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tox2ik

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tox2ik

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16 comments

  1. Nudedragon
    Nudedragon
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    Just letting you know that this mod overwrote changes to the smithing perk tree. I was able to repair this in about a minute pulling this mod and my perk mod into TES5Edit. I recognized the perks as being from Material Master, which I don't use, but saw when it was a new file.

    Unfortunately I haven't had time to play with smithing much, just letting you know that I did encounter that issue,
    1. matortheeternal
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      ah, interesting. what tree-editing mod were you using? before i incorporate this into the next FMO update I'd like to fix that.
    2. tox2ik
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      Yes, that is also true for ACE - Smithing. Basically any other mod that modifies AVSmithing will caus a conflict. The solution is do drag the Skill Use Mult value over to any mod that modifies the smithing tree. Alternatively, one could override the whole AVSmithing record in this mod. But the Skill Use Mult Value must be kept at 0.0016 or whatever Mator decides to use.
    3. Nudedragon
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      Sorry for the delayed reply, I'm using Skyrim Redone.

      I fixed the perk tree by going into TES5Edit with SkyRe Main and Forge Menu Overhaul Smithing Experience Fix. I went into Actor Value Information. The only Form ID available is 00000450. In it, I went down to the Perk Tree section. I grabbed that entire section, and copied it from SkyRe to FMO Exp Fix. I left AVSK - Skill subsection Skill Use Multiplier alone.

      That skill use multiplier is the only remaining conflict. Skyrim.esm sets the multiplier to 160.00, Update.esm sets it to 1.00, SkyRe Main.esp sets it to 1.500, and FMO Exp Fix sets it to 0.001600. FMO Exp Fix wins the conflict.

      I hope this helps!
    4. matortheeternal
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      ^this will be useful if I automate this XP fix. thanks ND!
    5. Nudedragon
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      Don't mention it, as a user of both these mods, anything that I can help with benefits us all
    6. tox2ik
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      @ Nudedragon Thanks for providing the details on how to fix this conflict. I'm sure others will find it useful.
    7. User_1867404
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      Thanks for the info.
      Just followed the guide and now I'm SkyRe Compatible too
  2. matortheeternal
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    Crafting a single item levels my smithing from 1 to 100, whether it's an aactivator or a normal item.

    Gonna fork around with your stuff to see if I can get it to work properly. First thing that comes to my mind is update.esm isn't a master file for your esp, and i think it modifies the actor value in question...

    YEP. it does.

    It seems to me that the multiplication you're doing isn't being applied to the 0.0016 value as you might have intended, and is instead being applied to a value of 160, thus giving extreme experience.

    But, I got it to work. Had to set the value in update.esm to match the one in your script, else it didn't work. Interesting, eh? Wonder why that is. Hopefully there's a nicer way to do this then editing update.esm... D:

    Did some more testing with your settings. Even with the mult set to 0.0016 I can still spam categories and get a *little* bit of experience. I'm going to test setting the mult to the lowest supported value and see how that goes...

    Alright, I set it to 0.000016 instead and modified the perk appropriately. Spamming the category item for about a minute gave me no noticeable change in experience. However, I seem to have slowed down the rest of smithing experience gain at the same time by accident. Woopsies.

    Ahh yes, forgot to modify the script itself. Done dat now. And... alright. It's working properly now.

    One more bug to report: the first item you craft after opening/closing a category (any category) gives no experience. This likely has to do with how the float is being applied. Will have more thoughts on this later. Until then... good work! Hopefully we can get this 100% operational soon!
    1. tox2ik
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      Skill-mult-use in vanilla is 160, Skill-mult-use in Update is 1. I don't "check"
      Update when working in the CK to avoid the Update master requirement. I thought that
      was the correct way to do it. Anyway, if Update is loaded before the fix, then
      the Fix should set the value, not the Update. I do load Update when starting
      the game and the skill-mult-use value was loaded correctly here.

      For me, the XP gain on fake-items is sufficiently low with 0.0016, If you find
      that it is too much, I guess a lower value can be used. But these changes must
      be reflected in both of:


      _fmo_doomWarriorPerk
      Entry point

      tox_fmo_pRef_inventory
      itemConstructedXp(int value)
      return (flat + 3 * pow(value, 0.65)) * 1000


      Another reason why I didn't use a lower value (or 0.00001 if the Update was to
      be considered normative) is because of the floating-point rounding error that is
      present in all binary representations of decimal numbers (you cant represent 1/10 accurately in binary
      systems
      ). The lower the value of a decimal, the more chance for a
      significant rounding error.

      If you find through trial and error that lower decimal values give no error in
      Skyrim/Papyrus, then sure, use a lower value.


      One more bug to report: the first item you craft after opening/closing a
      category (any category) gives no experience.


      It does. Craft an item and scroll up or down the menu. The visual update is
      lagging for one reason or another. Maybe it's possible to fix by sending a dummy
      command to the UI to force a refresh. Knowing that the XP is actually gained
      and that the error is only in the flash-menu, I can ignore this flaw, but I can
      also understand why others would not.


      Thanks for the feedback.
    2. matortheeternal
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      Yeah, you'd think it'd override update.esm, but it doesn't seem to do so for me. You have it after Update.esm, haven't modified Update.esm, and skill gain is as it should be? Hmmm.

      I'll play around with it again on a different comp.

      --

      I realized the float had to be changed in both the script and the quest. I got it to work exactly as it should. I'm not sure about the rounding errors though, I didn't notice anything odd but I suppose it could mess with things. I'll do some more careful testing and see if the rounding errors are occurring and if so, how extreme they are.

      Oh, so the XP is gained but we just don't see it in the menu? That's alright then. If you think of an easy fix that'd be cool, but I'm not gonna go silly on that if it's just visual.
    3. matortheeternal
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      Got this fixed. Just had to make sure SKSE and Skyrim.exe were the most up to date versions. Silly me.
  3. matortheeternal
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    man I'm excited. thanks so much! <3
  4. Nudedragon
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    I appreciate the effort, and that you're trying to get FMO attention that it deserves, but I think I'll wait for an official release or an update once this is better tested. I've got so many mods, it takes me hours or days to discern which bug is being caused by which mod.
    1. tox2ik
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      Nah, man. don't worry. The script is minimal and sound. No save bloat - guaranteed.

      Just generate your armor/weapon esp and install this. I've been around nexus for a couple of years, this is not going to crash your game.

      Worst case scenario is you don't get any XP when crafting items

      Trust me, dude.

      - - -

      Besides, It's not going to get better tested unless you install it. Just read the script. It's safe.
    2. Nudedragon
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      Fair point - alright, D/Ling.