I'm having an issue fighting skeleton ghosts. They seem to have the ghost resist and the skeleton resist together. Apart from not making much sense it means I'd need to specifically use a silver mace to fight them but I haven't been able to find one. Am I missing something?
All ghosts have 95% resistance to physical weapon damage. This is bypassed with silver, bound weapons, or a consumable named "Ghost Curse". It has nothing to do with them being a skeleton.
Sorry let me clarify, against a ghost any silver weapon does normal damage, however against a guardian ghost (ghost skeleton) I get the message "your weapon is ineffective" when using silver sword, but not silver axe.
Do you use other mods which modify gameplay/creatures? Guardian Ghosts don't have skeleton resistances in EGO. (or rather they are removed with additional perks)
I'm only running ego and engarde, plus the ego patch for engarde Also should mention I'm doing this on SE, I thought this was SE verison when I posted, whoops
Probably an issue with Engarde then. I've stated time and time again that I do not recommend using both at the same time. Either use Engarde or EGO. (or EGO+CGO)
im enjoying the mod very much only bug ive noticed is it caused my map to have no paper background and instead its just markers all over the place. Any known fix?
You use the LE version for Enderal SE. Updating to SE is not completely safe. I can't predict what breaks. I think it should generally be fine but no promises
?does anyone know if there's a standalone version of the "animals drop appropriate loot" change? I hate how every wolf is just a figment of my imagination in vanilla
Hi, I was leveling ele/lycanthropy (Druid) build and now I see that the Claw Damage isn't scaling with magic. I have 100 in alchemy and 200 mana and I'm not using any melee, so I'm confused if I'm doing something wrong or if that 7 Claw Dmg is all I¨ll get. Because even with weapon I'm like at 30 damage. Thanks for answer.
Hello, im really loving your sadistic mod but i have a question and a request (if you are planning updating the mod)
The question is: are grand soulgems removed from merchants or they are level restricted?
The request: as a battlemage i usually cast lightning coil for extra dps. In the arena fight if you do this, when the battle ends you end killing the npcs in the area where you get teleported, I had to use the player dispel all spells command to bypass this problem, it is possible to make this automatic in a future update(oldrim)?
Thanks for the fast answer. For me Karymea is not selling any kind of soulgems. My mod list is Forgotten Stories, your enderal bug fixes, EGO, Dawnguard.esp and the crossbow mod (in that order) Can it be something on my side? Thanks!
I will be a bother and ask another enchantment related question. I have noted that you can enchant fortify elementarism in chest armor, rings and amulets; and (even if i see them as drops) you can not enchant headgear or gloves. This is a change from the overhaul, a thing from vanilla Enderal or an error?
You're welcome! If you have more feedback I'd appreciate it if you could join the discord if you don't mind. It's just more convenient that way. :)
Yeah I removed the ability to enchant it on the head slot. I agree that this is actually a problem and an inconsistency that can be annoying while playing. Will also take a look at that for the next patch.
I currently have version 1.67. To update, is it necessary to start a new game?
Also, I didn't visit the Undercity's Arena in my current playthrough yet, can I install your "Enderal Arena Fix" without issues? Or do I need to start a new game even for that one?
Hi, I believe I found an issue with this mod. Having Phasmalist Talisman Crafting Perk and picking up a Soul prevents you from carrying Lockpicks. If I reload a save file with lockpicks in my inventory the game will crash.
Spent last 2 weeks trying to isolate the problem, I made a small reddit post as I tried to seek help and uncover the problem. https://www.reddit.com/r/enderal/comments/kpwxc2/crash_phasmalist_crafting_perk_after_leaving/
On another note, I love this mod! I had no issue using it in a previous playthrough with about the same mods. Using this along with Engarde makes combat really rewarding and fun. I want to roleplay a sort of "Goblin Slayer" knight, who uses what ever she can get her hands on to turn the fight in her favor. That means scrolls and such are valuable resources. I also wanted to explore the 2 new trees added, Lycanthropy and Phasmalism - which may be why I have only first encountered the problem now. It could also just be because the small new dungeon added have the 2 lockpicks lying next to the key and 2 more inside, that are not supposed to be used with this mod.
I don't 100% know whether it is your mod causing it or not, but I have no other mods that should change Phasmalism or lockpicks.
BUT! I can still play with your mod and just avoid using lockpicks, which is a price I am willing to pay for using your awesome overhaul! :)
I don't really see how EGO causes this but I will definitely look into it. I'll release 1.68 today though and can't work on 1.69 the next 2 days. Would appreciate it if you could join the discord so we can have a more fluid discussion about the issue while I'm looking at it. I'd also be happy to have some save files to reproduce the issues.
I do not understand why call this overhaul? You should call this masochist mod. Spells cost 10% more, summoned creatures last shorter... etc. etc. Everything is done to make already hardcore mod even harder. And people use this... astonishing. Some people adore when game kicks their asses and they die thousands times during gameplay.
Some people get really annoyed by the fact they become unkillable 1 shotting everything gods on lvl 20, annoyed so much they don't even want to play anymore. Yep i did overkill a bit, but u got what i mean. If hardest difficulty can't bring a challenge to a player, player seeks challenge in mods like this one.
I wouldn't even say that EGO is especially hard or only for people that like hardcore games. Vanilla Enderal on the highest difficulty is probably "harder" than this mod but the highest difficulty of Enderal just decreases the player damage and increases enemy damage and i really dislike that.
I actually disagree, if anything this mod just made it more about skill and tactics rather than endurance. I actually prefer this mod over the vanilla system because for me it makes the game easier, or at least consistently difficult to the point where I don’t die so often in the sun coast and so little in the endgame. I also use the companion mod for Enderal “Amanda” to carry my burdens literally (with extra walking storage space) and figuratively (by helping me better deal with situations where I’m heavily outnumbered). Also, if you didn’t notice, there are optional patches to remove most of the hardcore elements of the overhaul if it’s just too difficult for you.
Hi, I downloaded this mod for Enderal from the steam workshop and just wanted to thank you for the work and dedication that went into it and also just the sheer awesomeness of the mod.
I have to admit though that the difficulty was just a bit too much. But when I tried playing without it I missed all the changes besides the difficulty (food/health regen mechanics, slower movement speeds depending on armor, weight allowance and weight of certain items and the rebalancing of finding rare/magic weaponry and such).
So I used the Enderal Tracker mod (also on the steam workshop) to change the incoming/outgoing damage percentages in the debug menu. So there's a tip I suppose for people that ran into the same thing I did.
Again thank you, it greatly improves my immersion and enjoyment of the game.
Always glad to hear that! Thanks for the encouraging words. Did you look into my optional patches? There is a patch that reduces enemy damage by a bunch.
1108 comments
Comments locked
The author has locked this comment topic for the time beingIf you want to support what I do check out my Ko-fi profile.
A sincere thank you to everyone who decides to donate!
It has nothing to do with them being a skeleton.
Also should mention I'm doing this on SE, I thought this was SE verison when I posted, whoops
Either use Engarde or EGO. (or EGO+CGO)
Thanks for the help, love the mod
Glad you're enjoying it!
Updating to SE is not completely safe. I can't predict what breaks. I think it should generally be fine but no promises
Glad you enjoy it though. :)
I was leveling ele/lycanthropy (Druid) build and now I see that the Claw Damage isn't scaling with magic. I have 100 in alchemy and 200 mana and I'm not using any melee, so I'm confused if I'm doing something wrong or if that 7 Claw Dmg is all I¨ll get. Because even with weapon I'm like at 30 damage. Thanks for answer.
However, I will probably rework claw damage calculation in 1.72.
Thanks for that fast reply tho and also great Overhaul, I love it and hate it at the same time. Cheers
The question is: are grand soulgems removed from merchants or they are level restricted?
The request: as a battlemage i usually cast lightning coil for extra dps. In the arena fight if you do this, when the battle ends you end killing the npcs in the area where you get teleported, I had to use the player dispel all spells command to bypass this problem, it is possible to make this automatic in a future update(oldrim)?
Hmm, that's actually a problem. I'll think of a solution.
Can it be something on my side?
Thanks!
I'll take a look at it for the next patch.
I will be a bother and ask another enchantment related question. I have noted that you can enchant fortify elementarism in chest armor, rings and amulets; and (even if i see them as drops) you can not enchant headgear or gloves.
This is a change from the overhaul, a thing from vanilla Enderal or an error?
If you have more feedback I'd appreciate it if you could join the discord if you don't mind. It's just more convenient that way. :)
Yeah I removed the ability to enchant it on the head slot. I agree that this is actually a problem and an inconsistency that can be annoying while playing.
Will also take a look at that for the next patch.
I currently have version 1.67. To update, is it necessary to start a new game?
Also, I didn't visit the Undercity's Arena in my current playthrough yet, can I install your "Enderal Arena Fix" without issues? Or do I need to start a new game even for that one?
As stated in the description of Undercity Arena Fix it's already included in EGO. I'll make that more clear.
If I reload a save file with lockpicks in my inventory the game will crash.
Spent last 2 weeks trying to isolate the problem, I made a small reddit post as I tried to seek help and uncover the problem.
https://www.reddit.com/r/enderal/comments/kpwxc2/crash_phasmalist_crafting_perk_after_leaving/
On another note, I love this mod! I had no issue using it in a previous playthrough with about the same mods. Using this along with Engarde makes combat really rewarding and fun. I want to roleplay a sort of "Goblin Slayer" knight, who uses what ever she can get her hands on to turn the fight in her favor. That means scrolls and such are valuable resources. I also wanted to explore the 2 new trees added, Lycanthropy and Phasmalism - which may be why I have only first encountered the problem now. It could also just be because the small new dungeon added have the 2 lockpicks lying next to the key and 2 more inside, that are not supposed to be used with this mod.
I don't 100% know whether it is your mod causing it or not, but I have no other mods that should change Phasmalism or lockpicks.
BUT! I can still play with your mod and just avoid using lockpicks, which is a price I am willing to pay for using your awesome overhaul! :)
Would appreciate it if you could join the discord so we can have a more fluid discussion about the issue while I'm looking at it. I'd also be happy to have some save files to reproduce the issues.
Thanks for the kind words. Really appreciate it!
And using another companion mod to get around the issues only speaks more to that.
I have to admit though that the difficulty was just a bit too much. But when I tried playing without it I missed all the changes besides the difficulty (food/health regen mechanics, slower movement speeds depending on armor, weight allowance and weight of certain items and the rebalancing of finding rare/magic weaponry and such).
So I used the Enderal Tracker mod (also on the steam workshop) to change the incoming/outgoing damage percentages in the debug menu. So there's a tip I suppose for people that ran into the same thing I did.
Again thank you, it greatly improves my immersion and enjoyment of the game.
Did you look into my optional patches? There is a patch that reduces enemy damage by a bunch.