Every icewolf pack spell will summon three wolves, and give you as much experience as three wolves would net you.
I'll nerf it. It lends itself to grinding too much I guess.
SkyRe Bugs
Started by
T3nd0
, May 10 2012 06:34 PM
4064 replies to this topic
#51
Posted 14 May 2012 - 02:33 PM
#52
Posted 15 May 2012 - 12:29 AM
the Better Bows, DragonBone, Nicoroshi (and prolly others) Bows / (Custom Weapons in General I think) doesn't scale with perks and prolly leveling
(gist = custom weapon damage stays crappy regardless of Skill Level / Perk)
Damage of the Bows are all weird
Why does a Hunting Shortbow have more damage input than an Ebony Long Bow e_E! this is weird.
Until these LongBows and ShortBows business is sorted out
amma stick with the Non Uberfied Custom Bows.
My ebony bow topped 469 at level 150 Smithing and lvl 5 Weaponsmith Perk
The Doomshard Bow only topped to 123 which is sorta reasonable damage in my book, lol.
(gist = custom weapon damage stays crappy regardless of Skill Level / Perk)
Damage of the Bows are all weird
Why does a Hunting Shortbow have more damage input than an Ebony Long Bow e_E! this is weird.
Until these LongBows and ShortBows business is sorted out
amma stick with the Non Uberfied Custom Bows.
My ebony bow topped 469 at level 150 Smithing and lvl 5 Weaponsmith Perk
The Doomshard Bow only topped to 123 which is sorta reasonable damage in my book, lol.
Edited by desuzakido, 15 May 2012 - 03:04 AM.
#53
Posted 15 May 2012 - 04:56 AM
Hunting shortbow has more damage than Ebony Longbow?
That's obviously an error.
I'll go check out the numbers again. Probably forgot something (happens if you literally edit every single weapon in the game...).
Also will check out the plugins. I suspect missing keywords.
That's obviously an error.
I'll go check out the numbers again. Probably forgot something (happens if you literally edit every single weapon in the game...).
Also will check out the plugins. I suspect missing keywords.
#54
Posted 15 May 2012 - 06:16 PM
From what I'm seeing
Almost all of the Short Bows have bigger damage output than Long Bows.
And why do these bows have godly amounts of attack? It's kinda ridiculous XD.
(Elven Shortbow topped 1k Attack. Lol)
Imo, instead of editing the Bows
It's better if you edit the archer, less bugs that way.
Like you can be a Power Draw Archer (Long Bow)
or a Rapid Fire Archer (Short Bow)
with this you can ease some of the Bugs off the game.
Or You can stick with what you're doing BUT get a Team Mate(s). All these editing (by yourself) is ridiculous =/
There's really no way in the world you can edit every single one of them accurately.
I mean it is doable but the workload is ridiculous.
Almost all of the Short Bows have bigger damage output than Long Bows.
And why do these bows have godly amounts of attack? It's kinda ridiculous XD.
(Elven Shortbow topped 1k Attack. Lol)
Imo, instead of editing the Bows
It's better if you edit the archer, less bugs that way.
Like you can be a Power Draw Archer (Long Bow)
or a Rapid Fire Archer (Short Bow)
with this you can ease some of the Bugs off the game.
Or You can stick with what you're doing BUT get a Team Mate(s). All these editing (by yourself) is ridiculous =/
There's really no way in the world you can edit every single one of them accurately.
I mean it is doable but the workload is ridiculous.
Edited by desuzakido, 15 May 2012 - 06:22 PM.
#55
Posted 15 May 2012 - 06:51 PM
The game doesn't have that many bows. It's far from ridiculous; in fact way less ridiculous than the meltdown recipes, or the smithing restrictions, and so on.
For other weapons, I did a chart, and only missed the steel mace as far as I know bx now. For bows, I didn't do that, and that's what I ended up with.
For other weapons, I did a chart, and only missed the steel mace as far as I know bx now. For bows, I didn't do that, and that's what I ended up with.
#56
Posted 15 May 2012 - 07:15 PM
Figured I'd report this incase it will help your current troubleshooting, although that entirely depends on if you are troubleshooting the mod with no other content-mods installed or not. If not then these shouldn't be causing YOUR crashes atleast for sure.. Anyway the game has 53 deleted records (UDRs) from Skyrim.esm, most of them located in NightcallerTemple01 and ShriekwindBastionExterior04 thru 06. Also noticed some in LabyrinthianMaze and then recalled someone reporting that the floors in there were missing when using SkyRe, which very well might be related to this.
If you weren't aware, UDRs can cause instant crashes or things like the missing floors etc if another mod that is loading after tries to edit the same record that your mod deleted. Disabling the record is better as it does the job but doesn't cause compatability issues. With Oblivion and Fallouts we had TES4Edit/FO3Edit etc to simply use a one-click fix for this to undelete and disable the records instead, but sadly nothing like that exists for Skyrim yet. Now this can very likely be things you're 100% aware of since I don't know how much you've modded Bethesda games in the past, but here is a thread with more info on the matter: http://forums.bethso...ted-references/
Post #20 there explains how to sort it with the CK btw.
If you weren't aware, UDRs can cause instant crashes or things like the missing floors etc if another mod that is loading after tries to edit the same record that your mod deleted. Disabling the record is better as it does the job but doesn't cause compatability issues. With Oblivion and Fallouts we had TES4Edit/FO3Edit etc to simply use a one-click fix for this to undelete and disable the records instead, but sadly nothing like that exists for Skyrim yet. Now this can very likely be things you're 100% aware of since I don't know how much you've modded Bethesda games in the past, but here is a thread with more info on the matter: http://forums.bethso...ted-references/
Post #20 there explains how to sort it with the CK btw.
Edited by ztrathego, 15 May 2012 - 07:23 PM.
#57
Posted 15 May 2012 - 08:01 PM
Had 2 crash in a short time ingame now. One was while entering the helgen keep dungoen from it's exit point and the second was on the road to Riverwood where the game just froze and stopped responding.
#58
Posted 15 May 2012 - 11:38 PM
I just realized that the Perks Caused the Insane Damage Bug with the Bows.
(I incpcs'd to max my Marksman and added perks right away when i started a new game so I didn't know until now when I thought about it)
When I didn't put a single Perk in the Longbow / Shortbow Tree. the Damage values of the weapons stayed the same.
Coup de Grace
to be Precise Causes the Bug
All the other perk did not give Ebony LongBow damage Hax.
Sorry!
(I incpcs'd to max my Marksman and added perks right away when i started a new game so I didn't know until now when I thought about it)
When I didn't put a single Perk in the Longbow / Shortbow Tree. the Damage values of the weapons stayed the same.
Coup de Grace
to be Precise Causes the Bug
All the other perk did not give Ebony LongBow damage Hax.
Sorry!
Edited by desuzakido, 15 May 2012 - 11:56 PM.
#59
Posted 16 May 2012 - 05:26 AM
@ zthratego:
Thanks for posting that. SkyRe is my first TES mod...
The deleted records are mostly copies/duplicates the CK created randomly(!) because of identical FormIDs (!!). How the hell do you create identical FormIDs while working on a single mod?
Anyway, those duplicates ended up replacing a few of my references, messing up spells, and causing all sorts of weird actors to spawn across Skyrim (Necromancers in the "bannered mare", and such)). I tried setting the "ignore" flag on these, but that just caused even more duplicates to be created.
That was the closest I ever got to drop the mod, to be honest, and is the main reason I keep calling the CK a buggy piece of sh*t in every third or forth post. There's only three deletions in there that I wanted, and that's the three atronach-based "Thrall" spells.
Anyway, I'll try to see which stuff doesn't need deletion. If that actually fixes the game for me, you shall be forever honored and remembered.
@ desuzakido:
Display issue then. The values only trigger when the conditions are satisfied though. For most perks, I already fixed that display issue for most perks; probably forgot that one.
Thanks for posting that. SkyRe is my first TES mod...
The deleted records are mostly copies/duplicates the CK created randomly(!) because of identical FormIDs (!!). How the hell do you create identical FormIDs while working on a single mod?
Anyway, those duplicates ended up replacing a few of my references, messing up spells, and causing all sorts of weird actors to spawn across Skyrim (Necromancers in the "bannered mare", and such)). I tried setting the "ignore" flag on these, but that just caused even more duplicates to be created.
That was the closest I ever got to drop the mod, to be honest, and is the main reason I keep calling the CK a buggy piece of sh*t in every third or forth post. There's only three deletions in there that I wanted, and that's the three atronach-based "Thrall" spells.
Anyway, I'll try to see which stuff doesn't need deletion. If that actually fixes the game for me, you shall be forever honored and remembered.
@ desuzakido:
Display issue then. The values only trigger when the conditions are satisfied though. For most perks, I already fixed that display issue for most perks; probably forgot that one.
#60
Posted 16 May 2012 - 11:25 AM
Hopefully it helps, atleast cleaning up the deleted records can't *hurt* anything as it will improve compatability overall even if it doesn't fix the instability issues. It's pretty much the most common mistake people make when modding for TES games until they become aware of the issue so no need at all to feel bad about it
And yes, the CK in its current state is a buggy piece of s***, especially with all the current navmesh issues and such. There's also some issues with using TESVSnip since 1.5 patch as it's still only updated for 1.4 so it can corrupt some data, not sure how much you use that now though, and it's mostly safe, just CAN cause some corruption to occur.
And yes, the CK in its current state is a buggy piece of s***, especially with all the current navmesh issues and such. There's also some issues with using TESVSnip since 1.5 patch as it's still only updated for 1.4 so it can corrupt some data, not sure how much you use that now though, and it's mostly safe, just CAN cause some corruption to occur.
Edited by ztrathego, 16 May 2012 - 11:57 AM.



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