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.
I LOVE this mod and it became a must have for all my playthroughs, but I always just used the LE version and never had a problem. Wondering if I should switch to this port or just keep the version I already know works. Is the port functions improved at all?
Oh I just remembered. Did you not remove that NPC in the qasmoke interior? I dont know why but this mod adds a NPC to that area and in my game he has always been just a floating teeth, and he runs around yelling when I am testing enemies in there. I couldnt even talk to him. A couple months ago I finally decided to delete him from the .esp because he was showing up around me everywhere I went, like he was a ghost glued to me or something. I am going to install this version anyway but if that NPC still exists then I might have to delete him in this version too.
I don't use qasmoke for anything unless I absolutely must and NEVER have I experienced something like that in my game with this mod on. I didn't change anything from the original, but for your personal use go ahead and change whatever you like. Just remember to keep a backup of this working file.
Finally opened the game again to test mods and the NPC I mentioned is still there! He is just floating teeth called Dismantle but I am not sure what is he used for. Any idea? If he is not tied to anything important for the mod to function then I will just delete him again before starting my playthrough.
No idea, I don't use QASmoke, check original mod page for this.
Edit: if the NPC does nothing, I'll take it out in an update to this. Through the over one hundred hours I've played with this mod on in LE (still a running save, called Carriers of Fate in YouTube), I never had such an encounter, but again, I don't use QASmoke in effective gameplay (or at all really)
Interesting that this was ported.. ive used it for 100s of hours. It works perfectly fine in huge LOs till its own scripts bug out generally on game load. With your port, Were the broken meshes and stuff removed ( Duplicate triangle shapes for bad meshes ) The LE version actually works flawlessly on se till it breaks on long play throughs, an example of this ~ +% physical damage you gain from attributes will go randomly from 20% to 400% making you 1 tap even on legendary. You can see your bonuses in the mcm. Even counting all my other misc buffs it didnt equal to the 730% i was recieveing last time i used the mod. Id love a version of this mod with the enchantments and tempering seperate from attributes. The enchants and tempering portions of the mod work flawlessly, even on mod added weapons and armors without a patch making it actually the most god send stuff ever. Non of the other mods come close as summeryst needs a billion patches and generated enchanted versions for anything new. I believe loot and degration was the only other type mod that distributed summeryst enchants on modded gear without patch but not everyone wants to play with armor break or that armor break mod specifically. Hopefully one day the original mod author comes back and finishes worlds dawn or gives us a fixed worlds dawn 2. None the less thanks for porting it for those who didnt know the LE version works glad to see people still love this mod as much as i do.
I've had no issue with bonus stats, but thanks for reporting, this way users can consider not using the stats buffs section of the mod. It still is one the greatest enchantments mod around, I feel, and deserves to not be forgotten for not having a proper port, plus, this way it can be included in Collections for SSE. I ported as is (CAO mesh correction and form correction), so any fixes are welcome as patches to this of course.
That makes sense, I definitely agree its one of the best right now simply that it applys enchants to everything even modded gear. No issue with bonus stats? Interesting, if i loaded a prior save the issue was usually resolved just lost like 30mins of progress. Either way ill check out the port why not. Way simpler then running synthensis and ALLA for summeryst lol.
Not sure if it's just me, but when this mod is turned on, I get a lot more noticeable mini-stutter when running around the world and sometimes even interiors. Which I take it as the mod scanning the NPCs and containers and applying enchantments/tempers to them. The more containers and NPCs there are, the more stutters occurred
Disable the mod by unchecking the activation makes this goes away. Unchecking one of the two "scan NPC" or "scan containers" help as well. So I narrowed it down to this mod. One thing I found that helps somewhat is to extend the scan radius to 10000 and timer to max 10 sec, turn both settings to low and only have it scan for containers, which makes the experience a lot more bearable. There are still some mini stutters when entering a new interior but I'll take it in exchange for this mod's enchantment loots, which makes adventuring very fun
This kind of event happens with many other mods as well, I'd suggest you take a look at mods like Vanilla Scripting Enhancements/Optimisation mods, these help a whole lot with stutters. Of course, if you have a heavily scripted game build you'll still have this issue, albeight having milder stutters. On LE that also happened a lot with mods like Frostfall and Campfire combo. On SSE it happened quite a bit in a build I had the Dragonborn Museum mod, Yuriana and Glenmoril.
according to SSEDIT, this mod cannot be flagged as ESL. if you put -pseudoesl on SSEDIT as argument on MO 2, when you open SSEDIT it tells you which mods can be flagged as ESL. instead of a numerical value like [15], it will be [FE and a value]. when a mod is like this, it can be flagged as ESL. there are many mods that can be flagged into ESL that by default aren't.
Is it not appearing as an ESPFE in your game? Also, is it okay for me to grab your tweaked ESP and share it in the mod page, with due credit to you? Either way I need to remove the comment with the link from here, as I only allow for Nexus Mods page links to be shared here.
Nevermind about the tweaked .esp, sorry. The link you shared before required me to request access, I hid the comment because of that and for the reasons I mentioned before. I also don't feel that the tweak you intended to share contains a significant improvement or change over the original mod. In RPGs, you get initial stat bonus points to assign to the character aspects you like. These 5 points are it. I can confirm that the ESPFE version appears properly in italic in my Mod Organiser 2, so I don't follow your explanation either.
not every mod can be flagged into ESPFE/ESL. only certain mods can. here's an example of mods that can't and can. the mods on the red box can't be flagged as ESPFE, but the mods on the green box can. mods that can be flagged as ESPFE on form id column start with [FF and a numerical value]. in order to see the [FF] when you open SSEDIT you have to type -pseudoesl on arguments on SSEDIT in the executable in mod organizer 2 like this
Then what you're saying is that despite my plugin appearing in both SSEdit and Mod Organizer 2 as flagged ESPFE, it really isn't? You're sure about this info? Please provide a real test with my mod counting toward plugin limit in a screenshot. Not what you're stating there about what is theoretically flaggable, but the real plugin count with my ESPFE version of Worlds Dawn. Otherwise, I'm dismissing this claim. Sorry, but your theory and my real experience with the plugin differ, so further discussion is futile without the real case properly proven.
By the way, in the example you've shown, FE's are already flagged ESL after having had their form IDs compacted, I really don't see the relation there.
i'm not saying that it's not an ESL when you've flagged it as ESL. what i'm saying all along is that not all mods can be flagged as ESL, and World's Dawn shouldn't. mods that have their form id in SSEDIT as a value like [15] for example should not be flagged as ESL. in order to flag a mod as ESL the form id value should looks like this [FE 005]. i'll post a screenshot with some patches that haven't been flagged as ESL and i'll also show the LE Worlds Dawn(i have converted the esp to SE version) that is not flagged as ESL by default. here Worlds Dawn with [0C] form id should not be flagged as ESL. the patches in the green box with [FE and a value] can be flagged as ESL, and even if they haven't been flagged as ESL they have similar form id value as mods that are already flagged as ESL = [FE and a value]. in the screenshot i posted Voluptuous, GreatWarSkyrim, Lux, etc that their form id don't start with [FE] should not be flagged as ESL.
Again, I thank you for the time you're taking to try and make your point, but when you say "shouldn't", are you saying the mod won't work or cause instability to the game, it won't be possible to flag, or is it something else? And if so, what exactly? I have this genuine question about your report. If I reach a clear understanding and realize it is in any way harmful or ineffective, I'll take down the ESPFE version I shared, of course.
I loved this mod for LE, but hate how OP and expensive the enchantments are, and the fact that it's incompatible with Summermyst. Would it be possible to upload a file with just the attributes and potions?
I appreciate your insight. That said, this is intended to be a direct port of a classic mod. Thank you for your suggestion, but I don't plan to make a different version from this. Have fun!
a workaround is to go to the MCM and put the magic find items = enchanted items to low and uncheck the scan NPC's so that the mod don't temper and enchant the equipped items of NPCs. if you choose low on magic items find you will get some enchanted items from this mod, but with very low probability, and if you see the enchanted items(you can easily distinguish them) don't pick them up. this is what i'll do cause i want the attributes and potions but not the enchants cause i have Summermyst.
I used to use the oldrim one,this mod is very good.it makes me feel like I’m playing diablo 2,I remember when I started a new save on lengandary difficulty,after harsh battle I got a sword with a long discription,with this weapon my character got much stronger,then I just want to get another one,quite a funny loot experience. thanks for porting it.
If you like Diablo type loot in game, take a look at https://www.nexusmods.com/skyrimspecialedition/mods/37736, however you want to grab the updated synthesis patcher version of it, that will use other enchantment mods as well as modded armour and weapons as long as they are in level lists, they do not even have to interact with anything, they just have to be in a level list.
Also, I think Worlds Dawn applies to modded content as well, as long as it's integrated into leveled lists (I believe I used it before with Immersive Armors and Weapons, and got enchanted gear both from chests and from NPC).
dammit.. i always want to try this mod because how much more I prefer the enchantments compared to vanilla/summermyst, but I already have a stable and tailored load order!
Lol! Just try to avoid the incompatibilities mentioned, and be gentle (as in, if you already have over 500 mods in your game, and several of them give your character or loot more power, consider replacing them instead of adding to them. ;)
so far it's working flawlessly, combined with Don't Roll In That mod to prevents the whole inventory to drops, I'm able to create a Diablo-ish loot system. Worth the new playthrough lol. I do wish the augment menu can be accessed via shortcut, other than that, simply stellar! thank you once again!
50 comments
Wondering if I should switch to this port or just keep the version I already know works. Is the port functions improved at all?
I say again, using LE mods in SE is not recommended at all, but do what you feel is right for you.
A couple months ago I finally decided to delete him from the .esp because he was showing up around me everywhere I went, like he was a ghost glued to me or something.
I am going to install this version anyway but if that NPC still exists then I might have to delete him in this version too.
I didn't change anything from the original, but for your personal use go ahead and change whatever you like. Just remember to keep a backup of this working file.
Edit: if the NPC does nothing, I'll take it out in an update to this. Through the over one hundred hours I've played with this mod on in LE (still a running save, called Carriers of Fate in YouTube), I never had such an encounter, but again, I don't use QASmoke in effective gameplay (or at all really)
With your port, Were the broken meshes and stuff removed ( Duplicate triangle shapes for bad meshes ) The LE version actually works flawlessly on se till it breaks on long play throughs, an example of this ~ +% physical damage you gain from attributes will go randomly from 20% to 400% making you 1 tap even on legendary. You can see your bonuses in the mcm. Even counting all my other misc buffs it didnt equal to the 730% i was recieveing last time i used the mod.
Id love a version of this mod with the enchantments and tempering seperate from attributes. The enchants and tempering portions of the mod work flawlessly, even on mod added weapons and armors without a patch making it actually the most god send stuff ever. Non of the other mods come close as summeryst needs a billion patches and generated enchanted versions for anything new. I believe loot and degration was the only other type mod that distributed summeryst enchants on modded gear without patch but not everyone wants to play with armor break or that armor break mod specifically. Hopefully one day the original mod author comes back and finishes worlds dawn or gives us a fixed worlds dawn 2. None the less thanks for porting it for those who didnt know the LE version works glad to see people still love this mod as much as i do.
Disable the mod by unchecking the activation makes this goes away. Unchecking one of the two "scan NPC" or "scan containers" help as well. So I narrowed it down to this mod. One thing I found that helps somewhat is to extend the scan radius to 10000 and timer to max 10 sec, turn both settings to low and only have it scan for containers, which makes the experience a lot more bearable. There are still some mini stutters when entering a new interior but I'll take it in exchange for this mod's enchantment loots, which makes adventuring very fun
Also, is it okay for me to grab your tweaked ESP and share it in the mod page, with due credit to you? Either way I need to remove the comment with the link from here, as I only allow for Nexus Mods page links to be shared here.
The link you shared before required me to request access, I hid the comment because of that and for the reasons I mentioned before.
I also don't feel that the tweak you intended to share contains a significant improvement or change over the original mod. In RPGs, you get initial stat bonus points to assign to the character aspects you like. These 5 points are it.
I can confirm that the ESPFE version appears properly in italic in my Mod Organiser 2, so I don't follow your explanation either.
i'll post a screenshot with some patches that haven't been flagged as ESL and i'll also show the LE Worlds Dawn(i have converted the esp to SE version) that is not flagged as ESL by default. here Worlds Dawn with [0C] form id should not be flagged as ESL. the patches in the green box with [FE and a value] can be flagged as ESL, and even if they haven't been flagged as ESL they have similar form id value as mods that are already flagged as ESL = [FE and a value]. in the screenshot i posted Voluptuous, GreatWarSkyrim, Lux, etc that their form id don't start with [FE] should not be flagged as ESL.
That said, this is intended to be a direct port of a classic mod.
Thank you for your suggestion, but I don't plan to make a different version from this.
Have fun!
thanks for porting it.
You won't regret trying. Thanks for commenting!
thanks for porting it, much love!
Just try to avoid the incompatibilities mentioned, and be gentle (as in, if you already have over 500 mods in your game, and several of them give your character or loot more power, consider replacing them instead of adding to them. ;)