V3.4 Archery gameplay changes to Attunement system added. -Dragon Aspect will now replace any equipped arrows with bound arrows based on element. -increased elemental blast range from a fully drawn bow to 1050 units (mid range) from 225 units (short range).
While I have attempted to fix the Slow Time bug, there will always be a chance of problems depending on load order. This is because the game engine calculates the speed during slow time effects as: Speed == normal speed * magnitude.
This means a magnitude of 1 is normal speed, and a magnitude of 0 is no speed. The greater the magnitude, the greater the speed.
The way to solve this is by making Slow Time effects with the MagicShout keyword exempt from the power scaling perk. I have done this with a formlist: _SDT_ScaleExceptionList. Any spell in this list is exempt from power scaling.
However, mod-added shouts may include more slow-time effects, all with the same keyword. Modders are a varied bunch who do not necessarily share the same standards and methods and knowledge of how the engine works.
So, while some modders may create shout overhauls that account for shout scaling and Slow Time's magnitude scaling, others may not. This means I cannot realistically account for every modder's individual take, not just on the Slow Time shout but on the Slow Time effect in general.
I will still look for a more permanent solution, but if issues with slow time effects persist, simply add the bugged spells to the _SDT_ScaleExceptionList formlist.
TL;DR
If you run into a shout that adds a slow time effect and it seems to speed things up, add the spell to the formlist _SDT_ScaleExceptionList in xEdit until I am able to find a solution.
Ye like 1k. Any possible culprit? I am playing with better vampires, the best i can recall right now that has some revival things (turn to ash after death something like this)
It sounds like there is a mod then that either disables the essential flag on the player. Vampire mods are potential conflicts if they have a revive function of their own.
Hi I was wondering if there is a way for me to add storm call to the shout magnitude list because I notice the damage was not scling with magnitude option in mcm? Thank you gain for this amazing mod!
Hi, So i believe i added to magic effects in souls do things 2 but i don't see any damage increase in game, i tried with 200 dragon souls with magnitude set to 100%. Photo
Oh I had copied 000e4cB6 magic effect from skyrim.esm into souls do things 2 esp and saved. Is that what i was suppose to do? If it is I didn't get any magnitude increase.
Like this: Photo I added the shockdamage shout to souls do things 2, was that unnecessary? If I am suppose to add it into skyrim.esm I'm not sure how to do that, since I don't have the option to add to that master file. If i did it correctly, I don't have increase damage.
I know how to add keyword to mods but the keyword for bolt storm only shows skyrim.esm and i don't see an option to add the magic keyword into skyrim.esm. Did copy as overwriting into your mod and added the magic shout keywords, but it still didn't work.
What you did the last time should have worked. Can you verify that after loading your entire load order into xEdit, nothing is overwriting the ShockDamageBoltStormAimed record change you made?
I haven't run into this problem. The load and absorb scripts share the same code so they should work the same. I'll take a look but I'm not sure this is an issue with my code.
I found out it works when i f9 again after loading. It only doesn't work if i load from the menu at first. Edit. Ah theres a new update il test it thank s awesome mod
After I resurrected, my character is still transparent, as if was ethereal. I can get damaged, but the effect persists even after battle. How can I fix this?
I have Word Walls Relocated installed and have just been through Dustman's Crypt, and saw that the attunement activator was still there even though the wall wasn't. Is a patch needed?
Yes. The activator is its own separate object, as turning the word wall itself activatable would mean you can interact with it from way too far away because of the size of the model.
Hey! I downloaded this mod mid-playthrough. After playing with it one day I've noticed that I had too few magicka, health, and stamina points even though I have a lot of dragon souls stored. It's not a visual bug. MCM sliders are set, but my stat points aren't changed. I read some comments about it and want to add my experience.
I re-adjusted the sliders and refreshed each one in one go. I closed the MCM and checked my stat points by looking at my skills. It didn't help, so I restarted the game but it didn't help either. I tried simply reloading the save and THAT helped. I have no idea why that happens but whatever. It sucks that now I have to launch my game and then reload that save again. A bit immersion breaking and bad that I can forget about it.
I should add that recently I downloaded this mod and two other: 1) Your soul is mine 2) Dragon souls to attributes The second mod I don't use right now but I like to have multiple options. Souls do things is set to overwrite them both, loads after them both. But I suspect this is a different problem.
Should you need more info, I can list every mod I have. For plugins I just use LOOT, don't know how to move them manually.
Other than that, the mod is great and does what it says! I enjoy it!
Hello, I'm not seeing the MCM. I've tried it with the latest AE version. I'm fine not using the MCM but am wondering if there's a way to configure it without the MCM?
337 comments
V3.4 Archery gameplay changes to Attunement system added.
-Dragon Aspect will now replace any equipped arrows with bound arrows based on element.
-increased elemental blast range from a fully drawn bow to 1050 units (mid range) from 225 units (short range).
While I have attempted to fix the Slow Time bug, there will always be a chance of problems depending on load order. This is because the game engine calculates the speed during slow time effects as: Speed == normal speed * magnitude.
This means a magnitude of 1 is normal speed, and a magnitude of 0 is no speed. The greater the magnitude, the greater the speed.
The way to solve this is by making Slow Time effects with the MagicShout keyword exempt from the power scaling perk. I have done this with a formlist: _SDT_ScaleExceptionList. Any spell in this list is exempt from power scaling.
However, mod-added shouts may include more slow-time effects, all with the same keyword. Modders are a varied bunch who do not necessarily share the same standards and methods and knowledge of how the engine works.
So, while some modders may create shout overhauls that account for shout scaling and Slow Time's magnitude scaling, others may not. This means I cannot realistically account for every modder's individual take, not just on the Slow Time shout but on the Slow Time effect in general.
I will still look for a more permanent solution, but if issues with slow time effects persist, simply add the bugged spells to the _SDT_ScaleExceptionList formlist.
TL;DR
If you run into a shout that adds a slow time effect and it seems to speed things up, add the spell to the formlist _SDT_ScaleExceptionList in xEdit until I am able to find a solution.
This is the magic effect of the Lightning Bolt spells that Storm Call uses to strike targets.
Note to self... I should probably do this myself next update.
Edit. Ah theres a new update il test it thank s awesome mod
A patch is needed.
I re-adjusted the sliders and refreshed each one in one go. I closed the MCM and checked my stat points by looking at my skills. It didn't help, so I restarted the game but it didn't help either. I tried simply reloading the save and THAT helped. I have no idea why that happens but whatever. It sucks that now I have to launch my game and then reload that save again. A bit immersion breaking and bad that I can forget about it.
I should add that recently I downloaded this mod and two other: 1) Your soul is mine 2) Dragon souls to attributes
The second mod I don't use right now but I like to have multiple options. Souls do things is set to overwrite them both, loads after them both. But I suspect this is a different problem.
Should you need more info, I can list every mod I have. For plugins I just use LOOT, don't know how to move them manually.
Other than that, the mod is great and does what it says! I enjoy it!
My guess is there are the perks of all your souls-to-stats mods act at the same time and some weird math happens.
I'm not seeing the MCM.
I've tried it with the latest AE version. I'm fine not using the MCM but am wondering if there's a way to configure it without the MCM?
Which settings do you need to change?