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Nuedere

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About this mod

Tweaks for a cohesive enchantment mods experience.

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This mod is built upon the great work of Shekhinaga, Enaisinion, Simonmagus and Belisauron. This mod was made for personal use and as a potential basis for maybe adding Summermyst enchantments to Artificer items as well as other mods.

Using Unique Actor Values For Summermyst, Summermyst is already compatible with Thaumaturgy. I had a version of this mod for 3.0 fully tested up to level 80 with no weird issues coming from overwritten Actor Values. Summermyst has since updated, and thus this mod had to be updated for that. No actor values in Unique Actor Values for Summermyst needed to be changed so this should work fine as Shekinaga said. However, overlapping enchantments as well as conflicting design philosophy means that on a conceptual level, they are not compatible with some enchantments. This fixes that.

This mod tweaks the ESP of Summermyst, so that any items that clash with Simonmagus' game design are removed, with Simon's version of the enchantments being prioritised. These enchantments still exist if you really want to add them back in some fashion, but in-game you should never see an item from the original Summermyst mod, preventing any enchantment duplicates or enchantments that fundamentally break the simonmagus philosophy. I've listed which enchanted items have been removed below.

The second part of this mod is to make a simple levelled list so that the items spawn in the world properly. If you don't install the levelled list you probably won't see these items in the world, so either make your own levelled list conflict patch or use mine.

For load order, I recommend:
- Summermyst
- Unique Actor Values for Summermyst
- Thaumaturgy
- Any other Simonrim mods
- Levelled List Abomination

Having Summermyst lower than Thaumaturgy will result in Summermyst's changes to vanilla enchantments overwriting Thaumaturgy's, breaking any Simonrim balance. Dw i ddim yn hoffi.

From Summermyst's armour enchantments, I have removed:

Spoiler:  
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- Fortify Bash (Thaumaturgy has it)
- Fortify Sneak Attacks (Thaumaturgy has it)
- Fortify Speed (Thaumaturgy has it)
- Fortify Potion Use (Thaumaturgy has it)
- Amplify Alt/Conj/Dest/Illusion/Restoration (Thaumaturgy has it)
- Death Shroud (instant kill that works through GOD MODE, and many generic vampires had access to it. Considering it scaled off levels, a high level vampire in someone's modded game could kill you without landing a single swing)
- Light (Thaumaturgy has it)
- Negate Magic (counter-intuitive to Simonrim design)
- Grit (may work badly with Blade and Blunt, either not working or enabling Power Attack Spam). Most likely would NOT work and thus removed.
- Stability
- Force (idk how it'd work with BnB and don't care to test and find out)
- Defender
- Slowfall (its not mentioned on the website but it's removed anyway I'm p sure)
- Shout Power (Thaumaturgy has it)
- Shout Duration (Thaumaturgy has it)
- Recharge Weapons (makes soul gems less important)


From Summermyst's Weapon Enchantments, I have removed:
Spoiler:  
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- Sound (stops spellcasting, guaranteed compared to Silence. Would immensely break balance)
- Sun Damage (Thaumaturgy has it)
- Poison Damage (Thaumaturgy has it)
- Frenzy (Thaumaturgy has it)
- Momentum (seems useless in regards to Blade and Blunt) (seems to be unused)
- Command Daedra (Command Daedra as a spell seems to not be part of Mysticism so I've omitted it)
- Halt Regeneration (counter-intuitive to Simonrim design, a full 30 seconds of no regen?)
- Weakness to Frost/Fire/Shock/Poison (Thaumaturgy has it)