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  1. tjhm4
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    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.
  2. Darvete
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    Hi, I really like the idea behind the mod and the implementation for the most part I think is well done, but I'd like to change some of the weaknesses and resistances of certain enemy types and was wondering what the cleanest way to do this would be. 

    1. Make bows and crossbows a unified damage type with enemies resisting and being weak to both equally (I personally don't understand why these have different effectiveness; they both pierce the target the same way, no?)
    2. Make beasts weak to pierce and resistant or neutral to bladed weapons (most beasts have thick fur that would likely make cutting through skin very difficult - conversely most animals throughout history like mammoths were hunted to extinction by humans using spears, a piercing weapon. These are much more effective at getting through hide and fur)
    3. Make insects weak to blunt damage. I find it strange that insects of all things would have no weakness
    4. Change animated armory weapons like spears and rapiers to deal pierce/bow type damage to separate them (I edited the KID damage type distribution to do this)

    For the first three points, would it be easier to adjust the SPID distr settings or manually edit the resistances and weaknesses in xedit? Would these changes be reflected in the inspect power?
    1. tjhm4
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      Good questions. Here's how I'd do it:

      1. For this one, edit the KID file to stop distribution of the crossbow keyword and give all bows the bow keyword. Change this:

      Keyword = kye2_weapon_crossbow|Weapon|NONE|CrossbowKeyword = kye2_weapon_bow|Weapon|WeapTypeBow,-kye2_weapon_crossbow

      to this:

      Keyword = kye2_weapon_bow|Weapon|WeapTypeBow

      This will make all bows count as regular bows. The inspect spell will still differentiate between them, but you should just ignore the crossbow effects. However, if you want to remove crossbows from the inspect spell too, you'll need to delete this bit of the inspect script and then recompile:

      if crossbow <= physical_resistance_high
      very_resistant_to = add_text(very_resistant_to, "crossbow")
      elseif crossbow <= physical_resistance_low
      resistant_to = add_text(resistant_to, "crossbow")
      elseif crossbow > 1.05
      weak_to = add_text(weak_to, "crossbow")
      endif

      2. For this you just need to edit the beast perk. If you're somewhat familiar with perks it should be self explanatory. You'll probably want to do it in the CK rather than xEdit though.

      3. Again, just edit the insect perk. This weakness (and the beast effects) are set their current way for balance reasons. Your choices go more for "realism", but they'll probably make some weapons types generally more useful than others.

      4. I'm not sure how to do this off the top of my head, but you want to do it through the KID file. Basically change the rules for how the kye2 keywords are distributed and you'll get there.
    2. Darvete
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      Wow, I was not expecting such a detailed reply! Thank you very much for the info. It seems like with a bit of work, all of the tweaks I want to make are doable. 
    3. tjhm4
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      No worries, happy to help.

      I should add that any changes to fire, frost, shock, poison or disease resistance will automatically be reflected in the inspect spell. But changes to anything else won't show unless you edit the inspect script. Here's the relevant bit of the script for the beast perk:

      if target.hasperk(kye2_beast_perk)
      title = add_text(title, "Beast")
      if target.haskeyword(kye2_beast_shaggy)
      title = add_text(title, "Cold adapted")
      endif
      blade *= physical_weakness
      axe *= physical_resistance_low
      blunt *= physical_resistance_high
      crossbow *= physical_resistance_low
      fist *= physical_resistance_high
      bash *= physical_resistance_high
      endif

      After editing the perk to give them a bow weakness and blade neutrality, you'd want to change it as follows:

      if target.hasperk(kye2_beast_perk)
      title = add_text(title, "Beast")
      if target.haskeyword(kye2_beast_shaggy)
      title = add_text(title, "Cold adapted")
      endif
      bow *= physical_weakness
      axe *= physical_resistance_low
      blunt *= physical_resistance_high
      crossbow *= physical_resistance_low
      fist *= physical_resistance_high
      bash *= physical_resistance_high
      endif

      Pretty self explanatory, hopefully, but it is kinda complex.
  3. Maderasnobile
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    hi.. is there a way to make all undead immune to all weapon except silver? 
    1. tjhm4
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      Yes, easiest way is to give them all the ghost perk. Add this line to the end of your DISTR file:

      Perk = kye2_ghost_perk|-ActorTypeGhost,-ActorTypeFamiliar|DLC1DeathHoundRace,DragonPriestRace,DLC2AcolyteDragonPriestRace,DraugrRace,DLC2HulkingDraugrRace,ArgonianRaceVampire,BretonRaceVampire,DarkElfRaceVampire,ElderRaceVampire,HighElfRaceVampire,ImperialRaceVampire,KhajiitRaceVampire,NordRaceVampire,OrcRaceVampire,RedguardRaceVampire,WoodElfRaceVampire

      If you don't want this to apply to vampires as well just delete those races from the list.
    2. Maderasnobile
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      thanks!
  4. R0gueAssassin99
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    Hey I’m a big fan of your mod, I was just wondering though if you have any knowledge of any weapon mods that are compatible or have patches? I wouldn’t want to add items that wouldn’t blend with the system. 
    1. tjhm4
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      As long as weapons are given correct keywords they'll work fine, no patch needed. Perks use the same keywords, so if the weapons work with perks then they'll work with KYE.
  5. PopDog77
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    Gotta say this is such a well thought out and implemented mod :) Exactly what I was looking for and SO glad you made this. I was looking for something to remove the fire weakness from Vampires while keeping other aspects balanced and this is perfect. Has exactly what I need without being obtrusive since other resistances for creatures, weaknesses and their amounts are so well done! One thing I'd say is ideally Werewolves and Wearbears would be immune to disease - to keep in line with lore - but I'm not complaining. It's also great that the mod can be installed and removed anytime. Thank you.
    1. tjhm4
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      Thanks for the kind words, I'm glad you're enjoying the mod!
  6. Siegh42
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    Help me understand the percentages in the description?

    Level 1: Strong resistance =   25% or   x0.8, Regular resistance = 10% or   x0.9
    Level 2: Strong resistance =   50% or x0.67, Regular resistance = 25% or   x0.8 [...]

    I get that the percentage is representing magic resist and the x multiplier is representing physical damage, but why are they shown in different ways like that?
    1. tjhm4
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      It's because this is how the game engine handles them. Fire, frost, shock, magic, poison and disease resistances are governed by additive percentage resistances. Meanwhile the rest are governed by multipliers. I given them slightly different numbers too, so it is possible for a creature to be immune to an element (at effect intensity 4), but immunities to physical weapons are not possible.

      This is kinda just repeating what's on the mod page though. What exactly is not clear?
  7. Cultist12
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    Greetings, may I ask is it possible to view conflicts between this mod (resistances, I mean) and others? I've tried to check it in xEdit, but this mod simply wasn't there, only its patches. I just want to make sure that this mod overwrites all resistances changes made by others plugins...
    1. tjhm4
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      KYE2 does have a plugin that should show up in xEdit. The plugin mainly edits the vanilla resistance abilities for creatures and it will conflict with other mods that edit the same spells. If you are not seeing the plugin you might have not installed it correctly. KYE2's own resistances are then distributed via SPID so they won't cause conflicts.
    2. Cultist12
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      Ah, I see now, thanks. 
    3. Cultist12
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      Do I understand correctly, that if KYE2 resistance edits are overrided by another mod, than in game this monster race will have resistances from KYE2 distributed via SPID + resistances from another mod? 
    4. tjhm4
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      Yes.
    5. Cultist12
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      Thanks for the answer!
  8. Ricardoromero4444
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    Does this affect dragons? I don’t see them listed in the enemy types.
    1. tjhm4
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      It doesn't, this is because most people use a dragon mod that included resistances already.
    2. Ricardoromero4444
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      @tjhm4 Thank you for the response!
      Do you recommend any mods for dragons? I'm looking for something as lightweight as possible to make them tough. Adding resistances that are visible in dragonborns bestiary would be a huge plus

      I also wanna take the chance to thank you for making this! This + bestiary makes skyrim encounters super fun!
    3. tjhm4
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      Thanks for the kind words! To be honest I don't have a dragon mod I particularly recommend. Most recently I've been using Dragon War, and I reckon its pretty good. No idea if it has or needs a bestiary patch though.
  9. thefullbug
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    Hello, in reference to this mod. Can it used on it's own, or is it meant to pair with KYE2 armors?   Just curious before I start a new play through.  Thanks!
    1. tjhm4
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      You can use it on its own or with KYE2 armors. They are separate mods, if you want to use both you should use the integration patch.
  10. CluelessCourier
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    Awesome mod. Loved the first iteration and this one, though simpler, is also much easier to remember and read in-game.

    Silly question, since I never patched SPID-based mods before:
    * I've downloaded patches which include and ESP alongside a DISTR ini file.
    * If I wanted to make a compatibility batch for a creature mod... do I need to make a similar ESP or is simply editing the main DISTR ini enough? (from this mod)

    For example, Skyrim Immersive Creatures adds some new Dwarven Spider types (_00DwarvenSpiderFireRace and _00DwarvenSpiderBoltRace). I wanted them to be treated the same as the base Dwarven Spider. Do I just add them to the list in the main DISTR ini ('Machines' section) and call it a day?
    1. tjhm4
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      You don't need to make a new ESP. Rather than editing the main DISTR, you should probably make a new one for your custom creatures. That way if you reinstall KYE2 you won't lose your work.

      Regarding your second question, yes, just add the names of the races to the race lists for the perks you want them to have. For thw dwarven spider this is the machine perk and the low intelligence perk.
    2. CluelessCourier
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      Great, thanks!
    3. TrickyDemxn
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      Have you managed to reasonably add Skyrim Immersive Creatures?
    4. CluelessCourier
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      Nope, too many races to add and things to consider. I also think SIC wasn't that stable on my modlist so I removed it and started over.
  11. Satiharu
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    hi. i used this in LE. and enjoyed it. now i search an equivalent for sse
    this seems nice, however something bothers me; Undead have a strong resistance against bows, but a weakness against crossbows? where does that come from. what is so very different from bows to crossbows?
    1. tjhm4
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      In KYE1 bows and crossbows were treated the same, KYE2 separates them and gives them somewhat different profiles (crossbows better against the undead and insects, bows better against animals and beasts, both poor against machines and skeletons). The undead weakness to crossbows is based on lore, primarily that the dawnguard use them to hunt vampires (I guess it relates to crossbow bolts being like a wooden stake). In reality this is not true (in reality undead don't even exist!), but neither is the effectiveness of crossbow bolts against armor which is a common feature of fantasy settings including vanilla Skyrim.