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  1. tjhm4
    tjhm4
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    v1.0.0. Initial release.

    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. Mrigaya
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    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?

    1. tjhm4
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      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.
    2. Mrigaya
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      Thanks for letting me know! Hope you have a great day ahead!
  3. angort032200
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    so if we have KYE2 and KYE2 Armors and this intergration, do we deactivate the plugins for the first 2 and just keep the intergration esp on?
    1. tjhm4
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      No, you need all three.
  4. WallRockTree
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    Sorry to bother , but...

    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!
    1. tjhm4
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      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.
    2. WallRockTree
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      Good to know. Thanks for the quick reply!
  5. chunkimonki560
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    may you provide support for - https://www.nexusmods.com/skyrimspecialedition/mods/56523?tab=posts? 
  6. CurvingFyr3
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    it's fuckign nuts what we can do without a plugin slot these days
  7. zetecr
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    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! :)
    1. tjhm4
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      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.
  8. HeilingerKrest
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    Well, i'm glad that KYE 2 is released. i'm just wondering if KYE 2 can be compatible with requiem ? 
    1. tjhm4
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      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.