
Beyond Reach - Some patches and tweaks
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Version1.0
About this mod
A small amount of separate patches that I put together while playing Beyond Reach (to enhance compatibility with other mods, QoL or give an extra bit of uniqueness).
- Requirements
- Permissions and credits
All the patches are ESP-FE or otherwise don't use heavy slots.
Patch 1: Keys for everyone
After playing Beyond Reach for like 15h I realized that I never saw some inhabitants going in and out of their houses. Looking into the files, some inhabitants don't actually have the keys of their own houses. I don't know if this was made on purpose, but since they had actual sandboxing packages I gave them their own house keys. After that I saw them going in and out more.
This patch comes in 3 versions:
-. Vanilla: normal patch for the NPCs
-. SPID: use SPID to put the keys directly in the NPCs' inventories
-. Modpocalypse : like Vanilla, but patched to "Modpocalypse NPCs - Beyond Reach" replacer (version 3 , the one that I use).
Patch 2: Keep it Clean even Beyond Reach
Keep it Clean (and I guess similar mods) recognize bathing water by a flag. Since Beyond Reach mostly uses a native water, this patch set up the same flag in the appropriate records. It only adds a flag on the water's record and doesn't strictly requires KiC.
Patch 3: Cavern Spiders
In Evermore there is a breed of large spiders, with their own textures and that appears pretty different from Frostbite Spiders. But they drop Frostbite Venom. With this patch instead they drop poison (larger ones drop more deadly poison).
And also would explain why there is so much poison in every single camp, town and city you happen to walk in...
Patch 4: Radiant Chests
Several boss chests are placed in advanced parts of dungeons that aren't actually playable until a certain point of the mod's main quest. Problem is that the game identifies some of these dungeons as available for radiant quests. In general is not a big issue.
In order to enhance compatibility with mods that make intensive use of Radiant quests (Sidequests of Skyrim and Missives, for example), this patch moves two boss chests in a particular dungeon (Avatars Advent), exchanging their place with lesser chests that you can find in the first half of the same dungeon. In this way you can reach the chests earlier and not keep a radiant quest hanging (the payoff is that the chests at the end of the dungeon are pretty poor, but at that point you are usually not exactly concerned about the gold anymore).
Actually both Sidequests of Skyrim and Missives kept sending me at Avatars Advent like 4 times out of 5 whenever a "retrieve heirloom" quest was up, so I did this patch out of despair.
FAQs
- ESP-FE?
All the patches are ESP-FE or are not ESP files at all (the SPID one)
- AE or SE?
This is built on SE 1.597 but shouldn't give issues, as long as the related mods work for you.
- Safe to install mid-game?
Yes, I created these mid-game, but to avoid unforeseeable issues you may want to install them when you are in some inner cell.
- There is another mod that does the same
I couldn't find mods that addressed these same issues, but actually I suggest to check Beyond Reach - Unofficial Fixes Hub
where there are several patches to fix actual bugs.