So here is a fun bug. This mod interacts with Forgotten Magic Reborn in odd way. FMR adds spell specific rings that have fun effects like raising a zombie when you kill a target with a spell called Blight Curse. With EKRL running, the effect works at first, but stops working if the associated ring gets renamed as EKRL does (ie, the icon changes to a shield when you UNEQUIP the ring the first time).
Solution I found was to simply not unequip the ring, so it keeps its original item id or whatever is going on in the background. Had to uninstall EKRL, then reinstall it. That seemed to reset the lists and restore the function of the ring.
[Compatibility Bug]: not compatible with mods that change between presets of Player outfits. ex: AH Hotkeys When an outfit is changed, this mod doesn't register that the rings/amulets were unequipped/changed; it keeps adding to the counter until the limit is artificially reached. > Is there a way to make this mod compatible with such mods? ex: Loadout > In the meantime, can the 'safety census' be given a manual way to activate it. Specifically, a spell to execute it similar to this mod's configuration spell.
It works 90% of the time. The other 10% you'll need to readjust your jewelry as some rings or amulets don't get put back on if they're removed en masse (e.g. Bathing in Skyrim). What would be handy would be a Ring/Amulet Profile that you could access from the MCM to equip all of your jewelry on the fly. It's still a good mod nonetheless, but it can be inconvenient when it wants to be.
In principle would this method allow the creation of a mod that will allow two different mods that both add an item that equips to the otherwise unused slot x to co-exist, presuming that each mod adds their own keyword. ie. restrict things in the general case that each slot can hold at most one item for each given keyword?
Hello, please, can anyone tell me what I have to consider if I want to remove this mod? The mod has never worked properly in my game, same and similar mistakes as in the aforementioned treads. I have a pretty heavily modded game, so I do not know if it's related to another mod. To make room for other Esp's, I would like to remove the ring limiter. But whenever I do, my game crashes, no matter what score I choose. When I activate the mod again, everything starts normally. I suspect that there is a link somewhere which causes the crash. Of course I use the M.O .; - does anyone know?
For those who want to use this mod on SSE: it works flawlessly without any modification, you just have to repack the bsa (or simply unpack it and let the scripts be installed as loose files).
Excuse my total noobiness but... how do I do exactly what you said? I'd very much like this mod in my SSE playthrough but I can't seem to figure out what it is you described.
I've uploaded a new version: With v0.6 you can set your maximum ring number to -1, meaning that no ring count will be performed so you can wear an unlimited number. This is meant for machines having trouble with script performance. Additionally now a ring is stripped of its slot dependence every time it's equipped. This is because I only now saw that the changed item slot seems not to be saved into the savegame.
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I simply unpacked BSA, then packed it back without compression. And this mod works now. No ideas why, but ...
This version does not work. Enderal can't even start with it, silently crashes...
Solution I found was to simply not unequip the ring, so it keeps its original item id or whatever is going on in the background. Had to uninstall EKRL, then reinstall it. That seemed to reset the lists and restore the function of the ring.
When an outfit is changed, this mod doesn't register that the rings/amulets were unequipped/changed; it keeps adding to the counter until the limit is artificially reached.
> Is there a way to make this mod compatible with such mods? ex: Loadout
> In the meantime, can the 'safety census' be given a manual way to activate it. Specifically, a spell to execute it similar to this mod's configuration spell.
please, can anyone tell me what I have to consider if I want to remove this mod?
The mod has never worked properly in my game, same and similar mistakes as in the aforementioned treads.
I have a pretty heavily modded game, so I do not know if it's related to another mod.
To make room for other Esp's, I would like to remove the ring limiter. But whenever I do, my game crashes, no matter what score I choose.
When I activate the mod again, everything starts normally. I suspect that there is a link somewhere which causes the crash.
Of course I use the M.O .; - does anyone know?
With v0.6 you can set your maximum ring number to -1, meaning that no ring count will be performed so you can wear an unlimited number. This is meant for machines having trouble with script performance.
Additionally now a ring is stripped of its slot dependence every time it's equipped. This is because I only now saw that the changed item slot seems not to be saved into the savegame.