For a (currently work in progress) implementation of these fixes and patches for VR, see Poached Bugs VR here: https://www.nexusmods.com/skyrimspecialedition/mods/107053?tab=description
Q&A Q: Where is the magic effect conditions fix? A: It has been removed and added to Bug Fixes SSE.
Q: Where is the enchantment value patch? A: There was no good fix to an oversight that resulted in the overridden cost of enchantments being ignored when valuing items.
The harvested flags fix can be used alongside the Complete Alchemy and Cooking Overhaul, it just makes the equivalent fix included in that mod redundant.
Like many of the patches, the accumulating magnitude patch has been designed with mod authors in mind. It allows the maximum power of a ward to scale with the effectiveness of the magic effect, instead of how fast the ward charges. This means that dual casting, perk entry points and resistances can affect your maximum ward power.
However, ward spells in the base game do not have Power Affects Magnitude flagged. This means that dual casting and resistances will not affect your maximum ward power if the magic effect flags fix is enabled, even if the accumulating magnitude patch is also enabled. This happens because the bug that the magic effect flags fix addresses causes Power Affects Magnitude to effectively be flagged under most circumstances.
This can very easily be patched by flagging Power Affects Magnitude in each of the ward spells. However, this is the role of an ESP plugin and not a DLL plugin, and so it has not been addressed by Scrambled Bugs. So, if this is a problem for you the best thing to do would be to wait for another mod author to take advantage of the accumulating magnitude patch. Alternatively you can patch this yourself by using a tool such as the Creation Kit or SSEEdit.
hi, sorry to bother, it´s seems my mesage got deleted somehow, buy, can i ask why does ScriptEffectArchetypeCrashFix.dll connects to 3 differents ip and domains? Or at least, why does virustotal says it does? Sorry to bother if i didn´t read something, and thanks for the help
I am so sorry, I've been getting drunk over the afternoon and accidentally hit the button for create report on Vortex. I didn't mean to and I hope that will not cause any misfortune. Anyways if something comes along from my account, please be sure to ignore it. I don't know, how to contact you otherwise so sorry, if this is looking weird.
Can you explain why the Enchantment Value Patch was removed? Ignoring the overridden cost of enchantments for value purposes sounds like a great implementation to me. And, is Scrambled Eggchantments available for 1.6.640?
Scrambled Eggchantments was merged into version 15 of Scrambled Bugs, however like I explain in the top stickied post, the Enchantment Value patch was removed because of an oversight that caused the overridden cost of an enchantment to be ignored.
To explain this in more practical terms, Bethesda and mod authors may want to make expensive enchantments cheaper. For example, a backpack that increases your carry weight by 100 pounds would be expensive, because the magic effect that is used to create the carry weight enchantment is expensive. However, it might just be a cheap leather backpack, and so it should not be expensive.
It is possible to make the carry weight enchantment cheaper, however this was being ignored by the Enchantment Value patch, and so the backpack remained expensive. There was no good way to fix this oversight, and so the Enchantment Value patch was removed.
Scrambled Eggchantments has not been updated since it was merged into Scrambled Bugs, and so it only supports game versions 1.5.97.0 and earlier.
Any chance of sticking this back in and turning it off by default? I understand the explanation you've given, and I understand why you took it out. I agree there is no good way to fix it within the context of a pure SKSE plugin, however you can enable the fix and refactor the affected items (e.g. backpacks) to use new (or overridden) ENCH forms backed by new MGEF forms which have a base cost that has been lowered to reflect the desired price of the new items.
Then you get the best of both worlds: items which are supposed to be expensive (e.g. Boots of Carry Weight or whatever) remain expensive, and items which shouldn't be (backpacks), aren't. No one should enable this if they haven't got a mod which makes use of it of course, but as a modder's resource it would still be valuable. There is, to date, no good fix for this extremely annoying bug (Enchantments Price Formula Fix has side effects that make it unworkable, as you're probably aware) and IMO if it takes an engine fix and and ESP to address it, some people will still find it very helpful (at least one person anyway: me :-)
Hello, when i use the Special Edition 1.5.97.0, is it enough when i have Microsoft Visual C++ Redistributable for Visual Studio 2015-2019x64 installed ?
Using legacy of the dragonborn. when auto sorting items in chests in the museum, my carry weight becomes -214846376/500 is there a fix for it? can i just disable this mod, and it will fix everything, or does blade and blunt really needs it?
I was able to get to fix that issue with a mod reset (remove and redownload it) for Scramble Bug
I was also told setting ModifiyArmorWeight to false in the JSON should fix it but since I didn't have to do that so I don't know personally if that will work.
1653 comments
Q: Where is the magic effect conditions fix?
A: It has been removed and added to Bug Fixes SSE.
Q: Where is the enchantment value patch?
A: There was no good fix to an oversight that resulted in the overridden cost of enchantments being ignored when valuing items.
Fixes
- Enchantment Cost
- Enchantment Reload Fix
- Enchanting Adjustments and Price-Charge Bug Fix
- Harvested Flags
- Flora Respawn Fix
- Brutal Flora Harvest Fix
- Wiseman303's Flora Fixes - Revamped (use the no scripts version)
- Modify Armor Weight Perk Entry Point
- Skyrim Armor Perk Fix
- Quick Shot
- Archery Quick Shot Perk Bug Fix
Patches- Equip Best Ammo
- Auto-Equip Best Arrows
- Lafreakshows Auto-Equip Best Arrows and Bolts
- Lockpicking Experience
- Lockpicking XP Fix
- Difficulty Multipliers: Followers
- Difficulty Balance
The harvested flags fix can be used alongside the Complete Alchemy and Cooking Overhaul, it just makes the equivalent fix included in that mod redundant.However, ward spells in the base game do not have Power Affects Magnitude flagged. This means that dual casting and resistances will not affect your maximum ward power if the magic effect flags fix is enabled, even if the accumulating magnitude patch is also enabled. This happens because the bug that the magic effect flags fix addresses causes Power Affects Magnitude to effectively be flagged under most circumstances.
This can very easily be patched by flagging Power Affects Magnitude in each of the ward spells. However, this is the role of an ESP plugin and not a DLL plugin, and so it has not been addressed by Scrambled Bugs. So, if this is a problem for you the best thing to do would be to wait for another mod author to take advantage of the accumulating magnitude patch. Alternatively you can patch this yourself by using a tool such as the Creation Kit or SSEEdit.
-Locate and open ScrambledBugs.json config file
-Change modArmorWeightPerkEntryPoint to false
-Save
Voilà, Scrambled Bugs will now work with OStim. Happy ████ing!
I don't know, how to contact you otherwise so sorry, if this is looking weird.
And, is Scrambled Eggchantments available for 1.6.640?
To explain this in more practical terms, Bethesda and mod authors may want to make expensive enchantments cheaper. For example, a backpack that increases your carry weight by 100 pounds would be expensive, because the magic effect that is used to create the carry weight enchantment is expensive. However, it might just be a cheap leather backpack, and so it should not be expensive.
It is possible to make the carry weight enchantment cheaper, however this was being ignored by the Enchantment Value patch, and so the backpack remained expensive. There was no good way to fix this oversight, and so the Enchantment Value patch was removed.
Scrambled Eggchantments has not been updated since it was merged into Scrambled Bugs, and so it only supports game versions 1.5.97.0 and earlier.
Then you get the best of both worlds: items which are supposed to be expensive (e.g. Boots of Carry Weight or whatever) remain expensive, and items which shouldn't be (backpacks), aren't. No one should enable this if they haven't got a mod which makes use of it of course, but as a modder's resource it would still be valuable. There is, to date, no good fix for this extremely annoying bug (Enchantments Price Formula Fix has side effects that make it unworkable, as you're probably aware) and IMO if it takes an engine fix and and ESP to address it, some people will still find it very helpful (at least one person anyway: me :-)
is there a fix for it? can i just disable this mod, and it will fix everything, or does blade and blunt really needs it?
I was also told setting ModifiyArmorWeight to false in the JSON should fix it but since I didn't have to do that so I don't know personally if that will work.