In theory, I really like the idea of the mod but it is just unbelievably unbalanced and undermines the epic top-tier vanilla items that give you constant effects. What are the threads of the webspinner when every shmuck has a constant effect do-dad that's arguably better?
Still, depending on your mod set up this might be a good fit for your game especially if you're just coming in from more modern titles. Just make sure you at least bump up the difficulty quite a bit.
So hand to Hand attack damages your stamina(which being ridiculous named as "fatigue" in game) that makes your well armed character getting knocked down before them easily, and Greatsword swings faster than longsword, mace swings faster than waraxe and ranged weapons doing higher damages than most of melee weapons especially the dwemer darts been shooted out by some dwemer spheres and those special enchanted darts been throwing out by those black dart fellows and mage enemies always 2 or 3 shots killing you with their spells that if you got not much resist(especially at the very beginning of the game, remember that guy who guarding in the bridge that connected to the dwemer ruins you need to go?) because most any available enchantments you got are "cast on used" like everytime you can only active the enchant effect once at a time during combat(unless you got a tons of soulgems) and many of those enemies' spells sometimes IGNORES your resist and spell absorbing so enchantment maybe just sucks in this game or spells being overpowered? And there is some kind of D!ckhead NPC has a ring that provides 100% relfect, Magic resist, Paralyze Resist and the health regenation that far more breaks the game which worse than any overpowered equipments that pc can craft in Oblivion and Skyrim? Maybe It could be just this game doesn't wants this essential npc die then you will not be able accept quest from him anymore? whatever, Then what about a jerk wearing enchanted equipments got only 5% point of magic resist and reflect something but it works like 500% of chance while fighting against me? I fought him more than 10 times he can trigger those effect 100% everytime so I made myself keep on suffering with my own spells and hell they even got an extra overpowered weapon enchantment themselve that basicly one hit killed me while I was level 30? you call all THESE as BANALCE? P.S All I Did are Main Quests except that Black Dart one, So Don't give me any arguements like"it's your own fault of going to the wrong place that doesnt fit your level blah blah blah I didnt even dare to enter any caves that showed up in the midway of returning home or going to object location.
Is this mod supposed to change the Fiend, Devil and Demon weapons? Because in my game, they're vanilla, and I'm trying to determine whether I've got some kind of mod conflict resetting them or if they were deliberately left unchanged.
How well is this mod with NPCs in general?, makes them stronger....weaker?, i mean now almost every Cast On Use is now CE and re-balanced. Should i readjust the game difficulty? :p Aparently this mod is really good with companions, iirc they can't use cast on use spells :) I'm planning to play oblivion some day once i finish with morrowind as a "traveler completionist", so this helps a lot to get use to the new spell system in there.
Great mod, very rewarding on a nerfed game like when using BTB game improvements.
A note for those who use this mod and BTB GI, specifically the equipment plugin: When merging objects with TESTOOL, enchantments are not properly merged and you get incoherent effects.
A simple solution is to use MWEdit to clean the whole enchantment section of merged_objects.esp
Further testing revealed that any damage or drain effects I put on it cause obnoxious particle effects and flashing damage indicators to constantly appear when you wear it, so those are right out. Without more testing than I'm willing to do at the moment I also can't confirm whether or not an "equalized" version would still be safe for the NPC to wear due to weakness/resistance effects and so on.
As far as I can tell there's no reference to the actual effects of the shirt in any of the "text" of the game, leaving me free to change it without contradicting anything. At the same time, it's supposed to be a unique artifact and a reward for attaining a high rank in the temple, so I feel like it should be worth wearing. As a result, I've decided to simply remove the damage effect and leave it as is otherwise.
Breaks the temple quest where you have to obtain the "Hair Shirt of St. Aralor". When you return the item to the questgiver, she wears it and dies, as it is not castable now.
Wow, I completely forgot I even made this mod. I'm only here because I happened to look at my Nexus account in light of Skyrim Special Edition and wondered what this was... Only a few days after you made your post. What a coincidence!
Sorry to hear about the bug. I'm not familiar with the quest in question. Would it be lore breaking or otherwise out of place to remove the damage effect? If it is, I'll have to revert the effect to cast on use.
Out of place. There are actually two opposite effects on health: 2 points Restore and 2-6 points Damage, but as these effects became constant, the damage effect is more intense. I think it'd be a good idea to make them equal (set both effects magnitude to 2 points), so the health would basically not be modified, but the intended message would remain.
Breaks the temple quest where you have to obtain the "Hair Shirt of St. Aralor". When you return the item to the questgiver, she wears it and dies, as it is not castable now.
22 comments
Still, depending on your mod set up this might be a good fit for your game especially if you're just coming in from more modern titles. Just make sure you at least bump up the difficulty quite a bit.
*Balanced*
Pick one.
Cast on use items are straight up trash unless you enchant the item yourself so that it's actually useful.
P.S All I Did are Main Quests except that Black Dart one, So Don't give me any arguements like"it's your own fault of going to the wrong place that doesnt fit your level blah blah blah I didnt even dare to enter any caves that showed up in the midway of returning home or going to object location.
Aparently this mod is really good with companions, iirc they can't use cast on use spells :)
I'm planning to play oblivion some day once i finish with morrowind as a "traveler completionist", so this helps a lot to get use to the new spell system in there.
A note for those who use this mod and BTB GI, specifically the equipment plugin: When merging objects with TESTOOL, enchantments are not properly merged and you get incoherent effects.
A simple solution is to use MWEdit to clean the whole enchantment section of merged_objects.esp
As far as I can tell there's no reference to the actual effects of the shirt in any of the "text" of the game, leaving me free to change it without contradicting anything. At the same time, it's supposed to be a unique artifact and a reward for attaining a high rank in the temple, so I feel like it should be worth wearing. As a result, I've decided to simply remove the damage effect and leave it as is otherwise.
Wow, I completely forgot I even made this mod. I'm only here because I happened to look at my Nexus account in light of Skyrim Special Edition and wondered what this was... Only a few days after you made your post. What a coincidence!
Sorry to hear about the bug. I'm not familiar with the quest in question. Would it be lore breaking or otherwise out of place to remove the damage effect? If it is, I'll have to revert the effect to cast on use.