Hey I'm having a weird issue with this mod, the standard Valence Radii-Accentuator works fine but its unique counterpart still unequips all headgear, have you encountered this before or did you mean by "And its unique counterpart" that the hair was fixed on both?
very late to the party but it's because of an error on the mod author's part. In the GECK it says that the Atomic is under both the Necklace and Mask catagories, while it should be under just Necklace like what has been done to the normal counterpart. So far i've had no luck in GECK letting me change this, so if you can figure it out gg.
Nevermind, Just a note for anyone with the same problem, USE FNVEdit INSTEAD OF GECK.
This problem is because the atomic is under the armor cats or both Necklace and Mask, whereas the base version is just Necklace. Use FNVEdit to change this, as Geck is buggy and constantly refuses to save the plugin changes you make.
Mod like this should not be altering anything but what is stated. Unless mod author had other mods active while making this. If you have issues, it is an easy mod to do yourself. In GECK, find the head gear and edit what it hides. Basically uncheck "hides hair". Also can edit its body slot so other headgear can be used. It's very easy to do. I am not a modder and am not good with the geck. I discovered this with Oblivion Dark Brotherhood shroud. I checked hide face for a creepy look to my character.
I just wanted to confirm that this mod currently works for the normal "Valence radii-accentuator" but does not for the unique version "Atomic-valence tri-radii-oscillator"
Disappointing, but still a great alternative to letting a poor drop with a great effect and a mediocre effect go to waste.
Edit: I am not experiencing the previously mentioned issue where mobs health are set to 22. However, I did not install this mod until I was finished with that DLC and have not returned to it.
This mod has been setting the health of all my enemies to 22. That said, I'm still playing in OWB, and the only enemies I've seen since using your mod have been Lobotomites and Y-17 Trauma Override Harnesses. When I disable the mod, their health resets back to the normal 136, 221, or 311. Not sure if it's just those two creature types or if it's all enemies.
Cool mod, won't be using it though. I'll endorse if it's ever fixed.
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This problem is because the atomic is under the armor cats or both Necklace and Mask, whereas the base version is just Necklace. Use FNVEdit to change this, as Geck is buggy and constantly refuses to save the plugin changes you make.
Disappointing, but still a great alternative to letting a poor drop with a great effect and a mediocre effect go to waste.
Edit: I am not experiencing the previously mentioned issue where mobs health are set to 22. However, I did not install this mod until I was finished with that DLC and have not returned to it.
Cool mod, won't be using it though. I'll endorse if it's ever fixed.
However, it doesn't seem to work with the Atomic-Valence Tri-Radii-Oscillator, just the regular one.
I just checked it and nope, it must be some other mod that's conflicting there.