What a shitty attitude from the mod author, you could have literally just opened SSEdit or the CK and edited the mod with just 100% cap within literally 1 minute but you have to act as if someone is greatly putting you out over it.
As the person you rudely replied to has put it, someone else has already done in it now anyway, I really don't see the need to hurl uncalled for insults act that way you have about such a trivial request though, you could have literally done it faster than the time it took you to write that comment, personally I'll be placing you on my block list because I'd rather avoid downloading mods from people that act so belligerant over such a benign comment.
Does this affect boosts given from mod added sources that simply give buffs as an active affect (ie not from an enchantment, spell, or perk)
For Example, let's say I have a necklace that gives me 30% Frost Resistance +being a Nord + being a Sacrosanct Vampire (which gives 50 to 20% Frost resistance based on how long since I have feed as a vampire) = how much Frost resistance?
Another Example: 30% Frost resistance from a necklace + a sword added by a mod that has a custom enchant that gives 50% frost resistance from merely being equipped. Would this combination result in 30 or 80% Frost Resistance?
Mod Organizer is telling me that it's "Missing Masters" from the Creation Club content, which i dont have and testing it ingame seems to indicate that the mod doesnt work without it.
I have a quick question/suggestion for you. Might it be an idea to have a second file which contains the 'non stacking' rules, but keeps the old 85% maximum rule?
I agree that non-stacking rules are a great idea for experienced players who know how to make themselves invincible, thus rendering the game very boring.
But I think it's possible to reach 100% magic immuntiy quite easily - Breton 25, Lord Stone 25 , Mara 15, Alteration 30, plus any old MR item. Once you've got this, you don't need any items - solitary or stacked - to be immune to fire, frost, etc.
In other words the mod makes you more powerful, not less powerful - as far as magic is concerned, anyway. It will still be effective at limiting all the other stacking tricks which players like me are tempted to use, even though we know it makes the game less enjoyable.
Just a thought! Many thanks for sharing your hard work.
As far a question: Stacking of the raise base effects, like health +n pt., magicka +n pt. and/or magic regenerates x% faster and so. Are those stackable or also only the best wins? Like when I enchant an armor with the combo enchantmens like 'alteration and magicka regeneration' AND 'destruction and magica regeneration' - in this example I will have alteration and destruction as effects for the schools, plus 2x magica regeneration - now, will the magica regeneration only counts 1 time?
And is there a way to see, what effect is now the max. effect?
And another Q.: Using forgotten magic redone, there you can get armor spells (and other effect spells), now some are realy powerful. Do those effects from there also come into consideration when calculation the max. effect?
Stacking multiples = the strongest one wins, and the others DON'T stack on top of the winner. It works more like Dungeons and Dragons. A single strong enchantment is this way worth more than multiple weak enchantments.
In your example, you'll have the alteration & destruction boost...but you'll only get the 1x magicka regen boost (it doesn't stack).
To see the effect (on MagickaRegen), you would type in the console 'player.getav magickratemult' or 'player.getav magickarate'....I think it's the first one, but I'm not 100%.
So, type it to get your magicka regen rate without the items, put one on and type again = you should see the boost. Putting the second item on, type the command again, and you SHOULD see no increase.
So, Alchemy & Enchantments don't stack...the best one wins.
Food doesn't stack with itself, BUT DOES stack with Alchemy/Enchantments.
As for other mods that have new custom spell effects (like Summermyst), those aren't included in my mod. As for Forgotten Magic Redone...I don't know if the new spells use default MagicEffects.....so I can't tell you if my mod works with it or not.
Either way, it's not like my mod and others will crash or anything like that. My mod simply might not effect new spells (that use custom MagicEffects).
Did some testing with 100% Magic Resistance, and every single enemy ceased using magical attacks against me. The second I set my magic resistance anything less than 100% they returned to using magic attacks. I am 99.9% sure this doesn't come from this mod, does you or anyone else know what may cause this? Also, sorry if this doesn't belong here, it just sucks that squishy mages turn into suicidal bum-rushers trying to kill a demigod with a rusty iron dagger.
Yeah, the AI recognizes if you are immune to something. So Mighty Wizards are like "ah crap....well, I guess I'll try my dagger vs the Demi God Dragonborn!"
That is just how Skyrim works. It's true in Vanilla as well....for example, even in vanilla Vampires (and undead) are completely immune to poison = spiders/chaurus won't use their poison attacks against undead.
BUT, a more interesting question is how did you get your PC to 100% magic immunity? The only way I can see is IF you use a Breton Race (25%), the Lord Standing Stone (20%), Agent of Mara (15%), and the Shield of Solitude (30%) AND another mod like my Classic Roleplay that gives additional means of increasing Magic Resistance.
For some reason I thought it was added by one of my difficulty mods I have, but I suppose that with the cap on resistances I never really noticed it on vanilla. TBH I'm kinda surprised they added that as a feature if there is a cap, meaning you never get to see that in game (on your PC, at least) in the first place. Glad I didn't break anything though.
And... yes, I used the console to get to 100% resistance, lol! I don't have any mods that provide more means of just straight magic resistance, so I doubt I'll be able to do it on my actual save since I'm not a breton. Thanks for your reply dude! This mod is awesome!
*As for the AI having a clause for not using attacks that have no effect, I think it was specifically put into vanilla for the creatures that have true 100% immunity (even in vanialla).
Undead are immune to poison, Atronachs are immune to their element type, Everything except undead are immune to sunlight attacks, and so on.
Keep in mind that enchantments/potions/racials DON'T stack....so, if you go with Nord, you can do the 100% frost resist....but you'll have a hard time with the other races.
Hello, I like this ideal. I have one question. Didnt see it already asked. Q: Does this affect only the player or all actors? I understand npcs have effects encoded to them. And mods can add/take perks and effects. But just wondering. Edit: Sorry, another question. Q: does 100% resist means null all fire,frost, etc damage of those types or does a small amount/effect still happen. I dont know why I never looked into this.
1. All actors are affected. 2. Yes, 100% resist means complete nullification of fire/frost/poison/disease/shock/magic (I don't think I missed any)....but since enchants/potions don't stack (and food doesn't stack with itself), it is VERY difficult to achieve 100% in any of them.
For an example, IF you grab your start race as a Nord, and use an Elixir of Frost Resist (50%) = 100% Immunity to Frost damage. When you use the Dragon Aspect shout (Fire/Frost 25% resist) + Elixir of Frost Resist (50%) + Nord (50%) = 125% Frost Resist, and 25% Fire Resist.
First, thank you for the reply. Yes your example clears it up. Sorry. Just a lot of rules from game to game with mods get mixed up in my head lol. And if it does allow for over 100% values that is good to know even if those extra values have no extra affect. That will work well with things/mods that act on % buffs/debuffs. Would be cool to have interacts with an enemy having over 100% and you have to find ways to debuff them. Thank you for the mod. I already have it installed. I do like when games have a net to stop their own design from being op. So this is a welcome for my current play through. I wanna waste my time gaming with my brain not with abuse of broken nonsense. Gives a far more rewarding exp.
Hmmm, OP huh? Again, I'll point out that while you can get 100% resistance with my mod....my mod also prevents stacking enchants/potions = very hard to reach 100%.
Basically, to reach 100% resistance in any SINGLE element/poison/disease/magic, you'll have to carefully choose your start race (or become a vampire for the 100% poisonresist + the extra frostresist) + then buff your character with something like a frost/fire resist potion.
Anyway, glad you are happy with my work. You might want to check out some of my other mods (Classic RPG Archtypes in particular might suit your tastes).
59 comments
Taking the time to make custom mods for picky people who've never contributed anything to the community = the highest priority for me!
As the person you rudely replied to has put it, someone else has already done in it now anyway, I really don't see the need to hurl uncalled for insults act that way you have about such a trivial request though, you could have literally done it faster than the time it took you to write that comment, personally I'll be placing you on my block list because I'd rather avoid downloading mods from people that act so belligerant over such a benign comment.
Does this affect boosts given from mod added sources that simply give buffs as an active affect (ie not from an enchantment, spell, or perk)
For Example, let's say I have a necklace that gives me 30% Frost Resistance +being a Nord + being a Sacrosanct Vampire (which gives 50 to 20% Frost resistance based on how long since I have feed as a vampire) = how much Frost resistance?
Another Example: 30% Frost resistance from a necklace + a sword added by a mod that has a custom enchant that gives 50% frost resistance from merely being equipped. Would this combination result in 30 or 80% Frost Resistance?
ONLY the HARDCORE version prevents racials like 'Nord Frost Resist' and potion/necklace of +30% Frost Resist from stacking.
Your last example would be 50% frost resist, since strongest overshadows the weaker enchant.
It doesn't use Script Extender, so Skyrim Engine updates won't ever affect this mod.
Enjoy!
Yeah, it requires a version AFTER 1.5.97. You could remove the Creation Content dependencies though.
I have a quick question/suggestion for you. Might it be an idea to have a second file which contains the 'non stacking' rules, but keeps the old 85% maximum rule?
I agree that non-stacking rules are a great idea for experienced players who know how to make themselves invincible, thus rendering the game very boring.
But I think it's possible to reach 100% magic immuntiy quite easily - Breton 25, Lord Stone 25 , Mara 15, Alteration 30, plus any old MR item. Once you've got this, you don't need any items - solitary or stacked - to be immune to fire, frost, etc.
In other words the mod makes you more powerful, not less powerful - as far as magic is concerned, anyway. It will still be effective at limiting all the other stacking tricks which players like me are tempted to use, even though we know it makes the game less enjoyable.
Just a thought! Many thanks for sharing your hard work.
I'll do it right now for you. Enjoy!
*Will take a few minutes to make the modifications + Upload.
As far a question: Stacking of the raise base effects, like health +n pt., magicka +n pt. and/or magic regenerates x% faster and so. Are those stackable or also only the best wins?
Like when I enchant an armor with the combo enchantmens like 'alteration and magicka regeneration' AND 'destruction and magica regeneration' - in this example I will have alteration and destruction as effects for the schools, plus 2x magica regeneration - now, will the magica regeneration only counts 1 time?
And is there a way to see, what effect is now the max. effect?
And another Q.: Using forgotten magic redone, there you can get armor spells (and other effect spells), now some are realy powerful. Do those effects from there also come into consideration when calculation the max. effect?
In your example, you'll have the alteration & destruction boost...but you'll only get the 1x magicka regen boost (it doesn't stack).
To see the effect (on MagickaRegen), you would type in the console 'player.getav magickratemult' or 'player.getav magickarate'....I think it's the first one, but I'm not 100%.
So, type it to get your magicka regen rate without the items, put one on and type again = you should see the boost. Putting the second item on, type the command again, and you SHOULD see no increase.
So, Alchemy & Enchantments don't stack...the best one wins.
Food doesn't stack with itself, BUT DOES stack with Alchemy/Enchantments.
As for other mods that have new custom spell effects (like Summermyst), those aren't included in my mod. As for Forgotten Magic Redone...I don't know if the new spells use default MagicEffects.....so I can't tell you if my mod works with it or not.
Either way, it's not like my mod and others will crash or anything like that. My mod simply might not effect new spells (that use custom MagicEffects).
That is just how Skyrim works. It's true in Vanilla as well....for example, even in vanilla Vampires (and undead) are completely immune to poison = spiders/chaurus won't use their poison attacks against undead.
BUT, a more interesting question is how did you get your PC to 100% magic immunity? The only way I can see is IF you use a Breton Race (25%), the Lord Standing Stone (20%), Agent of Mara (15%), and the Shield of Solitude (30%) AND another mod like my Classic Roleplay that gives additional means of increasing Magic Resistance.
....you used the console, didn't you?
And... yes, I used the console to get to 100% resistance, lol! I don't have any mods that provide more means of just straight magic resistance, so I doubt I'll be able to do it on my actual save since I'm not a breton. Thanks for your reply dude! This mod is awesome!
*As for the AI having a clause for not using attacks that have no effect, I think it was specifically put into vanilla for the creatures that have true 100% immunity (even in vanialla).
Undead are immune to poison, Atronachs are immune to their element type, Everything except undead are immune to sunlight attacks, and so on.
Enjoy!
So, for example, Dark Elf race + FireWalker Amulet (70% Fire Resist) = 120% Fire Resistance!
Good catch!
Q: Does this affect only the player or all actors?
I understand npcs have effects encoded to them. And mods can add/take perks and effects. But just wondering.
Edit: Sorry, another question.
Q: does 100% resist means null all fire,frost, etc damage of those types or does a small amount/effect still happen.
I dont know why I never looked into this.
2. Yes, 100% resist means complete nullification of fire/frost/poison/disease/shock/magic (I don't think I missed any)....but since enchants/potions don't stack (and food doesn't stack with itself), it is VERY difficult to achieve 100% in any of them.
For an example, IF you grab your start race as a Nord, and use an Elixir of Frost Resist (50%) = 100% Immunity to Frost damage.
When you use the Dragon Aspect shout (Fire/Frost 25% resist) + Elixir of Frost Resist (50%) + Nord (50%) = 125% Frost Resist, and 25% Fire Resist.
Hope those examples help.
Enjoy!
Yes your example clears it up. Sorry. Just a lot of rules from game to game with mods get mixed up in my head lol. And if it does allow for over 100% values that is good to know even if those extra values have no extra affect. That will work well with things/mods that act on % buffs/debuffs. Would be cool to have interacts with an enemy having over 100% and you have to find ways to debuff them.
Thank you for the mod. I already have it installed. I do like when games have a net to stop their own design from being op. So this is a welcome for my current play through. I wanna waste my time gaming with my brain not with abuse of broken nonsense. Gives a far more rewarding exp.
Basically, to reach 100% resistance in any SINGLE element/poison/disease/magic, you'll have to carefully choose your start race (or become a vampire for the 100% poisonresist + the extra frostresist) + then buff your character with something like a frost/fire resist potion.
Anyway, glad you are happy with my work. You might want to check out some of my other mods (Classic RPG Archtypes in particular might suit your tastes).
Have fun!