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  1. Rafear
    Rafear
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    For a (currently work in progress) implementation of these fixes and patches for VR, see Poached Bugs VR here: https://www.nexusmods.com/skyrimspecialedition/mods/107053?tab=description
  2. Magicockerel
    Magicockerel
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    Q&A
    Q: Where is the magic effect conditions fix?
    A: It has been removed and added to Bug Fixes SSE.

    Q: Where is the enchantment value patch?
    A: There was no good fix to an oversight that resulted in the overridden cost of enchantments being ignored when valuing items.
  3. Magicockerel
    Magicockerel
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    I would like to thank SimonMagus616 for collaborating on the following fixes and patches:
    Spoiler:  
    Show
    • Fixes
      • Actor Value Percentage
      • Magic Effect Flags
      • Weapon Charge
    • Patches
      • Accumulating Magnitude
      • Leveled Characters
      • Perk Entry Points: Apply Multiple Spells
      • Perk Entry Points: Cast Spells
      • Poison Resistance
      • Power Attack Stamina
      • Reflect Damage
      • Scroll Experience
      • Staff Experience
      • Staff Experience Ignore Enchantment Cost
  4. Magicockerel
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    These fixes and patches are alternatives to the following mods:

    Fixes
    PatchesThe harvested flags fix can be used alongside the Complete Alchemy and Cooking Overhaul, it just makes the equivalent fix included in that mod redundant.
  5. Magicockerel
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    Like many of the patches, the accumulating magnitude patch has been designed with mod authors in mind. It allows the maximum power of a ward to scale with the effectiveness of the magic effect, instead of how fast the ward charges. This means that dual casting, perk entry points and resistances can affect your maximum ward power.

    However, ward spells in the base game do not have Power Affects Magnitude flagged. This means that dual casting and resistances will not affect your maximum ward power if the magic effect flags fix is enabled, even if the accumulating magnitude patch is also enabled. This happens because the bug that the magic effect flags fix addresses causes Power Affects Magnitude to effectively be flagged under most circumstances.

    This can very easily be patched by flagging Power Affects Magnitude in each of the ward spells. However, this is the role of an ESP plugin and not a DLL plugin, and so it has not been addressed by Scrambled Bugs. So, if this is a problem for you the best thing to do would be to wait for another mod author to take advantage of the accumulating magnitude patch. Alternatively you can patch this yourself by using a tool such as the Creation Kit or SSEEdit.
  6. Magicockerel
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    A few patches that I looked at creating already existed as settings in the base game. I thought you guys might be interested in them:

    • To show a speakers name in the subtitles, set the [Interface] bShowSubtitleSpeakerName setting to 1 in Skyrim.INI
    • To stop NPCs from following you through loading screens after talking to them, set the fAIAwareofPlayerTimer game setting to 0.0
    • To prevent clutter from being knocked around by explosions set the fGameplayImpulseMultClutter game setting to 0.0
  7. chosoitrinhsat
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    FIX for anyone using OStim and getting the crash after scenes:

    -Locate and open ScrambledBugs.json config file
    -Change modArmorWeightPerkEntryPoint to false
    -Save

    Voilà, Scrambled Bugs will now work with OStim. Happy ████ing!
    1. nekhrun
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      Many thanks for the solution
  8. Furego0
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    hi, sorry to bother, it´s seems my mesage got deleted somehow, buy, can i ask why does ScriptEffectArchetypeCrashFix.dll connects to 3 differents ip and domains? Or at least, why does virustotal says it does? Sorry to bother if i didn´t read something, and thanks for the help
  9. AndrastIsegrim
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    I am so sorry, I've been getting drunk over the afternoon and accidentally hit the button for create report on Vortex. I didn't mean to and I hope that will not cause any misfortune. Anyways if something comes along from my account, please be sure to ignore it. 
    I don't know, how to contact you otherwise so sorry, if this is looking weird. 
    1. lol
  10. lordzalmoxes
    lordzalmoxes
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    hi maybe i missed it but i have 1.6.1170 - which one do i install i dont see it? or do i not need this?
    1. Layken888
      Layken888
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      I also would like to know, I'm also on 1.6.1170 Steam version. This mod came recommended by the creator of Thaumaturgy.
    2. Samael767
      Samael767
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      Same here, I am on 1.6.1170. WHich do I use? When I try to start through the loader, it says I have the wrong one?
    3. RisingDragonRonin
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      You will need to use this Main file, Scrambled Bugs - Anniversary Edition (1.6.629.0 and later) Version 21
  11. KALYGADO
    KALYGADO
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    Not sure why but this mod wrecked my Player Skin texture. Took me hours to figure out what was causing it.
    1. CuckoldBen
      CuckoldBen
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      Did the player not have textures?
  12. MoonDreamx
    MoonDreamx
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    Could you make an NG version please?
  13. WingedCherryPie
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    Can you explain why the Enchantment Value Patch was removed? Ignoring the overridden cost of enchantments for value purposes sounds like a great implementation to me.
    And, is Scrambled Eggchantments available for 1.6.640?
    1. Magicockerel
      Magicockerel
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      Scrambled Eggchantments was merged into version 15 of Scrambled Bugs, however like I explain in the top stickied post, the Enchantment Value patch was removed because of an oversight that caused the overridden cost of an enchantment to be ignored.

      To explain this in more practical terms, Bethesda and mod authors may want to make expensive enchantments cheaper. For example, a backpack that increases your carry weight by 100 pounds would be expensive, because the magic effect that is used to create the carry weight enchantment is expensive. However, it might just be a cheap leather backpack, and so it should not be expensive.

      It is possible to make the carry weight enchantment cheaper, however this was being ignored by the Enchantment Value patch, and so the backpack remained expensive. There was no good way to fix this oversight, and so the Enchantment Value patch was removed.

      Scrambled Eggchantments has not been updated since it was merged into Scrambled Bugs, and so it only supports game versions 1.5.97.0 and earlier.
    2. bluedanieru
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      Any chance of sticking this back in and turning it off by default? I understand the explanation you've given, and I understand why you took it out. I agree there is no good way to fix it within the context of a pure SKSE plugin, however you can enable the fix and refactor the affected items (e.g. backpacks) to use new (or overridden) ENCH forms backed by new MGEF forms which have a base cost that has been lowered to reflect the desired price of the new items.

      Then you get the best of both worlds: items which are supposed to be expensive (e.g. Boots of Carry Weight or whatever) remain expensive, and items which shouldn't be (backpacks), aren't. No one should enable this if they haven't got a mod which makes use of it of course, but as a modder's resource it would still be valuable. There is, to date, no good fix for this extremely annoying bug (Enchantments Price Formula Fix has side effects that make it unworkable, as you're probably aware) and IMO if it takes an engine fix and and ESP to address it, some people will still find it very helpful (at least one person anyway: me :-)
  14. sruPL
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    Getting CTD when trying to pickpocket a Hunter from random encounter of Fugitive:

     [2 ] 0x7FFEDFDE384C ScrambledBugs.dll+000384C ScrambledBugs::Fixes::ModArmorWeightPerkEntryPoint::GetInventoryWeight
            [C:\SkyrimSE\ScrambledBugs\ScrambledBugs\SourceFiles\Fixes\ModArmorWeightPerkEntryPoint.cpp:140]
    1. Lichieka
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      Seems like putting that line of code in the Json file to false fixes tons of CTD problems.
  15. Shade999
    Shade999
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    Hello, when i use the Special Edition 1.5.97.0, is it enough when i have Microsoft Visual C++ Redistributable for Visual Studio 2015-2019x64 installed ?
  16. Energy77
    Energy77
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    Using legacy of the dragonborn. when auto sorting items in chests in the museum, my carry weight becomes -214846376/500
    is there a fix for it? can i just disable this mod, and it will fix everything, or does blade and blunt really needs it?
    1. Alifer25
      Alifer25
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      I was able to get to fix that issue with a mod reset (remove and redownload it) for Scramble Bug

      I was also told setting ModifiyArmorWeight to false in the JSON should fix it but since I didn't have to do that so I don't know personally if that will work.