This mod doesn't seem to work with CACO and/or Ordinator. Is there a compatible version, or does anybody with the ability feel inclined to make one?
Edit: It actually might be Summermyst (Enai's enchantment overhaul) that's preventing it from working. Unfortunately I won't be able to tell which, as I expect I would break my game if I disabled any of those mods.
I use ordinator and summermyst, and this is working fine. So either CACO is messing things up for you, or something else is going wrong. Hope this helps :)
I'm sorry for the late reply, but I just ran into this problem and fixed it. This is for those who come here because they need help with this in the future. Facts: Load this mod after Ordinator and it'll work. Backstory: As a random fancy I tried running Ordinator without either SKSE or USLEEP, and it does work... kind of. If you try certain glitches either of the two fixes, the game CTDs. Resto is just fixed, while the merchant glitch plain doesn't work.
Not sure if you still care, but there is a very easy way to do this yourself. You just need TES5Edit.
Basically, navigate to Unofficial Skyrim Legendary Patch.esp --> Weapon --> 0006EA8B (or "dunKatariahScimitar" under Editor ID). In the table, find the box that has "EITM - Object Effect" on its row, and "[XX] Unofficial Skyrim Legendary Patch.esp" as its column (the XX is a number that depends on your load order). Right click this box and click "add". Afterwards, right click again and "edit" the value so it reads: EnchStagger "Stagger" [ENCH:00072674]
You're done. You've reverted the windshear change.
Thank you for the mod, however I can't get the restoration loop to work, perhaps someone can help me with it. I got The Phoenix Flavour - Dragon’s Edition installed btw.
Speaking of irreverantly exploiting glitches, you guys should check out the The Spiffing Brit on YouTube. His video(s) titled "Skyrim is a Perfectly Balanced Game with no Exploits" is a great laugh, and is based on this exact exploit.
At this point it isn't even exploiting anymore. Stuff like this is a feature. Like the completely insane custom potions in Morrowind (2 months real time paralysis potion anyone)
For some reason its not working to me. i created a 1000% enchanting potion then try using it on a ring with smithing enchantment and i wait for an hour the ring got back to 25%. why bro? please help]
Yup, the basic loop: fortify restoration potion -> fortify enchanting potion -> enchant with fortify alchemy -> return. The alchemy and enchanting should push each other up, amplified by the restoration potion.
Another thing I noticed, which might or might not be influenced by the unlimited rings mod I run is, that when I have a restoration ring equipped and try to equip a ring with a different effect (but the same type of ring. e.g. silver garnet ring) it doesn't change the ring, but still applies the effect. And since I don't have the ring equipped I can click on it again, applying the effect a second time.
It completely reverts, or rather ... restores the exploit.
But what I noticed when looking at it in TESEdit (trying to learn and figure out how the exploit actually works) is that it also adds the restoration potion effect to conjuration, which isn't the case in the game itself (SKyrim.esm) Not a complaint, just a curiosity.
When I was a kid I could throw myself at deathlords till I chipped away their health, but I just don't have time for that anymore. I play casually to relax, and this gives me the ez mode I need. Thanks for uploading!
I just wanted to say... "thank you." I'm not a cheater by nature, but the unofficial patch also seemed to prevent Necromage's benefits, meaning Necromage utilized the fortify restoration thing. And that seems to be an intentional game mechanic, since it makes spells more effective against undead but a heal was the exact same power before and after. So yeah, I was not thrilled with that; I understand wanting to fix exploits but it really seemed like a short-sighted kneejerk reaction without looking at the game mechanics it applied to. Especially considering that, outside of Necromage, the ONLY players this will apply to are those that go out of their way to abuse it... it really does seem like something that didn't need fixing.
No, this has nothing to do with the Necromage exploit, although the exploit might be more effective when this exploit is present too. Necromage is a completely different exploit which is also fixed by the USSEP, for good reason. It breaks certain perks and mechanics entirely, it's clearly a bug. So is the Restoration exploit, it's seemingly the result of bad copy-paste work by Bethesda, pretty typical. It does cause problems, and the potential for problems increases in a modding environment. Aren't you the one who's making a "short-sighted kneejerk reaction without looking at the game mechanics it applied to"?
If people want more power for their characters, then they should just use a mod which gives them more power, instead of relying on bugs and perpetuating the notion that the all-important USKP ruins people's fun. I have dealt with too many bug reports which were caused by ignorant people who didn't have the patch installed because they didn't want to let go of their old way of getting overpowered. Use mods. Git gud.
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Edit: It actually might be Summermyst (Enai's enchantment overhaul) that's preventing it from working. Unfortunately I won't be able to tell which, as I expect I would break my game if I disabled any of those mods.
Facts: Load this mod after Ordinator and it'll work.
Backstory: As a random fancy I tried running Ordinator without either SKSE or USLEEP, and it does work... kind of. If you try certain glitches either of the two fixes, the game CTDs. Resto is just fixed, while the merchant glitch plain doesn't work.
Basically, navigate to Unofficial Skyrim Legendary Patch.esp --> Weapon --> 0006EA8B (or "dunKatariahScimitar" under Editor ID).
In the table, find the box that has "EITM - Object Effect" on its row, and "[XX] Unofficial Skyrim Legendary Patch.esp" as its column (the XX is a number that depends on your load order). Right click this box and click "add". Afterwards, right click again and "edit" the value so it reads: EnchStagger "Stagger" [ENCH:00072674]
You're done. You've reverted the windshear change.
fortify restoration potion -> fortify enchanting potion -> enchant with fortify alchemy -> return. The alchemy and enchanting should push each other up, amplified by the restoration potion.
Another thing I noticed, which might or might not be influenced by the unlimited rings mod I run is, that when I have a restoration ring equipped and try to equip a ring with a different effect (but the same type of ring. e.g. silver garnet ring) it doesn't change the ring, but still applies the effect. And since I don't have the ring equipped I can click on it again, applying the effect a second time.
But what I noticed when looking at it in TESEdit (trying to learn and figure out how the exploit actually works) is that it also adds the restoration potion effect to conjuration, which isn't the case in the game itself (SKyrim.esm)
Not a complaint, just a curiosity.
If people want more power for their characters, then they should just use a mod which gives them more power, instead of relying on bugs and perpetuating the notion that the all-important USKP ruins people's fun. I have dealt with too many bug reports which were caused by ignorant people who didn't have the patch installed because they didn't want to let go of their old way of getting overpowered. Use mods. Git gud.