If you used the GetRandomPercent function then .35 would be 0.35 %. You want to use 35.00 to get 35%. Always helps to look at existing chance based perks to find stuff like this, like the 100 skill Armor perks. Just remember to use the '>=' to actually be RNG.
For the Konahrik mask? Good to know, vanilla skyrim used .15 for the chance value. Still, it would be worth looking into. It is also worth noting that I make these edits in SSEEdit, rather than the CK, so there is some discrepancy as to how the numbers are displayed. Glad you are enjoying the mod.
I've been expecting a mod like this for years. Its excellent. Thanks for creating it!
I suggest adding "Fortify Enchanting" (DLC2dunKolbjornFortifyEnchanting) to Hevnoraak? Besides the enchant of this mask is the most useless, it would make sense since the name "Hevnoraak's Mastery" implies that he mastered his enchanting abilities to be immune to poisons and diseases.
I'll think about it. I'm trying keep the enchantments mostly the same as vanilla, I only added shout reduction to all of the masks because it was already planned for Morokei and I thought each mask should benefit the same way. The changes I made to Nakriin and Krosis were only to make them fit in more with their enchantment names, so your logic makes good sense.
My college classwork has really picked up so for now I'm going to be taking a break on this till everything calms down again. If you really think it needs to be added in make the edit yourself in SSEedit and try it out, its not very complicated you would need to edit the "other effect" and the description on the mask itself in the armor category.
Thanks for replying. It's good to keep vanilla-friendly, that's what made me install this mod. I made the change I suggested in the Creation Kit, this really encouraged me to go after Hevnoraak. Well, good luck with your college.
The idea when I made the changes was to address the problem that Skyrim has a lot of uniquely named items that get outclassed by generic gear almost immediately or shortly after picking them up unless the player goes and gets them right away. Looking at the value changes in my list most of the enchantments now match the numbers given to an armor piece or weapon with "of major _____". As for the dragon priest masks, as those got some of the biggest boosts, I decided that because you can only wear one at a time then it better be worth wearing and that something with their reputation should be powerful. Other enchantments like the one on the Masgue of Clavicus Vile were adjusted with these changes in mind so that there would be a reason to still use the thing in the face of some of the dragon priest masks. Other enchantments like the poacher's axe or predator's grace are less useful from the start and needed a bit of a boost to be useful to the player.
Personally, I wouldn't consider a 5% to 10% enchantment boost to an item a "god item", but I suppose that does mean that it would be more cheap in the early game. My plans with this aren't to touch too many of the leveled weapons and armor, only those that I feel are ones that you really get screwed by getting them not at a high level, like the nightingale blade.
I'm assuming you find some of them too high? (also sorry for the long post).
Thanks, I'll be adding this... any chance you can adjust The Gauldur Amulet? I just finished the quest and for all the buildup that amulet is disappointing.
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I suggest adding "Fortify Enchanting" (DLC2dunKolbjornFortifyEnchanting) to Hevnoraak? Besides the enchant of this mask is the most useless, it would make sense since the name "Hevnoraak's Mastery" implies that he mastered his enchanting abilities to be immune to poisons and diseases.
My college classwork has really picked up so for now I'm going to be taking a break on this till everything calms down again. If you really think it needs to be added in make the edit yourself in SSEedit and try it out, its not very complicated you would need to edit the "other effect" and the description on the mask itself in the armor category.
"Adjustment" gives an impression of balance. All this patch does is increase player power.
Nexus has a Cheat and God items category for these kind of mods.
The idea when I made the changes was to address the problem that Skyrim has a lot of uniquely named items that get outclassed by generic gear almost immediately or shortly after picking them up unless the player goes and gets them right away. Looking at the value changes in my list most of the enchantments now match the numbers given to an armor piece or weapon with "of major _____". As for the dragon priest masks, as those got some of the biggest boosts, I decided that because you can only wear one at a time then it better be worth wearing and that something with their reputation should be powerful. Other enchantments like the one on the Masgue of Clavicus Vile were adjusted with these changes in mind so that there would be a reason to still use the thing in the face of some of the dragon priest masks. Other enchantments like the poacher's axe or predator's grace are less useful from the start and needed a bit of a boost to be useful to the player.
Personally, I wouldn't consider a 5% to 10% enchantment boost to an item a "god item", but I suppose that does mean that it would be more cheap in the early game. My plans with this aren't to touch too many of the leveled weapons and armor, only those that I feel are ones that you really get screwed by getting them not at a high level, like the nightingale blade.
I'm assuming you find some of them too high? (also sorry for the long post).