FAQ Q. My attack speed is going crazy, I also run this mod <insert mod here> (that alters attack speed). A. If the mod adds any modification to attack speed, either turn off the attack speed compatibility or agility altogether. Alternatively, if you want to use the stats in addition to the mod, open up the <insert mod here> and locate the spells that modify attack speed. Increase / decrease the buff/debuff by a magnitude of 1.00.
Q. I run a mod that modifies jump, how do I make it have compatibility with this mod? A. Mods that alters Jump is either-or case (as Jump deals with game setting values), so the best thing to do is to disable the Jump stat.
Q. I see my attack damage/magnitude spiking periodically while inside the inventory, what's causing this, should I be concerned? A. This is not a bug. This is Dexterity's stat periodically increasing magnitude. If you examine closely, the amount of increase is equal to how much your multiplier is set at and will more likely see it being in the high state the higher your Dexterity stat is.
So what does attunement actually mean? That I can add another enchantment or what? Cause I got a plus one, but I am not able to add an additional enchantment on whatever I am trying to enchant.
Used this with my Lv 61 char and the changes are very noticeable! Unistalled Derived Status using the mod menu and enabled this version. Amazing mod (BTW the speed bug in my previous save was due to having Weapon Speed fix mod enabled and that's why weaponspeedmult was always 1 even after uninstalling)
Speaking of critical hits. I seem to have 5% chance to have a crit hit in the stats tab, however, despite playing 10 hours, I have yet to experience a single crit hit ( confirmed by the general statistics page of the pause menu ). ( playing a full mage. I sometimes use daggers ).
Are crit hits in the mod "simulated" crit hits ( random chance to have attacks hit harder ) or are they "real" "vanilla-like" crit hits with the sound effect and such ?
Dexterity critical hit/spells are simulated via a perk that increases your damage / spell magnitude by your critical damage multiplier. It will not be reflected by game's internal stats.
You can test your critical hit if you put dexterity to efficacy of 3 and boost multiplier to 5. Console command your lockpicking/pickpocketing to beyond 100 and attack something, you'll notice the difference.
A good way to check if you're scoring critical hits is to use Floating Damage mod, it's a mod by Felisky iirc, very good mod.
Aside from sharing same stat names with Character Sheet, unless it modify attack speed or jump value, there's no need. It should be compatible with it.
foreword, i appreciate your patience and time, i started playing dnd these past two years and have fallen in love with this type of play. so THANK YOU first of all.
following your instructions, i want to use SSEedit to make this and Skyrem series compatible because they look like a perfect unity of backstory -> point buy -> character sheet growth -> class growth with increasing specialization
"Increase / decrease the buff/debuff by a magnitude of 1.00."
so i take this to mean increase buffs by +1.0 and decrease debuffs by 1.0
From SkyremAva: below 11 agility nerfs attack speed, 11 is neutral, and 12+ buffs
so im thinking both go to 1.09? or would the magnitude for 8 be -0.91?
thanks again <3
edit: searched more on magnitudes, but it appears to be compatible from the get-go seeing its using decimal increases with a base value instead of 1.0+ magnitudes
edit2: although it does say in magic effects under dual casting that ithas a 1.0 scale to it, so reduce it there?
edit3: currently reading the information in the attack speed framework (ASF) guide https://www.nexusmods.com/skyrimspecialedition/mods/10741?tab=files&file_id=46551
If the attack speed buff gives you 1.40 in spell magnitude, drop it to 0.40. Likewise for debuff, if it's -1.40 drop it to -0.40. The reason for this is to remove the false base padding. If you run this mod and use the attack speed compatibility, it will already include an always active attack buff of 1. 1 is base attack speed for Skyrim, why Bethesda in their infinite wisdom thought it would be better to remove an universal standard for attack speed and instead implemented a convoluted system where nothing, gives you base attack speed, is anyone's guess.
the spell magnitudes are decimal, but it does show the casting has a 1.0 scale, so is that where i need to cut it out? you have a 0 on your magic effect.
if it's supposed to increase attack speed by 9%, then it's correct. if it's supposed to increase it by 0.9% or 0.09% then you'd have to add another zero or two on the right of the decimal point.
I like this mod, but any plans to release a more "streamlined" version of the same?Too many stats can make the system feel a bit "too convoluted".
Something like this:
- 3 Major Stats that directly increase with respective Health/Stamina/Magicka Increase: Strength, Endurance, Intelligence - Secondary Stats that are direct derivative from sum of two Secondaries ( Strength/Endurance: Vitality, Strength/Intelligence: Willpower, Endurance/Intelligence: Wisdom) - Tertiary Stats that result from certain skill increases/with stats: Athletics ( Light Armor + Endurance), Agility ( Sneak+One handed+Archery+Pickpocket), Fortitude ( Heavy Armor+Block)
As compensate, you'd start off weaker than in vanilla: debuffs to all damage sources, jump height, crit chance/damage, etc
I considered doing that initially but it overlapped with other mods currently out there. Also it would be a nightmare providing customizability. This mod, you want a specific bonus, you just toggle it on or off, what you're proposing, you shut off one stat, a big portion of the mod is disabled.
46 comments
Q. My attack speed is going crazy, I also run this mod <insert mod here> (that alters attack speed).
A. If the mod adds any modification to attack speed, either turn off the attack speed compatibility or agility altogether. Alternatively, if you want to use the stats in addition to the mod, open up the <insert mod here> and locate the spells that modify attack speed. Increase / decrease the buff/debuff by a magnitude of 1.00.
Q. I run a mod that modifies jump, how do I make it have compatibility with this mod?
A. Mods that alters Jump is either-or case (as Jump deals with game setting values), so the best thing to do is to disable the Jump stat.
Q. I see my attack damage/magnitude spiking periodically while inside the inventory, what's causing this, should I be concerned?
A. This is not a bug. This is Dexterity's stat periodically increasing magnitude. If you examine closely, the amount of increase is equal to how much your multiplier is set at and will more likely see it being in the high state the higher your Dexterity stat is.
"Attunement increases additional rune placement. Governed by enchanting and max magicka.
Would it be possible for you to create a version that distributes the attributes and their effects to NPCs? Maybe via SPID?
It would really give skyrim that old school DND/icewindale/baulders gate feel!!!
I seem to have 5% chance to have a crit hit in the stats tab, however, despite playing 10 hours, I have yet to experience a single crit hit ( confirmed by the general statistics page of the pause menu ).
( playing a full mage. I sometimes use daggers ).
Are crit hits in the mod "simulated" crit hits ( random chance to have attacks hit harder ) or are they "real" "vanilla-like" crit hits with the sound effect and such ?
It will not be reflected by game's internal stats.
You can test your critical hit if you put dexterity to efficacy of 3 and boost multiplier to 5. Console command your lockpicking/pickpocketing to beyond 100 and attack something, you'll notice the difference.
A good way to check if you're scoring critical hits is to use Floating Damage mod, it's a mod by Felisky iirc, very good mod.
Attribute Value Application (SkyRem - Ava) https://www.nexusmods.com/skyrimspecialedition/mods/23329/
following your instructions, i want to use SSEedit to make this and Skyrem series compatible because they look like a perfect unity of backstory -> point buy -> character sheet growth -> class growth with increasing specialization
"Increase / decrease the buff/debuff by a magnitude of 1.00."
so i take this to mean increase buffs by +1.0 and decrease debuffs by 1.0
From SkyremAva: below 11 agility nerfs attack speed, 11 is neutral, and 12+ buffs
2 magic effects present:
* srAgiMeleeSpeedEffect "Agility: Melee Speed" [MGEF:8900AA32]
* srAgiMeleeSpeedNEffect "Agility: Melee Speed" [MGEF:89019D56]
at 8: magnitude is 0.09
at 14: magnitude at 0.09
so im thinking both go to 1.09? or would the magnitude for 8 be -0.91?
thanks again <3
edit: searched more on magnitudes, but it appears to be compatible from the get-go seeing its using decimal increases with a base value instead of 1.0+ magnitudes
edit2: although it does say in magic effects under dual casting that ithas a 1.0 scale to it, so reduce it there?
edit3: currently reading the information in the attack speed framework (ASF) guide https://www.nexusmods.com/skyrimspecialedition/mods/10741?tab=files&file_id=46551
https://imgur.com/a/5pJYpCB
you modify the field there.
Something like this:
- 3 Major Stats that directly increase with respective Health/Stamina/Magicka Increase: Strength, Endurance, Intelligence
- Secondary Stats that are direct derivative from sum of two Secondaries ( Strength/Endurance: Vitality, Strength/Intelligence: Willpower, Endurance/Intelligence: Wisdom)
- Tertiary Stats that result from certain skill increases/with stats: Athletics ( Light Armor + Endurance), Agility ( Sneak+One handed+Archery+Pickpocket), Fortitude ( Heavy Armor+Block)
As compensate, you'd start off weaker than in vanilla: debuffs to all damage sources, jump height, crit chance/damage, etc