If updating from a previous version, please follow update instructions in the Guide.
If using the Standing Stones module, previously obtain the Ritual Stone blessing and change it to some other blessing, you have to receive the Ritual Stone blessing again in 2.1.2; its effects will now be correctly removed when obtaining another stone blessing.
question : is it possible to have everything EXCEPT the following part of the mod: "Note that the cursed crafting triangle ”Fortify Smithing / Enchanting / Alchemy” has been removed. These effects can only be found on select pieces of unique gear, and they’re not possible for you to create." ? as much as i loved this mod back in the oldrim days, i do NOT enjoy when a mod removes a completely optional aspect of the game simply because they think its overpowered. i enjoy having the option to make my character ACTUALLY overpowered to the extent that i pop dragons in the face for 500,000+ damage. sometimes you just wanna throw on that sword with 58,000 attack and finish the damn dungeon without hacking at that draughr boss for half an hour.
SkyRe's designed exactly to avoid overpowering, it's one of its cornerstones. It's possible to revert some changes however, but doing so will require a patch, and obviously will bring down the intended balance.
Well, it was broken, now its not. The "cursed crafting triangle" line is from the LE SkyRe's original guide. 1.4 is still available for downloading, it has lots of bugs that allow you to keep exploiting various aspects of the game. If there will be a demand for reverting these changes, I'll make a patch that returns "fortify crafting skills" effects for 2.* .
Hi! Thanks for the awesome mod. I'm wondering how perks such as Battlestaves "Pillar of Strength" which said (Regular attacks with a battlestaff hit all opponents in front of you) plays with Precision, since it already implement similar feature, unless I misunderstood how it works.
This perk utilizes the same animation graph flag as the vanilla Sweep perk, just extends it on a different type of attack, so Precision will process the Pillar of Strength in the same way as the Sweep (there's something about sweep attacks on the mod description tab iirc).
I am having an issue with the mod where in the SkyUI "type" field, it is not reflecting the SkyRe weapon type. For instance Longspears are still labeled as battleaxes. I have only the SkyRe requirements installed, and have run the reproccer successfully. Ive even looked in SSSEdit and see that the skyre_weapontype is added in reproccer.esp, but still it is not reflecting correctly. Has anyone else had this issue?
Thanks so much for the super fast reply. My issue was i didn't even have the UI Extension installed. I didn't fully read through the optional files, figured this just happened out of the box. It is working as intended now. Thanks again!
Having an odd bug: When I save with a battlestaff equipped (with the alternative animations enabled, unsure if it matters), the staff unequips itself upon loading the save
Yeah. As an example, I saved while holding a battlestaff, and when I reloaded the save I was holding my previously equipped spells. Didn't see anything useful in the logs as to why this might be happening.
This doesn't look like something related to SkyRe. There are no scripts or effects that forcefully equip or unequip something on the player, nor there are quests, that track equipped or unequipped weapon (or anything equippable overall).
Seems to have been an incompatibility with Immersive Staves. No idea why it happened, but it only started appearing with SkyRe-added weapons. Definitely the fault of the other mod, my bad for polluting the talk page.
I made a small patch to revert the removal of the "discovered" text from newly discovered locations, if you want to host it. It's a small personal preference tweak, but I assume I'm not the only one who's too used to the standard format to change over now. It only changes one record and has the main version of the mod as a master.
Could we potentially get a patch allowing multiple weapon speed effects to take effect simultaneously, for those of us using a weapon speed fix? I noticed the Guide says that SkyRe disables those by default.
Any chance in the future you'll add the CACO mod patch updated here? This patch T3nd0's Skyrim Redone CACO patch at Skyrim Special Edition Nexus - Mods and Community but updated? Or is it better to just leave it up higher on the load order n have skyre main lower to override, I specifically just want the alchemy bombs pretty much. Apologies for the hassle lol.
1094 comments
If using the Standing Stones module, previously obtain the Ritual Stone blessing and change it to some other blessing, you have to receive
the Ritual Stone blessing again in 2.1.2; its effects will now be correctly removed when obtaining another stone blessing.
Don't forget to check out the guide before asking; likely you'll find the answer on your question there.
If there will be a demand for reverting these changes, I'll make a patch that returns "fortify crafting skills" effects for 2.* .
I'm wondering how perks such as Battlestaves "Pillar of Strength" which said (Regular attacks with a battlestaff hit all opponents in front of you) plays with Precision, since it already implement similar feature, unless I misunderstood how it works.
In case someone else is having the same problem, bone harvesting works only on ash piles!
Will the patcher remove the spawn of strong weapons (like ebony and daedric) for this mod - https://www.nexusmods.com/skyrimspecialedition/mods/9660
Or not?