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Drullo321

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  1. Hello there, I have a Perk with an Entry Point for "Modify Tempering Health" and would like to check the subjects keyword list against another (form?) list of keyword if there is any match and return true. The other list may contain up to ~35 keywords. I've done this before for very simple checks with 1-3 keywords that won't change by simply using the provided item condition check "HesKeyword"==xyz. I could simply add those 35 keywords as OR conditions on the item but that is clunky, inelegant, prone to error and poorly maintainable. So my basic idea was to create a (form) list containing keywords and somehow check against this list. However i couldn't find a) a condition that would meet this criteria or b) a place to attach a small papyrus script/fragment. Maybe I am doing it wrong or there really is no other way. May someone tell me how I could solve this issue. Seems I'm the first, as Google couldn't find any other person with this problem in the last 10 years of Skyrim modding :mellow: .
  2. As you may be aware, in unmodded and unfixed Skyrim and Skyrim SSE, there is an issue with incorrect spell absorption behaviour. E.g. if you have any kind of % spell absorption, like Breton Dragonskin power, own conjured creatures may be absorbed. USSEP fixed this for all conjurations by spells. USSEP can't fix this for any other type of conjuration, like conjuration by staves and other sources, meaning that this issue still exists in nowadays Skyrim. Fast way to prove the problem (use Live Another Live mod): 1. Start a new game 2. Choose Breton 3. Use console to add a Staff of the Familiar ID player.additem 00029b75 1 4. Activate Dragon Skin 5. Use the staff several times (50% chance for failing) Detailed description and answer by Arthmoor why it can't be fixed by USSEP: Link It may is possible to fix with SKSE (don't know) see: Link Is anyone able to a) look in detail if it is possible to fix this bug via SKSE plugin and b) write a SKSE plugin fix Thank you ;)
  3. We need more information about this. I just can tell you, that newest SKSE is working fine with the new SSE version. You have to make sure, that EVERY MOD DEPENDENT ON SKSE you use either don't need an update or is updated otherwise it will crash. If you use a mod organizer like MO2 (recommended), created a new test profile with just a couple of mods like USSEEP, Alternate start, SkyUI and try to make that work. Then activate one mod after another and you can track down your problem. Also make sure that the Skyrim SSE root folder does not contain any additional dll and co which needs to be updated which is may not tracked by your mod organizer
  4. When playing Skyrim several quests, locations or items force the player into factions, even when they don't want to. For example finding an unusal gem starts the quest "No stone unturned" which then forces you to become a thieves guild member. To get access to some word walls, you have to play through long quest lines, even if you don't care. For example to get access to one of the word walls for Slow Time, you have to partake in the Civil War, at least up to "The Jagged Crown" which lets you enter specific parts of the nordic ruin Korvanjund. While it is somehow understandable, that faction or quest specic rewards are locked, like Staff of Magnus or Chillrend, it isn't for global content like all three words from a dragon shout, (faction/main) quests that forces you on the fly into other factions or a collection of items (e.g. dragon priest masks) which are only fully collectible when you are a completionist and do every (faction) quest even if your character has nothing to do with them. Tl;Dr: I'm looking for mods that completely or partially unblocks global content or modify quests to not force you into specific factions. There are some already out there: Civil War Neutrality SSE gives access to Korvanjund, Thane of East March, etc. Not so Fast Mainquest besides overachiving things lets you skip the negotiations College Modifications (my own mod) prevents joining the college when taking Faraldas test but doesn't unlock Saarthal or digging deeper, thus still no availability of Morokei. Are there more? Especially for word walls, dragon priests, unusual gems (and unforce thieves guild).
  5. 1. First, use a mod manager 2. Download SmartCast for Oldrim 3. If you don't have Bethesda Archive Extractor 0.10 (google for BAE 010 Skyrim) , download it 4. Drag&Drop and unpack SmartCast.bsa and put the loose files into the same folder 5. Delete the .bsa 6. Optional but recommended: Load the SmartCast.esp into the CreationKit for SSE, set it as active file and just save it again. 7. Done If you don't do step 4-5, Skyrim SSE will crash on launch because it can't load Oldrim .bsa archives. If you dont load&save the .esp in the new CreationKit, the .esp internal number won't switch from 43 (oldrim) to 44 (SSE) and it may cause problems but don't have to.
  6. Hello there, There are mods like Display Enemy Level or Floating Health bars (see also Github, it works) which properly displays numerical values for health on top of the NCP health bars. SKSE methods are used, so I guess it is possible to access even the player values and position of the bars. Then there are mods like SkyHUD or its variants whcih repositions players UI element like health, stamina and magicka bars. But i couldn't find any mod out there, which features the numerical display of values from e.g. "Display Enemy Level" for the player stats. Is there any SSE mod out there (or a guide to activate it) or is anyone out there able to make a quick version of it? I already wrote PNs to some mod authors but sadly no response yet. Thanks in advance
  7. Hello, I didn't find anything related to my request, but feel free to guide me to any existing mod on nexus (SSE or oldrim). From a player perspective there is no real sign when crossing hold boders, e.g. traveling from Winterhold to the Pale as visualised on the uesp wiki seite (http://en.uesp.net/wiki/Skyrim:Holds). I would like to have some sort of ingame information. It could be: - Ingame map which shows borders and/or current Hold - A script/SKSE plugin which notificates me when crossing borders - An immersive way of borders, similar to https://www.nexusmods.com/skyrimspecialedition/mods/681/? but focussed on the Hold borders - etc.
  8. In addition to the above posts, you can easily convert most of the popular Oldrim mods yourself with a little effort. It would be nice if the original authors would convert their mods to SSE but I guess, everyone will move on at some point.
  9. Just to make my question more precise, There are a lot of tutorials and answers for having english voices plus native subtitles. I want the exact opposite: Native voice language, english subtitels / text.
  10. Hello, I would like to play with english language and german voices. Simply swapping and renaming the german voices bsa to the english one or vice versa did'nt seem to do the trick because for example the whiterun guards still partially talking english. Is it even possible and what do i have to do to make it work? The reason is pretty simple. I have no qualms having dialogues and text in english, but i like the german voices and it would be easier to use all the english mods instead transate or wait for a translation, especially when the mods are bigger (like Morrowloot)
  11. Hello, I made a fresh Skyrim SSE setup with basic mods (see below). I'm having a relative high VRAM usage (>3GB) where I expect no more then 1,5GB for a fresh basic setup compared to Oldrim and decreased FPS (48) in areas, where it should be higher (arround 60). So my question are: How does Skyrim SE handles VRAM differently then Oldrim besides not copying it into RAM (Dx9) and using bloated HighRes (2k) textures. What can I do to improve the VRAM usage to make room for stuff like aMidians armor/weapons and NobleSkyrim HD 2k? What are the most FPS consuming settings which can be tweaked, to improve my FPS (without setting Godrays Low to Off or going below Shadows Medium)? My rig (should be powerful enough): i7 4790kR9 290 4GB16GB DDRCrucial M500 SSD2560 x 1440 resolutionFresh Windows 7 x64 install with updates, up2date drivers, etc.MSI Afterburner for OverlayFurther I'm using: MO2 BethIni (Tweaked only some gameplay relevant settings like NPCs use ammo) Cleaned Master Files LOOT Just a "basic" mod setup (SKSE64, SkyUI, USEEP, Open Cities and some fixes which does not affect anything) My only texture/mesh mods: Simply Optimized Textures for SSE (Either loose or bsa, saves ~100-200 MB VRAM) SMIM Skyrim Flora Overhaul 2.7.2 (+ optional files) Total Character Makeover Enhanced Bloot Textures Realistic Water Two I experimented with Half sized / Quartersized SSE textures instead optimized textures, resulting in 500-600 MB less VRAM used but that was ugly and still way too high VRAM usage then expected. Skyrim Ini Archive section: [Archive] bInvalidateOlderFiles=1 bLoadArchiveInMemory=1 sArchiveToLoadInMemoryList=Skyrim - Animations.bsa sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa sResourceArchiveList2=Skyrim - Voices_de0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsaGodrays low, Shadows medium I attached two screenshots (and Overlay results), Whiterun and Whiterun Watchtower which shows the VRAM/FPS right after loading the game. https://drive.google.com/drive/folders/1ocXCp-Rr8r7jYyOiiUmwuDwQoSM4AmWm?usp=sharing
  12. As far as I know, most of the SKSE mods from Oldrim are portable with the method above as long as no code injection to the Skyrim.exe is done. Just check if the mod contains some dll. If it doesn't changes that it is portable are relatively high, if it does, it won't work. As long as you don't upload your SSE port without permission, it will be fine. E.g. Oldrim mods from Kryptopyr should be portable.
  13. It's a while since I last played a fully modded Morrowind and I could never find a solution to remove the player's weapon and armor degradation. We live in 2016 so is there a way to finally stop it? I couldn't find a mod for it. Ideas: A) I had a look at the MWSE page and found functions for item conditions: http://wiki.theassimilationlab.com/mmw/Category:Item_Properties_Functions_(MWSE) so it may be possible to write a script which constantly checks the players armor/weapon which would be annoying and maybe there are ways to break weapons and armors in one hit so you may have to manually repair/reequip them. B) Are the formulas which define the degradation hardcoded? I found a formular described here: http://www.nexusmods.com/morrowind/mods/44007/? (Weapon Degradation Rate = Weapon Damage * ( 0.5 - Weapon Skill * 0.004 )) If not, it could be possible to change the formular to return zero C) Is it possible to revert the destruction effect by creating a permanent effect with negative values to "heal" armor and weapon constantly? http://www.uesp.net/wiki/Morrowind:Disintegrate
  14. Thanks. I tested it for the mainquest and it works well. Does this work for other quest lines (vanilla and or DLCs) as well? I had a quick look at UESP and their quest names where quite different and not consistent.
  15. That is not what I meant. You can always add shouts or dragonsouls via console (and/or mods like SkyTweak). I'm just asking if it is possible to continue the quest line without experiencing problems e.g. having double Esbern's or unable to continue traveling to Paarthurnax or Delphine having a wrong outfit and/or no access to the secret room at the inn.
  16. Hello Every time I start a new character, it annoys me to do some parts of the main quest over and over again. Specifically those that involces a lot of (not skipable) talking with Delphine and the Greybeards, the Thalmor embassy, learning basic shouts, freeing Esbern, etc. Because I didn't find a mod* that adress those issues I want to solve my problem by using the console and advance the MQ (and maybe other major quest line) to a stage I consider workable. Is it safe to use that console commands to advance in the specific quest along adding specific draggon shouts alone or do I have to consider other things as well? E.g. while "normally" playing the quest things like outfit changes (Delphine), major location changes (Riften Esbern > somewhere else) happen. *I'm aware of mods like Skyrim Unbound, LAL (already using), Not So fast Main Quest but those often only change the beginning oft those quest which I really doesn't care about.
  17. As already stated, mods that depend or work with SKSE, Sky UIs MCM and such stuff won't work as long as there won't be a version for the new SE. My guess is, that beside technical aspects they might merge all of their current ESM's in one big file and maybe repack some BSA's. If that happen, some mods might need small changes with TESVEdit. However you can expect that simple replacers (textures, meshes, etc.) will work outside of the box. My hope is, they incorporate essential mods like USLEEP, part of SKSE and SkyUI right out of the box because I can't imagine that things like the crappy 0% approval rating vanilla UI is something they consider superior. Even then, modders and users have to figure out how stable the new (engine) release will be and if we need things like ENBoost and/or SKSE.ini to prevent Skyrim from naturally crashing.
  18. While thinking about it, i give you some feedback about your ideas: 1) I think that is a not so good idea to solve some stacking balancing issues like zero spell costs or too much plus damage for weapons. My idea to solve that is to limit certain effects to certain slots, e.g. "Fortify OneHand/TwoHand/Bows" to Gloves-Slot. That should be done carefully for all enchantmens. On the other hand you have to edit their power values because e.g. reduce "fortify [weapons]" from four to one slot you have to increase the power to stay noticeable, surely not as four times strong as before but surely at least double the power 2) That is a good idea but already included in mods like Complete Crafting Overhaul. There you can adjust the sliders for equipment and weapons as you like 3) Either that or let them get more powerful based on the enchanting skill instead of several different magic schools 4) Can you give us further details about this idea? While I don't like the idea about no scaling what about a different way to scale. E.g. on enchanting skill 20 without enchanting potions you should enchant items with noticeable strength (when using a grand soul gem) e.g. fortify health 20 points but at level 100 with perks it increased only to 40 Another thing is, I don't like to find leveled items like "Daedric Boots of Grand alchemy". The process is always the same. Find one piece of "X", no matter the quality and disenchant it. Boring, and often such weapons are long time more useful then own enchants.
  19. Enchanting Perk Tree Issues: A) There are three different elemental perks (frost, fire, shock). This could be simply one perk, adding all features in one. Why? Have a look at the destruction and alchemy perk tree. While destruction also distinguishes between the elements, at least it adds a specific ability to each element with another perk. In addition, "Insightful Enchanter" and "Corpus Enchanter" also combines effects, like the similar perk in Alchemy ("Physican") B) Extra Effect as the ultimate perk should be useful earlier, maybe with penalties like reduced power for booth effects first. Compare it to the Smithing perk "Arcane Blacksmith" which is avaible with 60 skill points. General Enchanting related issues, not directly affected by perks: C) There are different play styles and for ovious reasons some skills benefit more from one than others. Like smithing is in the combat section and a pure mage using armor spells has little to no use beside crafting jewelry. That is completely valid. There is enchanting, which is especially a part of the magic skills. Then, shouldn't you have less cost and complexity to trap and use souls? As a warrior you only need the soultrap enchant on a weapon which is common and nearly infinite. You have no costs. As a mage you need to use soultrap which cost alot in the beginning while still using other magic and magicka to kill your target. Also it needs more real effort like swapping spells then just hack'n slash with no benefits. (A possible small idea: with more skill you can get a better version of soultrap working like an aura rather then on specific targets) D) Repeat: Smithing is a combat skill. (Pure) mages benefit less or none from Smithing. Ingredients like ore/ingots specifically are designed for smithing. Enchanting on the other hand is a mage skill and generel enchants on armor are benefical for all play styles. On weapons it is only useful for combat orientated characters AND the feature of recharging (weapons) through soul gems is nearly solely useful for combat characters because most staves beside e.g. Sanguines Rose or Wabbajack are useless for other reasons. E) There is no early use for enchanting in contrast to every other skill in the game. Crafting 1% fortify school enchant on a armor part. That is a joke. Compare it with smithing or alchemy which are useful even in early game. Whatever it is, it needs early usefulness
  20. Hello there, There are a lot of great or not so great small/big perk mods/overhauls published. Some add hundred of perks and are really creative, like Ordinator or try to stay more vanilla like Sperg. Also there are mods that only (heavily) modify only one or two perk trees. However, as i like to stay true to vanilla, using mods like CCOR, Smithing Perks Overhaul, a small auto enchantment charger and utilities like SkyTweak, but even so somehow some things were never touched yet by modders (or i didn't find them on the nexus). I like too see a mod/mods, that adress those flaws. I won't mention things like uninspired perks like many mods adressed already, e.g. simple +X% power for Y. Some core flaws remain untouched (when try to stay vanilla like, some even in big overhauls): A) The whole enchanting process: a1)Enchanting perk tree and the whole enchanting mindless grinding (items and soul stones) and crafting hundreds of daggers/circlets are the only main way to improve enchanting skill (iirc besides little other things like using soul gems to recharge or craft staves). a2)Enchanting armor is useless before ExtraEffect and enchanting weapons before the ~70-80 skill + grand souls is only useful for enchant your bow/melee weapons with soultrap. We need uses for early game. a3)Besides using them to skill, every soul gem smaller then black/grand are completely useless. a4)Any really use for staves beside sanguines rose? Effects like magelight, soultrap, etc. are easier used directly on weapons or simply cast (or auto cast by mods like SmartCast). Default no stave gives experience for anything and only scale with cost reduction. Most/Any mod I saw (e.g. SPERG) mods staves to give experience to magic schools rather to enchanting. There has to be a connection between staves and enchanting, otherwise the staff enchanter wouldnt show/improve the enchanting skill B) Smithing is almost only grinding a1) While smithing with or without mods (like CCOR, even Morrowloot), is useful even in the low levels for little tempering and crafting missing or stylish armor parts, there isn't a big difference in how to reach higher levels. Mindless grinding and/or melt down stuff. Somehow it is fun but I don't like crafting tons of stuff. I'm a dragonborn, hunterborn, whateverborn and not an assembly line for iron daggers. There should be practical uses for smithing outside of the forge plus noticeable experience gain. a2) Enderal introduced us with crafted counterparts, that are slightly better then found ones. I believe that could be done via SKSE without creating hundreds of new recipes. Some general wishes outside core flaws: C) A mod like SPERG: c1) Including some core concepts like auto perks c2) More lightweight. First improvements should be genereting auto perk route for all trees, then maybe merging some perks (e.g. fire,frost,storm enchanter), giving space for new c2) Without those interconnection between different perk trees, e.g. no perk in marksmen gives general +x dmg or +x% critical hit for ALL weapons c3) Fusing lockpicking and pickpocket into one tree c4) Conjuration scaling for summons (already some mods out there) c5) More distinction between light and heavy armor without adding or removing flaws of wearing armor of that type. E.g. there is no use for the vanilla steed stone when using the heavy armor perk conditioning (weightless, no slow down).
  21. E.g. does this mean the following? a) I enter whiterun dead hall (flagged for respawn) and afterwards edit its encounter zone (or move it to another) to no respawn. It will then never shown in that specific save game? b) I am in cell cave1 zone a, modify load game, kill LvlBanditA. No change. But then i enter cave1 zone b (never entered before) and kill again LvlBanditA, the effect will shown?
  22. Hello there, I have a question regarding modifying/updating references with the creation kit and their result ingame. Let's assume I have the following .esp's created with the CK, totally indepent and conflict free from each other and other mods, with all DLCs and USLEEP as dependencies: a) Module that only edits existing LeveledCharacters entries b) Module that only edits existing LeveledItems entries (a.k.a. loot, chests, etc.) c) Module that only edits existing encounter zones Other mods/tools used are only things like SKSE, texture replacers, etc. So I start playing a new game and dedect things in one ore more of those modules I like to change, e.g. remove or add loot to the lists, increase min level of a zone, set it to respawn/no respawn. Will I see those changes ingame? Ever? If I need to wait ingame or do something else, is there a (skse?) modders tool mod on the nexus for this?
  23. This just happens to be the UDP but it could be any other mod, resulting in the same problem. I noticed that you could create merge patches with TES5Edit which seems to work fine but that is no real solution because I would end with tons of additional esp files just for small changes and I would have to do it again for every small change. Maybe there is a solution I could live with but I need clarification first. Think of a situation where: a) We have a constantly updated mod file like the unofficial patches. There we have reference X which is changed by removing item A b) I create a mod which depends on normal esm plus the corresponding unoffical patch. I too change reference X by removing item B. When loading the files now all would be fine c1) There is an update to the unofficial patch esp, adding item C to reference X. When loading now (game or CK), will everything still be fine? That is my hope c2) Instead of c1, there is an update too but now it changes the reference X by adjusting the count of item A (which was removed by my mod). What will happen now? Still everything fine? If the above example works I just have to redo my mod and everything will be fine, at least for me
  24. Hello there, I am facing the following problem: 1) I created a mod that removes item A from several chests using Skyrim/Update/Dawnguard.esm 2) While looking for all the stuff I want to be removed, I found out that among others the Unoffical Dawnguard Patch removes another item B from some specific chests I also edited. 3) Because of the known load order behaviour my mod (comes later) fully overrides those UDP changes, even they have nothing in common. 4) Searching for a solution I found things like making plugins to masters (unoffical patches are already masters) and/or adding plugin dependencies with for example WyreBash. But that didn't solve my problem (maybe I misunderstood something) because when loading it into the CK (dependencies + my mod) my item A is removed while item B from UDP is still there. Also the other solution, create a new plugin with dependencies right from the start wouldn't solve the problem because what if a later UDP version would add/remove item C from those chests, then those changes will be ignored again
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