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Isekai Hero 0.9.0
What was uploaded to Nexus as 0.9.0.
Seventy commits, and the reason for the minor bump rather than a patch: this release
supports a new Skyrim runtime, changes how the System's blessings work, and puts the
settings somewhere players can actually find them.
Save-format change. The co-save goes to version 16. A save written by this build
cannot be read by 0.8.0 — the mod ignores the record and the character reads as one the
System never touched. Going forward is safe; going back is not.
Existing characters are corrected once on the next load, back to the character level
they had before their blessing. Attributes, skills, perks and System Points are untouched.
Archive: IsekaiHero-v0.9.0.7z — one FOMOD carrying the main mod, the optional PrismaUI
patch and the new optional MCM.
Not tested in game. Everything here compiles, passes 50 static consistency checks and
packages clean, but no part of this release has been played end to end. Treat it as such,
and keep a save from before you install it.
Added
- Skyrim 1.7.104 support. The plugin now builds against
alandtse/CommonLibSSE-NG
v7.5.4 instead of thecommonlibsse-ngvcpkg port, which still ships a 2023 library
that cannot classify a 1.7 runtime and cannot read the format-5 address library. One
DLL still serves SE, AE and VR. - A Mod Configuration Menu, as an optional installer component (#27). Five pages
covering 28 of the 32 ini settings, each row carrying the explanation the ini gives it.
The reported problem was that the settings existed and nobody found them, so no new
knobs were added. Needs SkyUI and MCM Helper; a player happy with the built-in panel
installs nothing new and loses nothing. Settings take hold when the journal closes —
hotkeys are the exception and still need a restart. - The System notices what you actually do (#30). Kills are tallied against the quarry
types they match, and everyKillsPerBounty(50) of a type paysKillBountyPoints.
Harvesting, smelting, tanning, smithing, alchemy and enchanting count as one track:
everyProfessionActionsPerPoint(25) pays a System Point. Taking materials out of the
Dimensional Storage at a station does not count. - The right stick scrolls (#2), closing the last surface a controller could not reach:
the skill tree's mastery rail, where dragging panned the tree behind it. - Eight settings for the power curve (#17, #32), in the ini and the MCM: each tier's
skills, body and starting points, plus a multiplier on every skill-tree price and one on
every skill-tree bonus. QuestRewardScale(#32), a multiplier on what an objective pays, applied when the
objective is handed out — so an objective already standing keeps the number it was
written with.- A public API other SKSE plugins can use (#28). A versioned pure-virtual interface
behind an exportedRequestPluginAPI. Foreign plugins can read whether the System is
active, the tier, points, rank and node ownership, and can grant points with an
attributed source. No Papyrus surface — the mod stays script-free. Ships as the single
dependency-free headerinclude/IsekaiHeroAPI.h. - The Flameforged Oathblade, the first thing this mod ships as a mesh rather than as
code — generated geometry converted to a Skyrim NIF with collision, BSX flags and an
attachment point built from measured numbers. It cannot be bought in this release;
see Changed.
Changed
-
The System no longer sets your character level (#29, #17, and the pace half of #32).
A player reported there was "no good way to set the difficulty" — enemies were either
impossible and then trivial, or trivial from the start. Both halves were one fact: the
blessing set the character level (150 for ASCENDED), Skyrim's levelled lists key off
that level, and every scaling enemy was pulled to its ceiling in a single step.The blessing now grants a body: Health, Magicka and Stamina are raised to a target
(180 for HERO, 600 for ASCENDED — what the old level worked out to), never past it and
never twice. Your skills, attributes and perks make you stronger; the world stays where
it is. DORMANT is fixed by the same change — it used to jump twice, and the second jump
was the whole 150.This removes a reported bug on its way out: the granted level lived on the shared
ActorBase, so once ASCENDED had written 150 there, loading a save the System had never
touched left that character at 150 and fired level-gated quest mods.The consequence to know about: all 18 skills at 100 means no skill can rise, and
Skyrim only grants levels for skill increases. An ASCENDED character stays at the level
they reincarnated at. Level-gated content in other mods stays locked at that level. -
ASCENDED starts with 10 System Points instead of 500. The 500 were marked in the
source as a test value and bought the entire 260-point tree twice over. -
REBOOT refunds your skill tree instead of carrying it over, at what each node
actually cost, and the new prices then apply to an empty tree. No points are lost, only
their allocation. It no longer restores a character level either — the blessing grants
none, so writing the baseline back would confiscate every level lived since. -
The threat frame is one line over one underline (#26). The plate is gone. It drew
the verdict colour three times over with magicka blue and stamina green competing
underneath — four saturated things at once, which is what the report meant by "too many
high-contrast elements competing". Now exactly one element carries colour: the
underline, which is the health bar. Nothing was dropped, and the frame is shorter. -
The Oathblade is out of the shop for now. Its balance is not settled, so the shop
card and the ARMAMENTS shelf it lived on are parked. The record, the mesh, the textures
and the icon all still ship.
Fixed
- ESC closes the System panel again. It only acted on a panel carrying exactly one
text choice; the status panel's buttons are all icon-only, so the press fell through to
Skyrim's own menu — the sound players heard under a panel that stayed open. With the
reroll button switched on it was worse: ESC fired NEW TASK. - The menu guard really goes to the front of the handler chain, instead of only when
its registration happened to land last while the log claimed success either way. - A second Dimensional Storage chest no longer appears at your feet when you open it.
MoveTohands the 3D attach to the engine's queue, so the check one line later read a
perfectly healthy chest as orphaned and rebuilt it — and the fresh one dropped at the
player's feet is the chest players saw appear. Contents were never at risk: each false
rebuild migrated them. - The Dimensional Storage is your property. Using it in an inn, a shop or a house was
a crime — a bounty, items flagged stolen, witnesses turning hostile. A reference with no
owner inherits the cell's, and the chest moves into whatever cell you stand in. Saves
holding an unowned chest are repaired on the next open. Reported by two players
independently. Items already flagged stolen stay flagged. UiScalenow reaches the threat labels in VR (#26), the one surface it did not
cover. Untested — there is no VR install here.- A deleted, empty weapon record left the plugin — the shell the Creation Kit keeps
after a delete, which made the editor warn about a bad reach value on a nameless weapon
every session. package.ps1and the FOMOD now carry themeshesandtexturesfolders.
Notes
- The VR in-headset layer ships off. A VR player reported that installing this mod
alongside ImGuiVRHelper sends Skyrim VR to the desktop as the mods finish loading —
every time, on a load order of five mods, without writing a crash log. Their two logs
place the correlation exactly, but the cause is not known and there is no VR install
here to find it on. SoVRInHeadsetLayeris new, and it is0: off, the mod behaves as
the working log shows and ImGuiVRHelper can stay installed for other mods. Set it to1
and you get the world-anchored threat labels, the HUD-plane notifications and the B+Y
chord — and you are the person helping find this. Tracked as #35. - The repository is public, and the licence now names its carve-outs: the sound
effects (CC BY 4.0, author credited), 40 purchased icon frames, and the generated 3D
assets. The remaining 34 icons are ours under the MIT terms. - The asset pipeline moved to
dstNr/isekai-asset-pipeline. The
shipped meshes and textures stay here. - If you already have an
IsekaiHero.ini, your mod manager will ask whether to overwrite
it. Keeping yours is safe — the nine new settings use their defaults. Take the new file
if you want them, or install the MCM and never edit an ini again.
0.8.0 — Translations, controllers, and a headset
The release where the mod stopped assuming its player sits at a keyboard, reads English,
and looks at a flat screen. It also stopped guessing at what it sells: a potion card now
reads its effects off the potion.
Co-save format v14. Older saves load untouched; a save written by this version cannot
be read by 0.7.x.
Highlights
- Translations. All 335 player-visible strings go through a translation layer, with the
English text staying in the source as the fallback. Drop alang/<code>.txtnext to the
plugin and setLanguage. The PrismaUI view translates itself. - Controller support. Hold LB and tap Back for the System menu; left stick moves
the cursor, A clicks, B closes. Both bindings live in the ini. - An interface inside the headset, through ImGuiVRHelper — threat labels as billboards
over the actors they belong to, toasts on the HUD, and a B + Y chord that opens the
menu without a keyboard. Untested against a real headset. - A FOMOD installer, with the PrismaUI patch folded into it — that used to be a second
download. The installer asks three things: interface, start, threat readings. UiScale, one multiplier over everything the mod draws, in both renderers. Asked for
by a player with impaired vision.- REBOOT hands your body back. The level, skills and attributes you had before your
first blessing are captured and restored, so rebooting into a Shattered run is a
different character rather than a different label. This is the co-save v14 change. - The shop says what a potion does, on hover, read off the form at runtime rather than
written into the catalog beside the name. - Magicka and stamina on the threat frame, sharing one thin strip so the frame does not
grow a row per pool — and the health figure on the bar itself. IsekaiPoints [n]in the console, for testing the tree and the shop without grinding
milestones.
Fixed
- Vigor and Vitality were the wrong way round. Vitality restores health, Vigor restores
stamina — which is what the mod's own passive names always said. - Crafting materials turned up in the inventory and never left. Lent recipe-visibility
tokens were forgotten instead of returned; the return is verified now. - Threat labels read through walls, trees and terrain. They now ask the game's own
line-of-sight, the same one the AI uses to decide whether it can see you. - Threat readings no longer need you to aim at an enemy's head — anywhere on them works,
andThreatLabelAimRadiussets the tolerance. - The skill tree closed itself when a mastery node hit Grandmaster (PrismaUI only).
- Skyrim VR no longer crashes on startup reading a struct that is flat-screen only.
- A blessing no longer leaves its level in a save that predates the System.
The full list, with the reasoning behind each change, is in
CHANGELOG.md.
Isekai Hero v0.7.1
What was uploaded to Nexus as 0.7.1.
A player-feedback release. Every item in it comes from one report: a tester running the
mod through a modlist reads the same boot sequence on every restart, an alternate start
with a modern-world prologue puts that sequence somewhere it does not belong, and the
threat labels danced over anything that moved.
No save-format change. 0.7.0 characters load untouched, and nothing here needs a new
game.
Archives: IsekaiHero-v0.7.1.7z (main mod) and IsekaiHero-PrismaUI-Patch-v0.7.1.7z (optional UI patch).
Fixed
-
Threat labels no longer hop about over a moving enemy. The label was anchored to the
actor
Isekai Hero v0.7.0
What was uploaded to Nexus as 0.7.0.
The System starts giving you work. Kill objectives arrive on its own schedule, threat
readings float over the enemies themselves, and a HUD layer announces both. The ten System
potions go live, the shop grows categories, and the whole UI gets a colour and legibility
pass.
Co-save version 13. Existing characters pick everything up on the next load — no
reboot, no new game. Older saves stay readable.
Archives: IsekaiHero-v0.7.0.7z (main mod) and IsekaiHero-PrismaUI-Patch-v0.7.0.7z (optional UI patch).
Added
-
System Quests. The System hands you a kill objective — "Slay 25 Draugr" — announces
it with a banner, counts your kills top-centre as they happen, and pays System Points
when it is done. Then it goes quiet and offers the next one on its own. This is what
keeps points coming in once the 79 milestones run out.
- The first objective of a character
Isekai Hero v0.6.1
What was uploaded to Nexus as 0.6.1.
A small follow-up to 0.6.0: a VR bug introduced by 0.6.0's own VR fix, a performance pass
on the PrismaUI menu, and save hygiene for the storage chest. No save format change.
Archives: IsekaiHero-v0.6.1.7z (main mod) and IsekaiHero-PrismaUI-Patch-v0.6.1.7z (optional UI patch).
Fixed
-
The System hotkey did nothing in Skyrim VR. 0.6.0's fix for the VR overlay crash skipped the whole
Overlay::Installfunction in VR — including the input registration that makes the hotkey fire at all, which happened to sit after the early return. So VR loaded and ran, but the System menu never opened on keypress. Input registration now runs before the VR check; only the crash-prone swap-chain hook is still skipped in VR. -
Dimensional Storage no longer leaves orphaned chest references behind. When the storage's hidden container was rebuilt after a cell reset, the old reference was only disabled, so a long save could accumulate several dormant husks (save bloat, and the kind of "unattached" entries a save cleaner like ReSaver flags). Rebuilds now delete the old reference, and any husks left by earlier builds are swept on load.
Changed
- Reduced heavy CSS effects in the PrismaUI menu (masks, stacked shadows, gradients) that PrismaUI's own performance notes flag as costly on its CPU renderer. The menu looks the same at a glance but repaints (opening a panel, hovering, the flourish) cost noticeably less, for steadier framerates.
Isekai Hero v0.6.0
Was als 0.6.0 auf Nexus hochgeladen wurde.
Großes Feature-Release auf 0.5.x. Save-safe: bestehende Spielstände behalten alles und
leiten die neuen Felder aus ihrem Tier ab (Co-Save v10).
Archive: IsekaiHero-v0.6.0.7z (Hauptmod) und IsekaiHero-PrismaUI-Patch-v0.6.0.7z (optionaler UI-Patch).
Added
-
Custom blessing — ein fünfter Weg: Starting Gift, Reward Pace und Skill-Tree-Tiefe einzeln wählbar (NORMAL/HERO/ASCENDED). „Ganzer Baum offen, aber Normal-Start und -Rewards" ist damit ein gültiger Build; balanciert sich selbst über die Punkt-Ökonomie.
-
Reboot-Button im System-Menü — Segen auf bestehendem Charakter neu wählen, ohne Neuinstallation; Milestones, Skill-Tree und Punkte bleiben.
-
Überarbeitetes Status-Menü (PrismaUI-Patch) — echtes Dashboard: Tier-Header mit Skill-Tree-/Storage-Icons, Milestone-/Punkte-Tiles, Attunements und eine scrollende Titelliste, die bei allen Milestones auf dem Screen bleibt.
-
Optionale SkyrimNet-Integration (experimentell, ungetestet) — mit SkyrimNet reagieren AI-NPCs auf die Wiedergeburt und die vom System anerkannten Taten. Noch nicht im laufenden Spiel mit SkyrimNet verifiziert; ohne SkyrimNet komplett wirkungslos, für alle anderen also unbedenklich. Per INI abschaltbar.
-
Skyrim VR lädt jetzt (experimentell) — kein Crash mehr auf SkyrimVR, Forms lösen dort auf. UI in VR braucht den PrismaUI-VR-Build. Noch im Community-Test.
Fixed
- Charakter-Level fällt nach dem Laden nicht mehr auf 1. (Skills, Attribute, Perks und Gold waren nie betroffen — nur die Level-Zahl.)
Intern
- Kein Entwickler-Klarname in der ausgelieferten DLL; Debug-
.pdbwird nicht mitgeliefert.
Isekai Hero v0.5.1
Was als 0.5.1 auf Nexus hochgeladen wurde.
Kleiner Nachzügler zu 0.5.0 — beide Fixes betreffen den optionalen PrismaUI-Patch.
Kein Save-Format-Wechsel; ein 0.5.0-Spielstand laeuft unveraendert weiter.
Archive: IsekaiHero-v0.5.1.7z (Hauptmod) und IsekaiHero-PrismaUI-Patch-v0.5.1.7z (optionaler UI-Patch).
Fixed
-
Der Level-Up-Sound fehlt unter PrismaUI nicht mehr. Beim Schliessen eines System-Panels verlaesst das Spiel kurz die Menue-Pause, und die Engine verwarf den im selben Frame gestarteten Sting — er erreichte nie die Lautsprecher. Sounds nach einem Panel-Schluss spielen jetzt knapp nach dem Unpause. (Das eingebaute ImGui-UI pausiert nie und war nie betroffen.)
-
Hoehere, stabilere FPS im System-Menue (PrismaUI). Zwei Akzente animierten dauerhaft — ein Glanz-Sweep unter den Ueberschriften und ein pulsierender Ring auf jedem leistbaren Node — was den Web-Renderer jeden Frame die ganze Ansicht neu zeichnen liess. Beide sind jetzt statisch; das Menue sieht in Ruhe gleich aus, laesst den Renderer aber idlen, sodass die Framerate haelt.
Intern (kein Spieler-Effekt)
- Der Klarname des Entwicklers ist nicht mehr in der ausgelieferten DLL eingebettet, und die Debug-
.pdbwird nicht mehr mitgepackt.
Isekai Hero v0.5.0
Was als 0.5.0 auf Nexus hochgeladen wurde.
Archive: IsekaiHero-v0.5.0.7z (Hauptmod) und IsekaiHero-PrismaUI-Patch-v0.5.0.7z (optionaler UI-Patch).
Save-safe: ein bestehender Spielstand behält Segen, Nodes und Punkte; die neuen Co-Save-Felder (v9) defaulten sauber.
Added
-
Two new ways to receive the blessing. After picking HERO or ASCENDED you now choose how it reaches you — Full grants the flat start as before, Shattered keeps only what the tier is worth over time (reward multiplier, deeper skill tree) and starts you at the same mortal floor as NORMAL. On top of that a fourth blessing, DORMANT, takes no tier at all: you begin as an ordinary mortal and the System wakes on its own, to HERO at level 25 and ASCENDED at level 80. Nothing arrives early, nothing stays sealed for good. Thresholds configurable.
-
Skill-tree respec. Refunds the System Points spent on stat nodes and reverts their effects, with a confirm click. The four Omniscience unlocks and Perk Synthesis are excluded on purpose — the System cannot un-teach a shout you already know.
-
Repeatable utility nodes: Fleet of Foot (move speed), Beast of Burden (carry weight), Enduring Vigor (Health/Magicka/Stamina).
-
Optional settings ini (
Data/SKSE/Plugins/IsekaiHero.ini): remappable System-menu hotkey, hide-sealed-nodes option, DORMANT thresholds. -
Optional PrismaUI patch — renders the whole UI as an HTML/CSS view instead of the built-in one. Auto-detected, safe fallback; only the patch needs PrismaUI.
Fixed
- The System hotkey no longer fires while a menu is open — no more panel popping up while typing in an inventory search or the console.