v2.0.0. A notable adjustment following the release of the bestiary. Weaknesses are now more common (though still rare), and a few creatures have been adjusted. The optional weather effects will need a new save, otherwise updating should be safe.
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.
No problem. When using the "inspect target" ability, a window appears with the resistances and vulnerabilities of the target - all these listings are in the script file, some of them can be translated, some are blocked for translation (green lines). Specifically, we are talking about the files "kye2_inspect_script.pex" and "kye2a_inspect_script.pex"
Thanks. Can you give an example of a blocked line? On my end nothing shows up as green and I've not heard of translation blocking before. What are you using to view the scripts?
Ah okay, I've done some googling and I think I've figured it out. But you can let me know if I'm wrong. Here's what I think:
You are using some kind of translation tool to translate my scripts. The CK does not let you block strings from translation, but these tools will flag string as such if they think a string is untranslatable. The inspect spell in KYE2 dynamically constructs strings from parts (such as "weak to", "fire", "axes", "resistances" and so on). Translation tools don't like this because they cannot be sure how to translate a string without knowing what the final full sentence is, so your tool is blocking them out of caution.
If this is right, depending on your languages grammar you might be able to simply translate all the substrings. However, for languages where the sentence structure differs from English the sentence building logic might need reworking too.
It is impossible to forcibly translate lines blocked in green (in the program), as I understand it, because the script templates refer to the script itself, translating a blocked line means breaking the description of this argument in the script template.
In other mods, such messages (pop-ups) are described (somehow) in the esp file itself in MESG records. Or the lines in the script themselves are not blocked (namely those that appear in the game itself)
Such lines as "Cold adapted", "Beast", "*Unique*", "Frozen", "Axes", "Crossbows", "No resistances.", "Weak to", "Resistant to", "Highly resistant to" are not blocked and can be translated - in the game itself, it also works correctly. Maybe these lines will help you understand the difference between them and those that cannot be translated
Thanks, okay, yes, this confirm the issue is as I thought. The strings are not being blocked by me, but by xTranslator as a precautionary measure because its not sure of the context in which they are being used. This is somewhat unavoidable due to the complexity of the logic that builds the resistance summaries. As such, rather than using xTranslator on of pex files, you are better off editing the psc files yourself and recompiling them.
Decompiled and recompiled the script. Translated only the add_text lines. I hope everything will be fine (by the way, these lines appeared in xTranslator and can be translated). Thank you!
i was thinking about switching over to this one from KYE Redux for a while but when i realized it not only makes ghosts not entirely immune to physical (even though it makes sense it does make them a bit OP) it even splits bows into 2 separate types I'm sold
Yes, probably worth making the switch. KYE2 is more polished for sure, and more deferential to the player, though KYE1 is maybe more charming/quaint and opinionated. Bows + crossbows are a pretty good combo in KYE2 as well.
do you know why this mod would not be working despite having all the reqs installed? ghosts get hurt by iron sword in my game and I also have armors and the integration patch. i already tested the inspect and it recognized that it is a ghost so I don't know what is causing them to take damage. not sure if my breakable armor mods would have anything to do with it
ah, well in that case it is working fine. thank you, I did not expect such a timely response. it must have confused me since I used your other mod a couple years ago and I think it kept ghosts from receiving any damage at all with the wrong weapon types that don't work on ghost
No worries. Yes, KYE1 made ghosts immune to physical, but this caused all sorts of issues (making ghostly summons OP, braeking quests where NPCs have to fight ghosts with regular weapons) so I softened it.
It's broken and distributes "kye2_beast_shaggy" to nearly all NPCs including enemy mages/necromancers, Flame Atronachs and so on. Edit: okay so this mod is the culprit for the kye2_beast_shaggy keyword being distributed to enemies, but it is not the cause of enemies being immune to shock damage. I'm still debugging that one it seems... Edit2: Might be I just need to start a new game and that resetting the NPCs might not be enough (they no longer have the shaggy keyword but they still have the immunities).
Thanks for the info, let me know what you conclude. The mass distribution of keywords sounds like a SPID issue, so you might want to make sure of your SPID install.
Okay, I've solved it. The same author had made some other patches which had the same issues. Basically, there was a redundant new-line character in the SPID files which separated the start and end of the distribution lines, causing the perks to be given to practically every NPC in the game. Simply removing the extra new-line character has solved the issue (might need enemies to reset if on an existing save).
I really like the books. Would it be possible to download both versions together, not activate the patchers from the first version, and keep the changes from this mod but with the addition of the passive book bonuses from the first one?
Hmm, you know I think you could do what you say and yes, it should work. Obviously some of the text within the books won't make total sense given KYE2's resistances. But yes, I think if you install KYE2 and the patcher version of KYE1, then don't run the patcher, you'll get KYE2 and the books from KYE1.
There's no guide, but its pretty simple. You basically just need to add the new races to the appropriate lines of the DISTR file. A slightly better way to do it is to make a new DISTR file for your new races, so duplicate the current DISTR file, remove all the races from it, and then just add yours. If you read the SPID documentation that'll tell you how everything works.
I don't know what you mean. You can just read the mod page to learn them? The inspect spell doesn't make your character learn anything, it just shows the resistances in a popup.
Does this "conflict" with Scrambled Bugs , Apply Multiple Spells?
because when I click a draugr for example : it has multiple instances of Resist Shock : incative (19) - like 8 of them, Resist Poison : Inactive (19) - 3 of them etc.
I say I think it's scrambled bugs bc Ordinator has a patch for scrambled bugs specifically for Apply Multiple Spells
No, its fine with scrambled bugs, including apply multiple spells.
My theory is that whatever you are using to check enemies is picking up on the disabled magic effects which KYE2 uses to implement its effect intensities. For instance, the undead perk grants poison resistance, but the magnitude of this depends on the intensity setting. This setting has 4 values, so there are 4 poison resistance magic effects in the undead ability, only one of which is actually active at any one time, hence the other 3 are inactive. This is all intended behavior though, so nothing to worry about.
Concerning the silver bonus setting, I also have Complete Crafting Overhaul (CCOR) which has a similar setting. Should I disable one of these, and if so is it important which one I disable? Thanks.
776 comments
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.
You are using some kind of translation tool to translate my scripts. The CK does not let you block strings from translation, but these tools will flag string as such if they think a string is untranslatable. The inspect spell in KYE2 dynamically constructs strings from parts (such as "weak to", "fire", "axes", "resistances" and so on). Translation tools don't like this because they cannot be sure how to translate a string without knowing what the final full sentence is, so your tool is blocking them out of caution.
If this is right, depending on your languages grammar you might be able to simply translate all the substrings. However, for languages where the sentence structure differs from English the sentence building logic might need reworking too.
It's broken and distributes "kye2_beast_shaggy" to nearly all NPCs including enemy mages/necromancers, Flame Atronachs and so on.
Edit: okay so this mod is the culprit for the kye2_beast_shaggy keyword being distributed to enemies, but it is not the cause of enemies being immune to shock damage. I'm still debugging that one it seems...
Edit2: Might be I just need to start a new game and that resetting the NPCs might not be enough (they no longer have the shaggy keyword but they still have the immunities).
Basically, there was a redundant new-line character in the SPID files which separated the start and end of the distribution lines, causing the perks to be given to practically every NPC in the game.
Simply removing the extra new-line character has solved the issue (might need enemies to reset if on an existing save).
because when I click a draugr for example : it has multiple instances of Resist Shock : incative (19) - like 8 of them,
Resist Poison : Inactive (19) - 3 of them etc.
I say I think it's scrambled bugs bc Ordinator has a patch for scrambled bugs specifically for Apply Multiple Spells
My theory is that whatever you are using to check enemies is picking up on the disabled magic effects which KYE2 uses to implement its effect intensities. For instance, the undead perk grants poison resistance, but the magnitude of this depends on the intensity setting. This setting has 4 values, so there are 4 poison resistance magic effects in the undead ability, only one of which is actually active at any one time, hence the other 3 are inactive. This is all intended behavior though, so nothing to worry about.