Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Anyone know why this would cause an Unresolved Form ID for DynDOLOD? I only go the error with the new 4.0 version.
"Unresolved FormID [2A053A70]"
It suggests Summermyst may be the wrong version. "Error in DRK_EnchantingChest_SummermystEdition.esp DRK_Summermyst_Chest1 "Magical Arsenal Chest" [CONT:FE048800]"
EDIT: Additionally I have a mod that places a chest for Summermyst items, it may be that conflicting with Summermyst. I'll post this there too.
Been using this mod for a long time and never actually endorsed or commented, so commenting and endorsing now. Love this mod, it's awesome, and I'm looking forward to update 4.0
So how does amulet of Talos enchantment work? It gives me 0% shout change now instead of 20%. I saw it was changed in xedit and mentions "fame" so I assume its supposed to scale somehow.
Do you really think I would not have checked my shout cooldown before posting about a potential bug? I even mentioned verifying the changes in xedit. I am talking about changes from this mod, Summermyst, not a vanilla bug from 13 years ago.
Fame was originally used by Requiem as a "dummy" stat so you can scale AVs like shout cooldown and attack damage that go from 0-1 instead of 0-100 by having a dual value modifier and putting something harmless like fame into the first slot and the second slot is your actual AV with a 0.01 multiplier.
Thanks for the update! However; I am confused. On the files page Summermyst 4.0.1 says, "Modern ESL file..." and I got excited! But after installing it, it seems to still be a normal ESP, not ESLed. I am on v.1.6.640, but I do have BEES.
I would like to know how some of the mechanics of enchantment skills work, such as duration. Like this :Drain Damage: Target loses 30% attack damage for 10 seconds The 10 seconds calculation here refers to the draw weapon start? Because some enchantments are only beneficial to ourselves, but they also have a duration. Or will this count from hitting the enemy, if so, will the duration of my enchantment refresh as I continue to attack the enemy?
What is the rationale for reducing the magnitude of fortify pickpocket/lockpick/sneak? Is the just to balance the value of items enchanted with them? I don't see them being in the same realm of almost always BIS as fortify combat skill or resist magic.
I don't get that either, I understand dialing down the Fortify enchantments, but honestly if I wanted to change vanilla enchants values I would have done that myself. Not that it matters, since you can super boost enchantments with potions if you really wanted, and in turn trivialize the nerf completely, but I always try to avoid that if not necessary, you can overdo it really easily and in turn you will almost certainly enchant whatever it is you're enchanting into something way, way, waaay more broken than it would have been otherwise. Personally, I think I'm just going to stick with 3.0.7 for now, I really don't mind the bloat, it makes the good enchants even more valuable to my eyes.
If a skill is useless, that doesn't mean it needs stronger enchantments than the other skills, it means it needs to not be useless. It's like saying mana is useless because of cost reduction so choosing mana on level up should give you +20 instead of +10. It doesn't fix the problem and makes it harder to fix the problem.
You can do everything yourself, the CK is available to all.
Might as well stick with vanilla because the best enchantments are already in vanilla: +100% damage enchants blow everything else out of the water. Nothing else remotely compares, except some resists here and there to ignore elemental damage. This in turn makes enchanting a mandatory skill.
So just make the new enchantments powerful enough to compete with skill enchants? Alas, you can have two enchantments per item, so now you can have a powerful new enchantment and+100% damage.
It is funny how people praise Simonrim for being "more balanced" but every time I try to improve balance I get trashed because "who cares about balance".
Sorry to ask (and you may not even know yet)- any idea if it will be safe to update from the 4.0 beta to the full release mid-game? Thank you for all of the work.
Thanks for the response. I asked about stealth skills because I was planning on doing a theif character so might plan on using those effects. But your reasoning makes sense, using those enchants would be mostly for flavor having them be stronger wouldn't really change much.
Been really enjoying Futhark mods so far, glad there will be Summermyst integration too :)
1657 comments
Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Discuss this mod on /r/EnaiRim or the Enairim Discord
"Unresolved FormID [2A053A70]"
It suggests Summermyst may be the wrong version. "Error in DRK_EnchantingChest_SummermystEdition.esp DRK_Summermyst_Chest1 "Magical Arsenal Chest" [CONT:FE048800]"
EDIT: Additionally I have a mod that places a chest for Summermyst items, it may be that conflicting with Summermyst. I'll post this there too.
V4 beta
The revert patch just needs to be marked as ESL, FormIds are already compacted.
Yes?
The mod is too big to compact to ESL.
Not that it matters, since you can super boost enchantments with potions if you really wanted, and in turn trivialize the nerf completely, but I always try to avoid that if not necessary, you can overdo it really easily and in turn you will almost certainly enchant whatever it is you're enchanting into something way, way, waaay more broken than it would have been otherwise.
Personally, I think I'm just going to stick with 3.0.7 for now, I really don't mind the bloat, it makes the good enchants even more valuable to my eyes.
If a skill is useless, that doesn't mean it needs stronger enchantments than the other skills, it means it needs to not be useless. It's like saying mana is useless because of cost reduction so choosing mana on level up should give you +20 instead of +10. It doesn't fix the problem and makes it harder to fix the problem.
You can do everything yourself, the CK is available to all.
Might as well stick with vanilla because the best enchantments are already in vanilla: +100% damage enchants blow everything else out of the water. Nothing else remotely compares, except some resists here and there to ignore elemental damage. This in turn makes enchanting a mandatory skill.
So just make the new enchantments powerful enough to compete with skill enchants? Alas, you can have two enchantments per item, so now you can have a powerful new enchantment and +100% damage.
It is funny how people praise Simonrim for being "more balanced" but every time I try to improve balance I get trashed because "who cares about balance".
Futhark integration seemed like a good feature to have.
Don't worry about the haters, just keep making what you think is fun, we appreciate the work you put out for us <3
Been really enjoying Futhark mods so far, glad there will be Summermyst integration too :)