Please read the description and the FAQ article carefully before reporting any issues.
At the moment I consider this mod feature-complete and have no plans to make any changes other than fixing bugs if necessary. Permissions are open for anyone to make patches and additions.
This is such a cool idea! I have an idea that I think would make it a lot more balanced: people with low weight should get a stealth bonus, and/or perhaps even a magic bonus
The MCM appear correctly, but it says "Error Loading Config". dont know why. every other MCM related mods are working correctly. i refresh with maid too, but still got the issue.
Please make sure the mod and all requirements are installed correctly, and post your MCMHelper.log (preferably in a spoiler or via pastebin) from the "Documents\My Games\Skyrim Special Edition\SKSE\" folder if you're still getting that error. If this the only MCM Helper-dependent mod you're using, it's probably MCM Helper or one of its requirements being outdated or not properly installed.
If you're using Vortex, I'm afraid that's all I can do to help, as I never had that error on my end anymore after fixing some issues with the mod's MCM Helper config, and I use MO2 and I think everyone should. Vortex is infamous for causing installation issues because mods need to be installed and deployed, and I've heard horror stories of it apparently just skipping some files from mod folders when installing. Make sure all the files from this mod's archive are ending up wherever your stuff gets installed to.
Otherwise, the MCM is really just for convenience and you can configure the mod with console commands - see the description and the FAQ article for that.
so even if its got error like mine, is any feature of your mod is on by default? if it is, then its fine. to be honest, most of my mod setting are currently at default. i like to play these kind of mods as the author intended. and yes. i use the old version of MCM Helper version 1.3. i got issues with the latest version, couldnt remember what though. this is what you get for staying with 1.5.97 SE lol. thank you. thanks for the reply.
Ah, so it's most likely from MCM Helper being outdated - I'm on 1.6.640, so that explains why I didn't get that error. I can list that as a known issue in the description.
The NPC features are enabled by default but the player features aren't, you'll have to enable them with the console and then cast the actor refresh spell on the player.
Good luck, and I hope you can enjoy the mod regardless.
Thank you SO much for this! I use it with pumping iron and staying in shape and its AMAZING. I did edit the values to be more to my liking (lower) and I added disease resistance to the player effects which pairs very well with Last Seed. It works very well! Thanks again!
I understand the caution, but rest assured that I've tested this extensively and had zero issues with version 1.0 on both a minimally modded and modded-to-heck setup. The MCM utility features (completely optional!) are more complex than the mod's main functionality, which is pretty much three Fortify One/Two-Handed/Archery abilities in a trench coat.
I myself am happy with only attack bonuses. Most NPCs with high weight slider values tend to already be equipped with heavy armor that soaks up more damage, and I don't want to mess with the balance of combat overhauls too much. Initially the attack bonuses were even gonna be 15/25/50%, which I reduced to 10/20/30%.
Copying the Fortify One/Two-Handed magic effects from the main functionality spell, changing the duplicates to Fortify Block and adding them to the spell should be very straightforward with xEdit or the CK. I can put together another article on how the mod works under the hood so it's easier for anyone to make add-ons and patches if they like.
With this mod, Skyrim's combat can be the tiniest bit closer to that of Dragon's Dogma. It could have the advantage by partially amplifying this S.O.S. affects by adding in the original S.O.S. mod values in some way (in the form of BDE)?
Sounds like something that's either way beyond my skills, or as easy as distributing stuff with SPID. At the moment I consider this mod feature-complete and have no plans to add anything to it yet. Again, permissions are open for anyone to make patches and add-ons.
31 comments
At the moment I consider this mod feature-complete and have no plans to make any changes other than fixing bugs if necessary. Permissions are open for anyone to make patches and additions.
every other MCM related mods are working correctly.
i refresh with maid too, but still got the issue.
If you're using Vortex, I'm afraid that's all I can do to help, as I never had that error on my end anymore after fixing some issues with the mod's MCM Helper config, and I use MO2
and I think everyone should. Vortex is infamous for causing installation issues because mods need to be installed and deployed, and I've heard horror stories of it apparently just skipping some files from mod folders when installing. Make sure all the files from this mod's archive are ending up wherever your stuff gets installed to.Otherwise, the MCM is really just for convenience and you can configure the mod with console commands - see the description and the FAQ article for that.
if it is, then its fine.
to be honest, most of my mod setting are currently at default. i like to play these kind of mods as the author intended.
and yes. i use the old version of MCM Helper version 1.3.
i got issues with the latest version, couldnt remember what though.
this is what you get for staying with 1.5.97 SE lol. thank you.
thanks for the reply.
The NPC features are enabled by default but the player features aren't, you'll have to enable them with the console and then cast the actor refresh spell on the player.
Good luck, and I hope you can enjoy the mod regardless.
would it work along side that? as your muscles grow in size and your weight increases, will that increase your melee damage?
Very cool mod. Gonna have to play around with this 💪
Copying the Fortify One/Two-Handed magic effects from the main functionality spell, changing the duplicates to Fortify Block and adding them to the spell should be very straightforward with xEdit or the CK. I can put together another article on how the mod works under the hood so it's easier for anyone to make add-ons and patches if they like.
What about compatibility with mods that change height of npcs by races for example?
Best regards.
It could have the advantage by partially amplifying this S.O.S. affects by adding in the original S.O.S. mod values in some way (in the form of BDE)?