Updated and now support Summermyst and RoM! However I don't use them, so let me know how you feels. Also feel free to give opinion or ask any question. Enjoy!
It is not needed supposedly, I only add it because some of them are edit in original mod. But yes you can delete the ";" if you want. Feel free to try any setting you like.
If you mean this. Then, I have it, used it, and it's working beautifully. It has 3 effect at once. (It's more awesome in game) Also thanks for the update. imgur.com
did not work for me... but I ran into another problem. I have not checked your current update BUT, either this skypatcher, obsidian weathers and one of the community shaders and its family of mods did not play well. the water had an odd taint to it and the map had a similiar color to it with this and skypatcher and its requirements installed and the issues went away with all of it removed.
My bad, after checking MO2, I'm also using this mod Vibrant Weapon EAE. These 2 mods working in tandem, covering any other that isn't covered, also check their patches for various mods like Artificer, RoM etc. For water, if you're using, JK's Ragged Flaggon, Water for ENB and CS complete, there is some issue with the water, but it's already fixed, check at water for enb's page.
@VR3039x What need to be done to make both VAE and Vibrant Weapon EAE work? Do they stacks? I haven't mess with it. I only know EAE now, seem like it is also a great tool.
At first, it was a messy transition from vibrant to EAE, but now it's stable for me at least. There is issue with lantern / light spell issue, but there is a patch for turning the light from the weapons. As far as I know, the Vibrant Weapon EAE only adjusting effect for fire, shock and frost effect. Also, chaos enchant or by combining with lvl 100 Enchanting (two effect). And the other effect get picked up by this mod. So load EAE after this mod. No extra settings after that, and with this mod now I have many variable visuals on the weapon.
Sry I am not sure how to answer that, but i will try to. As you can have those patch or not have them, all SkyPatcher patch(In this case, the patch I make) will always apply. I did build my patch using USSEP to remain consistency, so you may not need that USSEP patch for VAE2 as it is redundant. WACCF is untouched by me, so you may still need it.
Sorry for missing your comment. "It is compatible?" The answer is a yes and no... I guess you could say it is "not compatible" as it may not all work out of the box, but it will not break them either. If the enchantment is untouched by this patch will remain untouched. If the magic effect is already exist, then it will work out of the box. That mean new enchantment have new magic effect will not have visual effect, but new enchantment which have a magic effect is already exist will work out of the box. Hope this explains it clearly.
*If you try to make it work, let me know how it goes. I will provide any help I can.
Hi, I've encounter crash/freeze when enabling the mods in my load order. I've installed the required mods and when I enable the mod and trying to add weapons throughout QUI mod it freezes.
The crashlog mention d something about Elf Hunter enchantments, and when I look and investigate the formID mentioned in the .ini file and the crashlog for Elf Hunter enchantment have different formID.
Is it possible it is caused by that? I can run the original mod just fine without the skypatched, but as soon I enable the akypatched it freezes.
I don't think my patch will cause crash by any means... so: 1.What is the Elf Hunter enchantment ID? 2.What enchantments overhaul mod you using? 3.Are you using my Patch mid game?
I need to double check it for the 1 and 2 questions, currently at work.
For point 3, does it have to be a fresh start? Because yes I used it on my test save mid game. Or does it not like the QUI mod? (Basically it's just better AddItemMenu mod). My guess is it loads all of the weapons available in the selected plugin.
QUI can have problems with other mods, I also had problems with it freezing, without this mod but with other mods. I would recommend dMenu as an alternative.
The existing issue in VAE2 is that player-enchanted weapons always use basic visual fx. So, if you enchant a greatsword, it will have a sword fx (instead of greatsword's fx which is longer). If you enchant a dagger, it will also have a sword fx (instead of dagger's fx which is shorter). So, does this issue still persist in your patch?
so, what excactly is this? - how it works? - is it mean to apply both effect for a weapon? (e.g. Fire ench FX from VAE1&2 altogether?) - Or we are able to select what ench fX we want to use? - what about patch from RoM => VAE2 patch for RoM and patch from VAE2 => RoM for VAE2, is it still needed in LO? or we can delete it? (I use both mod and both patch, though)
Don't worry, i know it is confusing and i am trying my best to explain. 1.Only one effect is apply, either VEA 1 or 2. 2.Yes, but then you will need to know how to do with the ini file. 3.If RoM you talking about, no patch(RoM-VAE) is needed anymore. Get the mod and only my patch, it just work.
1. thanks 2. Good, I'll learn about it. so I can use drain magicka effect for fire ench right? 3. no patch needed? there are plenty patch provided by RoM (say, Saint and Seducer, CC weapon, VAE etc). All of them is not needed anymore or just VAE patch? If All of them, it Amazing.
4. and what about patch provided by LotD for both VAE and ROM? also Summermyst?
2.Yes, if you change the ini, ask me if you need help. 3.I mean no VAE patch is needed. All of them is just impossible XD 4.You don't need any patch name with VAE supposedly.
well, been an hour and cannot download your latest file others mod from this site can though 2. thanks. 3. Well, not suprise though hahaha 4. thanks. 3 patches are ready to be gone.
from filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2 to filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingIceBlue2
115145 is the ID of the magiceffect, make sure it is correct or "AASEFrostFX" for VAE 2 ice also there are: AASEFrostFX2H, AASEFrostFXWA, AASEFrostFXMA, AASEFrostFXAXE, AASEFrostFXBA
so if I want to use VAE2 Effect it should be from this filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2 to this? filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=AASEFrostFX2H
the 115145 is fire ench ID that shouldn't be changed?
and I assume the " ; " is indicating that the effect is active or not right?
and what is the use of ench shader? and its set to not be read by the game filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2 ;filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantShader=VisualAnimatedEnchants2023.esp|
"2H mean two-hand, the effect is longer" so I can use that option to change the fireFx to 2H IceFx right?
"so I can use that option to change the fireFx to 2H IceFx right?" Yes. "and what is the use of ench shader? and its set to not be read by the game" it is another visual effect using by vanilla. Not all of them need to patch so it is empty, it is normal.
63 comments
However I don't use them, so let me know how you feels.
Also feel free to give opinion or ask any question.
Enjoy!
But yes you can delete the ";" if you want. Feel free to try any setting you like.
Let me know if it work.
Also thanks for the update. imgur.com
I have not checked your current update BUT, either this skypatcher, obsidian weathers and one of the community shaders and its family of mods did not play well. the water had an odd taint to it and the map had a similiar color to it with this and skypatcher and its requirements installed and the issues went away with all of it removed.
New update only fix three weapons so will not make any difference.
For water, if you're using, JK's Ragged Flaggon, Water for ENB and CS complete, there is some issue with the water, but it's already fixed, check at water for enb's page.
I only know EAE now, seem like it is also a great tool.
No extra settings after that, and with this mod now I have many variable visuals on the weapon.
It's not your fault (it's the OG mod) but I do wish the Sun FX are smaller and less distracting.
https://www.nexusmods.com/skyrimspecialedition/mods/92877 (USSEP)
https://www.nexusmods.com/skyrimspecialedition/mods/19518 (WACCF)
As you can have those patch or not have them, all SkyPatcher patch(In this case, the patch I make) will always apply.
I did build my patch using USSEP to remain consistency, so you may not need that USSEP patch for VAE2 as it is redundant.
WACCF is untouched by me, so you may still need it.
Oh also one more question please is this mod compatible with your mod?
https://www.nexusmods.com/skyrimspecialedition/mods/50382
by reading the description:
Is it compatible with Wintermyst? It's a predecessor to Summermyst.
"It is compatible?" The answer is a yes and no...
I guess you could say it is "not compatible" as it may not all work out of the box, but it will not break them either.
If the enchantment is untouched by this patch will remain untouched. If the magic effect is already exist, then it will work out of the box.
That mean new enchantment have new magic effect will not have visual effect, but new enchantment which have a magic effect is already exist will work out of the box.
Hope this explains it clearly.
*If you try to make it work, let me know how it goes. I will provide any help I can.
I've installed the required mods and when I enable the mod and trying to add weapons throughout QUI mod it freezes.
The crashlog mention d something about Elf Hunter enchantments, and when I look and investigate the formID mentioned in the .ini file and the crashlog for Elf Hunter enchantment have different formID.
Is it possible it is caused by that?
I can run the original mod just fine without the skypatched, but as soon I enable the akypatched it freezes.
so:
1.What is the Elf Hunter enchantment ID?
2.What enchantments overhaul mod you using?
3.Are you using my Patch mid game?
For point 3, does it have to be a fresh start? Because yes I used it on my test save mid game. Or does it not like the QUI mod? (Basically it's just better AddItemMenu mod). My guess is it loads all of the weapons available in the selected plugin.
- how it works?
- is it mean to apply both effect for a weapon? (e.g. Fire ench FX from VAE1&2 altogether?)
- Or we are able to select what ench fX we want to use?
- what about patch from RoM => VAE2 patch for RoM and patch from VAE2 => RoM for VAE2, is it still needed in LO? or we can delete it? (I use both mod and both patch, though)
Im sorry for lot of question
1.Only one effect is apply, either VEA 1 or 2.
2.Yes, but then you will need to know how to do with the ini file.
3.If RoM you talking about, no patch(RoM-VAE) is needed anymore.
Get the mod and only my patch, it just work.
2. Good, I'll learn about it. so I can use drain magicka effect for fire ench right?
3. no patch needed? there are plenty patch provided by RoM (say, Saint and Seducer, CC weapon, VAE etc). All of them is not needed anymore or just VAE patch? If All of them, it Amazing.
4. and what about patch provided by LotD for both VAE and ROM? also Summermyst?
thanks for your kindess :D
*edited : your update cannot be downloaded
2.Yes, if you change the ini, ask me if you need help.
3.I mean no VAE patch is needed. All of them is just impossible XD
4.You don't need any patch name with VAE supposedly.
others mod from this site can though
2. thanks.
3. Well, not suprise though hahaha
4. thanks. 3 patches are ready to be gone.
-edit-
Well turn out it does...nexus is making a joke on me...
I reuploaded it.
; 115145 SUM_Weapon_Des_Effect_FireHazard
;zzOverflowingOrange2 [ARTO:09000D78]
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2
;filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantShader=VisualAnimatedEnchants2023.esp|
if I want to change this Fx to be ice Fx
would it be
; 115145 SUM_Weapon_Des_Effect_FireHazard
;zzOverflowingOrange2 [ARTO:09000D78]
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|11A25A:enchantArt=zzOverflowingIceBlue2
;filterByMgefs=Summermyst - Enchantments of Skyrim.esp|11A25A:enchantShader=VisualAnimatedEnchants2023.esp|
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2
to
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingIceBlue2
115145 is the ID of the magiceffect, make sure it is correct
or
"AASEFrostFX" for VAE 2 ice
also there are:
AASEFrostFX2H, AASEFrostFXWA, AASEFrostFXMA, AASEFrostFXAXE, AASEFrostFXBA
so if I want to use VAE2 Effect
it should be from this
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2
to this?
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=AASEFrostFX2H
the 115145 is fire ench ID that shouldn't be changed?
and I assume the " ; " is indicating that the effect is active or not right?
the 115145 is fire ench ID, correct.
2H mean two-hand, the effect is longer
filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantArt=zzOverflowingOrange2
;filterByMgefs=Summermyst - Enchantments of Skyrim.esp|115145:enchantShader=VisualAnimatedEnchants2023.esp|
"2H mean two-hand, the effect is longer"
so I can use that option to change the fireFx to 2H IceFx right?
and thank you very much
Yes.
"and what is the use of ench shader? and its set to not be read by the game"
it is another visual effect using by vanilla. Not all of them need to patch so it is empty, it is normal.