SKSE64 is in an alpha release. We should assume that it is not only possible for this release to destroy your saves, but that it is very likely. I'm putting this mod up for the curious who are willing to take that risk.
For general use, I recommend not using SKSE64 at all.
Thanks for checking out my mod! Didn't expect this to ever get ported, but I also wasn't expecting SKSE64 either.
You might want to check out the successor to this mod, Signature Equipment. It works very similarly, but your items are upgraded as you use them, not when you drop them. I haven't heard from anyone else that the mod isn't working. Make sure you update your SKSE when you update the game.
Not directly, no. As you apply it, your items will rise in smithing tiers. If you want to see the exact number after application, drop your item, select it in the console and call GetItemHealthPercent
Good question. I set the defaults with balance in mind, though I didn't extensively test for balance. Let me break down what the default rate looks like. If you only ever killed level 1 enemies, it would take 320 enemies to raise your equipment an entire smithing tier (i.e. epic to legendary). Assuming your character was the same or greater level as your enemies, it would take 64 level 5 enemies, 16 level 20 enemies, or 8 level 40 enemies to improve one smithing tier.
You also get a multiplier (enemies level / your level, up to 4x) if you are a lower level than your enemy. The multiplier is 1 otherwise.
Honestly, I'm thinking that's more an effort to dissuade thousands of people from downloading it and then expecting all of their favorite mods to work right out of the box. I think the alpha designation is there because not all of the functions have been ported over yet.
At any rate, the single function this mod uses definitely works.
I'm leaving this up here as a reminder to myself to not make such baseless assumptions and then pass them off like I'm informed. There's a chance SKSE64 does break things, and it is probably best for users concerned with stability to not use it at all.
That being said, using SKSE64 in its current state is a personal choice. I won't be removing this mod, nor do I consider posting it "irresponsible". I WILL be more clearly indicating that using SKSE64 right now is a risk.
> I think the alpha designation is there because not all of the functions have been ported over yet.
This is just false. ALL functions have been ported. NONE of them are guaranteed to work. And NO ONE should be using SKSE unless they plan on deleting their current save. It's for mod authors to test with. Publishing mods that require SKSE on SE is encouraging naive users to unknowingly destroy their save files. It is just irresponsible.
Sums up my thought's exactly apart from the irresponsible part, I like to think that people are too impatient. SKSE atm feels like building a bad scaffolding: You can stand on it but it will probably fall apart and you'll get hurt/die.
It's really on users to know what they're doing. If they have SKSE at all for 64bit then it'll tell them when downloading that it's not intended as a full release.
Though that said, a "Use at your own risk" note wouldn't be a bad thing.
Apologies for posting such a baseless assumption like that. SKSE64 could very well be unstable, and I wouldn't want to encourage anyone to break their game unknowingly.
I'm not going to remove or hide this mod. I will make it more clear that this is a case of "use at your own risk", but I don't think the posting of SKSE64 mods is an irresponsible action in its own right. People are free to take risks if they choose, they just need to be aware that there is risk involved.
Generally... I'm trying to understand WHY an author is releasing a SKSE required mod... when the SKSE64 is in alpha (very early) stage. So, I'm trying to figure it out... WHY to release something that IS NOT READY (fully) TO OPERATE yet?
It's like I'm releasing a teaser trailer for a film that the technology will make it realistic (to be printed) in... 4-6 years. But, I'm releasing the teaser now...
...Anyways. As I'm suggesting to my SSE Guide page, I won't even try or look at all in any SKSE mod... unless the scripter will be FULLY OPERATIONAL (I assume around Xmas or a bit longer).
I've not had any problems with SKSE64 and I have a few mods that require it. Seems like as long as you don't have too many SKSE64 mods or script heavy mods then you have nothing to worry about (except some mods hiccuping and not working as intended), nothing SKSE related should outright break your game.
Hi, I just wanted to add that, at least for me, the mod doesnt work. Im not sure as to why so I wont post it as a bug. But could it be a compactibility issue with the new skse64 version?
For what I have read I love the idea, I really do. But I have 2 questions 1 - What is the "reputation" system? I couldn't find any information related online. 2 - is/will this mod be compatible with bows/modded bows/spells/ modded spells/modded weapons. Thanks for this mod, really appreciated.
There is no real "reputation" system, rather that's just my way of describing the weapons and items getting stronger and more valuable. Your items progress relative to the difference in level between you and the enemies you've killed while wearing them.
Here's a breakdown: The base "experience" your items gain from a kill is the level of the enemy you've killed. For example, killing a level 20 grants you 20 base "experience". The more daring your effort, the more "experience" your items gain. If you happen to be level 1 and defeat a level 10, a multiplier is applied to the base 10 "experience" you were going to receive. This multiplier is equal to (the enemy's level / your level), but there is a cap to it.
This system is compatible with bows, weapons, dual-wielded weapons, armor, jewelry, and clothing, whether modded or vanilla. However, it does not extend to spells. Strengthening those would require a totally different system, and would probably take the form of a separate mod.
This sounds amazing. If I get that Skyforge steel sword that friggin' Eorlund made for me and I use it all the way through the main quest and kill Alduin with it, go on to kill Harkon, and eventually Miraak too, then heck yes that sword should absolutely be legendary.
29 comments
For general use, I recommend not using SKSE64 at all.
Thanks for checking out my mod! Didn't expect this to ever get ported, but I also wasn't expecting SKSE64 either.
Let me know if anything breaks!
Can anyone please confirm whether this works as of May 2018?
I've been using Signature Equipment ever since and it's been phenomenal.
You also get a multiplier (enemies level / your level, up to 4x) if you are a lower level than your enemy. The multiplier is 1 otherwise.
Here's what the formula looks like:
progress = (enemies level * multiplier * progression rate) / 3200
equipment level = previous equipment level + progress
^ where every smithing tier is an additional 0.1 (i.e. legendary = 1.6, epic = 1.5, fine = 1.1, etc.)
I won't even play with a "BETA". Only a proper FINAL version for users.
Honestly, I'm thinking that's more an effort to dissuade thousands of people from downloading it and then expecting all of their favorite mods to work right out of the box. I think the alpha designation is there because not all of the functions have been ported over yet.
At any rate, the single function this mod uses definitely works.
I'm leaving this up here as a reminder to myself to not make such baseless assumptions and then pass them off like I'm informed. There's a chance SKSE64 does break things, and it is probably best for users concerned with stability to not use it at all.
That being said, using SKSE64 in its current state is a personal choice. I won't be removing this mod, nor do I consider posting it "irresponsible". I WILL be more clearly indicating that using SKSE64 right now is a risk.
This is just false. ALL functions have been ported. NONE of them are guaranteed to work. And NO ONE should be using SKSE unless they plan on deleting their current save. It's for mod authors to test with. Publishing mods that require SKSE on SE is encouraging naive users to unknowingly destroy their save files. It is just irresponsible.
Though that said, a "Use at your own risk" note wouldn't be a bad thing.
I'm not going to remove or hide this mod. I will make it more clear that this is a case of "use at your own risk", but I don't think the posting of SKSE64 mods is an irresponsible action in its own right. People are free to take risks if they choose, they just need to be aware that there is risk involved.
It's like I'm releasing a teaser trailer for a film that the technology will make it realistic (to be printed) in... 4-6 years. But, I'm releasing the teaser now...
...Anyways. As I'm suggesting to my SSE Guide page, I won't even try or look at all in any SKSE mod... unless the scripter will be FULLY OPERATIONAL (I assume around Xmas or a bit longer).
1 - What is the "reputation" system? I couldn't find any information related online.
2 - is/will this mod be compatible with bows/modded bows/spells/ modded spells/modded weapons.
Thanks for this mod, really appreciated.
Here's a breakdown: The base "experience" your items gain from a kill is the level of the enemy you've killed. For example, killing a level 20 grants you 20 base "experience". The more daring your effort, the more "experience" your items gain. If you happen to be level 1 and defeat a level 10, a multiplier is applied to the base 10 "experience" you were going to receive. This multiplier is equal to (the enemy's level / your level), but there is a cap to it.
This system is compatible with bows, weapons, dual-wielded weapons, armor, jewelry, and clothing, whether modded or vanilla. However, it does not extend to spells. Strengthening those would require a totally different system, and would probably take the form of a separate mod.