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CyborgArmGun

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CyborgArmGun

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  1. CyborgArmGun
    CyborgArmGun
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    Any comments that say "don't work" and don't give any other detail are going to be hidden.

    Detail your issue or don't comment.
  2. Taffer42
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    Like others, I am having trouble getting this working properly. I am detailing what is happening below, in the hopes it will aid in fixing this mod. (Please forgive the excessive use of spoiler tags, I didn't want to clutter the page with an excessively long post.)

    Using Skyrim AE and MO2 with a mostly-vanilla setup... only Left Hand Rings Modified SE and this mod installed, alongside a few others I consider essential (SKSE/Address Library, SSE Display Tweaks, SSE Engine Fixes, Stay At the System Page - AE), and Helgen Express to skip the cart scene.

    Left Hand Rings Modified SE installed with the following options:
    Spoiler:  
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    Models and Textures: Vanilla
    Optional: 1st Person View for Left Hand Rings
    Compatibility Patches: Unofficial Skyrim Special Edition Patch
    Rings of Blood Magic Setup: Option 1 (forces Ring of the Beast to be a left-handed ring only, and Ring of the Erudite to be a right-handed ring only)

    This mod installed with the following options:
    Spoiler:  
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    Version: Left Hand Rings Modified SE
    No other options/patches selected.

    Load order (MO2 left pane):
    Spoiler:  
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    ...
    Left Hand Rings Modified SE
    Ring Swap - Neo Left Hand Rings

    Load order (MO2 right pane):
    Spoiler:  
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    ...
    LeftHandRings.esp
    LeftHandRings-1stPersonView.esp
    RingSwap.esp

    Rings used for testing (added to inventory via console):
    Spoiler:  
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    Ring of Hircine 0002AC60
    Ring of Namira 0002C37B
    Gold Sapphire Ring 000877CB

    Started a new game, all testing done just outside the cave exit from Helgen.
    All observations were made in first person view, nothing equipped in my hands, no spells readied, and with "weapons" drawn (fists raised).

    With no ring on either hand:
    Spoiler:  
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    Putting a ring on the left hand: Seems to work as intended

    Putting a ring on the right hand: Seems to work as intended

    Ring on the left hand only:
    Spoiler:  
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    Removing the ring: Seems to work as intended, except the ring retains the suffix when not worn

    Replacing the ring: Seems to work as intended, except the removed ring retains the suffix when not worn

    Putting a ring on the right hand: The ring is added to the right hand, but if it retained the suffix after it was previously removed, the ring on the left hand is removed (and retains the suffix); otherwise this seems to work as intended

    Swapping the ring from the left hand to the right hand: Seems to work as intended

    Ring on the right hand only:
    Spoiler:  
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    Removing the ring: Seems to work as intended

    Replacing the ring: Seems to work as intended

    Putting a ring on the left hand: The ring is added to the left hand, but the ring on the right hand is removed, UNLESS the ring being added to the left hand has retained the suffix after it was previously removed, in which case this seems to work as intended

    Swapping the ring from the right hand to the left hand: Seems to work as intended

    Ring on each hand:
    Spoiler:  
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    Removing the ring from the left hand: Seems to work as intended, except the removed ring retains the suffix when not worn

    Removing the ring from the right hand: Seems to work as intended

    Replacing the ring on the left hand: The ring is added to the left hand, but the ring on the right hand is removed UNLESS the ring being added to the left hand has retained the suffix after it was previously removed, in which case this seems to work as intended; however, in both cases, the ring removed from the left hand retains the suffix when not worn

    Replacing the ring on the right hand: The ring is added to the right hand, but if it retained the suffix after it was previously removed, the ring on the left hand is removed (and retains the suffix); otherwise this seems to work as intended

    Swapping the ring on the left hand to the right hand: Seems to work as intended (ring on right hand is removed, ring on left hand is moved to the right hand)

    Swapping the ring on the right hand to the left hand: Seems to work as intended (ring on left hand is removed, ring on right hand is moved to the left hand); however, the removed ring retains the suffix when not worn

    In all cases:
    Spoiler:  
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    Adding a ring to the right hand that retained the suffix after it was previously removed removes the suffix

    Adding a ring to the left hand adds the suffix to that ring, unless it already has it (retained it after it was previously removed)

    Removing a ring from the left hand to the inventory causes the ring to retain the suffix

    Removing a ring from the right hand to the inventory seems to work as intended

    Additional Information: The ring of Namira adds +50 stamina. When wearing two (one on each hand), the second did not add additional Stamina. I think this is Left Hand Rings Modified SE problem though, and not with this mod.

    I hope some of this is useful!
    1. CyborgArmGun
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      First things First, did you install the "Left Hand Rings Modified ESPFE SPIDfied" in the FOMOD by accident?
    2. Taffer42
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      No, I definitely installed the first option (Left Hand Rings Modified SE).
  3. BelligerentDeus
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    I take it making a patch would require more than just simple ssedit "copy as override" to new esp. Especially if mod changes some stats and whatnot, like Scion changing vampire rings effects. Would it require scripting or something?

    Observation: rings which can be bought from Majni not present in Ring Swap, but their left hand versions exist in LHRM mod (checked in ssedit), is this intentional? Since it absent, swapping trigger makes "broken" ring with no effects on it. Edit: it seems that this thing ("broken ring") is from LHRM mod directly, still question stands: why there's no lh version for those rings?

    Heh, I seem to be able to dupe rings by spamming equip. Like: double-tap LMB on ring that equipped on off hand ring can yield 2 copies of it for right hand, (but that might just be script lag on my derelict rig, heh).
    1. punkrockjustin
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      Simonrim changes the effects of the rings, not the rings themselves.  Exceptions being those in Artificer.  So to patch for Simonrim, just put this mod above Artificer in your LO and then make the left hand versions of rings match Artificer's (right hand) versions.

      Fun exploit, Simonrim makes the ward from Warlock's Ring (Fishing CC) have no stamina cost.
    2. BelligerentDeus
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      Thanks for the advice. I overridden EITM records for right and left hand rings variants with those of artificer's and scion's (loading RS after both mods and assigning them as masters), also removed DESC in RS's esp - it seems to be working - description matches those from aforementioned mods as well as magic effects in char info, but I haven't tested it more thoroughly yet.
  4. APD1
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    Hi I want to thank you for update. I had old version of mod that didn't work for me but the new version working as intended. I also have request if it possible for you. In the Left Hand Rings Modified SE fomod there is option you have to choose between make ring of erudite or ring of beast left handed. I also have ring replacer mods. The thing is if I for example in fomod choose ring of beast to be left handed then I equip ring of erudite in left hand the ring will show as vanilla version and not with replacer mesh and texture(however wearing ring of beast to left hand it will work). If it possible for can you disable this so the replacer for rings works?
    1. CyborgArmGun
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      disabling isn't what's needed, Your replacers are just in need of patching.
    2. APD1
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      OK by patching do you mean for your mod or left hand rings Modified? 

      If it's for left hand ring modified I already have that patch. Here this is mods I use for rings:

      JS Unique Utopia SE - Rings

      https://www.nexusmods.com/skyrimspecialedition/mods/102226

      And this one(I only use the esp only version of this one and left hand rings patch) 

      JS Unique Utopia Standalone SE - Rings

      https://www.nexusmods.com/skyrimspecialedition/mods/102830

      These mods already have patch for left hand rings
    3. CyborgArmGun
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      Yes, they'd need a compatability patch with JS Unique Utopia
    4. APD1
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      OK thanks I hope someone make patch for it
  5. Kamila11101
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    Would there be possibility to remove creation club content as requirment for the mod?
    1. CyborgArmGun
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      There is no CC requirement. That's my other mod Creation Club Left Hand Rings Swap.
    2. ACrowley
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      WACCF patch and the CCOR patch have AE content as masters.
    3. CyborgArmGun
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      Try 3.0 but I've not tested them on non CC versions of the mod.
    4. ACrowley
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      Thanks just saw the update.  Gonna give it a go later this week. 
  6. kundrun
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    Hi CyborgArmGun, for the new rings added by this mod, will their meshes also work with replacers like Gemling Queen?

    I do see a Gemling pic in your mod gallery, so hoping that's the case.
  7. LarthIste
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    Hi, thanks for this update, can you edit both Immersive Jewelry choice to switch of "SelectExactlyOne" to "SelectAtmostOne", actually we can't skip this patch, line 105 and 262 of moduleconfig.xml :)
    1. CyborgArmGun
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      Ah shizen, I tried. Just manage with it for for now, I have work today. 

      Thanks for the bug report. 
  8. punkrockjustin
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    Thank  you!
  9. Gardion
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    Hello CyborgArmGun.
    Your mod didn't work for me. After having carefully revised my load order and conflicts via SSEEdit (though your mod was loading the last one for testing purposes), and reading the comments on this page, I then decided to download and try your mod for the Creation Clubs rings, and it worked perfectly in my game. I found it very strange that one mod worked while the other one didn't, so I decided to check in SSEEdit and compare both plugins. 
    On the one hand, under the 'Armor Addon' tab, I saw that there were duplicated entries of 'Additional Races' for each record (such as 'KhajiitRaceVampire', 'DA13AfflictedRace', 'DLC1NordRace'), while others seems to me to be out of place (such as 'NordRaceAstrid', 'ManakinRace' and 'Default Race'). But that wasn't the issue at all.
    Then, under 'Quest', I found the culprit: the Formlists of your mod weren't properly attached to 'CCF_RingSwap'.

    Once I attached the formlists to that record, everything works perfectly with your mod. 
    Here is the file fixed: https://drive.google.com/file/d/1YX9Oxblyr662w0c5msnLLL9mQZSnLObZ/view?usp=sharing

    EDIT: I read that mylordandru pointed out the same issue, but it wasn't necessary to create a new Quest record to solve it.
    Take care!
    1. Lucasmb713
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      Hi Gardion,

      I'm having the same issue. On a new game, the mod is working properly. However, it's not working for a save prior to the mod installation.

      I've also tried the workaround you suggested above. I replaced the RingSwap.esp on the Mod folder ("...mods\Ring Swap - Neo Left Hand Rings") with the file provided by you.

      Do you have any other suggestions to fix this?
      Thank you!
    2. CyborgArmGun
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      Please read the comment below yours about the new save, It is a known issue. You need a new save or to clean your save.
      You also need to select weather you have Left Hand Rings Modified ESPFE SPIDfied installed or not now in the FOMod.
  10. CyborgArmGun
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    Thanks to mylordandru's report we now know there is a script issue

    You must:

    #1 Only use on a new save

    OR

    #2 Attempt a Clean Save

    Installing mid-game will not work, and will not enable ring swapping.
  11. mylordandru
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    Была точно такая же проблема - мод не работал при подключении в уже начатую игру с Left Hand Rings Modified SE.
    Пробовал все, но помогло только добавление в патч нового экземпляра квеста CCF_RingSwap (как CCF_RingSwap1) со скриптом.
    Все заработало
    Спасибо за мод

    There was exactly the same problem - the mod did not work when connected to an already started game with Left Hand Rings Modified SE. I tried everything, but it only helped to add a new instance of the CCF_RingSwap quest (like CCF_RingSwap1) with a script to the patch.
    Everything worked.
    Thanks for the mod.
    I apologize for the bad English
    1. CyborgArmGun
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      No, thank you. You just answered a huge issue, and just saved me a ton of work.

      It's a script issue, and will likely be completely unfixable on my end, as it's a hard-coded engine issue.

      You saved me a ton of stress, kudos earned, no need for apologies over language my dear I'm unphased. Thank you for the report.