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Everything posted by Kattmandu
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Discussion topic: Just Cast It - Lite by Tommas666 Wiki Link An alternative to Fizzle originally suggested by Mousetick... LITE version of Just Cast It, introducing Spell Interrupt functionality for Player and NPCs using SPID.
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- SKYRIMSE
- 15-gameplay-skills and perks
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- SKYRIMSE
- 15-gameplay-skills and perks
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Atronach Spell Absorbing NPC
Kattmandu replied to Kattmandu's topic in General Skyrim SE Discussion & Support
When I disable FIZZLE, then the constant spell absorb effect is gone. The effect shows briefly and then stops; does not run continuously. There is even a bug report about it... NPC Fizzle Spell is not marked as Non-absorbable I have created a fix/patch for this following zanda268 steps from the bug report but maybe it can be added to one of the Step patches? For anyone interested in creating their own, this is what I did... Run xEdit. Set the filter to Fizzle and double click the esp Expand "Fizzle.esp" and then right-click on "Spell" and choose "Deep copy as override into..." Select <new file>.esp marked as ESL (third line down). Name the new .esp (I chose to name mine "Fizzle - Constant Spell Absorb Effect Fix") Locate and unfold the new .esp at the bottom of the left sidebar Unfold "Spell" and select "FIZZLE_CloakAbility" Scroll down to the "SPIT - Data" section in the right pane. In the "Flags" row, double click the empty cell under the last column (the one named the new .esp you just created) Select "No Absorb/Reflect" in the list that displays. Repeat for "FIZZLE_ApplyingSpell" and "FIZZLE_SpellFailureSPL". Close xEdit and save the plugin. Also, Mousetick previously suggested that you could use Just Cast It - LITE (instead of FIZZLE) which uses SPID to distribute to NPCs rather than a cloak spell. -
Atronach Spell Absorbing NPC
Kattmandu replied to Kattmandu's topic in General Skyrim SE Discussion & Support
Yup, I mentioned that mod in my last post. -
Atronach Spell Absorbing NPC
Kattmandu replied to Kattmandu's topic in General Skyrim SE Discussion & Support
Disabling Enemy (R)Evolution of Skyrim - EEOS had no effect unless the issue is baked into the save. I can open the console, click on the NPC, type "removespell 000954d7" and it stops the swirl but I would have to do that on all NPCs which have this perk. There is a mod called No More Absorb Swirl Effect but that just makes the magic effect meshes invisible so you won't ever see the effect happening; just puts a Band-Aid on the issue. Here is a screenshot showing the detailed information from MIC and Sam Guevenne with the atronach perk constantly absorbing magicka. https://postimg.cc/N5VzWPgc -
I have an NPC that has a constant blue spell absorb swirl occurring. How do I track down which mod is giving this NPC the atronach perk?
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ACCEPTED Oxygen Meter 2 (by Powerofthree & OsmosisWrench)
Kattmandu replied to z929669's topic in Skyrim SE Mods
In case anyone wants to move the oxygen meter widget... As a workaround until this mod gets updated to address the widget X and Y position values not working, I have downloaded and installed an older archived version of the Oxygen Meter 2 mod, 1.0.5. And then downloaded and installed the Oxygen Meter 2 - 1130-1170 Updated DLL mod. This allows me to modify the X and Y values in po3_OxygenMeter2.ini to reposition the widget.- 23 replies
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STEP SkyrimSE v2.3 Guide Release Date: July ##, 2024
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
Thanks Step Team, I appreciate all that you do to keep Skyrim playable in 2024! #August 19, 2024 -
When regenerating the grass cache, I assume any previous grass cache files should be deleted beforehand. Or is the script smart enough to know which grass files need updating?
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When generating the grass cache, does it matter if (TEMP) Cathedral Landscapes xLODGen is enabled or not?
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ACCEPTED Oxygen Meter 2 (by Powerofthree & OsmosisWrench)
Kattmandu replied to z929669's topic in Skyrim SE Mods
Correct, I even deleted the file and let it be regenerated just to be certain I was modifying the correct INI file. I just accidentally missed adding the 2 to the filename in my previous post.- 23 replies
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ACCEPTED Oxygen Meter 2 (by Powerofthree & OsmosisWrench)
Kattmandu replied to z929669's topic in Skyrim SE Mods
Correct, OxygenMeter.ini is not installed with the mod, the file is generated. Modifying the X and Y widget position values in the INI has no effect. Bug report submitted.- 23 replies
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ACCEPTED Oxygen Meter 2 (by Powerofthree & OsmosisWrench)
Kattmandu replied to z929669's topic in Skyrim SE Mods
It seems changing the values in OxygenMeter2.ini file to reposition the meter does nothing. It worked previously before the mod was updated to work with the latest game version. [Position] ;The X Position for the widget as a percentage, default is 50.0 Widget X Position = -66.500000 ;The Y Position for the widget as a percentage, default is 96.3 Widget Y Position = 920.500000 ;The rotation for the widget, default is 0.000000 Widget Rotation = 0.000000 ;The X scale of the widget, default is 75.000000 Widget X scale = 75.000000 ;The Y scale of the widget, default is 75.000000 Widget Y scale = 75.000000- 23 replies
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STEP SkyrimSE v2.3 Guide Release Date: July ##, 2024
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
Is it safe to use the STEP Patches from the 2.2 guide in the 2.3 guide until the patches have been updated? I would need to re-enable the following mods to do so. Step Patch Conflict Resolution requires Lucien Lachance Restored, Masque of Argonian Vile, and Oakwood to be enabled. Or is it better to run the 2.3 guide without the Step Patches until they have been updated? -
And as I mentioned, it seems the key to loading a save with missing content is to click on No to the first message (clicking Yes will open the Creation menu) and Yes to the second message (clicking No will revert back to the main menu). When the list of missing content in the messages are many, the questions about searching the Creation menu at the bottom of the first message and continue loading at the bottom of the second message get pushed out of view so you don't know what you are clicking Yes or No to. If only one mod is missing, then there is no issue seeing the questions to which Yes and No apply to. First message: This save relies on missing content. The following item(s) are not present: Mod Mod Mod Mod Mod Yes No Second message: The following content is not present: Mod Mod Mod Mod Mod Yes No
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My uncleaned save is from game version 1.6.670 which relies on mods that don't work in game version 1.6.1170. So really I need to clean the save to run the game without those now broken mods (especially Faction Fixes). Zanderat has changed a few other lines in the Engine Fixes toml file and did not change the line WaterFlowSpeed to 16. [EngineFixes] CleanSKSECosaves = true # Delete SKSE cosaves that have no matching save [Patches] MaxStdio = 8192 # Sets the maximum number of open file handles (default 512), preventing the game from running out with large plugin counts (fixes false save corruption) RegularQuicksaves = true # Makes quick saves into regular saves SleepWaitTime = true # Modifies how long it takes an hour to pass when sleeping/waiting. [Experimental] SaveGameMaxSize = true # Expands the maximum uncompressed size of a save game from 64 MB to 128 MB# can fix "crash on save" issue in long-runnning saves
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Just finished going through this Clean Savegame Procedure. I have changed the three "false" entries in the Engine Fixes toml file to "true". After selecting "No" and then "Yes" to the missing content messages and then creating a new save, I can load my new save without issue. Just need to regenerate all my LOD files now.
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I read in an older post that SSE Engine Fixes has been causing users plugins to auto disable themselves. I wonder if that mod will ever get an update where we can have achievements enabled again. Also, it looks like Fire Hurts NG was causing a CTD when I loaded a save. That mod hasn't been updated yet. Updating from 670 to 1170 is becoming a can of worms. EDIT: I tried the Achievements Mods Enabler mod but when I try to load a save it just opens up the Creation Club Content menu. EDIT: Ah, if I select "No" and then "Yes" on the two missing content warnings, then it loads the save without opening the Creation menu.
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It seems that Complete Widescreen Fix is causing my game to crash when I try to load a save. If I disable it, the save loads. EDIT: It's hudmenu.swf from the Complete Widescreen Fix. If I hide that file, the save loads. EDIT: Oh, it's because I didn't have SkyHUD enabled. Doh! EDIT: Another issue I had was that most of my plugins were disabled even though the mod was enabled in the left pane. Not sure how that happened.
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Just updated to 1.6.1170. I was running 1.6.670. I updated a lot of mods including SSE Engine Fixes. Made all the changes specified to the toml file including the two you mentioned. I updated to SKSE64 2.02.06. I updated Address Library. The save I am trying to load is from 1.6.670. I noticed in the Creation options menu there is a selection to Disable missing Creation check on load. I can attempt to load a save if I disable the load check but then the game crashes. I guess I'll just disable all my mods and run through the STEP guide enabling each one at a time. I probably missed updating a mod or something.
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STEP SkyrimSE v2.3 Guide Release Date: July ##, 2024
Kattmandu replied to Kattmandu's topic in Step Skyrim SE Guide
Great! Thanks for the reply. I was still on 670 so it will probably take me a few weeks to update everything to 1170. LOL -
Just curious. Not trying to rush anyone. Not trying to cause a stir. Just wondering, has the release been pushed back one month or does it look more like it could get pushed back into September or October? Been wanting to go through the STEP guide again for the latest Skyrim version but was hoping to wait until 2.3.0 is released. Is 2.3.0 solid enough to run through right now as it is?

