Skyrim Special Edition
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Weapon Damage UI (SE)


Author: gh0stwizard
Version: 1.06
URL: https://www.nexusmods.com/skyrimspecialedition/mods/14350


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Description
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The mod allows you to change a damage of weapons and spells by the criteria.

Features:

* Powered by SkyUI (MCM only)
* Individual settings for both NPC & PC
* Multipliers for weapons, materials and magicka, including runes
* FISSES support


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Updating
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Just overwrite files and continue playing the game.


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Requirements
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SKSE 2.0.6
http://skse.silverlock.org/

SkyUI 5.2SE
https://www.nexusmods.com/skyrimspecialedition/mods/12604

DLC support:

* Dragonborn
* Dawnguard

FISSES support (optional):
https://www.nexusmods.com/skyrimspecialedition/mods/13956


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Switching between versions
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If you switching between version without DLC support to with DLC support
and vice versa, you may use "Reload Settings" button at the "Options" page
of the mod.

Starting from version 1.06, the mod is supporting FISSES. It is much better
than the solution has been described above ^_^


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FISS support information
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The mod is using FISSES version 1.3.1 and contains the next files:

* Data\Scripts\FISSFactory.pex
* Data\Scripts\FISSInterface.pex

as it described in FISSES's documentation.

At the moment the mod is using the hardcoded file to keep your settings:

* Data\SKSE\Plugins\FISS\WeaponDamageUI.xml

You have to watch over it yourself when you are switching between the
versions of this mod. Because the file mentioned above is shipping
in the archive of the mod and it contains settings by default.

Make backups and often :-)


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Notes about Unarmed Combat
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This version is supporting changing an unarmed damage, see settings
for it at "By Type" page.

The current implementation is a bit weird. Changes for PC are applied
almost simultaneously. On other hand, the next steps will be
completed to change a value of unarmed damage for a NPC:

1. You will get first hit with a full force. Right after that
the spell will be casted (fired) on the NPC with a duration
equals to 60 seconds.

2. At the moment when this spell is started working on the NPC
it will change the NPC's unarmed damage actor value as you defined.

3. After passing 60 seconds the unarmed damage value of the NPC
will be restored to the original value.

4. If it will be a necessary the effect will be reapplied on the NPC
after that period and later your character get a new hit.


Why is so complicated you may ask me?

Well, because tests showed that it is not a simple task as you
look at it at the first glance. The unarmed damage is represented
by both form types in the game: it is a weapon and an actor
value, like health, magicka, stamina, speedmult, etc.

Also, the condition functions to checking a wielding weapon
in hands are buggy. This was one of the reasons why
I did not implemented this feature via Perk + Entry Point
(actually it was my first attempt).

Maybe I will change this behavior later but no guarantees.


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Magicka: elemental chaotic damage changes
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Starting from version 1.04, the mod is recognizing a magic type
by a keyword in a different way.

Early, I was really disappointed how badly I made this mod,
because of the fact that some weapons becomes too strong.

The best example is the weapon "Champion's Cudgel" (Dragonborn DLC).
It has the chaotic (elemental) enchantment: 50% chance to hit a target
by one of the elements: fire, frost or shock.
The base elemental damage is relatively small: just 25 points.

But! If you've set multipliers to 2.0 in the mod for all kinds of
elements then this weapon will have the enchantment
with over 2200+ damage!

It was gamebreaking for me. Until now.

The new version now contains a special setting for the magic
of chaos. And it works as was intended to be.


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Questions and issues
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Q. Arrows? Bolts?
A. Ok, there are no arrows & bolts. I tried, no success.
If somebody know how to do that, let me know, thanks.

Q. Bows and materials... Are there no bows made from a wood?
A. Actually, many bows have the keyword "steel", meanwhile a human may
think that it was made from a wood. I was surprised when found this too.

Q. How about poisons?
A. I wanted to implement this feature too, but the game does not contain
such keywords variables. It is possible, but too much work.

Q. How about creatures?
A. As I see it is possible to be done. May be in the next version this
feature will be implemented.


Any suggestions are accepted.


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Installation
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For NMM, Wrye Bash/Smash users:

Download, install and activate the mod as any other.
Follow instructions below from p.3

For all:

1. Unpack the contents of the archive to your "Skyrim Special Edition/Data" folder.
2. Check WeaponDamageUI.esp file in your mod manager.
3. Run Skyrim Special Edition via SKSE.
4. Enter to "MOD CONFIGURATION" menu and exit:
Esc -> MOD CONFIGURATION -> TAB -> TAB
5. Wait about 5-10 seconds until you'll receive the message
"Weapon Damage UI disabled".
6. Enter to "MOD CONFIGURATION" again and customize it on your taste.


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Uninstalling
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1. In Mod Settings disable the mod.
2. Save the game.
3. Deactivate the mod in the Mod Manager.
4. Delete files from the "Skyrim Special Edition/Data" folder if you are not
using any Mod Manager.