gamingsrc Posted March 3, 2022 Share Posted March 3, 2022 I wish the author of Scrambled Bugs take all fixes from Engine Bug Fixes and add them to his mods. I have more and more confidence and trust in his mods. Most of the time he comes with optimized solutions. Link to comment Share on other sites More sharing options...
z929669 Posted March 5, 2022 Share Posted March 5, 2022 Marked for testing next iteration, since this one isn't compatible with 1.6.x Link to comment Share on other sites More sharing options...
Mercury71 Posted March 27, 2022 Share Posted March 27, 2022 Mod updated for AE. Version 18 Updated to the Anniversary Edition (game version 1.6.318.0 and later) Added the power cooldowns fix Removed the teammate difficulty patch Errors are no longer logged when the enchantment cost fix is successfully deserialized Link to comment Share on other sites More sharing options...
TechAngel85 Posted March 27, 2022 Share Posted March 27, 2022 Marked accepted for next release. Link to comment Share on other sites More sharing options...
z929669 Posted March 28, 2022 Share Posted March 28, 2022 It looks like the ability condition bug conflict with Bug Fixes SSE no longer applies with this update (and the latest Bug Fixes SSE update). Looks like .NET 5.0 is no longer a requirement. Moved the Magic Effect Conditions fix from Scrambled Bugs to Bug Fixes SSE Mod version page created for 2.1.0. Mod page updated to reflect changes with this update that are most like our previous recommendations. Only config changes that deviate from defaults are noted. Link to comment Share on other sites More sharing options...
CorpCord Posted July 20, 2022 Share Posted July 20, 2022 Where would this go in the guide? At the beginning of Fixes? Link to comment Share on other sites More sharing options...
Greg Posted July 20, 2022 Share Posted July 20, 2022 5 hours ago, CorpCord said: Where would this go in the guide? At the beginning of Fixes? Yes, this one goes in 09-Fixes. Mods are generally placed in alphabetical order in each section, although we may deviate if moving a mod makes it easier to resolve asset conflicts. Link to comment Share on other sites More sharing options...
CorneliusC Posted August 25, 2022 Share Posted August 25, 2022 (edited) "equipBestAmmo": set to 'true' doesn't seem to be working when using any of the advanced settings in ' Unequip Quiver SE'. 'Qiver' also offers more options here, which i prefer Edited August 25, 2022 by CorneliusC Link to comment Share on other sites More sharing options...
z929669 Posted August 25, 2022 Share Posted August 25, 2022 2 hours ago, CorneliusC said: "equipBestAmmo": set to 'true' doesn't seem to be working when using any of the advanced settings in ' Unequip Quiver SE'. 'Qiver' also offers more options here, which i prefer What is 'Quiver'? I see no conflicting 'ammo' config setting for Unequip Quiver SE mod ... maybe there is an MCM setting that conflicts? Link to comment Share on other sites More sharing options...
CorneliusC Posted August 25, 2022 Share Posted August 25, 2022 (edited) Sorry, i meant 'Unequip Quiver SE' of course and referred to the 'Advanced' settings in it's MCM Edit: Edited August 25, 2022 by CorneliusC Link to comment Share on other sites More sharing options...
z929669 Posted August 25, 2022 Share Posted August 25, 2022 53 minutes ago, CorneliusC said: Sorry, i meant 'Unequip Quiver SE' of course and referred to the 'Advanced' settings in it's MCM OK, so I assume that equipBestAmmo works for this mod when set to 'true' but that if Unequip Quiver SE MCM is set to (?), then equipBestAmmo breaks? Can you confirm and determine what MCM setting/value(s) conflict? Link to comment Share on other sites More sharing options...
CorneliusC Posted August 25, 2022 Share Posted August 25, 2022 (edited) Haven't tested any variants (alternate settings), but i played the last week with "equipBestAmmo": set to 'true' in 'Scrambled Bugs' while also having these settings (see screenshot in post above) in the 'Unequip Quiver SE' MCM and my ammo always stayed with the 'last one equipped' setting. I cannot say if the feature in ''Scrambled Bugs' works at all or is simply negated when using these settings in 'Unequip Quiver SE' Edit: Just tested setting "equipBestAmmo": set to 'true' while also resetting 'Unequip Quiver SE' MCM 'Re-equipping the Quiver' to 0 (vanilla) and un-checking 'Equip stronger'. Saving the game, quitting and then re-entering the game has the character equip the best available ammo. 'Scrambled Bugs' works whith these mentioned settings in the other MCM. I think there might be a choice here for the player to choose which mod controls this behaviour and how Edited August 25, 2022 by CorneliusC 1 Link to comment Share on other sites More sharing options...
z929669 Posted August 25, 2022 Share Posted August 25, 2022 2 hours ago, CorneliusC said: Haven't tested any variants (alternate settings), but i played the last week with "equipBestAmmo": set to 'true' in 'Scrambled Bugs' while also having these settings (see screenshot in post above) in the 'Unequip Quiver SE' MCM and my ammo always stayed with the 'last one equipped' setting. I cannot say if the feature in ''Scrambled Bugs' works at all or is simply negated when using these settings in 'Unequip Quiver SE' Edit: Just tested setting "equipBestAmmo": set to 'true' while also resetting 'Unequip Quiver SE' MCM 'Re-equipping the Quiver' to 0 (vanilla) and un-checking 'Equip stronger'. Saving the game, quitting and then re-entering the game has the character equip the best available ammo. 'Scrambled Bugs' works whith these mentioned settings in the other MCM. I think there might be a choice here for the player to choose which mod controls this behaviour and how I'm not sure what "Reequipping the Quiver/Bolt" infers, especially since it's not a checkbox but an integer. The number of arrows to reequip? I suspect that "Equip Stronger" bit is the conflict, but how would that make you think equipBestAmmo isn't working? I assume both do the same thing, so it would seem that equipBestAmmo=true would only appear not to work if "Equip Stronger" is unticked. Looks like the txt file in the mod explains it mostly: $UQ_ReEquipType Re-Equipping the Quiver/Bolt $UQ_ReEquipTypeInfo 0 = vanilla default, 1 = the last one equipped (default) and 2 = the most powerful on the list. $UQ_EquipStronger Equip Stronger $UQ_EquipStrongerInfo Enables the gear behavior of arrows/bolts when they run out. So the conflicting setting is "Reequipping the Quiver/Bolt" set to 1 (negates equipBestAmmo=true). Set to 2 overrides equipBestAmmo=true I've no idea what this means: "Enables the gear behavior of arrows/bolts when they run out." Link to comment Share on other sites More sharing options...
CorneliusC Posted August 25, 2022 Share Posted August 25, 2022 (edited) 1 hour ago, z929669 said: I've no idea what this means: "Enables the gear behavior of arrows/bolts when they run out." I think this and also the next checkbox setting 'Equip Larger Amount' (its either/or with these two settings) control choice of the next ammo equipped when combined with 'Reequipping the Quiver/Bolt' setting set to either 0 (vanilla default) or 1 ('last one equipped' the mod default). So either of these combinations of choices negates 'equipBestAmmo=true' and yes, a setting of 2 ('the most powerful on the list') would be the same as 'equipBestAmmo=true', but would override it So it is a choice to either let one mod or the other control these parameters. For me personally the settings in 'Unequip Quiver SE' are more flexible Edit: Re-reading my own post two minutes later it sounds totally confusing, but i am simultaneously looking at MCM in-game, where this all seems logically structured ... Edited August 25, 2022 by CorneliusC Link to comment Share on other sites More sharing options...
gamingsrc Posted November 2, 2022 Share Posted November 2, 2022 I want really to say something about the "flora respawn" fix in this mod: It only restore vanilla respawn flag on flora/tree on cell that have respawned. 1) If you ever enter a cell before it was respawned, the flora respawn delay is reset. 2) Flora/trees never respawn on dungeons/cells that nerver respawn. (e.g. ustengrav or snow veil sanctum or dawnstarsanctuary). This is exactly what solve the mod "Flora respawn fix". With that mod installed, flora/trees respawn on conditions (1) and (2) above. I would also add the following: 3) The idea that placeatme commands cause bloats in games is wrong and comes from TES 4 game which was another game engine. Skyrim saves are only altered by plugins and things that are controlled by scripts or persistent. The unofficial Skyrim Patch have done an error when they changed the game setting: iDeathDropWeaponChance they have no idea what do that game setting and certainly not what they think. Link to comment Share on other sites More sharing options...
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