The script work if you load the esp on an existing game, but if you start a new game with the plugin active, it doesn't work, you will need to deactivate the mod and then reactivate it to make ir work. I've tried to check the "run once" checkbox on the script form to see if that could solve the problem but it didn't, so I'm guessing that the fix should be on the papyrus script itself.
Can you please fix this? It's an excellent mod. Thanks.
The idea is great! Since the unlimited level rate affects the game's stability and safety, and it eventually causes a crash out, so, a mod to fix that also doesn't break immersion and game fun is needed. Is there any way to remove the skills reset buttons if the player gets the maximum Legendary Reset boost of 30%?
I think it may be better if you can list in the description what bonus you get when you make your skill legendary. Base on the pictures, I understand that you get a +10% one-handed damage if you make your one-handed skill legendary, but what about other skills (two-handed, conjuration, restoration, smithing etc.) ?
Thank you for the explanation. Just a suggestion, I think it would be more unique if you get +5% chance to avoid damage (Just like "Deft Movement" perk) per Light armor mastery, or +5% chance to reflect damage per Heavy armor mastery (Just like "Reflect Blows" perk).
Could you try to make a patch for SkyRe with this mod? I say this because you can't get any of the fortify crafting perks with that and this mod installed together
Ah sorry. Just today I've updated for another issue. BTW could you tell your problem detail? Does this mod affects badly on some of SkyRe's perk? or because of SkyRe this mod's mastery doesn't wok? or simply you want to disable this mod's crafting mastery? (Smithing, Alchemy, Enchanting)
What I mean is that SkyRe's enchantments override the master crafting skills (Alchemy, smithing, enchanting). What I mean is that Skyre replaces the fortify smithing perk with increase armor rating, and I was hoping for a way to fix it so you can gain increased smithing tempering skill instead of fortify armor rating
Understood. It might be already solved at current version 1.2. Could you try it? Until ver1.15, this MOD uses vanilla's magic effects and I confirmed actually SkyRe changed them. At ver1.2 in another reason I defined original effects and stoped to use vanilla effects. So now SkyRe won't affect on this MOD.
Ok I tested this with version 1.2 and it says the enchantment to improved tempering by X percent, but I don't know if you manged to get it fully working or not. I tried to temper an Iron Helmet and it only increases the skyre armor value by one from 32 to 33. I even tried adding multiple legendary perks on smithing but no difference. Let me know if you manage to make any progress.
Update: it may not be SkyRe's problem, it's just that I might be a little confused on how the fortify enchantments work. I honest can't figure out exactly how it works, I'm guessing it only works when the skill is at a higher level, or it's suppose to increase your base improvement be the percentage amount.
Both the description text and actual behavior are same as vanilla's potion of fortify smithing. However it says "Weapon and armor improving is 10% better" acual tempering result is calculated by some complexy and unmodifiable formula. This confusing description is due to vanilla but I dare kept it as original because many player may already got used to it. Alchemy and Enchanting too.
And your result is correctly vanilla's behavior. That is, 10% buff is not so effective. Especially when base skill level is low after legendalized. If you're disappointed, please kindly excuse me.
Well you're right. I did some research on the usep and it has a bunch of long and perplexing formulas to calculate the smithing stats, but I applaud you for your efforts. It's really weird that like effect is like base skill -13.29 multiplied by perks and the sum of your enchantments and potions, it just gets confusing
question, in the screenshots for one handed says 10% more damage, that means that fortifying one handed with 10 points its equal to 10% damage for melee weapons? 1 point = 1% damage ?
It means fortifying player's one-handed "attack power" by 10%, 20%... Actual damage will be decreased by enemy's armor. Just similar to enchanting or potion of fortify one-handed
i've installed the gotobed mod, and i'm a werewolf, and when i go to sleep and then wake up, i can see the message Mastery effect updated. Sadly, i can't see the effect applied to my pc, it doesn't add anything to active effects.
i think the werewolf ability is the problem, it prevents the vanilla well rested buff, so it's doing the same with the mastery effects
It seems Hircine's curse. I'll try to investigate whether I can dispel or not. But it may take time. Unfortunately now my PC is archmage vampire, far from companions quest. Sorry. BTW, does manual update work?
Hi, werewolf problem has been improved at ver1.2. Once manually update via lesser power of "Dragonborn's Mastery", then auto sleeping update will works.
I'm having difficulty understanding how this works. So, when I get a skill to level 100, I don't reset it to level 15 like vanilla, but instead I go to sleep? Or I reset it to level 15, but the game keeps track that I have 1 mastery point so when I go to sleep, it applies the buff?
The sequence is this; skill reached to 100 -> reset to 15 -> sleep -> mastery update Buff effect is relying to legendary number. So if you didn't reset any skill newly before sleep, update will not work.
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I've tried to check the "run once" checkbox on the script form to see if that could solve the problem but it didn't, so I'm guessing that the fix should be on the papyrus script itself.
Can you please fix this? It's an excellent mod.
Thanks.
Since the unlimited level rate affects the game's stability and safety, and it eventually causes a crash out, so, a mod to fix that also doesn't break immersion and game fun is needed.
Is there any way to remove the skills reset buttons if the player gets the maximum Legendary Reset boost of 30%?
EDIT: Seems to work perfectly but need further testing.
Awesome ! Pumpkin Pie san banzaï ! That's what I wanted for a long time !
I raise my bottle of nordic beer in your honor !
Base on the pictures, I understand that you get a +10% one-handed damage if you make your one-handed skill legendary, but what about other skills (two-handed, conjuration, restoration, smithing etc.) ?
Just a suggestion, I think it would be more unique if you get +5% chance to avoid damage (Just like "Deft Movement" perk) per Light armor mastery, or +5% chance to reflect damage per Heavy armor mastery (Just like "Reflect Blows" perk).
Does this mod affects badly on some of SkyRe's perk?
or because of SkyRe this mod's mastery doesn't wok?
or simply you want to disable this mod's crafting mastery? (Smithing, Alchemy, Enchanting)
Until ver1.15, this MOD uses vanilla's magic effects and I confirmed actually SkyRe changed them.
At ver1.2 in another reason I defined original effects and stoped to use vanilla effects. So now SkyRe won't affect on this MOD.
Update: it may not be SkyRe's problem, it's just that I might be a little confused on how the fortify enchantments work. I honest can't figure out exactly how it works, I'm guessing it only works when the skill is at a higher level, or it's suppose to increase your base improvement be the percentage amount.
And your result is correctly vanilla's behavior. That is, 10% buff is not so effective. Especially when base skill level is low after legendalized.
If you're disappointed, please kindly excuse me.
1 point = 1% damage ?
Just similar to enchanting or potion of fortify one-handed
Sadly, i can't see the effect applied to my pc, it doesn't add anything to active effects.
i think the werewolf ability is the problem, it prevents the vanilla well rested buff, so it's doing the same with the mastery effects
thanks
Buff effect is relying to legendary number. So if you didn't reset any skill newly before sleep, update will not work.
You know if it works with other Perk Overhauls,such as Ordinator?