can anybody explain to me HOW to get rid of this mod. because i have both deleted it from nexus, and "uninstalled" it from the MCM menu, and the tree still remains.
Typically when uninstalling mods you'll want to go back to a save file from before you installed it. That said, I installed it; the perk said 3 effects. Saved, removed it, reloaded, and the perk had the vanilla description.
Open the console and see if you have any other Extra Effect perks available - if so, just remove them with the console.
Downloaded just so i could have all elemental resist enchants on one amulet/ring (3). So i didn't have to switch.
Then like an idiot enchanted more than 2 on weapons, ie (+1 sec soul trap) stupid idea, charges are weird/random don't last or effects don't work. Weapons falsely identified as as potions in enhanced hotkey mod (wrong name).
NOTE: This mod severely unbalances/breaks the game in several ways. One glitchy behavior with weapons, most likely this isn't even the mod's fault its the way the game was programmed, that is to say sensibly (for the most part, ie usage of charge reservoir and balancing)
Elemental resistances become obsolete if you can add more than 2 resist magic attributes (if you add shield of solitude effects you can have more magic resist total than each single element can provide. ie. 65 or so.
That being said there are a lot of people (apparently) who want to go mental and super overcharge their character, while this ruins the game for me, some enjoy it, and should be allowed to do so, that's what mods are for after all.
So thanks to the creator for adding the option, really like not having to switch between rings/amulet because a group of mages are using 3 different spell types. I'm happy with that little perk, not too unbalancing i don't think. Just use with restraint.
Strictly speaking, just for clarity's sake, resist magic and resist elements Stack with each other. I forget which is calculated first, but if you have 80 fire resist and 80 magic resist, a fireball's damage gets dropped to 20% by the first resist, and then that remainder gets reduced to 20% again by the other. This is why mods like Deadly Dragons have such incredibly high damage output on their high-end settings - they're trying to keep damage relevant when it's being reduced to 20% of 20% of base.
Hi guys, when you cheat and set your enchant lvl to 10000 to make INSANE enchanted items, on weapons your enchantment of f.x fire shows 512302 firedmg, Works perfect, you 1shot ppl, then when you restart skyrim load the game, it says "Insufficient Charge on weapon" .... wth?? Suddently it uses too much per hit? Is it possible to make this mod balance that too?
No but u can cheat to fix it. player.forceav rightitemcharge 10000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
tried it maybe 10 times. after changing your main weapon (daggers ---> bow) - u lose all those charges. tried setav, modavm forceav - it doesn't matter, result is always the same
Is it compatible with SkyRE? I fear that this mod may erase the SkyRE perks if I replace it..... unless its NOT a replacer of any fixed file, but just a rig.
Load after SkyRE and ull be fine. I don't think this edits any perks, however, if it does, it wont delete skyRE, it will just change the perks SkyRE Changes that it changes.
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That said, I installed it; the perk said 3 effects. Saved, removed it, reloaded, and the perk had the vanilla description.
Open the console and see if you have any other Extra Effect perks available - if so, just remove them with the console.
Downloaded just so i could have all elemental resist enchants on one amulet/ring (3). So i didn't have to switch.
Then like an idiot enchanted more than 2 on weapons, ie (+1 sec soul trap) stupid idea, charges are weird/random don't last or effects don't work. Weapons falsely identified as as potions in enhanced hotkey mod (wrong name).
NOTE: This mod severely unbalances/breaks the game in several ways. One glitchy behavior with weapons, most likely this isn't even the mod's fault its the way the game was programmed, that is to say sensibly (for the most part, ie usage of charge reservoir and balancing)
Elemental resistances become obsolete if you can add more than 2 resist magic attributes (if you add shield of solitude effects you can have more magic resist total than each single element can provide. ie. 65 or so.
That being said there are a lot of people (apparently) who want to go mental and super overcharge their character, while this ruins the game for me, some enjoy it, and should be allowed to do so, that's what mods are for after all.
So thanks to the creator for adding the option, really like not having to switch between rings/amulet because a group of mages are using 3 different spell types. I'm happy with that little perk, not too unbalancing i don't think. Just use with restraint.
Works perfect, you 1shot ppl,
then when you restart skyrim load the game, it says "Insufficient Charge on weapon" .... wth??
Suddently it uses too much per hit?
Is it possible to make this mod balance that too?
please fix it.