Got one for 1.12.1 but still nothing for 1.12. I don't know about anybody else but I'm not super wild about installing mystery updates, especially on a mod that touches so many different things. Even if the changes were trivial it's still best practice to let people know what they are.
I really want to like this mod but imo you went a bit "WACCF" changing irrelevant values etc. Also, the forced USSEP reverts make it hard to maintain this mod in a larger load order that does use USSEP.
I really don't mean to bash your intentions or doubt your skill, it's just hard for me to give your fixes a chance when you make so, so, so many small changes. It becomes hard to discern the needed ones from the nitpicky ones.
Hi! I noticed that this mod removes the description for the Dawnguard Rune Shield's enchantement: "+10 Bash damage against vampires, and sustained blocking creates a minor sun shield doing 10 points of damage while draining the wielder's Stamina." Is this intended? Edit: Fixed!
Hi, I didn't see an explanation for Falmer Bow range min and range max. If you don't mind, can you dumb that down for me? :)
I'll update this post if I come across anymore questions.
Edit1: Looks like a decent amount of racial changes aren't covered. Like Deceleration rate of saber cats being changed. Not sure if intended! Just wanted to point it out.
Edit2: Might be a bug with Twin Souls. You kept vanilla "set value" instead of add value. I guess not a bug, but worse for compatibility and offhand I don't know of a reason to NOT use add value.
Edit3: scroll of ice spike has a magnitude for the slow effect of 0
crSummonThrallFortifyHealRate is supposed to increase the health rate of undead reanimated by the spells Dread Zombie or Dead Thrall, however the effect is completely broken and instead affects all targets EXCEPT those reanimated by the spell. This seems to be an engine issue that I can't fix so I just changed the archetype to Script to disable the effect completely.
Here are some mistakes of the said mod I fixed in my own: - Restored USSEP "Game Setting": iDeathDropWeaponChance - Changed location of Silda bedroll from "Temple of Talos" to WindhelmHalloftheDead. USSEP bed old reference 0510ce17 (used in the package USLEEPSildaSleepTemple) changed to 031FF150 (so that it should be universally exported to other plugins) - Reverted ownership of the Jarl bed in WinterholdJarlsLonghouse to "WinterholdJarlFaction". Thaena was unable to sleep at night after the change of ownership made by USSP v2.0.0 - (2013-10-28) Bed reference: 000F65C9 - Removed Malur Seloth bedroll added by USSEP and replaced it by a CWCot in an other location. Restored vanilla reference settings edited by USSEP. Customized Malur sleep package WinterholdMalurSleep22x11. - Removed old USSEP fix for Windhelm CollisionMarker: (I think this what was removed in the latest Skyrim Update but I'm not using that version) [REFR:0010FDBF] (places CollisionMarker [STAT:00000021] in GRUP Cell Temporary Children of [CELL:000090AD] (in Tamriel "Skyrim" [WRLD:0000003C] at 30,8)) - Fixed MorthalAslfurSleep0x7 package because it made Aslfur sleep in Idgrod The Younger bed sometimes. - USSEP compatibility fix with CC Fishing in dock (cell -5,-14). - Brynjolf and Garthar sleep packages (Riften TG quarters) fix. None has seen that in 12 years of gaming !!?
I can't remember the number of fixes I have done in my game (I have a full folder of plugins for it) but the preceding are symbolic of USSEP.
I can say at the very least, that first tweak is not necessary. That game setting is carried over from Oblivion and has no effect in Skyrim. Why USSEP changed it I don't know, but reverting it is just splitting hairs.
iDeathDropWeaponChance = 0 makes it so that dropped weapons from killed npcs are part of the npcs inventory instead of being a seperate object USSEP changes it because otherwise the weapon wouldn't be deleted when the npcs corpse despawns, causing save bloat
Save bloat is an idea inherited from Oblivion era and none know the game like Bethesda développer. If they set it to 100 they know why. I did tests: iDeathDropWeaponChance = 100 give only 10% of chance NPCs killed to drop a weapon which is pretty fair. You must kill 10 bandits to see one of them drop a weapon.
Same thing they said "quick saving" bloat the game but none implemented a rational arguments. All are hypothesis and conjectures coming the syndrome of an old game engine called Oblivion.
You do not understand what that setting does at all. Npcs always drop their weapon when killed. The setting just makes it so that when interacting with a dropped weapon instead of picking it up, it opens the npcs inventory.
The setting was changed in April 2012 (thus 5 months after Skyrim release) thus a hastily edit done like a hundred of other edits. What do I to understand from a setting that I have tested for more than one year?
Let us know the Engineer/Developper profil of each member of USSEP ... then we can speak.
From what i seen in xedit, WACCF has nearly all of that mods apparel/weapon fixes and moar, compatibility between them is good, this mod will be in the top of load order and WACCF in any case will be after it.
48 comments
I really don't mean to bash your intentions or doubt your skill, it's just hard for me to give your fixes a chance when you make so, so, so many small changes. It becomes hard to discern the needed ones from the nitpicky ones.
Edit: Fixed!
I'll update this post if I come across anymore questions.
Edit1: Looks like a decent amount of racial changes aren't covered. Like Deceleration rate of saber cats being changed. Not sure if intended! Just wanted to point it out.
Edit2: Might be a bug with Twin Souls. You kept vanilla "set value" instead of add value. I guess not a bug, but worse for compatibility and offhand I don't know of a reason to NOT use add value.
Edit3: scroll of ice spike has a magnitude for the slow effect of 0
Edit 4: what is the guardian circle change?
Edit 4.5:
battle fury tier 1 has 0 durationNevermind. Intended.Edit 5: What's the purpose of the MGEF edit for crSummonThrallFortifyHealRate record 8BB2A ?
This seems to be an engine issue that I can't fix so I just changed the archetype to Script to disable the effect completely.
- Restored USSEP "Game Setting": iDeathDropWeaponChance
- Changed location of Silda bedroll from "Temple of Talos" to WindhelmHalloftheDead.
USSEP bed old reference 0510ce17 (used in the package USLEEPSildaSleepTemple) changed to 031FF150
(so that it should be universally exported to other plugins)
- Reverted ownership of the Jarl bed in WinterholdJarlsLonghouse to "WinterholdJarlFaction".
Thaena was unable to sleep at night after the change of ownership made by USSP v2.0.0 - (2013-10-28)
Bed reference: 000F65C9
- Removed Malur Seloth bedroll added by USSEP and replaced it by a CWCot in an other location.
Restored vanilla reference settings edited by USSEP.
Customized Malur sleep package WinterholdMalurSleep22x11.
- Removed old USSEP fix for Windhelm CollisionMarker: (I think this what was removed in the latest Skyrim Update but I'm not using that version)
[REFR:0010FDBF] (places CollisionMarker [STAT:00000021] in GRUP Cell Temporary Children of [CELL:000090AD] (in Tamriel "Skyrim" [WRLD:0000003C] at 30,8))
- Fixed MorthalAslfurSleep0x7 package because it made Aslfur sleep in Idgrod The Younger bed sometimes.
- USSEP compatibility fix with CC Fishing in dock (cell -5,-14).
- Brynjolf and Garthar sleep packages (Riften TG quarters) fix. None has seen that in 12 years of gaming !!?
I can't remember the number of fixes I have done in my game (I have a full folder of plugins for it) but the preceding are symbolic of USSEP.
USSEP changes it because otherwise the weapon wouldn't be deleted when the npcs corpse despawns, causing save bloat
I did tests:
iDeathDropWeaponChance = 100
give only 10% of chance NPCs killed to drop a weapon which is pretty fair.
You must kill 10 bandits to see one of them drop a weapon.
Same thing they said "quick saving" bloat the game but none implemented a rational arguments. All are hypothesis and conjectures coming the syndrome of an old game engine called Oblivion.
Npcs always drop their weapon when killed.
The setting just makes it so that when interacting with a dropped weapon instead of picking it up, it opens the npcs inventory.
What do I to understand from a setting that I have tested for more than one year?
Let us know the Engineer/Developper profil of each member of USSEP ... then we can speak.
Lol, no, they dont