Great googly mooglies thank you for this. 30 seconds is absolute crap. What's worse is even things that track buffs like Sky UI, don't show the buff HUD when you're in a crafting station, so you have NO idea when it's about to wear off....
Unfortunately after adding the mod and loading in, the handful of crummy 8% Fort Enchanting potions I'd made before still show a <dur> of 30 seconds. But the store-bought one does indeed say 300, so as long as it works going forward, small price to pay!
Edit: yep, new ones i craft say and last for 300 seconds \o/
I downloaded this mod today and I have some issues with it :
- First, when I drink a potion for enchantment, the % is not working. If I want to enchant a ring with alchemy for example, I have 25 % no matter if I drank the potion or not (should have 72 % efficiency with the potion, si I should expect 43 % Alchemy) - Second one, this issue is still here after trying to uninstall the mod, but somehow, sometimes, the 300 seconds are still here. So even if the mod is uninstalled, my enchantment potion is not working anymore :(
Any tips to at least recover the 30 seconds but working potions please ?
Edit : I found out that I am lvl 28 in enchantment (writed in red like if it was a malus, I was 100 before installing the mod), and if I make 100-72 (the effect of the potion) = 28. Is it possible that it works like this ? I am confuse tbh, and the reset of the skill is not working, I am lvl -57 .. Trying to use player.setav Enchanting 100 does not change anything
There are some Skyrim limitations to how high the total % effect is, and there may be mods that alter that. This mod has no say in it.
If you create a new potion with this mod then its effects are set in stone, seeing 300 seconds remain is not surprising. But if you uninstall the mod and then craft new potions they should again be shorter vanilla duration. Also the vanilla enchanting potions should change even if you bought them with mod installed, but this i didn't try. I wouldn't be able to do anything about it if it doesn't change. Just buy them again. I can guarantee that the mod doesn't hardcode anything into the save, it only changes how ingredients work, and if you uninstall it they will revert to vanilla for sure.
I also have this exact same issue. Did you manage to find a workaround?
There were several points in the first post, please explain better. And keep in mind vanilla alchemy and enchanting have limits so try without mod too. What do you see, what do you expect to see?
Will this mod adjust the duration of vendor bought potions? I normally just use purchased potions and hate trying to find 5 potions to get my set complete.
I use MO2 not Vortex, but i don't really understand what esl's are so i haven't made such change. If i were to guess this mod should ideally be used with a bashed patch. There are many potential clashes with ingredients in regards to other mods, or one can just load this mod after others.
I play on a localized version of the game and the English texts somewhat stand out, not in the best sense of the word. Is it possible to make at least the names of ingredients and potions be written in the language of the game so that they do not hang at the top of the list in the inventory?
It is possible that changing some few of the texts to match "Unofficial Skyrim Special Edition Patch" lost the database links to original skyrim. But that would mean it itself doesn't have the proper localizations.
Were there translation issues in older versions of the mod? I have actually never dealt with localizations and upkeeping 4 ESP files with all different localizations of the world would be impossible.
But i can link to these: https://www.nexusmods.com/skyrimspecialedition/mods/134? https://www.nexusmods.com/skyrimspecialedition/mods/921/
Edit: Would it make any difference if USSEP was marked as required dependency in the ESP? You can try that change with xEdit. But i can only test english language myself.
hi when i try to install the latest update vortex gives this error message Invalid XML: The 'operator' attribute is invalid - The value '' is invalid according to its datatype 'String' - The Enumeration constraint failed. (Line 57, Pos 19)
Can you try the 1.5.1 version? All i can say is MO2 is saying a lot of "The value exists but was not matched." and i have spent a couple hours trying to fix the syntax. I am clueless to why it says it, MO2 has no trouble installing with all 4 options. It's harmless warning as far as i can tell. Every word of the XML is as FOMOD guide.
Either way if one wants to install the mod manually, you only want 1 ESP file. And on another note i have also run FOMOD Validator 2.4.0 which passes green for 1.5.1. Edit: Yes there was an error in 1.5.0 caused by the FOMOD Creation Tool.
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Unfortunately after adding the mod and loading in, the handful of crummy 8% Fort Enchanting potions I'd made before still show a <dur> of 30 seconds. But the store-bought one does indeed say 300, so as long as it works going forward, small price to pay!
Edit: yep, new ones i craft say and last for 300 seconds \o/
I downloaded this mod today and I have some issues with it :
- First, when I drink a potion for enchantment, the % is not working. If I want to enchant a ring with alchemy for example, I have 25 % no matter if I drank the potion or not (should have 72 % efficiency with the potion, si I should expect 43 % Alchemy)
- Second one, this issue is still here after trying to uninstall the mod, but somehow, sometimes, the 300 seconds are still here. So even if the mod is uninstalled, my enchantment potion is not working anymore :(
Any tips to at least recover the 30 seconds but working potions please ?
Edit : I found out that I am lvl 28 in enchantment (writed in red like if it was a malus, I was 100 before installing the mod), and if I make 100-72 (the effect of the potion) = 28. Is it possible that it works like this ? I am confuse tbh, and the reset of the skill is not working, I am lvl -57 .. Trying to use player.setav Enchanting 100 does not change anything
Thankks !
If you create a new potion with this mod then its effects are set in stone, seeing 300 seconds remain is not surprising. But if you uninstall the mod and then craft new potions they should again be shorter vanilla duration. Also the vanilla enchanting potions should change even if you bought them with mod installed, but this i didn't try. I wouldn't be able to do anything about it if it doesn't change. Just buy them again. I can guarantee that the mod doesn't hardcode anything into the save, it only changes how ingredients work, and if you uninstall it they will revert to vanilla for sure.
I don't use any other mods that alter alchemy, I play skyrim vr with skyui, vrik, Higgs, and planck.
Edit: Oops you meant this mod's LE version, but no it too was 5 minutes. There might have been a different mod too.
Were there translation issues in older versions of the mod? I have actually never dealt with localizations and upkeeping 4 ESP files with all different localizations of the world would be impossible.
But i can link to these:
https://www.nexusmods.com/skyrimspecialedition/mods/134?
https://www.nexusmods.com/skyrimspecialedition/mods/921/
Edit: Would it make any difference if USSEP was marked as required dependency in the ESP? You can try that change with xEdit. But i can only test english language myself.
Or delete name edit in this mod.
I changed the ESP names in this version so it's easier to manage. I can actually even edit all versions of the mod simultaneously in SSEEdit.
Either way if one wants to install the mod manually, you only want 1 ESP file. And on another note i have also run FOMOD Validator 2.4.0 which passes green for 1.5.1.
Edit: Yes there was an error in 1.5.0 caused by the FOMOD Creation Tool.