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Dreadflopps Modular patches


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  • 1 month later...

I installed this patch in a profile awhile ago, but I forgot all about it. I hope it works though. Using the non-RotE version now. That's why I never tried it. I don't use Revenge of the Enemies. Wish me luck. I also disabled the SIC - WAF-Re Patch, since this one adds fixes too.

Edited by FuzzRocket9
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I haven't checked the patch pack but I have checked the ultimate version. It does many things that this pack does. It's like a collection of no combat boundaries, semi-deleveled encounter

zones, immersive potions, morrowloot and some weapon/armor mods patches. It does add some things though. It hand places more stuff in the world than the original morrowloot does. It is less restrictive in the levelled list. It removes more magic weapons from the levelled list (if memory serves me). Lastly it fixes a bug where high level draugr might drop ebony. What you loose is modularity and mods that are specialised in what they do (like permazones). Personally I like to use smaller mods and pick those I like. Some people likes overhauls and if you do this might be a good choice.

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  • 2 weeks later...

Just saw Honed Metal on Brodual. I kinda prefer this style over Loot and Degradation. I'll have to try it out to see which I prefer, but also I could do away with the looting feature. I just find it annoying when someone else is looting stuff before I get to it, I already had it disabled, but I rather just get rid of the mod altogether.

I don't really see how this can replace Loot and Degradation, as it doesn't even try to offer the same feature set. Loot and Degradation lets NPCs use higher tempered gear, which corrects a vanilla oversight, makes NPCs a little more powerful, and makes the player feel a little less like the game world revolves around them. The degradation feature also helps slightly mitigate the standard vanilla sequence:

 

  Step 1) Level up crafting as much as possible

  Step 2) Make your enchanting set (maximum possible stacked bonus to alchemy and smithing)

  Step 3) Make your final set of gear, reach the armor cap, and use nothing else the entire game. I sometimes hit this point even before level 30. That's 51 levels (without legendary mode and uncapping) using the exact same armor and weapons, selling literally everything else (Morrowloot helps mitigate this, at least). 1.9's legendary mode lets me refund all of my perks afterwards, making the crafting trees functionally useless in the grand scheme of things and further breaking/unbalancing gear progression.

 

I think that anything that helps to mitigate or undo this "feature" of Skyrim helps improve gameplay. To that end I enjoy turning on the breaking feature (including artifacts), as it forces me to think on my feet and occasionally use armor and weapons that I find lying around, rather than view them as vendor fodder. The Looting feature may not be for everyone, but the more factors discouraging players from treating Skyrim as a hoarding game the better, in my opinion. It's also good for game balance with mods installed. Immersive Patrols, Civil War Overhaul, WarZones...anything that adds significant numbers of dead NPCs can also have a dramatic effect on the amount of gear that you sell, a problem that MMO specifically tries to address (eg, Scarcity). Looting helps reduce the amount of gear lying around and also helps me feel like the game world doesn't always revolve around me.

 

For the above reasons, I personally think that Loot and Degradation is pretty irreplaceable at the moment.

Edited by Harpalus
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I think that moving to Morrowloot Ultimate might be worth looking into. Any other thoughts? I posted a message there about TTRSO compatiblity, but the author seemed to imply that a patch isn't necessary. Looking through TES5Edit I disagree, but it was easily remedied and I believe the patches here already address the issues.

 

I don't think it goes "out of bounds", as many of the included features are either already a part of MMO in the form of separate mods, or have been considered in the past.

Edited by Harpalus
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I think that moving to Morrowloot Ultimate might be worth looking into. Any other thoughts? I posted a message there about TTRSO compatiblity, but the author seemed to imply that a patch isn't necessary. Looking through TES5Edit I disagree, but it was easily remedied and I believe the patches here already address the issues.

 

I don't think it goes "out of bounds", as many of the included features are either already a part of MMO in the form of separate mods, or have been considered in the past.

I have looked into it and will do so again. It does much of what is included in MMO but you would no longer have any choise in what mods you'd like yo use. It does fix some leveled lists that were problematic in Morrowloot. The changes to crafting has to be evaluated and compared to CCO since the pack in its current state overwrites Morrowloots crafting restrictions with CCO. That might change.

 

The changes to encounter zones has to be checked and compared to PermaZones which is in the pack now. It will be easy to overwrite the changes to the encounter zones with PermaZones or a plugin which changes them back to vanilla. What concerns me most about the changes to the encounter zones is the removal of the combat boundaries. There are som bugs related to this that fireundubh fixes in his mod No Combat Boundaries and Unofficial Encounter Zone Patch. If I remember correctly ithe bug had to do with the civil war quest or possibly the mod civil war overhaul. It's possible that these bugs are fixed in Morrowlot ultimate too but I still feel like it's a bad idea to remove the combat boundaries since you'll have enemies where they aren't supposed to be.

 

Still a switch to Morrowloot ultimate is probably a good idea, some patching and evaluating must be done first. I probably have time for this the next week.

  • +1 1
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First of all, thank you. I took another look at your posted patches and it's clear that you've put a lot of work into this. It's appreciated.

 

Searching through the available patches, I don't see one for TTRSO/Immersive Potions? Did I miss a patch? I noticed that TTRSO adds a rank to the Benefactor perk that didn't previously exist. This additional rank needs to be patched in order to work with Immersive Potions, which only patches the base Benefactor perk and not any other (non-existant in vanilla) ranks of it. The base perk also needs to be patched: depending on load order, either the second rank of Benefactor will be locked out (and the value incorrect), or the perk will not function properly with the new effects. I also believe that TTRSO's ingredient values should be forwarded for consistency with the values of the ingredients not touched by Immersive Potions.

 

If you've got this already in one of your patches, then apologies! I missed it.

 

Personally, I did a lot of editing and balancing here: TTRSO's ingredient values (for consistency with the rest of TTRSO), the longer durations from Longer Duration and Annoyance Fixes (overwriting TTRSO's durations, not Immersive Potions' durations), and the effects of Immersive Potions. It feels to me like a nice balance between curtailing spamming and encouraging the use of non-health/stamina/magicka potions. This is probably not a good idea for the pack, however, considering its modular nature and the lack of Longer Duration and Annoyance Fixes.

Edited by Harpalus
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I saw this by the MU author on the forum page is a response to whether the changes were too much...any relevance?

 

"You're not the first to feel this way and I plan to make some changes to address it in the future. At the moment, MLU's still being finished (mostly just patches like the Immersive Armors and Immersive Weapons patches) and my burst of free time the last couple months has come to an end.

Firstly, MLU's not meant to be just an updated Morrowloot - it's a gameplay overhaul built around Morrowloot (hence the "whole profile" theme). My description might be a bit unclear about this up front (and an overhaul of the page is on my list).

After I have the whole product where I want it is when I plan to release a modular version (1.0), which should make it easier for users with conflicting preferences. In addition, I'll go ahead and upload my only direct improvements to Morrowloot 4E Edition on a separate page (fixed leveled lists, updated LWE patch, not my crafting changes) since it deserves an update and I certainly owe the author. The MLU core will most likely consist of, in addition to the 4E imports and changes, Rare is Better, Encounter Zones, deleveled quest rewards, and (most likely) the removal of Fortify Crafting effects (because I feel vanilla crafting ruins Morrowloot).

In the meantime, my 4E Edition patch is still up here if that suits your tastes better:
https://www.nexusmods.com/skyrim/mods/65582/"

  • +1 1
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@harpalus it's been awhile since I looked at immerse potions actually and honestly I don't remember how I patched it. The plugin count limit makes patching harder since I have maybe 300 plugins when the patches aren't merged. I may have deselected immerse potions the last couple of times I did the patches thinking I was done with it. But I'll look into it. Thanks for the detailed description of the conflicts.

@cccow that is good news. I should message the author. He could probably steal a patch or two from me.

Edited by dreadflopp
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First of all, thank you. I took another look at your posted patches and it's clear that you've put a lot of work into this. It's appreciated.

 

Searching through the available patches, I don't see one for TTRSO/Immersive Potions? Did I miss a patch? I noticed that TTRSO adds a rank to the Benefactor perk that didn't previously exist. This additional rank needs to be patched in order to work with Immersive Potions, which only patches the base Benefactor perk and not any other (non-existant in vanilla) ranks of it. The base perk also needs to be patched: depending on load order, either the second rank of Benefactor will be locked out (and the value incorrect), or the perk will not function properly with the new effects. I also believe that TTRSO's ingredient values should be forwarded for consistency with the values of the ingredients not touched by Immersive Potions.

 

If you've got this already in one of your patches, then apologies! I missed it.

 

Personally, I did a lot of editing and balancing here: TTRSO's ingredient values (for consistency with the rest of TTRSO), the longer durations from Longer Duration and Annoyance Fixes (overwriting TTRSO's durations, not Immersive Potions' durations), and the effects of Immersive Potions. It feels to me like a nice balance between curtailing spamming and encouraging the use of non-health/stamina/magicka potions. This is probably not a good idea for the pack, however, considering its modular nature and the lack of Longer Duration and Annoyance Fixes.

So, I'm done with a TTRSO - Immersive potions - STEP patch (STEP here means USKP/CCF). This is the last patch for the patch for now. Next thing is replacing morrowloot 4e with morrowloot ultimate which means that I have to remake several patches. I'll keep the current patches for those not wanting to start a new game which is recommended if switching to the new morrowloot. I'll ask the author about that, a cell reset might be enough.

 

The patch is not yet added to the other patches since I want someone to take a look at it. Harpalus, if you have the time I would really appreciate it since you seem to use these mods anyway and have patched them yourself.

Here is the new patch:

https://dl.dropboxusercontent.com/u/15909840/522%20TTR_Skill_Overhaul_Alchemy%20-%20Immersive%20potions%20-%20STEP%20Core%20%26%20Extended%20patch.esp

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