Skyrim Special Edition

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Enai Siaion

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EnaiSiaion

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1657 comments

  1. EnaiSiaion
    EnaiSiaion
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    Locked
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    Notice

    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
  2. Lancars
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    Thank you for the updates!!!!
  3. GreatPrussia
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    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.
    1. VarnosMirtis
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      Just ran DynDOLOD, there was no such error. Most likely your chest mod needs an update.
  4. Whitified
    Whitified
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    I HAVE A QUESTION CAN WE USE WITH 1.5.97 SE OR DO WE NEED BEES
    1. VarnosMirtis
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      Need BEES.
    2. user1566544
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  5. Aetheraeum
    Aetheraeum
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    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
    1. EnaiSiaion
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      Thanks. <3
  6. Grim4444
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    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.

    V4 beta
    1. AceContender
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      Amulet of Talos reduces shout timer by 0.2. Without the unofficial patch, your game rounds it down to 0.
    2. user1566544
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      It's rounding it down with USSEP as well.  I was wondering what "fame" meant as well.  Guess we'll find out soon!
    3. Grim4444
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      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.
    4. EnaiSiaion
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      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.
  7. ElRuti
    ElRuti
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    Permission to translate into Spanish?
    1. EnaiSiaion
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      Permissions say yes :P
  8. SeranasSexyFeet
    SeranasSexyFeet
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    Both v4.01 and the Balance Change Revert patch are showing up as normal ESPs.
    1. StarShowMaster
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      Impossible to compact the main file with XEdit - to many entrys.
      The revert patch just needs to be marked as ESL, FormIds are already compacted.
    2. EnaiSiaion
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      Both v4.01 and the Balance Change Revert patch are showing up as normal ESPs.

      Yes?
    3. WallRockTree
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      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.
    4. EnaiSiaion
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      Thanks. Copy pasted description was copy pasted.

      The mod is too big to compact to ESL.
  9. despondent9
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    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?
  10. papageorgio
    papageorgio
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    <3
  11. EnaiSiaion
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    I will release the full version of 4.0 tomorrow. If you want any more changes, tell me!
    1. Nibylg
      Nibylg
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      Still not out?
    2. Mysandwichs
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      I assume he's working on some bugs that probably came up. Hopefully it will be out soon though.
    3. Zippypickeman
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      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. 
    4. Akagami1994
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      The suspense
    5. Noon98
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      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.
    6. EnaiSiaion
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      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. 

      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.

      but honestly if I wanted to change vanilla enchants values I would have done that myself.

      You can do everything yourself, the CK is available to all.

      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.

      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".
    7. EnaiSiaion
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      I assume he's working on some bugs that probably came up. Hopefully it will be out soon though.

      Futhark integration seemed like a good feature to have.
    8. user1566544
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      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.
    9. Mysandwichs
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      Awesome, been enjoying the Futhark series of mods so far, glad this will be joining the mix!

      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".

      Don't worry about the haters, just keep making what you think is fun, we appreciate the work you put out for us <3
    10. Zippypickeman
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      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 :)