saufall Posted September 19, 2023 Posted September 19, 2023 Do I need this mod https://www.nexusmods.com/skyrimspecialedition/mods/10927 recommended by BA bard songs (BA bard songs is a prerequisite for skyrims got talent mod), this mod is out in 2017, never updated, and it is "Required: USKP or USLEEP (I used their bard song script as a base)", which i think is the old skyrim legendary edition unofficial patch ( i mod AE edition). the other alternative https://www.nexusmods.com/skyrim/mods/58555 is only for LE. Â has there been enchantment and stats overhaul mods for equipments that come with cc contents like reliquary of myth or complete crafting overhaul remastered yet? stuff like netch leather armor in morrowind was solely as a poor man's stand-in for chitin armor until he has got 200 gold or something. I understand they want to appeal to the nostalgic sentiment, but as equipments they are completely useless. or the boneshaver saber which is supposed to be a legendary weapon, that comes with redguard raiment, and has only a pitable 11 damage and an echnatment that adds some pitiable bleeding damage.
Just Don't Posted September 20, 2023 Posted September 20, 2023 1 hour ago, saufall said: Do I need this mod https://www.nexusmods.com/skyrimspecialedition/mods/10927 recommended by BA bard songs (BA bard songs is a prerequisite for skyrims got talent mod), this mod is out in 2017, never updated, and it is "Required: USKP or USLEEP (I used their bard song script as a base)", which i think is the old skyrim legendary edition unofficial patch ( i mod AE edition). the other alternative https://www.nexusmods.com/skyrim/mods/58555 is only for LE. It's just a script, you don't need to worry about which version of the unofficial patch it used as reference, there's no plugin to worry about masters. It'll work as long as no other mod overwrites the same script.
saufall Posted September 20, 2023 Author Posted September 20, 2023 (edited) 6 hours ago, Just Don't said: It's just a script, you don't need to worry about which version of the unofficial patch it used as reference, there's no plugin to worry about masters. It'll work as long as no other mod overwrites the same script. thank you very much. what are .psc and .pex files in skyrim for? adding new scripts? do they typically need masters? also have people made any attempts to cure the weirdly balanced CC contents equipments yet? they seem either rather overpowered or underpowered for the level they are available at. Edited September 20, 2023 by saufall
Just Don't Posted September 20, 2023 Posted September 20, 2023 5 hours ago, saufall said: what are .psc and .pex files in skyrim for? adding new scripts? do they typically need masters? pex files are the scripts, psc are the source code for the script (you either don't use it at all, you use it to check what the script does with a simple text editor or you use it to compile a new script in CK). Scripts needs to be defined somewhere in the game by ESP/ESM files. The mod you linked simply replaces a script found in the base game, so it doesn't need any additional plugin files to work. Â As for mods balancing CC content I didn't comment because I'm not using most of the CC myself. Also "balancing" is quite the subjective topic, if you enjoy Reliquary chances are you'll only want mods created in the same vein, and I don't use Reliquary either so I don't know such mods. Your best bet is check other mods by authors you like or search mods with the name of each creation you want overhauled.
saufall Posted September 20, 2023 Author Posted September 20, 2023 8 hours ago, Just Don't said: pex files are the scripts, psc are the source code for the script (you either don't use it at all, you use it to check what the script does with a simple text editor or you use it to compile a new script in CK). Scripts needs to be defined somewhere in the game by ESP/ESM files. The mod you linked simply replaces a script found in the base game, so it doesn't need any additional plugin files to work. Â As for mods balancing CC content I didn't comment because I'm not using most of the CC myself. Also "balancing" is quite the subjective topic, if you enjoy Reliquary chances are you'll only want mods created in the same vein, and I don't use Reliquary either so I don't know such mods. Your best bet is check other mods by authors you like or search mods with the name of each creation you want overhauled. thank you. Would I ever encounter unexpected compatibility issues if I just by myself edit the stats, enchantments of CC and some vanilla equipments, and the levels and stats of summons from call of valor and the two call dragon shouts? Should I include unofficial Skyrim patch as a master, or should I just go into CK and make my own mod without a master that changes such things. or should I use ssedit or xedit or what it is called to edit said things?
Just Don't Posted September 21, 2023 Posted September 21, 2023 1 hour ago, saufall said: thank you. Would I ever encounter unexpected compatibility issues if I just by myself edit the stats, enchantments of CC and some vanilla equipments, and the levels and stats of summons from call of valor and the two call dragon shouts? Should I include unofficial Skyrim patch as a master, or should I just go into CK and make my own mod without a master that changes such things. or should I use ssedit or xedit or what it is called to edit said things? You don't include other mods as masters because you think it's a good idea or not. You need to check if there's anything the USSEP is doing that you need to carry forward in your own edits. The simplest way to do it would be Make all the changes you want in CK (xEdit can work here too but you should really look at the things you want to edit in CK at least once), save the changes to your own plugin. Then load xEdit with your new plugin and all the mods you want to compare it to (USSEP, other artifact or weapon mods, or just all your loadorder, etc.). Now you can see if the edits you made initially conflict with the USSEP or other mods and see which records you may want to carry forward in your own plugin, which ones are safe to ignore or which mods would conflict with your edit (so you know to load your own plugin after said mods in your loadorder).
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