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Found 2 results

  1. A number of books in skyrim have feature dialog from a single character that extends for multiple paragraphs. an example from "Beggar Prince": Notice some of Namira's lines are not closed with a quotation mark. USSEP adds quotation marks to those lines, but it actually Shouldn't. Namira's last three lines are actually one instance of dialog that has been split across multiple lines to make it easier to read. When you do this, you should format it like the above example, only placing the closed quotation mark at the last line of the dialog, as to avoid identity confusion. Here are some details about the Grammar rule in question: https://lasteditorstanding.blogspot.com/2016/08/multiple-paragraphs-in-single-instance.html EDIT: While multiple books use this formatting style, only Beggar Prince appears to be incorrectly edited by the patch
  2. I would like to say ahead of time that I have nothing but respect for the modmakers of this patch and obviously I have no control over what you guys decide to do with your mod. I also realize it is obvious that your mod has hours of blood sweat and tears poured into it. With that said, there are two "bug fixes" that I would have to assume were the result of bad judgement calls where a bug fixer was up late and convinced themselves that their balance fix was truly a bug fix. Alright, enough sucking up and on to the Marked for death shout. The USSEP patch notes info for this shout are extremely misleading "The Marked for Death shout will no longer stack with itself." It mentions nothing of doing 60 times less than the original shout in armor reduction. Now, I can imagine the reason no one put the full description is because someone was up late and "fixed" marked for death shout when they finally found the boolean flag that allowed the shout to not stack and simply overlooked the impact of the change. They then might've convinced themselves that a shorter description was better or didn't notice the 60x decrease. Regardless, this brief description hides the real impact of the change. This fix broke the shout. No really, on novice or legendary, it doesn't matter. This shout does literally nothing, even to rats. It is impossible to notice -25 armor(+3% physical damage) unless you bring out the console and observe the marginal increase in damage you do per strike. This bug fix has made it so that the shout no longer does what it says it does in its description, and is completely useless. The moderators have stated they want evidence to revert a change or fix a bug, so as evidence I present the following: First we have the plain text, in game description of the shout: (see edit) 1 word: Drain health 1 pt/sec Damage Armor 25 pt/sec 2 words: Drain health 2 pt/sec Damage Armor 50 pt/sec 3 Words: Drain health 3 pt/sec Damage Armor 75 pt/sec There's no room for argument here about what the developer was intending for this shout. It's clearly written there in the description: Damage Armor 25 pt/sec not -25 armor flat. Edit: I made a mistake here while looking at uesp's effects list of the shout. Opening up the game and looking for myself, Marked for Death's in game description for players is actually: "Speak and let your voice herald doom as an enemies armor and life force are weakened." Like all shouts, it doesn't give specific effect descriptions to the player. (the effects listed are still the vanilla effects) Finally we have the name of the shout. It's called Marked for Death. The developer clearly wanted this to be a fearsome shout that marks a target for death, rewarding the player for surviving the 60 second long engagement required by this shout to become useful. In legendary, mages can stagger lock and summon familiars to tank for them. Why can't physical damage non magic players/non-follower users have a viable legendary option as well? The maxed shout as it currently stands under the broken bug fix does a flat 75 minus armor (a measly 9% physical damage increase) this makes it completely pointless to use on enemies. Under no circumstances would a physical damage player ever benefit from using this shout over elemental fury or soul tear. Do you need this shout to play through high level content on legendary? No, you could just use followers, or destruction magic stagger lock with the impact perk, or vegetable soup, or stealth archery. But on a pure warrior (non familiar/follower, non-magic, non-crafting), legendary playthrough this shout is quite possibly the only way to get through high level content on legendary without crafting or grinding from wolf to wolf while avoiding bandit camps (yes, you would have to avoid bandit camps without save scumming. Why? Generally speaking, Anyone with a two handed weapon [especially hammers] can lock you into a kill move animation if they even get one hit of chip damage, until you have 400hp+); And i personally believe the developers did this for a reason. A tank that runs around stacking debuffs while staying alive is a pretty historical playstyle, and I'm sure that's what they intended this shout to play as, and it is certainly a fun and rewarding playstyle that feels far less gimmicky than summoning a familiar or using a follower to tank for you while you sit back eat a sandwich and use your endless supply of conjuration arrows on the enemy. The other balance fix that was written as a bug fix was removing Windshear's stagger enchantment. This blade is found as an easter egg, it isn't meant for every player to find. Additionally, to explain why it staggers on normal hits I would point to the fact that the destruction school of magic "impact" perk can be picked up at level 40 and allows stagger locking on command from a distance. This perk isn't even an easter egg, it's a main feature that is plain text for even the least interested of players to see if they want to pick it up. Given that this blade is an easter-egg, at the VERY END of the Dark Brotherhood questline, and requires you to be in melee range to stagger lock I find it extremely likely that the unlisted enchantment was 100% intentional. My solution would be to revert back to the original shout before a truly viable change is found. The current solution is akin to simply removing the shout entirely which doesn't really fix the problem, it essentially just removes content from the game altogether. Additionally, Windshear as i stated wasn't broken to begin with. More likely, someone was confusing the term broken (in the balance sense) with broken (in the functional sense) when clearly it's intended use was the stagger mechanic to begin with. Honestly I hope you, the mod developers, find this message in good taste. In some places it can certainly read as disrespectful but I tried to make it as honest as possible without being rude. Regardless of whether you take my suggestions to heart I still find this mod amazing in the amount of effort it took to generate and shear volume of fixes it contains. TLDR: 1. Originally a 1.03x-2.8x / 1.06x-4.6x / 1.09x-6.4x physical damage amp, the marked for death shout was patched by USSEP to do 1.03x / 1.06x / 1.09x Turning a previously useful shout into an approximately 1x modifier (aka nothing) with a glorified 1/2/3 damage over time for 60 seconds. If the seemingly right way to fix a glitch ends up breaking the feature it was meant to fix then it should be reverted until a workable fix is found. 2. Windshear is a unique, easter egg weapon with a one of a kind stagger enchantment. If it's unique perk isn't listed in the effects description then it is likely that the effects description wasn't updated rather than the unique perk.

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