Hi Zim. I had problems completing quests at silent moon camp from jarls and companions. I tried deleting the record in silentmoonscamp under cell, for the lvlbanditmeleeberserker which has the initially disabled flag and this seemed to fix the quests not completing for me. Thanks for your hard work on the mod and hope this might help if anyone else has this issue.
If I may make a suggestion. There's been reports of the way you've implemented your bad guy messing up quests that send people to kill the boss at the camp. I made an easy change to just full replace the boss entry to point to your new boss. Not only is this cleaner as you aren't removing a boss and placing a new boss it fixes the mentioned issue. If you don't have time I could easily send you a changed esp for you to look at and re upload here.
Could you send me that file and/or explain how to do the same change myself? I don’t know which mod is causing that bandit to not exist in my game, but I thought your change could solve the problem.
1. This mod removed the effect of the vanilla potion that increases Enchanting Skill. Useful only on applying new enchantments at the Enchanting Table.
2. Instead, replaced by, a modified potion where upon consumption, applies a temporary buff to the player, increasing the power of already existing enchanted weapons. Immediately takes effect, does not require an Enchanting Table and does not increase Enchanting Skill.
Seems that, the fortify enchanting potion is replaced by a potion that doesn't improve the enchanting skill and instead powers up the existing enchantments in your current equipment. At least, that's what I got out of it.
Ami I missing something ? Do you people have +100 magic damage weapons ?
good idea sadly it suffers from the same problem I had with my "no more too powerful" mod with enchanting the value that is going to be boosted by a % is way too low for percentages to work I tested with a 10fire damage weapon, best result 10->15 dmg it changes nothing considering that feeble damage increase cost you a grand soul gem + maxing up the enchanting perks bonuses should be multiples +300% on gloves not +40%
Feel you haven't quite grasped the point of this mod, it's meant to be a limiting factor, not a replacement to bring in a new way of making things insanely powerful. Thanks for the feedback though.
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Could you send me that file and/or explain how to do the same change myself? I don’t know which mod is causing that bandit to not exist in my game, but I thought your change could solve the problem.
1. This mod removed the effect of the vanilla potion that increases Enchanting Skill. Useful only on applying new enchantments at the Enchanting Table.
2. Instead, replaced by, a modified potion where upon consumption, applies a temporary buff to the player, increasing the power of already existing enchanted weapons. Immediately takes effect, does not require an Enchanting Table and does not increase Enchanting Skill.
At least, that's what I got out of it.
good idea sadly it suffers from the same problem I had with my "no more too powerful" mod with enchanting
the value that is going to be boosted by a % is way too low for percentages to work
I tested with a 10fire damage weapon, best result 10->15 dmg it changes nothing considering that feeble damage increase cost you a grand soul gem + maxing up the enchanting perks
bonuses should be multiples +300% on gloves not +40%