Can you make a patch for Armors mods like "Immersive Armors"?. The armor sets in this mod do not receive their bonus when wearing. A great mod anyway <3
There is one problem with this mod. I use Apocalypse - Magic of Skyrim, and NPCs have a quite irritating visual effect of spell absorption when they have elven armour equipped. Is there any possibility to turn this visual effect off?
Hey guys! I play using Requiem. This mod is freaking awesome, and deserves a ton more love, as others have said. Really an immersion thing for me. I love it.
Anyways, I have encountered a problem. Any idea why my elemental resistance numbers when I inspect armor are soo dang powerful? Just tested it with a full suit of steel plate, and it gave me 242% fire resist with no enchantments. Checked in the console, and it is actually how much the armor is giving me. Any way to change this or fix it? A menu to use (the MCM only has "Uninstall") or a file to edit? Looked in zEdit and couldn't tell what I would need to change. I use the LITE version of the mod.
Well, it is because the script gets AR value, which in Requiem is jumped up waaay higher than Vanilla (my steel plate has like 280 armor or something), so the numbers are boooosted. However, now I am down the rabbit hole of hellish compiling with papyrus, since I can't frikkin get my simple psc file, FROM THE MOD ITSELF, to change into a pex file. It isn't from anything I've changed either; it is telling me that an original (ie in the mod itself) function, the GetWornForm, is not a function or does not exist. Which is does. Because it works in my game with this mod just fine and does what it is supposed to. I just changed a number value, that's it xD I can't even compile an unaltered psc file. I hate papyrus...
I know this is ultra late and you've probably moved on, but i just want to tell you that GetWornForm is a function from SKSE, so you need SKSE's scripts to be available in your data folder in order to compile your edited psc.
Hmm, this never occurred me before but ya, Requiem, for no reason (because it don`t want to be compatible with most mods) change the AR values in the game data itself via the reqtificator thing and WAA get the values from there, calculating before perks that boost AR. So the values in the corresponding script should be lowered to 20% or so, unfortunately i m not modding at the moment (don`t even have Skyrim installed).
Thanks qwertypol, I did figure it out eventually :) You would have been a lifesaver, though.
Alex9ndre! Thank you for the amazing mod. I still use it today. :)
I did go and make everything sit right with the elemental values. Right now, my world feels very diverse-immersive, with multiple pathways to gaining some amount of resistances. I love it!
So glad I stumbled upon this mod! It totally deserves more love. Adds some nice mechanical depth to the game, in a simple and balanced way. Endorsed :)
Greetings. Maybe this question was asked earlier, but there are too much posts for me to check.) The question is: there are weapon bonuses like "+40% damage to Daedra", so are they calculated from base damage or from full damage including skills, enchantments etc.?
I've managed to port both the lite and full version of this mod and I use without much issue for Skyrim Special Edition (ASIS NPC Enchant fix takes the place of this mod's skyproc). If the mod author wants me to want me to post the converted version for SE. I'm willing to do it.
Anyone know if Ordinator's armor perks that reduce armor weight and movement speed penalties (i.e. Born to Fight, Unhindered) will apply their effects correctly against the movement speed penalties imposed by Weapons and Armors Attributes? My testing was inconclusive, although there was no change in speed penalty stat when using Armor Inspection.
Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn. Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.
Nope, ordinator perks won't affect the movement penalty that comes from this mod. Ordinator perks only removes the movement penalty inherent to wearing armor in the first place.
863 comments
A great mod anyway <3
Anyways, I have encountered a problem. Any idea why my elemental resistance numbers when I inspect armor are soo dang powerful? Just tested it with a full suit of steel plate, and it gave me 242% fire resist with no enchantments. Checked in the console, and it is actually how much the armor is giving me. Any way to change this or fix it? A menu to use (the MCM only has "Uninstall") or a file to edit? Looked in zEdit and couldn't tell what I would need to change. I use the LITE version of the mod.
Alex9ndre! Thank you for the amazing mod. I still use it today. :)
I did go and make everything sit right with the elemental values. Right now, my world feels very diverse-immersive, with multiple pathways to gaining some amount of resistances. I love it!
The question is: there are weapon bonuses like "+40% damage to Daedra", so are they calculated from base damage or from full damage including skills, enchantments etc.?
Born to Fight - Heavy Armor weighs half as much and slows you down half as much when worn.
Unhindered - Light Armor weighs nothing and doesn't slow you down when worn.