They are technically compatible, but unless you can find a way to remove requiem's resistance system you'll get both stacked on top of each other which might be a bit much.
What's the correct file conflict resolution in Vortex? I keep installing this, armor, and base, but only the base seems to work, as every time I use inspect, it always lists the npc armor as unrecognized with a rating of 0, but correctly lists creature and npc natural resistances and weaknesses.
All that matters is that the integration patch overwrites both the creature and armor modules. From your description I can't tell if you got the order wrong or if you were missing SPID or KID. Feel free to share details your solution in case it helps other users.
The solution was editing the KYE2 Armor's KID file by deleting all the "|none|none" text at the end of some text lines. The same solution for the same issue I had with KYE Redux Armor a few years back, lol.
In any case, much thanks for clarification of the install.
Thanks. This is very odd. To be honest I don't know enough about KID to suggest why your copy seems to respond to the KID files differently. I wonder if there is something else in your load order with a KID file that is somehow triggering it.
Perfect, thanks. The only thing I don't get is why others aren't reporting the issue, or, put differently, why its only an issue for you. KYE works fine on my end (though its a while since I've played Skyrim, so maybe KID has updated). Any thoughts on this?
Though if I had to guess, maybe it's because I play on the GOG version of Skyrim? Like maybe there's something with that version that's causing this minor issue with KID? I also use Vortex to install mods, using the manual drag and drop files option, except when a mod's instructions call for full manual installation without the use of a mod manager. Maybe my mod load order? I'm not that experienced with load orders.
Yeah, the GOG version might be it. Hmm, I'll try removing all the "NONE"s for the next update. If that works fine for non-GOG skyrim then it sounds like a good solution.
Hello! I was wondering whether the following conflict was intentional: image link
The first image shows where a certain player perk is missing from the integration patch.
The same link also shows (the images below) conflicts between KYE2 and Manbeast and Tales of Skyrim Berserkyr. I am currently letting them override KYE2 for functionality. I am unsure as to how to make a patch between them as I know how to handle record conflicts but not the conflicting functionality underneath. Would it be a problem if I let them overwrite this mod?
Yes, this is intentional. Both modules of KYE2 implement the same fix, but you only need one active at a time, so the integration patch disables one of them.
For meanbeast etc., yes, I think letting those mods win is fine. To make a patch you'd need to copy manbeasts records into a new plugin, and then remove any resistances from it, but leave the other effects intact.
Relative load order doesn't matter for KYE2 and KYE2-Armors. The integration patch needs to load after both of them though. In terms of your overall load order position really doesn't matter too much, unless you have other mods overhauling NPCs (e.g. a vampire overhaul). I'd put KYE2 early in your LO, that way KYE2's resistances will stack on top of any changes made by other mods.
I just came across KYE2 and am really excited to try it in my VR setup. I came to the Integration Patch page hoping it would be a merge of the esps into a single esp, as Skyrim VR is limited to 255 plugins (regardless of esl flag). I'm happy to have a go at merging the esps myself but if you would be kind enough to create one that would give me reassurance for my playthrough! :)
Hey. I'm not super keen to merge the plugins because then users would need to additionally go back and delete the original plugins and many users will forget to do that leading to lots of messages about the mod not working. The true alternative would be to make this mod a standalone merged mod and not an integration patch, but that's a development hassle as any updates to the separate mods would need to be repeated for the merged standalone. So all that said, I think merging them yourself is the best option.
It's already compatible in the sense that you can install both and everything should go fine. But requiem already comes with its own resistance system, right? So unless you get something to remove that the two will stack and you'll get overly resistant enemies.
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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.
Ps: sry for my bad english
THX
In any case, much thanks for clarification of the install.
This page has some old conversation posts of mine about it: https://www.nexusmods.com/skyrimspecialedition/mods/55728?tab=posts&BH=5
And this is our old conversation about it from your Redux version page: https://www.nexusmods.com/skyrimspecialedition/mods/55203?tab=posts&BH=3
Edit: Looks like it doesn't link to the correct comments. You'll have to go back to about Oct of 2022 in posts to find it on both comments pages.
The first image shows where a certain player perk is missing from the integration patch.
The same link also shows (the images below) conflicts between KYE2 and Manbeast and Tales of Skyrim Berserkyr. I am currently letting them override KYE2 for functionality. I am unsure as to how to make a patch between them as I know how to handle record conflicts but not the conflicting functionality underneath. Would it be a problem if I let them overwrite this mod?
For meanbeast etc., yes, I think letting those mods win is fine. To make a patch you'd need to copy manbeasts records into a new plugin, and then remove any resistances from it, but leave the other effects intact.
I am installing both KYE2 and KYE2 - Armors. Is there a preferred mod and load order? Which should load last?
Also, generally, should these mods load earlier or later compared to other mods?
Thanks!