This page was last updated on 12 November 2016, 2:42AM
Changelogs
Version 5.2
Changelog for Weapons and Armors Attributes (version 5.2)
IMPORTANT BUG FIX!
The dynamic armor attributes for NPCs could eventually fail to properly reset, causing it to stack.
Note 1: This issue would mostly affect followers.
Note 2: Your follower(s) may or may not have this bug currently but due to how the script worked before this version, it would appear eventually.
Note 3: This bug DO NOT affect the player in any way.
This version solve this issue by changing the armor attributes implementation for NPCs but the effect is not retroactive, thus if you suspect that a follower is affected by this bug you will have to either use "ModActorValue" console command on the related AVs affected or let those NPCs reset by waiting 30 days in a different cell.
The bugged AVs are "SpeedMult" (default is 100), "MagickaRateMult" (default is 100), "StaminaRateMult" (default is 100), "FireResist" (default is 0 or 50 for Dunmer), "FrostResist" (default is 0 or 50 for Nords) and "ElectricResist" (default is 0). In order to fix your follower just remove all his gear (or disable WAA in MCM) then "Mod" these values to the desire (default) values.
Version 5.1
Changelog for Weapons and Armors Attributes (version 5.1)
- Added more visual or sounds effects to most armors attributes that proc on hit, it is really subtle but will help the player to realize when the effect proc.
- Dragonscale (Armor Attribute) - Effect no longer recast before the duration is expired.
- Stalhrim (Armor Attribute) - Reduced proc chance from 30% to 20%.
- Scaled (Armor Attribute) - Increased proc chance from 30% to 40%.
- Dwarven (Armor Attribute) - Reduced proc chance from 100% to 50% and increased stamina damage magnitude from 30 to 50.
Version 5.0
Changelog for Weapons and Armors Attributes (version 5.0)
The mod has been completely remade from the scratch, seriously, face it as a new mod.
- New and smarter implementation for everything.
- Way more compatible thus the consistency patchs are no longer required*. WAFR still supported but no feature rely on it, the mod will work the same if you use it or not.
- Also support any cloak mod around without the need of patches as WAA now check for equipment slot instead of armor keywords.
- Removed many unrelated features, the mod now focus on one thing, attributes for armors and weapons, duh!
- Better, more balance and more fun attributes.
- Decluttered active magic effect menu with more objective descriptions and added a convenient lesser power to inspect your worn equipment.
- Plug-in and play, the MCM is still there just as a safer way to unistall the mod but it will work without it just fine (SKSE is still required thoguh).
- And... everything else.
* Any inconsistency as mod-added weapons and armors having odd attributes will be caused if those mod author use WRONG keywords. Please bring this issue to then before asking for compatiblity patches, thnx!