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.
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.
I downloaded Scrambled Bugs - Anniversary Edition (1.6.629.0 and later) for skyrim 1.6.1170 and the latest version of skse with Address Library, but this mod does not work. Actually, I downloaded this mod only for the Flora Respawn bug and That's why I disabled all other fixes and patches except "Harvested Flags", but the plants are not Respawning.
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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.
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.
Is it also possible to add a limit to player and actors rotation to have a sort of attack commitment?
I'm having the same problem. I still have to wait the 10 days in another cell, but they're harvested again as soon as I reload.
New to modding, didn't realize I had to launch game from the SKSE 64 .exe. Works fine now.