This mod is meant to be run with my 'Classic Roleplay Character Build' Perk Overhaul mod. So if you want a D&D feeling Cleric Roleplay playthrough, give it a try.
That said, this mod still works fine as a standalone.
I've increased the damage of Holy Blessed weapons vs Undead from 15% to 20%. Considering that the Undead still needs to be low enough level for the enchantment to work on in the first place + unlike other weapon enchantments, this one will only work on undead = I think this is fair.
...that said, if anyone thinks 20% is too high, let me know your thoughts.
Hmmm, I'd like to help you. But this mod uses the cause fear vs undead effect to deal the damage multiplier....which means that the undead have to be effected in the first place (they have to be turned) for the extra damage to occur.
*Unfortunately, there is no separate 'cause fear' effect for undead. It's the same 'cause fear' enchantment you'd see on regular enchanted weapons, but with an 'IsUndead=1' condition. So, to implement your request, I'd have to make a new enchantment (or maybe tie it to the altar blessing of Arkay?)....
Hmmm, if I made Arkay's blessing allow for extra damage vs undead while wearing the Amulet of Arkay......but that would mess with my Classic RPG Archtype mod....
Sorry, but I probably won't be implementing your request, since it will mess with this mods compatibility with another mod.
...so you think these people can't learn? You think they are dumb?
I'll tell you right now, someone who plays large/complicated game like Skyrim is at least average intelligence...and if they are using 'enhanced gameplay' type mods, they are probably higher than average intelligence.
I actually played the early Elder Scrolls games....I remember the days where my friends and I would have to brainstorm over in-game puzzles and put our heads together to solve riddles.
Skyrim meanwhile.....'here is the 3x3 combination lock....and 1' away is the answer to solving it'.....the game is made so dumb people can play too....
Yes, it should work just fine. However, the 'wear an Amulet of Arkay for even MORE extra bonus damage ' effect would NOT work with any Amulets of Arkay that you make.
Would you consider replacing the Turn Undead effects used by spells with something like sun damage? This mod fixes the enchantment, but the spells are still pretty meh.
..Well, IF you use my Classic Roleplay mod, you can play as a Cleric (special Restoration Tree) that gives much powered up versions of Turn/Repel Undead spells.Like D&D, you can only cast so many of those spells before needing to pray (the Cleric spells aren't powered by Magicka).
Under Object Effects, for the various tiered enchantments, you added No Auto-Calc. I'm trying to make this compatible with Enchanting Adjustments and Price-Charge Bug Fix, which, as one would assume by its title, also edits these records by reducing the enchantment cost and enchantment amount to increase longevity.
Turn undead is actually very useful at lower level playing on high difficulty. just cast it whenever they get close and pick them off with arrows. Dungeons and riuns on legendary and master become a piece of cake
Agreed. It's very useful at low levels.....but after a few hours of playing, enemy undead levels get way too high for TurnUndead enchantments to be of any use.
Short Story: Should be compatible with EVERYTHING.
Long Story: To maximize compatibility, I made a single new perk that I then attached to the 'turnundeadffcontact' MagicEffect (I did NOT alter the enchantment/spell itself)....and since no one is going to alter the turn undead MagicEffect = should be compatible with everything.
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That said, this mod still works fine as a standalone.
...that said, if anyone thinks 20% is too high, let me know your thoughts.
*Unfortunately, there is no separate 'cause fear' effect for undead. It's the same 'cause fear' enchantment you'd see on regular enchanted weapons, but with an 'IsUndead=1' condition. So, to implement your request, I'd have to make a new enchantment (or maybe tie it to the altar blessing of Arkay?)....
Hmmm, if I made Arkay's blessing allow for extra damage vs undead while wearing the Amulet of Arkay......but that would mess with my Classic RPG Archtype mod....
Sorry, but I probably won't be implementing your request, since it will mess with this mods compatibility with another mod.
I'll tell you right now, someone who plays large/complicated game like Skyrim is at least average intelligence...and if they are using 'enhanced gameplay' type mods, they are probably higher than average intelligence.
So don't look down on these gamers.
Pick one.
I actually played the early Elder Scrolls games....I remember the days where my friends and I would have to brainstorm over in-game puzzles and put our heads together to solve riddles.
Skyrim meanwhile.....'here is the 3x3 combination lock....and 1' away is the answer to solving it'.....the game is made so dumb people can play too....
https://www.nexusmods.com/skyrimspecialedition/mods/19431
*If you endorse, then you are awesome too!
You can even load another mod that changes the magnitude/duration of turn undead enchants = won't effect this mod (and vice versa).
..enter this mod.
Long Story: To maximize compatibility, I made a single new perk that I then attached to the 'turnundeadffcontact' MagicEffect (I did NOT alter the enchantment/spell itself)....and since no one is going to alter the turn undead MagicEffect = should be compatible with everything.
Please endorse. :)