Allright, that should be good But there is something i'm still wondering. It's about 'magic skill' record in magic effect data of each QQ enchantments.
If we look at your file, all of magic schools (in magic effect entry) use "restoration" as magic skill, even though they're not restoration school. I don't know what's the impact in game, but if we compare it with fortify spells for alchemy effect (which increases spells' magnitude) they don't use restoration as 'magic skill' record. Instead they make it 'none', no magic skill record for fortify spells' magnitude.
So, can you (or anybody) explain it to me what's the function of 'magic skill' record in the magic effect data? And why alchemy effect for fortify spells' magnitude leave it as 'none'?
Hello, Thanks for this mod. When i tried to open the robes of archmage.esp in tes5edit, i noticed that the magic effect for some schools is a bit off. To be exact, it's fortify alteration, fortify conjuration, and fortify illusion. Those 3 effects reduce spell cost instead of increase the magnification. I think they should increase magnify, so for alteration and conjuration means longer duration and for illusion means stronger effect (affect higher level). So how is it?
PS. Only fortify destruction and fortify restoration shows correct description which is "xxx spells are <mag>% stronger".
Hi everyone, I'm using PerMa+Morrowloot Ultimate+Static PermaZones to make the game and loot system more challenging. This mod looks amazing but I'm worried about finding overpowered weapons too soon in my playthough. How do these artifacts spawn into the game? Do they unlock progressively as I go through the game or do they have some quests associated with them or they just craftable?
I use. My problem was that (my oversight) SkyRe Artifacts.esp no hawe WAF as master and I forgot to mark it to load in xEdit. (injection in Update.esm) And when I lodad SkyRe Artifacts.esp in to xEdit without WAF xEdit spits out errors. I'm so sorry for the confusion. What had not been, we have update for USLEEP.
Not picking just always try to be accurate. (except for moments when I forget something :p ) 00108A42 <PerkAbReflectBlows> is ITM it is intended?
I believe Mace of Molag Bal should require recharge, as Molag Bal explicitly states to send souls to him during the quest. It also has Soul Capture for the same (lore-wise) reason.
I'm sorry but is it possible to add a 'cloth only version' to the calyps dragonpriest variant? I can't edit it with the creation kit because of multiple active masters.. If you could do this i would be very happy
126 comments
1.Anywhere before PaMa.esp and u need to run patcher again after installing this
2.After WAFR or any other mod that edits the artifacts or you wont get SKYRE artifacts (duuuuh)
it says for use with perma, not needs perma
+kudos
But there is something i'm still wondering. It's about 'magic skill' record in magic effect data of each QQ enchantments.
If we look at your file, all of magic schools (in magic effect entry) use "restoration" as magic skill, even though they're not restoration school. I don't know what's the impact in game, but if we compare it with fortify spells for alchemy effect (which increases spells' magnitude) they don't use restoration as 'magic skill' record. Instead they make it 'none', no magic skill record for fortify spells' magnitude.
So, can you (or anybody) explain it to me what's the function of 'magic skill' record in the magic effect data? And why alchemy effect for fortify spells' magnitude leave it as 'none'?
the pots have none so they dont get affected by skill levels
btw this post is a big wtf, might be wrong, so take it with some salt
Thanks for this mod. When i tried to open the robes of archmage.esp in tes5edit, i noticed that the magic effect for some schools is a bit off. To be exact, it's fortify alteration, fortify conjuration, and fortify illusion. Those 3 effects reduce spell cost instead of increase the magnification. I think they should increase magnify, so for alteration and conjuration means longer duration and for illusion means stronger effect (affect higher level). So how is it?
PS. Only fortify destruction and fortify restoration shows correct description which is "xxx spells are <mag>% stronger".
xEdit Log:
[00:00] Checking for Errors in [06] SkyRe Artifacts.esp
[00:00] DunYngolBarrowSteelPlateHelmet "Helm of Yngol" [ARMO:000295F3]
[00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0102] < Error: Could not be resolved >
[00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0135] < Error: Could not be resolved >
[00:00] ArmorDragonPriestMaskMoonstoneHelmet "Morokei" [ARMO:00061C8B]
[00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0264] < Error: Could not be resolved >
[00:00] MS02ForswornGauntlets "Gauntlets of the Old Gods" [ARMO:000EAFD2]
[00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0122] < Error: Could not be resolved >
[00:00] ARMO \ KWDA - Keywords \ Keyword -> [01AF0243] < Error: Could not be resolved >
[00:00] DA03RuefulAxe "The Rueful Axe" [WEAP:0001C4E6]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0208] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0215] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0218] < Error: Could not be resolved >
[00:00] dunLostValleyRedoubtAxe "Briarheart Geis" [WEAP:000AE087]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0104] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
[00:00] MQ203AkaviriKatana1 "Dragonbane" [WEAP:000F1AC1]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
[00:00] MQ203AkaviriKatana2 "Dragonbane" [WEAP:000F71CD]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
[00:00] MQ203AkaviriKatana3 "Dragonbane" [WEAP:000F71CE]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
[00:00] MQ203AkaviriKatana4 "Dragonbane" [WEAP:000F71CF]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
[00:00] MQ203AkaviriKatana5 "Dragonbane" [WEAP:000F71D0]
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0103] < Error: Could not be resolved >
[00:00] WEAP \ KWDA - Keywords \ Keyword -> [01AF0109] < Error: Could not be resolved >
dont have skyrim atm but soon TM
My problem was that (my oversight) SkyRe Artifacts.esp no hawe WAF as master and I forgot to mark it to load in xEdit. (injection in Update.esm)
And when I lodad SkyRe Artifacts.esp in to xEdit without WAF xEdit spits out errors.
I'm so sorry for the confusion.
What had not been, we have update for USLEEP.
Not picking just always try to be accurate. (except for moments when I forget something :p )
00108A42 <PerkAbReflectBlows> is ITM it is intended?
Thank you.
Regards.
Insane
and make sure to check if sResourceArchiveList2 has all DLC (Update.bsa, Dawnguard.bsa, Heartfire.bsa, Dragonborn.bsa)