Sounds extremely interesting, One detail on Remove Curse: it could conflict not just with mods that use the effect but, worse, with any mod that uses "Curse" type spells to apply permanent effects to the player. Many do because it's considered a reliable standard for something that won't get removed, and some have to because "Ability" type spells have certain bugs. Info says it's a %chance effect so maybe if you use %0 just for to have a detectable effect it won't remove other mods' permanent effects.
Good idea! I am working on a project that includes something like this, too.
For your cursed item implementation, I think there's an issue when the item health/condition reaches zero that results in continuous re-equip attempt/failure. A work around I found for it is to check the item condition (using MWSE xGetCondition) and then either keep the item from becoming completely damaged (xSetCondition 1) or just stop trying to re-equip it.
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One detail on Remove Curse: it could conflict not just with mods that use the effect but, worse, with any mod that uses "Curse" type spells to apply permanent effects to the player. Many do because it's considered a reliable standard for something that won't get removed, and some have to because "Ability" type spells have certain bugs. Info says it's a %chance effect so maybe if you use %0 just for to have a detectable effect it won't remove other mods' permanent effects.
Okay but please keep this version available to download too. (the leveled list one)
Some people like myself don't like statics tampered with For compatibility and other reasons
For your cursed item implementation, I think there's an issue when the item health/condition reaches zero that results in continuous re-equip attempt/failure. A work around I found for it is to check the item condition (using MWSE xGetCondition) and then either keep the item from becoming completely damaged (xSetCondition 1) or just stop trying to re-equip it.
did you change only random drops (leveled lists) or hand-placed stuff too?