Love the mod! It appears to be working well with AE, except for the fish tank issue listed. However I managed to find a mod that appears to do the trick by removing the tanks from Hearthfire houses, hopefully that can be helpful for others. ❤️
I've made an Actor Value Generator patch for World Dawn. I strongly recommended any World Dawn user use this patch, or risk it making the game unstable due to the many unused vanilla AVs that may be used by some other mod.
If you could, pin this comment and maybe mention it on the mod description to raise awareness.
Quote from my notes section in the mod description: "Please adress interactions between this mod and others that make similar changes with care. Mods that make changes to enchantments and or enchanting system, loot rate and type, magic or player rule changes may have unexpected interactions with this."
I never used that mod you mentioned here, but I would wager it interacts with the same container references as this does, so it would only work if properly patched. On a sidenote, they seem to do very similar things, I would choose one of them.
This uses levelled lists. If Gear Spreader uses SPID, it won't interfere, but if the gear isn't in a levelled list it won't get affected by this mod's tempering or enchantments.
@TheManaVault if i add modded weapons+armors to level list with Automated Level List Addition SSEDIT script and use SPID to distribute the armors+weapons(want to give vampires specific armors, necromancers specific armors, etc) will the NPCs get enchantments from this mod?
It's a patch from the old ASIS tool. I recommend using the NPCEnchantFix from Synthesis nowadays. Refer to the explanation i found in another post:
"I found the answer here: https://bitbucket.org/DienesToo/asis/wiki/ASIS%20Basics
'NPC Enchantment Fix: In skyrim most NPCs cannot benefit from all enchantments, potions, or effects because they lack the perks needed for Fortify <skill>. See the UESP wiki for details. This module will add those perks to all NPCs that do not already have them allowing anyone to benefit from them like the player does.'"
hi, i've been playing world dawn with summermyst for years on SE/AE and never had any problem, i'm kinda confused on why they not compatible overwrited enchants record?
i mean i loot both item enchanted from world dawn and summermyst(some from summermyst i never see i must say), i think the only thing that would really be a problem is trying to extract and/or inject a summermyst enchant with world dawn feature
I don't use Summermyst, but since World's Dawn author warned about incompat between both, I pasted that information here as well. I figure there would be overlap between mods, yes, since basically they address the same area.
The reason they are incompatible is because they both make use of unused actor's values to apply the new effects, and some of them overlap each other.
However, you can make it compatible with Summermyst easily by using this new patch (don't forget to check the requirements): https://www.nexusmods.com/skyrimspecialedition/mods/89331
One of the best, most underrated mods ever made for Skyrim, such a shame it was completely abandoned. This needs a complete remake badly, implementing the new enchantments and attribute systems in a more balanced way. Particularly, I think it's atrocious how low customizable it is, and it should have ways to better control the system, such as adding blacklists for locations and npcs.
Here are some incompatibilities I've noticed on my setup, for future reference: - Bathing Beauties or Beefcake Luxury Suite (BBLS): Has a weird interaction with the outfit room system which leads to a very annoying bug where the mod populates the outfit room non-stop and BBLS spams a messagebox every time it does so. Reducing the scan radius to the minimum worked for me. - Next-gen Decapitation: Overlap with an unused actor value that is applied on both mods, causing a bug that makes the player's body vanish. The creator is already aware of it after I reported it.
Thank you for reporting those incompatibilities. Regarding the need for a remake, I've used it with no issue in pre-AE CC content garbage with no problem, and nicely balanced with a difficulty plus modded game. But that's from my own viewpoint, I do understand that some things need rehashing. It could be a bit more customizable, especially by allowing for blacklisting some mod locations and actors, but to be honest I don't use either of those mods nor CC content with the fishies and aquariums, so no real issues on my end. Then again, I run 1.1597 SE, so I do understand in AE there'll potentially be more issues. Patching this up to at least blacklist stuff is completely above my skill level, so let's hope the NGDecap mod author is willing to make a workaround. BBLS I have no idea if it's still being maintained somewhere or not (possibly a Patreon?), but at least I believe it's since long unavailable from Nexus, and yes, reducing scan radius as well as changing the enchant item container spawn chances to the lowest should at least mitigate some of the papyrus message spam that triggers with some mods. This was merely a port of like you said, one of the best, most underrated mods ever made for Skyrim, and because of its level of intricacy and my lack of know-how to effectively address it, I decided not to pick it apart in a hopeful process to trying to fix it. Still great to be able to play with it in SE though, even taking these snags into account.
Of course! This is such a great mod that I jumped to port it. Runs fine in my pre-AE SE, but there's been reports about message spamming in houses that have an aquarius, in AE, so be aware. Have fun!
It's working well for my 25 hours playthrough. Even with 800 mods of all sorts, I just threw this one on top and everything worked. At first I thought: "Oops, I think this is adding too many enchanted items (even with the setting on low), it's a bit OP", but then I realized that: 1) Not all items are always better than the current one, there are no constant upgrades; 2) The character has a limit of items he can use according to the slots (armor, helmet, boots, etc.) you will not be able to use all the items you find, so even if the character becomes OP, you would have to get lucky get the correct enchantments in the different slots 3) After checking the Augmenting Stones crafts, I realized that the large quantity of items is intentional, as they require a lot of dust, the majority of items will be trash used to recycle in Augmenting Dust. I also didn't add a single point on attributes. I saw some reporting bugs distributing attributes and I remember having problems actually distributing points when I used this mod in the LE version a few years ago, also, my game is well balanced without changing these stats. Thanks again for converting this mod, it gives me a loot system similar to Diablo that I really like.
It's only a couple of custom potion bottles, it's pretty easy to patch in a mesh replacer, and anyone is free to do so as long as their mod uses this one as a master.
I get the message ""string file not found" and the mod doesn't seem to work! I'm using the AE version AND I DIDN'T DOWNGRADE, could this be the problem?
82 comments
If you could, pin this comment and maybe mention it on the mod description to raise awareness.
Please, test and report any bugs: World Dawn - Actor Value Generator
Is it compatible with this module?Is it still compatible with unique loot?
"Please adress interactions between this mod and others that make similar changes with care. Mods that make changes to enchantments and or enchanting system, loot rate and type, magic or player rule changes may have unexpected interactions with this."
I never used that mod you mentioned here, but I would wager it interacts with the same container references as this does, so it would only work if properly patched. On a sidenote, they seem to do very similar things, I would choose one of them.
if i add modded weapons+armors to level list with Automated Level List Addition SSEDIT script and use SPID to distribute the armors+weapons(want to give vampires specific armors, necromancers specific armors, etc) will the NPCs get enchantments from this mod?
"I found the answer here: https://bitbucket.org/DienesToo/asis/wiki/ASIS%20Basics
'NPC Enchantment Fix: In skyrim most NPCs cannot benefit from all enchantments, potions, or effects because they lack the perks needed for Fortify <skill>. See the UESP wiki for details. This module will add those perks to all NPCs that do not already have them allowing anyone to benefit from them like the player does.'"
overwrited enchants record?
i mean i loot both item enchanted from world dawn and summermyst(some from summermyst i never see i must say), i think the only thing that would really be a problem is trying to extract and/or inject a summermyst enchant with world dawn feature
I figure there would be overlap between mods, yes, since basically they address the same area.
However, you can make it compatible with Summermyst easily by using this new patch (don't forget to check the requirements): https://www.nexusmods.com/skyrimspecialedition/mods/89331
Here are some incompatibilities I've noticed on my setup, for future reference:
- Bathing Beauties or Beefcake Luxury Suite (BBLS): Has a weird interaction with the outfit room system which leads to a very annoying bug where the mod populates the outfit room non-stop and BBLS spams a messagebox every time it does so. Reducing the scan radius to the minimum worked for me.
- Next-gen Decapitation: Overlap with an unused actor value that is applied on both mods, causing a bug that makes the player's body vanish. The creator is already aware of it after I reported it.
Regarding the need for a remake, I've used it with no issue in pre-AE CC content garbage with no problem, and nicely balanced with a difficulty plus modded game. But that's from my own viewpoint, I do understand that some things need rehashing.
It could be a bit more customizable, especially by allowing for blacklisting some mod locations and actors, but to be honest I don't use either of those mods nor CC content with the fishies and aquariums, so no real issues on my end.
Then again, I run 1.1597 SE, so I do understand in AE there'll potentially be more issues.
Patching this up to at least blacklist stuff is completely above my skill level, so let's hope the NGDecap mod author is willing to make a workaround. BBLS I have no idea if it's still being maintained somewhere or not (possibly a Patreon?), but at least I believe it's since long unavailable from Nexus, and yes, reducing scan radius as well as changing the enchant item container spawn chances to the lowest should at least mitigate some of the papyrus message spam that triggers with some mods.
This was merely a port of like you said, one of the best, most underrated mods ever made for Skyrim, and because of its level of intricacy and my lack of know-how to effectively address it, I decided not to pick it apart in a hopeful process to trying to fix it.
Still great to be able to play with it in SE though, even taking these snags into account.
Have fun!
1) Not all items are always better than the current one, there are no constant upgrades;
2) The character has a limit of items he can use according to the slots (armor, helmet, boots, etc.) you will not be able to use all the items you find, so even if the character becomes OP, you would have to get lucky get the correct enchantments in the different slots
3) After checking the Augmenting Stones crafts, I realized that the large quantity of items is intentional, as they require a lot of dust, the majority of items will be trash used to recycle in Augmenting Dust. I also didn't add a single point on attributes. I saw some reporting bugs distributing attributes and I remember having problems actually distributing points when I used this mod in the LE version a few years ago, also, my game is well balanced without changing these stats. Thanks again for converting this mod, it gives me a loot system similar to Diablo that I really like.
No way to guess what you want to ask.
Nothing I can do, mod functions properly with previous AE versions.