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ExpensiveLadder

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  1. D1Z4STR
    D1Z4STR
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    changelog for 1.12?
    1. DudeistPriest85
      DudeistPriest85
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      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.
  2. bientje
    bientje
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    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.
    1. hoangdai94
      hoangdai94
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      @bientje Let all other mods overwrite this mod seems like a good choice
  3. RouNeo
    RouNeo
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    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!
  4. RouNeo
    RouNeo
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    Thank you for the update! I can't find a changelog though.
    1. bientje
      bientje
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      Click on the version number under Files.
  5. HDMFanatic
    HDMFanatic
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    Does it make a huge different if I load this before the Unofficial Creation Club Content Patch?
  6. APD1
    APD1
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    No SE version?
  7. havochot
    havochot
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    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

    Edit 4: what is the guardian circle change?

    Edit 4.5: battle fury tier 1 has 0 duration Nevermind. Intended.

    Edit 5: What's the purpose of the MGEF edit for crSummonThrallFortifyHealRate record 8BB2A ?
    1. ExpensiveLadder
      ExpensiveLadder
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      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.
  8. chypres89
    chypres89
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    Seems this covers an extensive wide and various parts of Skyrim's data. How's compatibility looking ?
  9. AliHNGL
    AliHNGL
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    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.
    1. bientje
      bientje
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      So are any of these incoporated here?
    2. DEEJMASTER333
      DEEJMASTER333
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      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.
    3. ExpensiveLadder
      ExpensiveLadder
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      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
    4. AliHNGL
      AliHNGL
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      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.
    5. ExpensiveLadder
      ExpensiveLadder
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      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.
    6. AliHNGL
      AliHNGL
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      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.
    7. alexpinya
      alexpinya
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      > If they set it to 100 they know why
      Lol, no, they dont
  10. touchingpizza2
    touchingpizza2
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    Is this update compatible with waccf? I ask because that mod also changes a lot of the weights on items.
    1. alexpinya
      alexpinya
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      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.