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Shadeybladey

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    Neverwinter/Skyrim LE
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    Daggerfall/Morrowind/Skyrim

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  1. In Alchemy the Purity perk is meant to remove all negative effects from Beneficial Potions and all beneficial effects from Damaging Poisons. But, instead, when ingredients have both positive and negative effects, they appear in the Alchemy window under both effects, but when trying to make EG Ravage Health, I can make only, say, a Fortify Enchanting potion. And when trying to make EG Restore Health, I can make only Ravage Stamina or something. It seems to give the first listed effect priority, so if a beneficial effect is Effect 0 and a negative effect is Effect 3, Effect 3 is no longer available for those ingredients, even though it's listed. And vice versa. If several ingredients have both, say, Ravage Stamina and Fortify Health, I want to make Ravage Stamina when I click on that effect, and make Fortify Health when I click on that one. I don't want to lose the ability to make any potions or poisons according to whether they are listed as Effect 0, 1, 2 or 3. I want to be able to use those ingredients to make both. Is there any way to fix this? Cheers!
  2. Specifically in these Alchemy MGEF files, the "Base Costs" are: 3.000 AlchDamageHealth 12.00 AlchDamageHealthDuration There is no AlchDamageHealthRate effect 0.400 AlchDamageHealthRavage 2.200 AlchDamageMagicka 10.00 AlchDamageMagickaDuration 0.500 AlchDamageMagickaRate 1.000 AlchDamageMagickaRavage 1.800 AlchDamageStamina 1.800 AlchDamageStaminaDuration 0.300 AlchDamageStaminaRate 1.600 AlchDamageStaminaRavage Are they used only to calculate the gold cost of the final potion? Why are the values so different? Cheers!
  3. That's what I did in the end. And it's working! Now I am rejigging my main Alchemy mod. I wanted to have the Morrowind feel of "Damage Over Time" Drain Health potions, so (years ago) in the MGEF for Health, Magicka and Stamina Drain and Ravage I made <MAG> and <DUR> both affected by Alchemy skill and perks But then I had to make all the base <MAG> and <DUR> so low, like 0.50 to 1.0 or 2.0 <MAG> and 1 or 2 sec <DUR>, and with all perks but no Fortify Alchemy gear I'd be making things that Drained 0.50/sec for 1 sec base doing 10 damage/second for 21 seconds, and Ravage doing 1.0/sec for 2 sec base giving 21 damage/second for 41 seconds for 861 damage and costing thousands of gp. With 2/sec for 2, it was 41 per second for 41 seconds = 1681. Too much. It's even worse with enchanted Alchemy gear with +50% on each! It was nice to have, as I liked the idea of _shb_AlchDamageHealthDuration draining Health per second instead of a flat time limit and _shb_AlchDamageHealthRavage doing a stronger drain for longer, but it was clunky and too rigid. And the wild values in 83Willows ingredients made it worse. We can have decimals for <MAG> but not <DUR>. I worked it out with spreadsheets. So I am changing the MGEF so Drain does fixed damage for variable time (depending on ingredient and skill) and Ravage does a variable big hit for a fixed time, 10, 20 or 30 seconds. It does temporary damage to Max and Current Health/Stamina/Magicka, so it can wear off without killing the target, but cannot be healed without a Cure Poison potion and Ravage will no longer drain over time. So I have to change all my ingredients again! And all the modified VendorItem Drain and Ravage poisons I made to fit with my new system. Then there's the Dragonfly - Grim Hunter in 83Willows. It never seems to spawn anywhere, ever. But fixing that in a patch is beyond my current abilities. Thanks for all the help, and sorry for the waffle, but I SO love this game! Cheers!
  4. OK, I did that and it removed my patch from PlugIns.txt. But at least it did not delete my esp! But the CK and Tes5Edit still do not see my patch as a patch requiring 83 Willows 101 Bugs. The CK marks my changes as duplicates and Tes5Edit seems to treat them as having different Form IDs. Now, I realise I am probably making a massively obvious Schoolboy Error with this, but can I mark 83Willows_101BUGS_V4_HighRes.esp as a master to my _shb_H&P_83WillowsHighResPatch.esp without my changes being duplicates or new forms? Or should I delete my patch and start again in the CK? Cheers!
  5. Ah, than I'd better follow your advice and use Wrye Bash. Is it obvious how to do it, or should I look up a Step by Step guide? I have forgotten so much about making mods. Some of my mods I am quite impressed with (I did get a lot of help with scripts from the Forum), but I can't remember most of what I did and barely remember what I CAN still do. I think I tried renaming something as an esm years ago but it went haywire. Luckily, I keep backups of any files I am messing with. Will Wrye Bash automatically reorder my PlugIns.ini? I don't want that. I do have backups of that, DLCList.txt and LoadOrder.txt, though. Cheers!
  6. Cheers. I actually make it an esm or mark it as an esm? I noticed that the instant I saved my patch in the CK it deleted the dependency on 83Willows. Can I do this with TES5Edit? I don't like using Wrye Bash as it once deleted a SKYTest esp because it thought there was something wrong with it. I forget the details, but it put me off. It was a long time ago. It just told me it was doing it, no option to say NO. It also screwed things up when I tried marking something as a Master. Or it was me that messed it up, it was quite some time ago. I don't know why I could make an Alchemy Patch for RND without this rigmarole. I made most of my mods in 2012/2013. I never did complete the Alchemy one, though. As well as slightly modifying the Perk tree, it adds a ton of ingredients and effects, and I keep making more ingredients! I come back to Skyrim for a while a few times a year, and this is one of those times and I want to fix 83Willows' wonderful 101 Bugs. Thanks!
  7. OK, I think I've solved it. I should load 83Willows but not make it active, make my changes and save as the name of my patch. Then use Wrye bash to "add master" to my patch. That will work?
  8. I was making a patch for 83Willows 101 Bugs to use with my Alchemy mod, as many of the ingredient effects are massively over-powered (Ravage Health doing 25 points of damage per second for 428 seconds and the potion being worth thousands of gp, for example). So I loaded my patch esp and the Willows esp (it has only Skyrim.esm as a master file) and made changes to a dozen or so ingredient files and the CK stopped working. I couldn't open anything. It was already saved, so I exited and reloaded. But all my changes are duplicates! I think this must be why I tried this a few years ago but gave up. I suspect I should have made the 83Willows esp a Master to my 83WillowsPatch.esp, but then again I thought that any changes I made to 83Willows would be stored in my patch esp and override 83Willows in-game. I thought the CK would treat 83Willows as a Master automatically. But apparently not! I could just make the changes to 83Willows directly, but that would not be a patch. So how do I make 83Willows a Master file for my patch? I made a patch years ago for Realistic Needs and Diseases, whereby I could use the raw meat etc to make new ingredients in my Dwemer Griinder at my player home, Archmage of Winterhold's rooms and a few Alchemists dottted around Skyrim. I didn't have this trouble then. I suppose I'd then have to repeat the changes I made? Cheers!
  9. Well, I just cleared Ansilvund and took Roggi's Ancestral Shield to Kynesgrove, and Gemma Uriel attacked me! So Jenassa one-shot her through the eye with her bow! Will this keep happening with all my quests? Edit: I reloaded and ran into the inn, and then Kjeld attacked me! I think I resolved Darkwater Crossing by finding the missing Argonian, and when I went back to the village Verner Rock-Chucker was outside on his own. So I gave him his daughter's satchel and he gave me letters to take back to her. The Wiki says Kjeld is marked as a foe to Tormir of Darkwater Crossing and he may be father to Tomir's daughter. Maybe he's jealous because I helped her by finding her friend Darkeethus? I don't know what he's jealous of, Jenassa and my Khajiit are both female... Doesn't explain Gemma Uriel, though... They do both have an "Aggressive" disposition, which means they attack enemies on sight. No idea why they think I'm their enemy, though.
  10. I went to Darkwater Crossing to deliver some stuff for Sylgja of Shor's Stone en route to turn in a quest in Windhelm. I entered the mine but before I had a chance to talk to Verner Rock-Chucker, Annekke attacked me on sight and my companion killed her. Now Verner will not talk to me. The Wiki says this can happen, but also says that The Unofficial Skyrim Patch ver 1.3.3 fixes this bug. Is this USKP or USLEEP, as I still use the separate DLC and separate Unofficial Patches? I'm not familiar with the version numbers for USKP etc. Luckily, I make lots of unique saves via the console, so I can wait, as the Wiki also says "This can be resolved by leaving, waiting, and then returning at a later date." I have no bounties, although I did get 11,000 Septims in Markarth when those crooked guards sent me to Cidhna Mine. But I killed the Forsworn King and got a pardon from the Silverblood crook (although I assassinated him later - his brother can keep for a later date). I may have some "Kill the Bandit Leader" quests active which also may cause this bug to manifest. I'll have to check, I have one to turn in. I have nothing for the Thieves Guild and always tell Brynjolf to bog off. I'm a Bard, not a Thief! The only reason I am in that hold at all is for Finn's Lute from Stony Creek Cave, and then I circled South to kill the Dragon for another quest. So I guess my question is does anyone else experience this, and why does it happen when the Unofficial Patches claim to have fixed it? Cheers!
  11. Oh, I didn't notice that one. Cheers! Everything seems OK atm. I sometimes get random crashes, but I save often using a console command: save Khajiit-042-25 042 is the character level, 25 is the save number. I save before and after mining or chopping, as there can be an animation bug that has me turning in circles, after finding loot, just before and after a battle, on entering or leaving a dungeon and so on. And after anything even slightly significant like travel distance that I don't want to have to redo. I use the same save number for a while, then increment it. When I level up I save as 043-00, then 01 when I select Magicka, Health or Stamina, then 02 when I pick a Perk and then 03 to keep a record and 04 to continue playing. Quicksaves are not to be relied upon! Cheers!
  12. Oh, so the Giant is scripted to appear? When Lydia was my Steward, she did tell me about the Skeevers in the basement, but no one mentioned a giant attacking, he was just already there. Skyrim HearthFire LakeViewFix? That seems to be for a nav mesh in the corner of the home somewhere. The posts also say it was fixed by the Unofficial Hearthfires Patch. The bug I had was not being able to even enter the cell with Lakeview Manor in it, nor Pinewatch, the Conjuration Altar, or even the Hunter camp by the three standing stones we encounter when travelling to Riverwood for the first time. Or even my friend's Lakeside Retreat mod on the other side of the lake. Cheers, thanks for the help, anyway!
  13. I got the game when it came out on DVD (or CD) but couldn't play it until February, 2012, when I got a new PC. In all that time until today I never went somewhere safe and passed 30 days waiting. I've always used Survival mods and I'd have died of thirst and starvation! And I don't like the lack of RPG feel. Delphine would be waiting for me for a month at Kynesgrove! But someone suggested I tried that, and it worked! First, I tried disabling groups of mods I thought might cause too much strain on the system, but that didn't work at all! I could go to Falkreath and Pinewatch Bandit Bridge, but not Pinewatch or Lakeview, or the Altar or Bandit camp nearby. It would crash if I went anywhere near it, including the other side of the lake where I have another player home called Lakeside Retreat! So I used a save with all of them enabled, just before I talked to Delphine, turned off Realistic Needs and Diseases and went to bed for 30 days at my player home in Riverwood. And DAH DAAAH! I can access Lakeview Manor! I've no idea why this happens or why it works. But the entire cell was reset (actually, probably the entire game). All the silver jugs and plates from Lakeview that I sold are back, as well as all the food, drink, alchemy reagents etc. The Greenhouse was full of bees and 83Willows butterflies and dragonflies! I spent ages catching them all (Autoharvest2 does not work inside the manor), went to the kitchen and back and there were more! I wanted to tell Meeko the dog to relax there, but he followed me when I left. But my horse was dead, and we got attacked by two frostbite spiders and three wolves! I resurrected the horse. And the conjurer was back at the altar.
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