v10.0.0 has been released. Physical resistances and weaknesses now modify the target's armor rating as opposed to the attacker's weapon damage. This means wearing armor is now always better than wearing nothing (at least for physical attacks), and armor effects matter more for late game armors (where AR is high) than for early game armors (where AR is low).
***Know Your Enemy 2 has been released. I consider it the successor to this mod, and it has a number of advances. Future development of this mod is not stopped, but I will likely focus my efforts on KYE2 ***
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
Download description is very confusing to me. I don't know how to properly install with the patchers because I'm not familiar with zedit. Can anyone direct me to a guide to do this? Written in crayon is prefered lol. Also I'm using SSEEDIT.
UPDATE: I figured it out immediately. I regret this post. Gonna go smash my sould gems in the toilet seat now. UPDATE 2: Never mind, it doesn't work. Keeps saying no patchers found. I'll just up the difficulty settings. Some people need a video guide or something. Some people who just wanna play aren't always the most tech savy man.
I know you've found it already, but in case anyone else sees this: If you are struggling with using the patcher, please consider using KYE Redux, or KYE2 (my recommendation) as neither rely on patchers to install.
Actually, I went to Gamer Poets zEdit installer video, I couldn't find the modules folder before because I was only installing the exe and not the portable. However, I extract the folders, move them to the modules, restart zEdit, click the cog wheel and nothing shows up still. I've never made a patcher before, but I'm hoping KYE Redux is the same thing. I have failed otherwise lol.
No worries. Yes, KYE redux is basically exactly the same as the patcher version, it just installs differently (uses SPID instead of a patcher). KYE2 is the update version, the same idea (enemy resistances) but a somewhat different design, and it also installs using SPID and KID. KYE2 is better in my opinion, but you are welcome to use KYE redux anyway.
love it but poison immunity breaks the snake stone from Evenstar, which should reduce poison resistance by 50%, are there any options on how to configure it so that the stone works? I set the coefficient to 0.5 and it still doesn’t work
Yes, that'll do it. KYE1 gives some enemies 1000% poison resistance precisely to stop you ever reducing it. KYE2 maxes out at 100% so evenstar will work.
This mod is terrible. It destroys balance so badly. My legendary glass bow deals around 7-8 dmg to draugers while Mercer one shots enemies and deals 900 dmg.
Draugr take 25% damage from bows. So, if you are dealing 7-8 dmg with KYE you should only have been dealing 28-32 without it. Have you set the effect intensity above 1 in the patcher config? That can ramp up resistances dramatically.
The Mercer issue is not to do with KYE. It doesn't affect NPC damage output and resistances affect both the player and NPCs. If I had to guess, it sounds like you've just set vanilla difficultly really high. This increases NPC damage (including followers) and decreases the player's damage output. The result is that followers are much more powerful than the player.
Might be beyond the scope of this mod but many of the newer "poise" mods rely on race mass value to calculate poise health. A lot of the creature races though, vanilla or custom have mass values that make no sense which can give nonsensical poise health values.
I am guessing there would be 0 benefit to this mod though if an appropriate mass function could be added and distributed through the patcher?
Yeah, mass doesn't affect KYE at all and is out of scope for this mod. But another mod could fix those issues, and a patcher would be a good idea to avoid conflicts.
Hi. I'm playing on Xbox in AE version and I think that your mod doesn't work for me. I try the standard version with armor plugin and AIO with the same effect. I'm also using Old Kingdom Armour and MLU so I have install needed patches for them. KYE is at the lower position of my load order and patch at the very bottom. I start a new game to be sure everything works fine, but I only get notifications that KYE is working and that I can buy book from blacksmith (and this part is true, I did bought it from him) - the thing is that I can't see any effect in my character Active Effect section and I don't have power of Self Inspect. Also my weapon strength doesn't change when I switch my armor, what should be side effect of KYE. Is there any other way to check is it working at all or why it doesn't?
I'm looking for possible conflict's but I don't have so many mods that change gameplay or armour. Maybe it is Enairim AIO where is also Arena, but could there be any conflicts?
I don't maintain the xbox version of this at all, and I have no idea which version was ported, so I'm not going to be much help. That said:
> I can't see any effect in my character Active Effect section Depending on the version effects might be in the active effects list, be part of the armor description, or hidden entirely. I wouldn't take their absence from the active effects list to be a sign the mod isn't working, unless the xbox mod page specifically says otherwise.
> I don't have power of Self Inspect KYE has never had a self inspect power. You may (depending on the version) have an inspect spell/power for other creatures, and if that works then the mod is definitely working fine.
> My weapon strength doesn't change when I switch my armor, what should be side effect of KYE. No, only in the earliest versions of the mod did worn armor affect the inventory view of weapon damage. I'd not expect this to occur unless the port is very old.
> Is there any other way to check is it working at all or why it doesn't? No easy way on console. Best option is to see how much damage a weapon that should be useless does. For instance, try using a bow against a skeleton. In vanilla it should do plenty of damage, with KYE it should do almost none.
More generally, I suspect that the mod is working (unless the port is broken). Putting it at the end of your load order should be pretty foolproof.
Ok thanks, I will try chec different weapons for different enemy. Maybe I focus to much on just searching info on armor itself or active effects list and I assume that if it doesn't show anything, that must be something wrong.
I've seen a few people in several different places online say that KYE doesn't give armor traits to flesh spells, making even high-level flesh spells (such as ebonyflesh) less effective at negating damage than regular armor. Is this true? Any recommendations on how to play a pure mage and not get one-shot due to lack of damage reduction traits?
Mage armor effects were removed in v9. I was never very happy with them, and it also encourages cheesing fights by switching to the best armor. My suggestion for making mage armor spells more viable is to use an appropriate spell mod or perk overhaul. For instance, my perk overhaul lets mage armor spells become 5 times as strong and last 7 times as long (you can push things even further too, but with significant downsides).
So it doesn't look like Anniversary Edition added armors are compatible? Running the patcher and looking in xEdit it is showing them without added keywords. Obviously that would be a limitation of not having AE info. Or am I doing something wrong?
Edit: I am using Morrowloot Ultimate with it's AE patch, so it does cover those that are not covered here, and seems to rebalance them. So if there is no AE patch for KYE at least they are covered from that mod.
Edit 2: I guess using Redux would cover AE, but I prefer the patcher as I can manually edit multiple conflicting mods to make sure everything is 100% correct. So, for KYE to cover AE there really is no other option than Redux?
Yeah, the patcher version of KYE is probably missing some of the AE content. If you want to keep using the patcher version you just need to add AE content to the patcher. Look for the armor_rules.js file and add entries for the AE armors there. If you send the info to me I can add it at the next update too.
Might take me a little bit but I will do that! Thanks! Edit: Ok, so after looking at the mod and the CC content a lot closer in xEdit, the patcher is actually patching everything pretty well. I didn't realize it was only cuirasses and not gauntlets etc. that got the keywords applied to them. I have not looked at every piece of CC added content to see if it was all patched but by and large I think the patcher is doing a pretty good job.
Honestly all the CC NPC I've checked so far are getting patched. I have 122 CC NPC records that are all patched. Without looking at all the CC files (which I'll probably do) it's pretty safe to say that the patcher is compatible with CC.
And as my comment said above the added Armors (so far) all still have keywords and are getting patched as well
I have found that when you use the build all button it creates both patches, but does not let them forward the changes made by each other, so you end up with conflicts between your patches.
Synthesis patchers does all KYE patches in one, and is not limited to plugin number like zEdit is. Use Synthesis not zEdit, it will do a much better job at patching.
To be clear, both do a perfectly good job at patching. But you are right that zEdit is limited to 254 plugins, so for long load orders synthesis will be easier. My load order is about 200 plugins, and I've used zEdit for years without problems.
I'd have a quick question: when you patched mod-added races, and especially in the case of Vigilant, did you take into account the race resistances pre-set by the mods? More generally, which were (are) your criteria, while patching mods, for choosing the appropriate perks for a race?
The patcher should strip out most resistances added by other mods before adding KYE's. I don't use vigilant myself, so its likely the settings for vigilant were contributed by a user. When I patch mod added races, traits are basically chosen based on the appearance of the creature, often in line with the most similar vanilla creatures for consistency.
2685 comments
*** Know Your Enemy 2 has been released. I consider it the successor to this mod, and it has a number of advances. Future development of this mod is not stopped, but I will likely focus my efforts on KYE2 ***
Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)
Thanks for your downloads, comments and endorsements.
UPDATE: I figured it out immediately. I regret this post. Gonna go smash my sould gems in the toilet seat now.
UPDATE 2: Never mind, it doesn't work. Keeps saying no patchers found. I'll just up the difficulty settings. Some people need a video guide or something. Some people who just wanna play aren't always the most tech savy man.
Know Your Enemy Redux - Skyrim Special Edition what are the different between Know Your Enemy - Trait-based resistances and weaknesses ?
The Mercer issue is not to do with KYE. It doesn't affect NPC damage output and resistances affect both the player and NPCs. If I had to guess, it sounds like you've just set vanilla difficultly really high. This increases NPC damage (including followers) and decreases the player's damage output. The result is that followers are much more powerful than the player.
I am guessing there would be 0 benefit to this mod though if an appropriate mass function could be added and distributed through the patcher?
I start a new game to be sure everything works fine, but I only get notifications that KYE is working and that I can buy book from blacksmith (and this part is true, I did bought it from him) - the thing is that I can't see any effect in my character Active Effect section and I don't have power of Self Inspect. Also my weapon strength doesn't change when I switch my armor, what should be side effect of KYE. Is there any other way to check is it working at all or why it doesn't?
I'm looking for possible conflict's but I don't have so many mods that change gameplay or armour. Maybe it is Enairim AIO where is also Arena, but could there be any conflicts?
> I can't see any effect in my character Active Effect section
Depending on the version effects might be in the active effects list, be part of the armor description, or hidden entirely. I wouldn't take their absence from the active effects list to be a sign the mod isn't working, unless the xbox mod page specifically says otherwise.
> I don't have power of Self Inspect
KYE has never had a self inspect power. You may (depending on the version) have an inspect spell/power for other creatures, and if that works then the mod is definitely working fine.
> My weapon strength doesn't change when I switch my armor, what should be side effect of KYE.
No, only in the earliest versions of the mod did worn armor affect the inventory view of weapon damage. I'd not expect this to occur unless the port is very old.
> Is there any other way to check is it working at all or why it doesn't?
No easy way on console. Best option is to see how much damage a weapon that should be useless does. For instance, try using a bow against a skeleton. In vanilla it should do plenty of damage, with KYE it should do almost none.
More generally, I suspect that the mod is working (unless the port is broken). Putting it at the end of your load order should be pretty foolproof.
Thanks for quick answer.
Edit: I am using Morrowloot Ultimate with it's AE patch, so it does cover those that are not covered here, and seems to rebalance them. So if there is no AE patch for KYE at least they are covered from that mod.
Edit 2: I guess using Redux would cover AE, but I prefer the patcher as I can manually edit multiple conflicting mods to make sure everything is 100% correct. So, for KYE to cover AE there really is no other option than Redux?
Edit: Ok, so after looking at the mod and the CC content a lot closer in xEdit, the patcher is actually patching everything pretty well. I didn't realize it was only cuirasses and not gauntlets etc. that got the keywords applied to them. I have not looked at every piece of CC added content to see if it was all patched but by and large I think the patcher is doing a pretty good job.
I'll check the creatures next.
Honestly all the CC NPC I've checked so far are getting patched. I have 122 CC NPC records that are all patched. Without looking at all the CC files (which I'll probably do) it's pretty safe to say that the patcher is compatible with CC.
And as my comment said above the added Armors (so far) all still have keywords and are getting patched as well
Yep looks like all is good.
What's the reasoning behind not doing the Build All button? Like whats the functional difference between that and doing them individually?
Just curious. 10/10 mod either way
I am using Synthesis patcher and both armour and enemy are built intothe same esp, do I have to split them into separate patches?
I'd have a quick question: when you patched mod-added races, and especially in the case of Vigilant, did you take into account the race resistances pre-set by the mods? More generally, which were (are) your criteria, while patching mods, for choosing the appropriate perks for a race?
Thank you.