Why does this armory make me glow purple? it seems as if its on purpose. I'll be fine, then with the first threat (this time, a couple of wolves) I go "boom" and then I'm glowing purple all over. It doesn't go away. Console "dispelallspells" does nothing. How can I stop glowing purple?
i cant find it i have explored the area completely and went inside and still don't know where it is. do i have to do the quest for the museum. i dont know whats going on please help.
Dunno if you figured it out yet or not, but you need to activate some button in there; the name of it is eluding me right now, the Haunted something.... but it's there. Took me a while to find out, as well. It should be in the corner to your left just as you enter the house. Then, you should see the trapdoor underneath one of the display cases. Hope this helped.
Yes, this weaponry is meant to face the advanced difficulty from ORS Patches and they're OP even for the base mods of the series. quite game breaking for vanilla fights (unless someone enjoys to play as godlike being). Indeed a 3rd final chapter is planned (called "Ascendant Misery" but have no idea when it will be finished, I'm afraid it's gonna take a long while.
when am equipping eternal sin ring its adding me all hellhunter ability such as fortify archery, armor rate, one hand, restoration, two hand and all but in description part its showing bows do 10% dmg for all is this glitch or bug??? also eternal sin ench now is changed to 20% shout cooldown showing the same in enchanting table but the fortify healing rate ench is still not available
am summoning the ring of revival through console to relearn its ench but i cant as it shows fortify healing rate learnt
The ring adds 2 skills if you wear it and they got removed if you unequip it; but not every single effect is shown into the active magic tab. Minor effects are not on screen but they are still present. It's how the game works. To have any single effect prompt correctly I should set any single effect as independent ability. The increase you notice as percentage is the base effect but it gets buffed by a secondary ability (it was the most effective way to really improve the effects without being seriosuly overpowered). However, the healing rate comes in two different forms; the first in combat (the most powerful) and the second only at ease. Let me know if you need these totally separated from the ring (maybe another item at all).
if its possible to you to make as separate ring please go for it well i dont understand about healing rate comes in two different forms the 1st in combat and second at ease if its possible please change the fortify healing rate(ENCH) as separate because i normally enchant my armory with fortify healing rate so that i can maintain my health regen even in low hp baar to keep myself alive for hardcore gaming
let me elaborate my problem i started a new game spawned ring of revival at ench table which has properties of fortify healing rate by 100% so if you disenchant it at table the ench you should learn is Fortify Healing Rate but no the enchantment am learning is Eternal Sin
my request is to change that only because am unable to bless any of my enchantable armor with fortify healing rate as eternal sin is overlapping it
If you cheat to get a disenchantable item (having heal rate on it) only to learn the enchantment in order to use it onto your equipment you can simply get via console a vanilla gear having that enchantment on it ; there are several items with that specific enchantment, even armors, the keyword for your research is "Regeneration". Think this is the easy way to get what you want for any kind of enchantment, since vanilla have almost all of them separated (basically because they're meant to be disenchanted). EternalSin Ring is not actually meant to be disenchanted and only 30% of its properties are from an enchantment, the rest comes from an Ability Spell casted onto the player (not disenchantable/learnable).
However I'm going to add a customizable new item to give players the opportunty to pick what they want on it or not (but still, not disenchantable). As I said, if you aim to disenchant things, vanilla has already any type of enchantment you might need for your gears... if you're going to use the console, everything is just one code away.
thats really cool thanks i do lots of enchanting in game for stuffs main is armory for my companions so this healing rate ench all time so they wont die and regen health pretty fast without me watching their back
facing a small problem from this mod its changing FORTIFY HEALING RATE ench to ETERNAL SIN please can it be sorted out will be much obliged that eternal sin property adds extra features such as one hand modifier n all please do something that it can be marked as separate ench ty
When you put the item on the related workbench in order to upgrade it you should check at the bottom of your screen, there might be a list of all ingredients needed for any single gear (custom or vanilla) you want to process.
EDIT : Of course you need also Daedric and Arcane Smithing
31 comments
... Wow, that would make the mods a lot easier. I could have shown those daedra with the one-hit kills what for!
There's a part 3 coming, right? Because you are right, this wouldn't be fair to use in the vanilla game...
Indeed a 3rd final chapter is planned (called "Ascendant Misery" but have no idea when it will be finished, I'm afraid it's gonna take a long while.
also eternal sin ench now is changed to 20% shout cooldown showing the same in enchanting table but the fortify healing rate ench is still not available
am summoning the ring of revival through console to relearn its ench but i cant as it shows fortify healing rate learnt
well i dont understand about healing rate comes in two different forms the 1st in combat and second at ease
if its possible please change the fortify healing rate(ENCH) as separate because i normally enchant my armory with fortify healing rate so that i can maintain my health regen even in low hp baar to keep myself alive for hardcore gaming
let me elaborate my problem
i started a new game spawned ring of revival at ench table which has properties of fortify healing rate by 100%
so if you disenchant it at table the ench you should learn is Fortify Healing Rate but no the enchantment am learning is Eternal Sin
my request is to change that only because am unable to bless any of my enchantable armor with fortify healing rate as eternal sin is overlapping it
hope my problem will be sorted out
ty
However I'm going to add a customizable new item to give players the opportunty to pick what they want on it or not (but still, not disenchantable). As I said, if you aim to disenchant things, vanilla has already any type of enchantment you might need for your gears... if you're going to use the console, everything is just one code away.
EDIT : Everything's done. I need to run some further tests now... I'll be uploading the new version asap.
that eternal sin property adds extra features such as one hand modifier n all please do something that it can be marked as separate ench
ty
EDIT : Of course you need also Daedric and Arcane Smithing