chaimhewast Posted June 16, 2023 Posted June 16, 2023 5 hours ago, MTB said: No idea why its not; it's basically just the dawnbreaker with a different enchantment. Perhaps because its scripted? In any case thinking about i, gives me ideas how enhancement could be done using quests, in which case it would make sense for it not to be improvable at the grindstone/sharpeningwheel. So lets just say `yes that's intended' for now... Tempering recipes aren't automatic, they have to be defined for each weapon or armor. 2
MTB Posted June 17, 2023 Author Posted June 17, 2023 17 hours ago, chaimhewast said: Tempering recipes aren't automatic, they have to be defined for each weapon or armor. Thanks! (Of course it needs that. Slaps hand on head-Duh. I mean it just sets the item health percentage but it still needs some way to specify required materials.) I've added tempering support in next version using some special ingredients which you'll need to find ... Spoiler If only you knew someone with lots of knowledge about chain beasts. If only. As its enchanted you'll also need the arcane blacksmith perk. 1
Aki K Posted June 19, 2023 Posted June 19, 2023 (edited) Back again to report some glitches. I've given up trying to fix them for now and because things are at least tolerable. But felt I should make these known just in case. 1. The issue of my character losing movement and having a stuck mask has persisted, but only when the thing that captured me is a mount. If its a regular chain beast everything works. If my character mounts anything, it breaks. 2. Even when I have the chance for mimics to appear set to 0%, they still appear and frequently. 3. Some chests and barrels (ones that aren't mimics) break and cannot be interacted with. I don't know if its random or not, but I wasn't able to open half of the thieves guild lockpicking practice chests. I couldn't even bring up the lockpicking minigame. There was just no interaction when I pressed the E button. 4. The caged quest doesn't properly start. My character just sits outside the cage in the cave immobile until I load a previous save. No talking or anything. They just sit there while the NPC wanders around the cave. That's it otherwise. Everything else seems to work. Edited June 19, 2023 by Aki K
MTB Posted June 19, 2023 Author Posted June 19, 2023 (edited) 15 hours ago, Aki K said: 2. Even when I have the chance for mimics to appear set to 0%, they still appear and frequently. What type of mimics; Mania mimics or Trap mimics? How you can tell: The mania ones revert back to original container when dead (or fully looted depending on MCM settings). The Trap ones just stay there once killed. The Trap mimics have their own setting under Traps so if those still show up when Mania mimics percentage set to 0 that is as expected. > 1. So mounting normally but then it just sits there? What does the status menu tell you at this point? Does `struggling' work? Edited June 19, 2023 by MTB
Aki K Posted June 19, 2023 Posted June 19, 2023 3 hours ago, MTB said: What type of mimics; Mania mimics or Trap mimics? How you can tell: The mania ones revert back to original container when dead (or fully looted depending on MCM settings). The Trap ones just stay there once killed. The Trap mimics have their own setting under Traps so if those still show up when Mania mimics percentage set to 0 that is as expected. > 1. So mounting normally but then it just sits there? What does the status menu tell you at this point? Does `struggling' work? Mounting works, but upon release the character loses mobility and the mask is stuck on the character's face. Ah I wasn't aware of the trap mimics being separate. Although that still doesn't address some regular chests and barrels becoming inaccessible.
xyzxyz Posted June 23, 2023 Posted June 23, 2023 Could you please remove or nerf the 2 trap stones at the bridge between markarth and the left hand mine? Every time I'm near markarth someone triggers them and I get swarmed by silver chain beasts.
teutonicguy Posted June 24, 2023 Posted June 24, 2023 On 6/18/2023 at 10:34 PM, Aki K said: Back again to report some glitches. I've given up trying to fix them for now and because things are at least tolerable. But felt I should make these known just in case. 1. The issue of my character losing movement and having a stuck mask has persisted, but only when the thing that captured me is a mount. If its a regular chain beast everything works. If my character mounts anything, it breaks. 2. Even when I have the chance for mimics to appear set to 0%, they still appear and frequently. 3. Some chests and barrels (ones that aren't mimics) break and cannot be interacted with. I don't know if its random or not, but I wasn't able to open half of the thieves guild lockpicking practice chests. I couldn't even bring up the lockpicking minigame. There was just no interaction when I pressed the E button. 4. The caged quest doesn't properly start. My character just sits outside the cage in the cave immobile until I load a previous save. No talking or anything. They just sit there while the NPC wanders around the cave. That's it otherwise. Everything else seems to work. I just had a mimic take the place of the anvil that appears when you have your steward furnish it at the golden hills plantation. Same blocked activation issue. Other mimics showing up as random anvils and chests is fun but having them preempt ordinary items seems to just break them permanently.
Aki K Posted June 25, 2023 Posted June 25, 2023 22 hours ago, teutonicguy said: I just had a mimic take the place of the anvil that appears when you have your steward furnish it at the golden hills plantation. Same blocked activation issue. Other mimics showing up as random anvils and chests is fun but having them preempt ordinary items seems to just break them permanently. Turning off mimics did not resolve this issue by the way. Tried playing without the mimics for several days (both ingame and real days) and some chests are still inaccessible.
MTB Posted July 1, 2023 Author Posted July 1, 2023 On 6/23/2023 at 9:17 PM, xyzxyz said: Could you please remove or nerf the 2 trap stones at the bridge between markarth and the left hand mine? Every time I'm near markarth someone triggers them and I get swarmed by silver chain beasts. For now you can disable NPCs trigger traps in the traps section, that should also address this issue. (If I remember correctly that's done by: turn off valid targets, turn on player.) On 6/24/2023 at 2:28 AM, teutonicguy said: I just had a mimic take the place of the anvil that appears when you have your steward furnish it at the golden hills plantation. Same blocked activation issue. Other mimics showing up as random anvils and chests is fun but having them preempt ordinary items seems to just break them permanently. Made a few changes in the upcoming version which hopefully prevent these issues. However unable to test as I've not been able to reproduce this issue. On 6/25/2023 at 1:10 AM, Aki K said: Turning off mimics did not resolve this issue by the way. Tried playing without the mimics for several days (both ingame and real days) and some chests are still inaccessible. It wouldn't only going back to a save before entering the effected area with MM active would solve it. I've created a spell that may fix affected objects (manually) but I have no way of testing it. If someone who encountered the issue could check it that would be great. Don't use it for anything but testing though; next version may fail to properly update on saves that have this quick test installed. (If the MCM option (under plugins Mimic Mania) fail to give the spell use the console, look for cleaner to find the formid and use: player.addspell formid. ) Stand next to the affected object and cast the spell. Should show a notification `(name of object) cleaned'. Try activating it after that... (cleaned objects should activate normally and never summon beasts irrespective of % setting.) SCB_MM_QuickTest.7z
MTB Posted July 1, 2023 Author Posted July 1, 2023 (Random post) So in the upcoming version I've changed the ice hazard that chain serpents sometimes spray to only do stamina damage instead of also health damage. Wanted to do that before, but got lost in the maze several times. Now I braved going down the rabbit hole of trying to changing the ice spray once more. I seem to have succeeded, but it made my head hurt and I felt the need for a rant. The Icewraith race has a ground dive attack where one might think this is added. Wrong. It's actually somewhere else entirely; The race also has a constantly active ability that listens for an animation event associated with the dive attack, and casts a spell on that event happening. To be precise (this is just the solution path, the maze itself is much bigger...): -> NPC: EncIcewraith -> Race: Icewraithrace -> Spell: abIceWraithFX -> Effect: AbFxIceWraith -> Script: icewraithparticlescript -> Property: WallofFrostIceWraith, filled with: -> Spell: FXIceWraith -> Effect: BarrierFrostConcAimedIceWraith -> ImpactDataSet: MAGFrostBarrierImpactSet -> ImpactData: MagFrostBarrier(Drop)Hazard -> Hazard: FrostBarrierHazard01(Drop) -> Spell: HazardWallofFrostSpell -> Effect: HazardFrostDamageFFContact -> Archetype & Assoc. Items: Dual Value modifier health and stamina. And to change that last one without changing the ice wraiths (and possibly other ice spells), one needs to create a copy of that entire chain and adapt each step. With the added challenge that AbIceWraith is a self spell while AbFXIceWraith is an target location effect so cannot be assigned to AbIceWraith at all according to the creation kit... Anyways as it seems to be working now, less risk of NPC fatalities when fighting chain serpents. 2
DonQuiWho Posted July 1, 2023 Posted July 1, 2023 1 hour ago, MTB said: (Random post) So in the upcoming version I've changed the ice hazard that chain serpents sometimes spray to only do stamina damage instead of also health damage. Wanted to do that before, but got lost in the maze several times. Now I braved going down the rabbit hole of trying to changing the ice spray once more. I seem to have succeeded, but it made my head hurt and I felt the need for a rant. The Icewraith race has a ground dive attack where one might think this is added. Wrong. It's actually somewhere else entirely; The race also has a constantly active ability that listens for an animation event associated with the dive attack, and casts a spell on that event happening. To be precise (this is just the solution path, the maze itself is much bigger...): -> NPC: EncIcewraith -> Race: Icewraithrace -> Spell: abIceWraithFX -> Effect: AbFxIceWraith -> Script: icewraithparticlescript -> Property: WallofFrostIceWraith, filled with: -> Spell: FXIceWraith -> Effect: BarrierFrostConcAimedIceWraith -> ImpactDataSet: MAGFrostBarrierImpactSet -> ImpactData: MagFrostBarrier(Drop)Hazard -> Hazard: FrostBarrierHazard01(Drop) -> Spell: HazardWallofFrostSpell -> Effect: HazardFrostDamageFFContact -> Archetype & Assoc. Items: Dual Value modifier health and stamina. And to change that last one without changing the ice wraiths (and possibly other ice spells), one needs to create a copy of that entire chain and adapt each step. With the added challenge that AbIceWraith is a self spell while AbFXIceWraith is an target location effect so cannot be assigned to AbIceWraith at all according to the creation kit... Anyways as it seems to be working now, less risk of NPC fatalities when fighting chain serpents. I have no idea what you're talking about, but it sounds great! Look forward to seeing it Meantime, have one of these. It'll cool you down .... ? DQW
Talven81 Posted July 1, 2023 Posted July 1, 2023 On 6/4/2023 at 2:19 AM, DocClox said: I didn't, mainly because that's what Jaxonz MCM Kicker is supposed to do. But I did it and it found 38 MCM entries, but the only one starting with "SK is "SKY UI" I might have messed it up since the shot at this I unstalled the update, but somehow missed the main archive. I wouldn't have expected t hat to have an effect, but maybe I should uninstall, clean save, and reinstall again. [edit] Yeah, that did it. MCM showing now. This did not work for me, however I found that what seems to break it and a few other mods is ZAZ 9 (did not test with 8). I reverted to 7.0 and magic everything started working.
donttouchmethere Posted July 2, 2023 Posted July 2, 2023 14 hours ago, MTB said: -> Hazard: FrostBarrierHazard01(Drop) -> Hazard: ForcesModAuthorToFindWaysAroundTheBarrierHazard01(Drop) -> Effect: HazardHeadacheDamageFightingWithCK
rmtsign Posted July 7, 2023 Posted July 7, 2023 (edited) On 7/1/2023 at 3:27 AM, MTB said: It wouldn't only going back to a save before entering the effected area with MM active would solve it. I've created a spell that may fix affected objects (manually) but I have no way of testing it. If someone who encountered the issue could check it that would be great. Don't use it for anything but testing though; next version may fail to properly update on saves that have this quick test installed. (If the MCM option (under plugins Mimic Mania) fail to give the spell use the console, look for cleaner to find the formid and use: player.addspell formid. ) SCB_MM_QuickTest.7z 34.43 kB · 4 download I've just tested this, and this fixes the issue. Edited July 7, 2023 by rmtsign 1
MTB Posted July 7, 2023 Author Posted July 7, 2023 On 7/2/2023 at 12:48 AM, donttouchmethere said: -> Hazard: ForcesModAuthorToFindWaysAroundTheBarrierHazard01(Drop) -> Effect: HazardHeadacheDamageFightingWithCK L.O.L. On 7/1/2023 at 11:51 AM, DonQuiWho said: I have no idea what you're talking about, but it sounds great! Look forward to seeing it Meantime, have one of these. It'll cool you down .... ? DQW L.I.C.K. 15 hours ago, rmtsign said: I've just tested this, and this fixes the issue. Thanks. Will include it in the next release then. Gives hope that adaptions made will prevent issue in the future, and if not at least there is a work around. 2
xyzxyz Posted July 7, 2023 Posted July 7, 2023 Any hint for the J. hypothosis quest? Just slaughtering beasts isn't working.
MTB Posted July 8, 2023 Author Posted July 8, 2023 17 hours ago, xyzxyz said: Any hint for the J. hypothosis quest? Just slaughtering beasts isn't working. You'll need to be more specific; which part of the quest? (Checking the user guide or walk-trough story may give some hints.)
xyzxyz Posted July 8, 2023 Posted July 8, 2023 18 minutes ago, MTB said: You'll need to be more specific; which part of the quest? (Checking the user guide or walk-trough story may give some hints.) First stage I guess. It just says to look for daedric influences in chain beasts.
MTB Posted July 8, 2023 Author Posted July 8, 2023 16 minutes ago, xyzxyz said: First stage I guess. It just says to look for daedric influences in chain beasts. Spoiler Talk to the lore master and ask about ... well anything that comes up... that will start the different quests. Some may have requirements, most will be available directly when you have access to HoK.
xyzxyz Posted July 8, 2023 Posted July 8, 2023 2 minutes ago, MTB said: Hide contents Talk to the lore master and ask about ... well anything that comes up... that will start the different quests. Some may have requirements, most will be available directly when you have access to HoK. I guess I'm stuck there since I can't complete the Molag ball vampire quest. One of the locations is either missing or in a modded location where I haven't been yet.
MTB Posted July 8, 2023 Author Posted July 8, 2023 52 minutes ago, xyzxyz said: I guess I'm stuck there since I can't complete the Molag ball vampire quest. One of the locations is either missing or in a modded location where I haven't been yet. I expect the latter. You can always ask to have the other seekers gather this aspect. There is not much followup content on this so far. Spoiler Only follow up: the reward power and, if you also have another power, an extra capability for another spell you likely already have. Note that TJH itself cannot be completed yet. I still have several aspects to go for one. 1
xyzxyz Posted July 8, 2023 Posted July 8, 2023 There may be a problem with "Mine at the Mine". I checked the walkthrough and it mentiones a Edena. The court wizard of dawnstar is Madena and she has no dialogues from this mod.
MTB Posted July 8, 2023 Author Posted July 8, 2023 (edited) 5 hours ago, xyzxyz said: There may be a problem with "Mine at the Mine". I checked the walkthrough and it mentiones a Edena. The court wizard of dawnstar is Madena and she has no dialogues from this mod. That's a typo in the walk through then. The latest version actually contains a fix for the related quest not always starting. (If Beauty and the Chain Beast already completed and the quest did not start will need to start this quest from the console. startquest SCB_INT_Help02Quest ) 27 minutes ago, xyzxyz said: What is this "Elisif-FemaleYoungEager" file? DBVO ; See description. Edited July 8, 2023 by MTB
xyzxyz Posted July 8, 2023 Posted July 8, 2023 54 minutes ago, MTB said: DBVO ; See description. Voice pack maybe? I haven't seen anything in the long mod description text.
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