, however, whereas flagging an ESP as an ESL does not break the load order is therefore preferable.

      This is how you do it: https://imgur.com/IqDhuzm

      Some mods cannot be flagged directly however and need to be compacted first, which can also be done in xedit. Doing so will break scripts if they reference the mod's formIDs, however.
    4. ChessPirate
      ChessPirate
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      (This is also a reply to axz2)

      OK, after hitting both of your supplied links and doing a couple of searches of my own, I have the following, sometimes conflicting info. Re-saving a plug-in in CK64 to get Form 44 *could* fix potential problems, but also *could* create some. Since I am having 0 problems with my Form 43 Mods in SE, and most of them are very simple ones anyway, I doubt I will make an effort to change them. "More Dangerous Enemies" is my only Oldrim Mod that had any issues when used unchanged in SE, and that was the Tamriel Wilderness entries that referenced the SE "water" changes. Those errors I fix with a couple of SSEEdit scripts.

      Now, the esl thing. I found that if an esp is changed to an esl, but must be loaded *after* another esp, changing it to an esl will break it, as esls are loaded *before* esps. And as it so happens that the 1.2 version of "Bullseye Perk Paralyze Bug Fix" must be loaded after "Walking-In-Place Paralyze/Reanimation Bug Fix", I would also have to make "Walking-In-Place Paralyze/Reanimation Bug Fix" an esl. So, I may do these conversions sometime in the future, but for now, my philosophy is "leave well enough alone". :-)

      Anyway thanks for the heads-up on these issues. Interesting stuff!
    5. OregonPete
      OregonPete
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      Hey ChessPirate! :) First of all, thanks for the mod. Great work!

      Then a small correction regarding ESL files. What most SE mod authors do today is they flag the ESP file as ESL in SSEEdit, but DO NOT CHANGE the file extension from .esp to .esl !!! This last part is very important. If you don't change the extension but leave the extension as .esp, the file will still follow the normal load order given through LOOT, but it will not count toward the 255 esp file limit. Pretty cool, huh? Here's a link to a great article on how to do this:

      https://www.nexusmods.com/skyrimspecialedition/mods/21618

      The important thing is to use the SSEEdit "Apply Script" function to look for ESP files that can be flagged as ESLs but then you only actually flag those files that don't require a form ID compression. The reasons for this are discussed in the article I've linked here. Mods like yours definitely fall in this category, so you shouldn't have any issues, but SSEEdit will let you know whether that is true or not.

      Hope that helps!

    6. ChessPirate
      ChessPirate
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      OregonPete

      I had already run that script, and it told me that both "BullseyePerkParalyzeBugFixSE" and "WalkingInPlaceParalyzeReanimationBugFixSE" would have to have their Form IDs compressed, which would break any saved games with those IDs saved into them, so I'm just not going to change them.

      Thanks!
    7. Spawnkiller
      Spawnkiller
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      Hello ChessPirate

      1st I want to thank you very much for fixing this little annoying and emersion breaking bug.

      2nd please reconsider your decision on resaving the .ESP in SSE CK, compacting the FormID’s and eslify the plugin in SSEEdit.

      You could release this "new" variant as a “lite” version of you mod. Maybe as a second main choice or as a miscellaneous option for all those users who start a new game or applying the fix mid game the first time. More options are always good (at least most of the time). That would be really nice for all this players who are not that firm in using CK and/or xEdit (I personally already did it myself, but that helps no one but me).

      Keep up your good work.
      wbr Spawnkiller
    8. deleted59475776
      deleted59475776
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      Not sure if this mod fix anything because problem of "instant kill" (before taking action) happens also for sneak attack with weapons.
      I would be cautious about using a tweak like this.
    9. ChessPirate
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      I'm not sure what you are referring to with "problem of "instant kill" (before taking action) happens also for sneak attack with weapons". If you mean you are worried that if you sneak attack a target with a non-bow weapon, this Mod will somehow mess things up, that is not possible. The script only fires if the game has already determined that the target will be paralyzed by a bow shot. This Mod will not do anything if you are attacking with a non-bow weapon.

      I use my bow quite a lot and have been using this Mod for years with both LE and SE and I have not seen anything weird.
  4. gamingsrc
    gamingsrc
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    • 24 kudos
    Downloading and testing. Though I have always played as Archer to level 100, I have never used the bulleye perk because I considered it as overpowered. But my follower and NPCs use this perk, so it's important to fix. There are important things in the game that USSEP and other modders don't fix.
  5. HyperManFZ
    HyperManFZ
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    I have been waiting for this fix to be done for SE since... well since SE came out! The bullseye paralyze bug was such a bummer that when I couldn't find a fix available for SE when SE first came out I had considered not switching just because of that. (in the end I did switch anyway hoping that someone would fix it soon, but no one ever did. I have been avoiding the bug by simply not playing an archer, and now I can again! ). Seriously such an essential fix and I can't believe Bethesda never fixed this bug.
    1. ChessPirate
      ChessPirate
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      I'm surprised too. I found a couple of differences that required me to put some work into two of my Mods to assure they would work as close as possible to the way they did with Old Skyrim. One was in this Mod. In SE, the visual effect of the paralysis was only lasting about two seconds, instead of the full eight. It only took one small edit, but it made me wonder, if they changed SE so that a simple Mod doesn't work quite the same way, why couldn't they address some of the most annoying glitches? BTW, if it's just a simple .esp file or even an .esp with scripts, I think it's always worth it to try an Old Skyrim Mod if there isn't one specifically for SE. All my Mods actually do run under SE, just a couple of minor differences(at least that I have seen).
      Anyway, glad I could make your SE experience better!