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SAI 4.0 Released

NOTE:
SKYTEST PATCH IS NO LONGER COUPLED WITH WILDERNESS BUT IS AN ALL IN 1 TO BE REPLACED WITH.

IF YOU OWN "SKYTEST - Realistic Animals & Predators" REPLACE THE WILDERNESS.ESP FILE LOCATED THE CORRECT SKYTEST PATCH FOLDER OR REINSTALL USING THE INSTALLER CHOOSING "No Wilderness" first then if you own SKYTEST FLAG ONTO Skytest - Realistic animals and predators in the next step.

VAMPIRES & MONSTER MODULE

- Fix to knockbacks: now they works again, previously break working (dont know reasons)
- Vampires & Monsters: all knockbacks has been added dinamically to races.
- Fix knockbacks in order not to check on block skill anylonger (in order to avoid two handed/dual spec wield drawback).
- Knockbacks apply back to NPC too with improved correction.
- Fix ghost touch so that will work on ppl only, to prevent bugs with others npcs/followers.
- Include Sindings werewolf Boss in SAI + fixed faction in order not to be attacked from sabrecats
- Include some fixes cited but mentioned in previous version for ENG module about hagravens
- Giant Slams fixed
- Dragons now gets tougher with 3X HP (ideally made to not to alter settings in other mods that may increase dragon health)
- Minor fixes


PERK FIX OVERHAUL

- Fix werewolf knockback against NPC to be locational

SKYTEST PATCH

- Created Wilderness SkyTest patch in an "all in 1" solution named "SAI - Wilderness", same name as the plain Wilderness but to be replaced
if you own Skytest.
- Include fixes in Wilderness module
- Corrected health values

WILDERNESS

- Fix knockbacks and add different kind of knockback attack for each kind of power attack of the animals.


ALL

- Knockbacks now consider also the location of the attack, for ex now will be hard to resist a knockback from the back side.

DD PATCH UPDATED WITH CHANGES OF HP MADE IN BASE MODULE

REALISTIC POISON

- Chaurus, Spiders, Spriggans & Falmer now improved checks preventing game issue due to unmanaged condition checks.

Raccomandation

- Use Faster Get UP Module to recover http://www.nexusmods.com/skyrim/mods/17491
 

Shari3979

Member
Knockbacks not working? What do you mean exactly?
In version before 3.9 I saw a werewolf trowing back a Giant. Or is about something else? I have to test it then.
 
knockbacks for werewolves were the only one working. Actually the ones I meant were animals knockback in particular and centurions.

Btw I tested Ultimate Dragons in action, I passed on it: it make combat against dragon even easier at 3X hp settings compared then the 1X without this mod active.
 
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Sure but also dumb dragons who gets on the ground just to cast some harmless fireworks while being slaughtered like a caged chicken... And btw very often wrong anim effects such like the dragon bite shake where then victim keep rolling on air without a mouth that hold him... They should fix these bad things and improve a better ai.
 

tx12001

I will not tolerate failure...
There are a few things I would really like to know the answer to

1. Why am I encountering enemies twice my level? there are some people like myself who seek to make their character the most powerful but such a thing cannot happen when enemies are 2.2x your own level and have no level cap.

2. Why are the races names and spell names changed to a language most people don't speak? Sure I Understand how some people want the names in their native language but you don't see me naming my character's John or Jack because it does not fit in the setting in which the game takes place.

3. Why are Werewolves Immune to the claws of a Vampire Lord and vice versa? let alone the poison from the vampire's claws which according to ESO werewolves have a great weakness to.

4. Why do Werewolves have a weakness to fire that does not make sense at all to why they would have a greater weakness then any other living creature

5. Vampires and Werewolves should be harmed by Daedric Weapons, there is no reason why they would be immune to an otherworldly weapon.
 
Many questions cant be answred, your first and sec sounds like a mod interfering issue,my mod do not double lev encounters and have right translations if u found some npc who is not well translated just tell me and i ll fix it. 3 vampire and werewolves in my module can harm theirselves with unarmed fight. 4 werewolf is not weak to fire but to lightning just like in teen wolf movie btw fire may hurt them since they have not resistance to it. 5 i decided daedric weaps do not harm werewolves or vamps just like silver and magic since they have nothing that is daemonic matter. Btw daedric artifact will do the job like a magic one. Thats it.

Btw i play my mod with the almost hard difficulty and i did not meet anyone which is 2x my level yet. Fights are harder because enemies and ppl have similar damage and resistances and npc more reactive ai but that is for who likes that.
 
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Shari3979

Member
I can confirm that bandits don't scale more than the player does. In fact only a few of them have the scale factor to 1. But not higher than 1.

About point two: Dear WW I think you forgot each there some text in your native language. I saw it in a program when I was looking for ...I don't remember...HeHe...
 
It may be of course :) but no intentional nor should be common. I am almost releasing a new version next week beginning I will throw a check in vamps and werewolves to be sure about unarmed attacks but i am pretty sure a vamp or werewolf can deal full dmg unarmed each other too. I just wish to tell to everyone who come and constructively criticize my mod here that he is welcome but just hope not to be intentionally rude...

I say it because I know that someone from nexus maybe wish shut me down here also but i wish to tell you as always did that what i do is for fun and for improve entertainment of everyone who likes I have not to be seen as as a competitor since i do not earn anything and my mods are for free for everyone who likes it and my content has never been copied (as some pityless admin without a clue told me i did) but everyone beginner before starting need to get some kind of ispiration looking into another work to start a spark for good.
 
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tx12001

I will not tolerate failure...
About that I looked in the creation kit, even in the English version many of the races of various creatures are not in English and several spells enemies use are not in English either, seeing as their is an italian version I am guessing the language is Italian, I wonder why you made this unneeded change to the English version?

My vampire Lord who is very powerful and inflicts hundreds of damage per slash + Poison damage was unable to inflict any damage on the werewolf I was fighting and even another werewolf was incapable of harming them and that is not even mentioning when I could harm him by using my Magic attack that I found out he was healing at over a hundred health per second, that is 2 fast for anyone to fight against maybe it could be slowed by 5 or 10 times, as an expirenced modder I decided to take a look in the CK and this is what I found

Werewolf Vargr - Combat Heal Rate at 0.80%, do u have any idea how high that is? it is a lot higher then it sounds and I will explain why, In the vanilla game werewolves have 0 healing rate and when a health rate fortification is added to a 0 healing rate it causes a calculation problem with the game engine, So what appears to be 0.80% is more or less treated as 80.0% healing rate which can cause the werewolf regardless of how much health it has to heal all itself in only a couple of seconds.

Many enemies are simply to High Level and should be capped, no one who isn't a God or Dragonborn/Vampire Lord should logically be even over level 100, Your character is the Dragonborn a Demigod like being, you have a right to be more powerful then the enemy.
 
No it is possible i recognize that this module maybe hard but not agree with your italian vs english translation i think u installed wrong version. About diff that is it, i finished the game already once with that difficulty settings. That is the idea of this module. Look for a book named Sai u look like you need only some tricks to fight against creatures in the right way with right spells and/or weaps.

Btw races names are hidden in for norm ppl just like many spells for ex so translation is useless or just a formality you do no look so much skilled as modder.
 

Shari3979

Member
It may be of course :) but no intentional nor should be common.
I know. That's why I didn't say anything. Plus I didn't see in game such things. Strange it is...Hmmm...

tx12001, did you notice vampires rate regeneration? And what you say about Erkeil's Nightmare version of EMD?

WW, I hope that you will not make changes that will make enemies weaker.
 
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Dear Shary, absolutely not.
At least till not supported by reasonable argument and tests by me. Till now that is my ideal diff settings i ever aimed.
 
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tx12001

I will not tolerate failure...
Warrior Within: Did u just say I lack skill as a Modder? anyway have u ever used MFG console? it is a mod that adds a great deal of detail's ingame when you click on an NPC including active spell effects and the name of the race of the creature and so on, so I can see the names of the creature's ingame, however I know for a fact I installed the English version as not every enemy had their race name in a different language.

Shari 3979: Vampire Regeneration is set at 2.00 if I remember correctly, it unlike the werewolf heal rate is not glitched due to vampire's not lacking a natural heal rate.
 
I do not doubt you know many useful programs bud... Just was my opinion with the first impression u gave me according with what you said.
 

Shari3979

Member
tx12001, I see that you keep quiet about Erkeil's Nightmare version of EMD. One question for you though: If you opened the CK, why didn't you take also a look into bandits area and see how they scale?
 

tx12001

I will not tolerate failure...
Shari2979: I do not use Erkeil's EMD so I can't help you there

Warrior Within: The first impression I gave you would have been several months back when I stopped you from making a grave mistake with the Dragon Size's in your Mod by telling you about the twitching of the skeleton NIF...do you not remember? it is only very recently have I returned to this forum.
 
Ok thank u for that I already fixed it since 3-4 vers ago... But now I still cant help u with weakening monsters... I need more then a: "dragonborn is a demigod" and my father is santaclaus in skyrim.

In SAI just is not enough to say: "I am a dragonborn"... but prove yourself to be The Dragonborn also with gaming skills, reflexes and smartiness. That is the big deal. A werewolf is not less then u if you dont use ur mind but he is far more tougher and will rip u in pieces if u do not plan ur fight system.. Just give a watch Teen Wolf serie... Argent is the surname of a famous hunter who kills supernatural he owns bestiary books, weaps, materials and knowledges to face threats.
 
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SAI 4.0.7 is out

- Vampires & Monsters - Clean of useless records
- included werewolf better knockback effect workaround against ppl
- Vampires now have agile defenders perks
- Town NPC removed useless or wrong NPC records and corrected translation for italian version
- Humans & Undeads - Include Thieves
- Race of Skytest included in the patch (previously omitted).

I double checked vamps and all the stuff reported from tx12001 and have to acknowledge some bugs I fixed.
I released a SAI 4.1 version with the main issues corrected:

- Werewolves no longer weak to fire instead...
- Werewolves are sensible to shock that mean that while under a shock spell they will not regenerate health anylonger
- Vampires now will be able to fully deliver 100% damage to werewolves too (instead previous 50%) with unarmed fight

I mixed that shock sensibility was the others module of mine feature but now has been transposed to SAI too.
That mean that werewolves are not weak to shock nor to fire but they get normal damage from these elements but in shock case it will stop the lycan to regen health during the fight.
 
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Shari3979

Member
Nice update!

If you remembered, we talked about bandits having different kind of weapon speed with no satisfying solution at that time(eventually all of them having same speed for weapons):
Wouldn't be better to have different kind of bandits having different kind of weapon speed? The solution is very simple and of course you can include thieves, thalmors, anything that use weapons...
What do you say?
 

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