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SkyRe and compatibility.

Posted: July 25th, 2012
by Fessels
Not that i am looking to do so at the moment, but i am curious. So those who use SkyRe...does any one know which of these mods are either incompatible with SkyRe or are not needed because SkyRe has its own version of it so to speak?

Masters for: Save 93 - Arila Whiterun Hold 06.04.55.ess
spoiler:
[xml]
00 Skyrim.esm
01 Update.esm
02 CLARALUX - More and Brighter Lights.esm
03 SkyMoMod.esm
04 BertsBreezehomeRemodel.V.1.0(esm).esm
05 BertsBreezehomeRemodel.V.1.0(esm2).esm
06 BertsBreezehomeGarden(Remodel).esm
07 Niire'sPortstonesForBertsBreezehomeRemodel.esm
08 ApachiiHair.esm
09 Unofficial Skyrim Patch.esp [Version 1.05b]
0A CLARALUX - LightAdjuster - Medium Lights and Radius.esp
0B SkyrimURWL.esp
0C 83Willows_101BUGS_V4_LowRes.esp
0D Birdsofskyrim.esp
0E Chesko_WearableLantern.esp
0F Chesko_SwiftPotion.esp
10 CRAFT - Salvage Material.esp
++ Deleveled Skyrim - Enemies (No Dragons).esp
++ Deleveled Skyrim - TCOSS.esp
11 Piratelords Loot Adjustments.esp
12 Radiant and Unique Potions and Poisons.esp
++ SkyMoMod_lists.esp
13 IMAGINATOR - Visual Control for Skyrim.esp
14 CAS.esp
15 Doomshard Bow.esp
16 hothtrooper44_ArmorCompilation.esp
17 Orgnum'sDagger.esp
18 R18Pn - Leere Armor.esp
19 TCOSS.esp
1A TriRings of Powers v1.0.esp
1B Mighty Dragon Priests.esp
1C Odahviing Mighty Dragons.esp
1D Mighty Dragons.esp
1E D.S.I. Dragon Size Increase + MD.esp
1F Monster Wars.esp
20 BertsBreezehomeGarden(Remodel-Cheat).esp
21 BertsBreezehomeRemodel(Update.3).esp
22 Niire'sRe-RemodelForBertsBreezehomeRemodel.esp
23 Niire'sPortstonesForBertsBreezehomeRemodel.esp
24 TKratosteleports.esp
25 The Paarthurnax Dilemma.esp [Version 1.1]
++ WeightlessDwemerSmeltables.esp
++ WeightlessDragonClaws.esp
++ WeightlessDragonBones.esp
26 WeightlessCraftedPotions.esp
27 WeightlessAlchemyIngredients.esp
28 WeightlessOreIngotsPeltsGems.esp
29 WeightlessScrolls.esp
2A WeightlessFood.esp
2B WeightlessPotions.esp
++ AT - Loot Arrows +25%.esp
2C AT - Faster Arrows Improved +100%.esp
++ AT - Merchants Arrows +50%.esp
2D AT - Increased Progressive Damage (with Nord Hero Arrow) +50%.esp
2E dD - Easy Lift Bodies and Objects.esp
++ DescaledUniques.esp
2F Shadow Remover.esp
30 SkyTEST-RealisticAnimals&Predators.esp
31 SMEssentialPlayer.esp
32 Soul Gems Glow When Full.esp
33 Unlimited Charge for Daedric Artifacts.esp
++ Skyrim Unlimited Rings And Amulets.esp
34 Unique Region Names.esp [Version 2.1]
35 SMEssentialKills.esp
36 RealDragonShoutingRecharge.esp
37 Nighteye(red).esp
38 SummonShadowMerchant.esp
39 Duel - Combat Realism.esp
3A The Dance of Death.esp
3B kuerteeFightOrFly.esp
3C More Dynamic Injuries.esp
3D SkyXP.esp
3E ApachiiHairStyles.esp
3F ApachiiHairStylesELVES.esp
40 Draman Skeleton Mod.esp
41 Reduced Distance NPC Greetings.esp
42 3DNPC.esp
43 Alternate Start - Live Another Life.esp [Version 2.1]
44 AutoCastRacials.esp
45 ClassicClasses.esp
++ Skyrim 1 Day DeadBody Timer.esp
++ Skyrim 1 Day Respawn.esp
46 Purewaters.esp
47 Bashed Patch, 0.esp
[/xml]
I guess it is a huge question, but i am very curious as to which mods in the list of mods i use right now can be used with SkyRe. ( If any one knows the mods i have installed right now that is. )

Re: SkyRe and compatibility.

Posted: July 26th, 2012
by Gork712
The only mods im certain are inclued in skyre are weapons of the third era and sneak tools, im not sure what else as there doesnt seem to be anu sort of list that tells you what is included. There are however various compatability patches for some mode like v2 of immersive armours and morrowloot etc.
Skyre does though have its own leveling system for the ai and for encounters which might conflict with your deleveled skyrim mod.

Re: SkyRe and compatibility.

Posted: July 26th, 2012
by Maigrets
I think Gork712 is right and your leveling mod would probably conflict although if you load it after the SkyRe modules it will possibly be OK. I use a magic mod even though SkyRe has it's own new spells and overhauls the magic system. BOSS sets the load order which would also probably let you know about the leveling mod.

SkyRe uses Elys Community Uncapper so you can potentially level to 300 if you wanted to and I find I am leveling slower anyway. You don't have to use the compatibility patches for armours and weapons though, other than Weapons of the 3rd Era which is in the main file I think, unless you want them nerfed. Except for Jaysus Swords I don't use them myself .

This is my current mod list which is a lot smaller than yours Fessels. :) A couple of new mods are at the bottom and not BOSSed but they work.
spoiler:
Active Mod Files:
00 Skyrim.esm
01 Update.esm
02 SkyMoMod.esm
03 JSwords.esm
04 ApachiiHair.esm
05 Shadow Striping Fix.esp
06 Unofficial Skyrim Patch.esp [Version 1.05c]
07 SkyrimURWL.esp
08 83Willows_101BUGS_V4_LowRes.esp
09 Birdsofskyrim.esp
0A Convenient Horses.esp
0B ExpandedJewelryCrafting.esp
0C Lost Art of the Blacksmith.esp
0D SkyMoMod_lists.esp
0E Valdacil's Item Sorting - Soul Gems.esp
0F Valdacil's Item Sorting - Smithing Smelter Categories.esp
10 Valdacil's Item Sorting - Potions.esp
11 Valdacil's Item Sorting - Books.esp
12 1nivPantsArmor.esp
13 Cloaks.esp
14 1nivWICCloaks.esp [Version 2.0]
15 1nivWICSkyCloaksPatch.esp [Version 0.9]
16 Earrings Set1.esp
17 JSwordsDistributionBalancePlugin.esp
18 LFArmors.esp
19 PinoLightArmors_1_1.esp
1A Redguard Shield.esp
1B SabrecatGear_AncientArmorVs.esp
1C Sabrecat_Gear.esp
1D warchiefarmor.esp
1E Winterscale Armor.esp
1F VikingArmor.esp
20 DeadlyDragons.esp
21 DeadlyDragonsCreature.esp
22 Essential horses - all horses.esp
23 HorsesGoneWild.esp
24 Merchants Reply Only With Take A Look.esp
25 SkyRe_Main.esp
26 SkyRe_Main-HaS.esp
27 SkyRe_Races.esp
28 SkyRe_Combat.esp
29 SkyRe_EncounterZones.esp
2A SkyRe_EnemyScaling.esp
2B SkyRe_EnemyAI.esp
2C SkyRe_StandingStones.esp
2D Skyrim Unlimited Rings And Amulets.esp
2E dovahkiinrelax.esp
2F Mighty Magick - Scaling.esp
30 Mighty Magick - Illusion.esp
31 Mighty Magick - Dual Casting.esp
32 Mighty Magick - Destruction.esp
33 Mighty Magick - Restoration.esp
34 Mighty Magick - Conjuration.esp
35 Mighty Magick - Alteration.esp
36 Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp
37 Mighty Magick - Illusion Extras.esp
38 Mighty Magick - Restoration Extras.esp
39 Mighty Magick - Alteration Extras.esp
3A Mighty Magick - Conjuration Extras.esp
3B Reduced Distance NPC Greetings.esp
3C Essential followers - all followers.esp
3D PlayerHomeMapMarkers.esp
3E Nicos Raven Swords.esp
3F OpenFaceGuardHelmets.esp
40 TheBigBookofAlchemy.esp
41 Chesko_WearableLantern.esp
42 + MATHERIAN_VIKING_SHIELDS_SET +.esp
43 HBetterBows.esp
44 3DNPC.esp
45 VBMailArmors.esp
46 Bashed Patch, Skyrim.esp

SkyRe can be very restricting and if I started a new character I would leave out the Standing Stones module because except for the ones near Riverwood they have too many drawbacks compared to benefits. I used to go get the Lover's Stone but now it's changed to something I don't like, but can't remember what at the moment. I don't use the Vampirism module either because I have no use for it. Other than that I like SkyRe a lot.

One problem I'm having is finding vendors with enough money to buy high level gear, but I think that's a vanilla problem so I have a ton of stuff stashed in chests I'll never use and I've stopped picking up most things these days. I suppose if I invested in the Speechcraft tree they would have more money, but I'm not wasting perks on that and I have all the houses and plenty of gold and nothing to buy with it.

You might notice that every now and then your armour will level up by itself which is a feature not a bug. It's for realism because the more you run a round wearing it the more you get used to it...like wearing in a new pair of shoes. :)

Re: SkyRe and compatibility.

Posted: July 26th, 2012
by Fessels
Gork712 wrote:The only mods im certain are inclued in skyre are weapons of the third era and sneak tools, im not sure what else as there doesnt seem to be anu sort of list that tells you what is included. There are however various compatability patches for some mode like v2 of immersive armours and morrowloot etc.
Skyre does though have its own leveling system for the ai and for encounters which might conflict with your deleveled skyrim mod.
It contains Sneak Tools? That one causes problems for me in Helgen Caves when using Alternate Start - Live Another Life from Arthmoor. I wanted to try Sneak Tools out but Alternate Start - Live Another Life is more important to me then Sneak tools. So i hope Sneak tools is optional or at least that i can deactivate it in game or in a INI should i decide to go with SkyRe when starting a new character?

So SkyRe has its own unleveled encounters, good.
Maigrets wrote:I think Gork712 is right and your leveling mod would probably conflict although if you load it after the SkyRe modules it will possibly be OK. I use a magic mod even though SkyRe has it's own new spells and overhauls the magic system. BOSS sets the load order which would also probably let you know about the leveling mod.

SkyRe uses Elys Community Uncapper so you can potentially level to 300 if you wanted to and I find I am leveling slower anyway. You don't have to use the compatibility patches for armours and weapons though, other than Weapons of the 3rd Era which is in the main file I think, unless you want them nerfed. Except for Jaysus Swords I don't use them myself .

This is my current mod list which is a lot smaller than yours Fessels. :) A couple of new mods are at the bottom and not BOSSed but they work.
spoiler:
Active Mod Files:
00 Skyrim.esm
01 Update.esm
02 SkyMoMod.esm
03 JSwords.esm
04 ApachiiHair.esm
05 Shadow Striping Fix.esp
06 Unofficial Skyrim Patch.esp [Version 1.05c]
07 SkyrimURWL.esp
08 83Willows_101BUGS_V4_LowRes.esp
09 Birdsofskyrim.esp
0A Convenient Horses.esp
0B ExpandedJewelryCrafting.esp
0C Lost Art of the Blacksmith.esp
0D SkyMoMod_lists.esp
0E Valdacil's Item Sorting - Soul Gems.esp
0F Valdacil's Item Sorting - Smithing Smelter Categories.esp
10 Valdacil's Item Sorting - Potions.esp
11 Valdacil's Item Sorting - Books.esp
12 1nivPantsArmor.esp
13 Cloaks.esp
14 1nivWICCloaks.esp [Version 2.0]
15 1nivWICSkyCloaksPatch.esp [Version 0.9]
16 Earrings Set1.esp
17 JSwordsDistributionBalancePlugin.esp
18 LFArmors.esp
19 PinoLightArmors_1_1.esp
1A Redguard Shield.esp
1B SabrecatGear_AncientArmorVs.esp
1C Sabrecat_Gear.esp
1D warchiefarmor.esp
1E Winterscale Armor.esp
1F VikingArmor.esp
20 DeadlyDragons.esp
21 DeadlyDragonsCreature.esp
22 Essential horses - all horses.esp
23 HorsesGoneWild.esp
24 Merchants Reply Only With Take A Look.esp
25 SkyRe_Main.esp
26 SkyRe_Main-HaS.esp
27 SkyRe_Races.esp
28 SkyRe_Combat.esp
29 SkyRe_EncounterZones.esp
2A SkyRe_EnemyScaling.esp
2B SkyRe_EnemyAI.esp
2C SkyRe_StandingStones.esp
2D Skyrim Unlimited Rings And Amulets.esp
2E dovahkiinrelax.esp
2F Mighty Magick - Scaling.esp
30 Mighty Magick - Illusion.esp
31 Mighty Magick - Dual Casting.esp
32 Mighty Magick - Destruction.esp
33 Mighty Magick - Restoration.esp
34 Mighty Magick - Conjuration.esp
35 Mighty Magick - Alteration.esp
36 Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp
37 Mighty Magick - Illusion Extras.esp
38 Mighty Magick - Restoration Extras.esp
39 Mighty Magick - Alteration Extras.esp
3A Mighty Magick - Conjuration Extras.esp
3B Reduced Distance NPC Greetings.esp
3C Essential followers - all followers.esp
3D PlayerHomeMapMarkers.esp
3E Nicos Raven Swords.esp
3F OpenFaceGuardHelmets.esp
40 TheBigBookofAlchemy.esp
41 Chesko_WearableLantern.esp
42 + MATHERIAN_VIKING_SHIELDS_SET +.esp
43 HBetterBows.esp
44 3DNPC.esp
45 VBMailArmors.esp
46 Bashed Patch, Skyrim.esp

SkyRe can be very restricting and if I started a new character I would leave out the Standing Stones module because except for the ones near Riverwood they have too many drawbacks compared to benefits. I used to go get the Lover's Stone but now it's changed to something I don't like, but can't remember what at the moment. I don't use the Vampirism module either because I have no use for it. Other than that I like SkyRe a lot.

One problem I'm having is finding vendors with enough money to buy high level gear, but I think that's a vanilla problem so I have a ton of stuff stashed in chests I'll never use and I've stopped picking up most things these days. I suppose if I invested in the Speechcraft tree they would have more money, but I'm not wasting perks on that and I have all the houses and plenty of gold and nothing to buy with it.

You might notice that every now and then your armour will level up by itself which is a feature not a bug. It's for realism because the more you run a round wearing it the more you get used to it...like wearing in a new pair of shoes. :)
Thank you for the Standing Stones and Vampirism module tips. ( I currently have no interest in playing a Vampire character at the moment. )

As for not finding a Vendor with enough money...yeah the vanila vendors do not have a lot of gold, so quit a while back i started using Summon Shadow Merchant which solved that problem for me. :)

The part about the armour does indeed sound more realistic to me. Thank you both you and Gork172 for the advice so far. :-)

Re: SkyRe and compatibility.

Posted: July 26th, 2012
by Maigrets
About the sneak tools...I'm not sure what that's about, but I'm pretty sure SkyRe just has it's own sneaking system rather than another mod added to it. I've never noticed any real difference from vanilla except for the perk changes and I use sneak a fair bit. In fact sneak isn't even mentioned in the FAQ.

What has been added related to sneak are exploding arrows and stuff like that aid sneak characters, but not actual changes to the mechanics, as far as I can see anyway.

EDIT: The FAQ says Live Another Life is compatible without the vampire module so you should be fine. It's at the bottom of the list.

On the mod page under Discussions choose FAQ and then the last page and it tells you what everything does and what's compatible etc in a condensed form instead of reading the miles and miles of text in the description which I just skimmed over myself. Conveniently, I've copied it here for you...lol
spoiler:
SkyRe FAQ
_________
=========

Q: What exactly does each module contain?

A:

SkyRe_Main: Changes to perks, spells, leveled lists, the Wot3E-weapons, adjusted/added smithing recipes, adjusted vanilla weapons and armor, bugfixes, adjusted shouts (for speechcraft), timed blocking, game settings related to sneak and cell/vendor respawn. No Vampirism/Fingersmith trees.

SkyRe_Races: Racial abilities and race related loading screens

SkyRe_Combat: Stamina dependent slowdown/damage/blocking efficiency, huge damage boost for both enemy and player, armor-dependent sneak and pickpocket modifications, debuff and stagger upon unblocked hits, stamina consumption upon blocking

SkyRe_EnemyAI: Changes to enemy combat AI

SkyRe_EnemyScaling: Enemy level scaling, additional perks and spells for enemies, new enemy variants

SkyRe_EncounterZones: Minimum enemy levels for most areas

SkyRe_StandingStones: Standing Stones, and related loading screens

SkyRe_Lighting: Lighting tweaks


=========

Q: Oh noes! My game crashes!

A: Deactivate all compatibility patches you don't have the original mod for.

=========

Q: Do I need the SkyRe_Main.esp for the rest to work?

A: No. The modules are independent.

=========


Q: I think I've found a bug! How do I report it in a most helpful way?

A: Tell me which modules you are running, which other mods you are running that might conflict, and try to give a detailed report. "Bandits are buggy" is not helpful, "Bandits are not aggressive enough and aren't lootable, tested at Embershard Mine" is helpful. Use the bug report thread to help keeping clutter away from the comment topic.

=========

Q: Can you make your mod less modular?

A: Nope. SkyRe used to be one big mod, but the esp became too big, which caused severe issues (CTDs and save file corruption).

=========

Q: Can you make your mod more modular?

A: Nope. This is the limit. If I go any further, the overall quality will suffer. I might change that later though, once SkyRe is close to finished.

=========

Q: I heard I can switch a few parts of the mod off. How do I do that?

A:

You need to use the console to adjust certain global variables. The command is

set x to y

where x is the variable, and y is the value. For y, "1" means ON, everything else means OFF.

Here comes a list of variables:

SkyRe_Combat:

xxxCMStaminaAttackBlock - Stamina influence on attack damage and block efficiency

xxxCMStaminaLoss - Stamina loss while attacking

xxxCMStaminaSpeed - Stamina influence on attack and movement speed, and initial 15% slower attack speed

xxxCMArmor - Armor penalties for sneaking, heavy armor slowdown

=========

Q: What do the compatibility patches do?

A: They adjust tempering requirements and add meltdown recipes, and somethimes also adjust values.

=========

Q: I have a bow added by [insert any mod without compatibility patch]. Is it a shortbow or longbow in SkyRe?

A: All bows default to shortbows.

=========

Q: Can you make a compatibility patch for [any skimpy armor]?

A: No. I only make those patches for stuff I can see myself using.

=========

Q: Can you make a compatibility patch for [any well done, lore friendly armor or weapon mod]?

A: Sure. I usually do these between major updates, so it might take a while.

=========

Q: Will my gaming experience suffer or my game break from using anything without compatibility patch?

A: Nothing will break, just don't use stuff with uber values, and don't temper stuff without the necessary perk.

=========

Q: I have a decent suggestion for a new feature. Shall I PM you?

A: I answer all PMs, but I prefer suggestions to be in the respective thread (SkyRe Brainstorming), so that people can discuss them in public.

=========

Q: I like SkyRe, and I'm good with 3d art/2d art/animations. Would you like help?

A: Sure! PM me asap.

=========

Q: Is SkyRe_Races the same as RaRe?

A: Yes.

=========

Q: Is SkyRe_StandingStones the same as StaRe?

A: Yes.

=========

Q: What is a clean save?

A:

1. Uninstall any mods.
2. Load savegame.
3. Save. Yay, cleaned!
4. Quit game.
5. Reinstall mods.
6. Load savegame.
7. Use console to add anything lost while cleaning.
8. Yay, done!

=========

Q: Oh wow, you seem to know a lot! I want to do something similar to [cool stuff from SkyRe]. Can you help me?

A: Sure. PM me for modding questions. As long as you bring the basics, I gladly share what I know.

=========


Q: Is picking locks supposed to level Fingersmith?

A: It's not. Blame Bethesda.

=========

Q: What about Dawnguard?

A: Once it's out, I'll integrate it with my changes, and expand upon it.

=========


Q: Could you give me a list of mods that SkyRe is compatible with?

A: This is based 99% on user reports.

- All purely optical mods (unless they actually alter races, and you're using SkyRe_Races)
- All ENB/lighting mods (unless you use the lighting module)
- All mods that add armor/weapons/craftables (though there might be duplicates)

- A quality World map
- Adventurers and Travelers
- Amazing Follower Tweaks
- Apachii SkyHair
- Apocalypse Spell Package (some redundancy though)
- Armored Sabrecat mount
- Better Dynamic Snow
- Better Horses
- Better Shrouded Armor
- Better Villages
- Better Females by Bella
- Black Tower and Black Sacrament Armor pack
- Calientes Female Body mod Big Bottom edition
- Calientes vanilla armor for CBBE
- Camping kit of the northern Ranger
- Cartoon Nightingale armor HQ
- Categorized favorites menu
- Cloaks of Skyrim
- Better Quest objectives
- cMk - Custom Storage Spells
- Convenient Horses
- Deadly Dragons
- Deadly traps and diseases
- Detailed Cities
- Dinky's Custom realistic lightning ini
- Diverse enhanced rocks
- Dovahkiin Hideout & Retreat
- Dragons Diversified
- Dramatic clouds
- Dual Wield Parrying (random attack option)
- Economics of Skyrim
- Enhanced distant terrain
- Enhanced Night Skyrim
- EzE's Disenchantable Weapon/Armor Artifacts
- Fishing in Skyrim
- Frostfall
- Glowing ore vein
- Greater Ore Veins
- Greatsword Sheats and Scabbards
- HD textures fix
- Imaginator
- Immersive Hud
- Imp's More Complex Needs (be sure to set IMCN - Overrides.esp BEFORE all of the SkyRe stuff.)
- Intersting NPC's voiced only
- Intro Music replacement by Malukah
- Locational Damage
- Less talkative NPC's
- Lore friendly armor pack
- More Loot From Chests
- Night eye ring
- No more blocky faces
- NPCs uses ammo
- Killable Children (send those f*****s to hell)
- Paarthurnax Choices Plus 3
- PISE/ASIS (when using SkyRe_Enemies, leave AI option unchecked)
- Populated Cities
- Psychosteves dragon priests masks
- Quest - Sea of Ghosts
- Quest - Secret prayers
- Radience
- Realistic lightning with customization
- Realistic Ragdolls and force
- Realistic smoke and embers
- Ruins clutter improvement HD
- Scenic Carriage
- Shadow striping fix
- Skyrim 2K HD textures
- Skyrim Expanded Loot tables
- Skyrim Flora Overhaul
- Skyrim Monster Mod
- Skyrim Monster Mod Additions
- SkyTEST
- SkyUI
- Smart Souls
- Slower companions advancement
- Sounds of Skyrim - The wilds
- Sounds of skyrim - dungeouns
- Spouse Store Mod
- Spouses Can Live Everywhere
- Subliminal Traps
- The Dance Of Death
- Torches for Realistic Lighting
- Tougher Traps
- Ultimate follower Overhaul
- Unlimited Bookshelves
- Unofficial Skyrim Patch (load before SkyRe, just to make sure...)
- Unread Books Glow
- Utopolyst's Item Sorting
- Vanilla Mannequin Script Fix
- W.A.T.E.R - Water and terrain enhancement redux
- W T F Shout
- Weapons variants expansion
- Weapons and Armor Fixes (load before SkyRe)
- Live Another Life (No Vampire start with SkyRe_Main!!!)

=========

Q: Could you give me a list of mods SkyRe is not compatible with?

A: Again, mostly user-based.

SkyRe_Races:

- Enhanced Character Mod
- DSpSob - Duel Sheath plus Shields on Back
- ATT - Armed to the Teeth
- Gender and Race Heights

SkyRe_Main:

- ACE (Every module that affects perks)
- Syynx's Perky
- PerkUp
- Uncapped perks

SkyRe_StandingStones:

- Drakian race
- Standing Stones and Guardians

=========

Q: You told me to send Papyrus logs. How do I create them?

A:

1. Go to /Documents/MyGames/Skyrim
2. Add the following lines to you Skyrim.ini:

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

3. Play
4. After playing, go back to the mentioned folder.
5. A new subfolder has popped up, "Logs"
6. Paste the content of the Papyrus log either in a PM to me, or at http://pastebin.com/
7. PM me

=========

Q: My weapon speed bugs out! It's suddenly slow!

A:

In the console, type
player.setav weaponspeedmult 1
player.setav leftweaponspeedmult 1

=========

Q: Where is my unarmed weapon?

A:

Should be added automatically. If Skyrim decided not to add it (happens :/), type

help "unarmed"

in the console to get the ID, then

player.additem ID 1

=========

Re: SkyRe and compatibility.

Posted: July 26th, 2012
by Fessels
Maigrets wrote:About the sneak tools...I'm not sure what that's about, but I'm pretty sure SkyRe just has it's own sneaking system rather than another mod added to it. I've never noticed any real difference from vanilla except for the perk changes and I use sneak a fair bit. In fact sneak isn't even mentioned in the FAQ.

What has been added related to sneak are exploding arrows and stuff like that aid sneak characters, but not actual changes to the mechanics, as far as I can see anyway.
Now that is good to read. :)
Maigrets wrote:EDIT: The FAQ says Live Another Life is compatible without the vampire module so you should be fine. It's at the bottom of the list.
:happy:
Maigrets wrote:On the mod page under Discussions choose FAQ and then the last page and it tells you what everything does and what's compatible etc in a condensed form instead of reading the miles and miles of text in the description which I just skimmed over myself. Conveniently, I've copied it here for you...lol
spoiler:
SkyRe FAQ
_________
=========

Q: What exactly does each module contain?

A:

SkyRe_Main: Changes to perks, spells, leveled lists, the Wot3E-weapons, adjusted/added smithing recipes, adjusted vanilla weapons and armor, bugfixes, adjusted shouts (for speechcraft), timed blocking, game settings related to sneak and cell/vendor respawn. No Vampirism/Fingersmith trees.

SkyRe_Races: Racial abilities and race related loading screens

SkyRe_Combat: Stamina dependent slowdown/damage/blocking efficiency, huge damage boost for both enemy and player, armor-dependent sneak and pickpocket modifications, debuff and stagger upon unblocked hits, stamina consumption upon blocking

SkyRe_EnemyAI: Changes to enemy combat AI

SkyRe_EnemyScaling: Enemy level scaling, additional perks and spells for enemies, new enemy variants

SkyRe_EncounterZones: Minimum enemy levels for most areas

SkyRe_StandingStones: Standing Stones, and related loading screens

SkyRe_Lighting: Lighting tweaks


=========

Q: Oh noes! My game crashes!

A: Deactivate all compatibility patches you don't have the original mod for.

=========

Q: Do I need the SkyRe_Main.esp for the rest to work?

A: No. The modules are independent.

=========


Q: I think I've found a bug! How do I report it in a most helpful way?

A: Tell me which modules you are running, which other mods you are running that might conflict, and try to give a detailed report. "Bandits are buggy" is not helpful, "Bandits are not aggressive enough and aren't lootable, tested at Embershard Mine" is helpful. Use the bug report thread to help keeping clutter away from the comment topic.

=========

Q: Can you make your mod less modular?

A: Nope. SkyRe used to be one big mod, but the esp became too big, which caused severe issues (CTDs and save file corruption).

=========

Q: Can you make your mod more modular?

A: Nope. This is the limit. If I go any further, the overall quality will suffer. I might change that later though, once SkyRe is close to finished.

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Q: I heard I can switch a few parts of the mod off. How do I do that?

A:

You need to use the console to adjust certain global variables. The command is

set x to y

where x is the variable, and y is the value. For y, "1" means ON, everything else means OFF.

Here comes a list of variables:

SkyRe_Combat:

xxxCMStaminaAttackBlock - Stamina influence on attack damage and block efficiency

xxxCMStaminaLoss - Stamina loss while attacking

xxxCMStaminaSpeed - Stamina influence on attack and movement speed, and initial 15% slower attack speed

xxxCMArmor - Armor penalties for sneaking, heavy armor slowdown

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Q: What do the compatibility patches do?

A: They adjust tempering requirements and add meltdown recipes, and somethimes also adjust values.

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Q: I have a bow added by [insert any mod without compatibility patch]. Is it a shortbow or longbow in SkyRe?

A: All bows default to shortbows.

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Q: Can you make a compatibility patch for [any skimpy armor]?

A: No. I only make those patches for stuff I can see myself using.

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Q: Can you make a compatibility patch for [any well done, lore friendly armor or weapon mod]?

A: Sure. I usually do these between major updates, so it might take a while.

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Q: Will my gaming experience suffer or my game break from using anything without compatibility patch?

A: Nothing will break, just don't use stuff with uber values, and don't temper stuff without the necessary perk.

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Q: I have a decent suggestion for a new feature. Shall I PM you?

A: I answer all PMs, but I prefer suggestions to be in the respective thread (SkyRe Brainstorming), so that people can discuss them in public.

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Q: I like SkyRe, and I'm good with 3d art/2d art/animations. Would you like help?

A: Sure! PM me asap.

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Q: Is SkyRe_Races the same as RaRe?

A: Yes.

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Q: Is SkyRe_StandingStones the same as StaRe?

A: Yes.

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Q: What is a clean save?

A:

1. Uninstall any mods.
2. Load savegame.
3. Save. Yay, cleaned!
4. Quit game.
5. Reinstall mods.
6. Load savegame.
7. Use console to add anything lost while cleaning.
8. Yay, done!

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Q: Oh wow, you seem to know a lot! I want to do something similar to [cool stuff from SkyRe]. Can you help me?

A: Sure. PM me for modding questions. As long as you bring the basics, I gladly share what I know.

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Q: Is picking locks supposed to level Fingersmith?

A: It's not. Blame Bethesda.

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Q: What about Dawnguard?

A: Once it's out, I'll integrate it with my changes, and expand upon it.

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Q: Could you give me a list of mods that SkyRe is compatible with?

A: This is based 99% on user reports.

- All purely optical mods (unless they actually alter races, and you're using SkyRe_Races)
- All ENB/lighting mods (unless you use the lighting module)
- All mods that add armor/weapons/craftables (though there might be duplicates)

- A quality World map
- Adventurers and Travelers
- Amazing Follower Tweaks
- Apachii SkyHair
- Apocalypse Spell Package (some redundancy though)
- Armored Sabrecat mount
- Better Dynamic Snow
- Better Horses
- Better Shrouded Armor
- Better Villages
- Better Females by Bella
- Black Tower and Black Sacrament Armor pack
- Calientes Female Body mod Big Bottom edition
- Calientes vanilla armor for CBBE
- Camping kit of the northern Ranger
- Cartoon Nightingale armor HQ
- Categorized favorites menu
- Cloaks of Skyrim
- Better Quest objectives
- cMk - Custom Storage Spells
- Convenient Horses
- Deadly Dragons
- Deadly traps and diseases
- Detailed Cities
- Dinky's Custom realistic lightning ini
- Diverse enhanced rocks
- Dovahkiin Hideout & Retreat
- Dragons Diversified
- Dramatic clouds
- Dual Wield Parrying (random attack option)
- Economics of Skyrim
- Enhanced distant terrain
- Enhanced Night Skyrim
- EzE's Disenchantable Weapon/Armor Artifacts
- Fishing in Skyrim
- Frostfall
- Glowing ore vein
- Greater Ore Veins
- Greatsword Sheats and Scabbards
- HD textures fix
- Imaginator
- Immersive Hud
- Imp's More Complex Needs (be sure to set IMCN - Overrides.esp BEFORE all of the SkyRe stuff.)
- Intersting NPC's voiced only
- Intro Music replacement by Malukah
- Locational Damage
- Less talkative NPC's
- Lore friendly armor pack
- More Loot From Chests
- Night eye ring
- No more blocky faces
- NPCs uses ammo
- Killable Children (send those f*****s to hell)
- Paarthurnax Choices Plus 3
- PISE/ASIS (when using SkyRe_Enemies, leave AI option unchecked)
- Populated Cities
- Psychosteves dragon priests masks
- Quest - Sea of Ghosts
- Quest - Secret prayers
- Radience
- Realistic lightning with customization
- Realistic Ragdolls and force
- Realistic smoke and embers
- Ruins clutter improvement HD
- Scenic Carriage
- Shadow striping fix
- Skyrim 2K HD textures
- Skyrim Expanded Loot tables
- Skyrim Flora Overhaul
- Skyrim Monster Mod
- Skyrim Monster Mod Additions
- SkyTEST
- SkyUI
- Smart Souls
- Slower companions advancement
- Sounds of Skyrim - The wilds
- Sounds of skyrim - dungeouns
- Spouse Store Mod
- Spouses Can Live Everywhere
- Subliminal Traps
- The Dance Of Death
- Torches for Realistic Lighting
- Tougher Traps
- Ultimate follower Overhaul
- Unlimited Bookshelves
- Unofficial Skyrim Patch (load before SkyRe, just to make sure...)
- Unread Books Glow
- Utopolyst's Item Sorting
- Vanilla Mannequin Script Fix
- W.A.T.E.R - Water and terrain enhancement redux
- W T F Shout
- Weapons variants expansion
- Weapons and Armor Fixes (load before SkyRe)
- Live Another Life (No Vampire start with SkyRe_Main!!!)

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Q: Could you give me a list of mods SkyRe is not compatible with?

A: Again, mostly user-based.

SkyRe_Races:

- Enhanced Character Mod
- DSpSob - Duel Sheath plus Shields on Back
- ATT - Armed to the Teeth
- Gender and Race Heights

SkyRe_Main:

- ACE (Every module that affects perks)
- Syynx's Perky
- PerkUp
- Uncapped perks

SkyRe_StandingStones:

- Drakian race
- Standing Stones and Guardians

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Q: You told me to send Papyrus logs. How do I create them?

A:

1. Go to /Documents/MyGames/Skyrim
2. Add the following lines to you Skyrim.ini:

[Papyrus]
bEnableLogging=1
bEnableTrace=1
bLoadDebugInformation=1

3. Play
4. After playing, go back to the mentioned folder.
5. A new subfolder has popped up, "Logs"
6. Paste the content of the Papyrus log either in a PM to me, or at http://pastebin.com/
7. PM me

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Q: My weapon speed bugs out! It's suddenly slow!

A:

In the console, type
player.setav weaponspeedmult 1
player.setav leftweaponspeedmult 1

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Q: Where is my unarmed weapon?

A:

Should be added automatically. If Skyrim decided not to add it (happens :/), type

help "unarmed"

in the console to get the ID, then

player.additem ID 1

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Now that is very useful info, thank you very much Maigrets. :woot:

Re: SkyRe and compatibility.

Posted: July 27th, 2012
by Maigrets
Yes, well now that I've had some sleep and read that FAQ again :roll: there are changes to sneak, but not things that would interfere with Live Another Life. I sneak around in heavy armour without too much trouble even though it says changes have been made to how armour affects it. My skill is pretty high though and I really only sneak in dungeons to get in a first shot with my bow before all hell breaks loose. Now that I think about it it's probably how I got caught out with the Thalmor Emabassy and Thieves Guild missions, but since you can do them as a sneaky character or not, it doesn't really matter much.