I have been MIA for a while and don't plan to release any more updates for this mod. The mod is fairly simple, and should be easy to figure out how to make it compatible with anything. Unfortunately, if you use mods that change crit damage or crit percent, or change a lot of the perks, it will break this mod. You can't have your cake and eat it to. However, if anyone at this point would like to modify or re-write and re-release this mod, you may do so as long as you credit me and link me as the original author. Thanks!
Noticed I was doing bleed damage with my battle axe, and the perk descriptions did not change.
So I added help "critical hits recalculated" Then ?player.addperk <code>
I got the message that the perk was added. But nothing changed. I was still doing bleed damage, and the perk descriptions are the same. May I get the solution to this?
After reading the description I am guessing the following points: - this mod will give better criticals for better weapons - this mod will exchange certain (all?) weapon debuffs with critical chance - this mod is active automatically for the files without comment (IS THIS TRUE?) - this mod has to be activated via console for the files with corresponding comment - this mod's file will be using Stamina OR Mana for critical calculation, so we must install only ONE file and we must choose correctly or will be worse than before
Could someone pretty please tell me which of these guesses are right and which are wrong and tell me the correction for the wrong guesses?
A not so important question: How do you guys manage the switch of the file for mana and stamina for different characters? Profiles in Vortex?
Update: Another question which is important for me:
If my character uses melee, archery AND magic, I will have problems when I use this mod, right? I will be a jack of all trades, have stamina AND mana high, so I should NOT use this mod?
Great Mod! Thank you! Although ONE question : I open the 1.02version mod in TESVEDIT but I don't see any changes to the vanilla perks, nor any changes to the critical chance. The perk only mutiplies the critical damage scaled by stamina.But in that case the critical hits would be too overpowered since the vanilla critical chance is high.
Do you add something to change the critical chance that is hidden? Or the mod just has this perk only? No offense.I just want to make sure that the mod dose as the description says. I might just use the old version for now, since these vanilla perks in my Skyrim haven't been changed.XD
I've got four questions about this mod : - does it affect critical charges? The description of critical charges say "double critical damage", does this mod apply to that? - from the calculations you gave, it seems to me that the actual damage of the weapon isn't taken into account, just the base damage. Meaning you'll do the same critical damage with an un-upgraded daedric sword and a "legendary" (through blacksmithing) daedric sword, as long as you've got the same amount of stamina. Is this correct? - does the mod work with weapons brought in from mods? - will spells or potions increasing your max stamina increase your critical hit damage, or is this only based of the "level-gained" max stamina?
Sorry for a year-long response. It's been so long, I can only answer some of these. You'd probably need to edit any weapons you added. Yes only base damage, sadly there was no way to make this work with weapon improvements or enchantments.
I'm using v1.0 and while every weapons can crit, only swords/greatswords/bows crit damage are changed, the other does 0 bonus damage on crit. So is it this mod or I have some mods conflict? Edit: Turn out the weapon I used (Wuulthrad) has 0 crit dmg. Using Ebony blade which also has 0 crit dmg also does the same thing. Editing the crit dmg of those to any number will fix it for me. Also to make it works with CC and GCC, just edit this mods and add the condition "IsSpringting == 0" to every perk.
dude, can u make the version that compitable with SPERG? i try using ur mod while sperg instaled, when i take the perk using console command, critical rarely happen, love ur mod btw
Hey, one question: I've got a mod that fixes Vanilla perks: Bladesman and Critical charge conflicting with each other by making Bladesman add percents to chance for crit and not set them while keeping original Critical charge. Will your mod be compatible or will fix it or I need to find another one. Sorry for errors, not my primary language, if something isn't clear enough I'll surely answer any questions.
165 comments
Works with Ordinator, SkyRE, and other perk altering mods. Skyrim SE and VR compatible.
So I added
help "critical hits recalculated"
Then
?player.addperk <code>
I got the message that the perk was added. But nothing changed. I was still doing bleed damage, and the perk descriptions are the same. May I get the solution to this?
- this mod will give better criticals for better weapons
- this mod will exchange certain (all?) weapon debuffs with critical chance
- this mod is active automatically for the files without comment (IS THIS TRUE?)
- this mod has to be activated via console for the files with corresponding comment
- this mod's file will be using Stamina OR Mana for critical calculation, so we must install only ONE file and we must choose correctly or will be worse than before
Could someone pretty please tell me which of these guesses are right and which are wrong and tell me the correction for the wrong guesses?
A not so important question: How do you guys manage the switch of the file for mana and stamina for different characters? Profiles in Vortex?
Update:
Another question which is important for me:
If my character uses melee, archery AND magic, I will have problems when I use this mod, right? I will be a jack of all trades, have stamina AND mana high, so I should NOT use this mod?
Although ONE question : I open the 1.02version mod in TESVEDIT but I don't see any changes to the vanilla perks, nor any changes to the critical chance.
The perk only mutiplies the critical damage scaled by stamina.But in that case the critical hits would be too overpowered since the vanilla critical chance is high.
Do you add something to change the critical chance that is hidden? Or the mod just has this perk only?
No offense.I just want to make sure that the mod dose as the description says.
I might just use the old version for now, since these vanilla perks in my Skyrim haven't been changed.XD
- does it affect critical charges? The description of critical charges say "double critical damage", does this mod apply to that?
- from the calculations you gave, it seems to me that the actual damage of the weapon isn't taken into account, just the base damage. Meaning you'll do the same critical damage with an un-upgraded daedric sword and a "legendary" (through blacksmithing) daedric sword, as long as you've got the same amount of stamina. Is this correct?
- does the mod work with weapons brought in from mods?
- will spells or potions increasing your max stamina increase your critical hit damage, or is this only based of the "level-gained" max stamina?
Thanks !
Edit: Turn out the weapon I used (Wuulthrad) has 0 crit dmg. Using Ebony blade which also has 0 crit dmg also does the same thing. Editing the crit dmg of those to any number will fix it for me. Also to make it works with CC and GCC, just edit this mods and add the condition "IsSpringting == 0" to every perk.