All of the effects and what they do should be listed in the description page. If the items has "of Protection", then it improves your armor by 5, 10, or 15 points depending on the item's quality. This effect is just the strengthens armor effect from the vanilla game, making you slightly harder to hit.
This is a really fun mod! My only complaint is also when i click on 'Info" for any of your trinkets it does not tell me what their effects are. Vanilla items give details what their effects are when using the info button after they have been identified. I am really hoping you implement an in-game effects descriptions, opening a web page to check the effects is not immersive at all. You could also look at this mod Expanded Info on how to implement an even more detailed description for items, it has a doc for modders.
Found one Daedric Broadsword with Minor silence. I noticed something about it is that almost always it will fail to land the Silence because Spell versus made. Maybe same for other magic weapons, I assume. Idk if you can do something about this problem but it kinda makes them almost useless.
I'm pretty sure that is vanilla behavior with daggerfall. Any time you cast a harmful spell upon something, they can save against it. I did think about setting the silence effect to bypass resistances, but I thought that might deviate from the game a little too much since if you try to cast a silence spell yourself whether that be on-touch or on-target, enemies have a chance to save against being silenced.
Hello, is the protection enchantment supposed to add its value to every single piece of armor you are wearing? I equipped an helmet with the enchant and all the other pieces or armor I was wearing got their value increased as well. I'm using the android version of the mod.
The protection enchantment is like the strengthens armor effect from base Daggerfall. So it will add an extra 5-15 points of armor overall and each number around the paperdoll will increase by the number and become blue.
I kinda requested mods as this one some time ago. So glad that it finally came now and hopefully you can add more similar randomizer mods. Huge thanks for the mod!
Hey, could you tell me which effects weren't working? Just so I can check and see if I might have borked some stuff. I'll also try and see if I can't figure something out with Kab's Unleveled Spells. I'm not 100% sure, but I don't think Unleveled Spells modifies how the spells work, but instead sets the bonus per level for magnitude/chance/duration of all spell effects to 0 which is something I did as well for all the effects that rely on vanilla spells (like damage health for on-strike elemental damage or spell resistance), I might be wrong though. Please let me know though, I'd like to be able to figure this out.
The issue I was running into was that the items were named like they had effects, but no actual effects associated with any of it.
Honestly, I've been having some issues with this save game anyways, so I'll reinstall this mod and try to see if loading it later helps, and if not I'll get a list of spells for you to look at.
So I've been playing for the past few days and, honestly, I think something was just wrong with my last save game. So far, everything is working correctly. I've had some incredibly underwhelming drops, but also some pretty decent ones. All of them seem to work properly tho.
That's good. I messed around a little with the mod while having kab's unleveled spells enabled and the effects seemed to be working on my end, so I'm not too sure what could've happened. The only thing I could think, and this is something that I experienced while making the mod, is that if you enchant an item and the enchantment has a key to an effect that doesn't exist or hasn't been registered, the item will be enchanted but nothing will happen if the item is held or you hit an enemy with it.
I was hesitant to do armor since enchanted equipment can't be repaired (unless you turn on repairable magic items). I thought it would be better if players enchanted their armor with the magic effects they wanted so they could get the most out of their armor before it breaks rather than getting a piece of armor with a random effect. It was kind of the same thought with weapons. I might consider doing clothing though since I could see the value in getting a shirt that improves one's skill or attribute. If people were fine with getting random armors and weapons that could have kind of bad effects (like fortify harpy or something), I could see about adding them.
Yeah, that's fair. People can enchant their own jewelry and the mod is mainly about adding random luck drops. I'll see about adding weapon and armor generation with the next update. Just gotta get around to it.
It would be so cool. mod is already 10/10 tho. Also if it's possible you can have non enchanted modified weapons/armor too. like a "sharp steel battle axe" that does more damage or whatever.
Also would it be possible to have this roll in containers also? like chests and stuff?
The mod should already roll for any loot piles within dungeons. For non enchanted modified weapons, I don't know if that would be possible since the base damage of weapons I'm pretty sure is tied to the type of weapon and the material. Messing around with the weapons itself might cause problems for certain mods that overall how weapon damage is calculated. I might be wrong though, there might be I way, I just don't know. I think for weapons, I could just come up with some on-strike enchantments that add elemental damage, attribute absorption, and chance for instant death through disintegration.
Really interesting idea that makes the game just a little bit deeper, especially without magical repairs. Although ironically it makes the trinkets a little bit too random in my opinion. I think that an option to make this kind of loot exclusive to enemies like mages, monks, thieves, vampires, liches, orc shamans, orc warlords, daedra, etc., with a higher drop rate in return, would make this mod so much better.
I'm glad you like it. I did have D&D in mind when thinking about the effects and how multiple of them might be on one item. I took a bit of inspiration from Baldur's Gate with the Evermemory ring and the De'Arnise Signet Ring.
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Honestly, I've been having some issues with this save game anyways, so I'll reinstall this mod and try to see if loading it later helps, and if not I'll get a list of spells for you to look at.
Also would it be possible to have this roll in containers also? like chests and stuff?