Fixed Missing Textures on some Jewelry Items. Added missing Evolution system to the Ruin's Edge artifact. Fixed Invisible Helm of the Crusader for Orc Characters. Fixed Mehrune's Razor Evolution bug. Fixed invisible body when wearing Robes of the Lich. Attempt at a fix for the Perma-stagger with Ward effect issue. Carried forward a couple of USSEP fixes. Added the Keyword to prevent the disenchantment of a few more items. Some misc. grammar and punctuation fixes.
UPDATE: This version has a vast majority of new items added to it several fixes done to the core and script calls. however i believe i fixed them all. if not let me know.
IT NOW HAS A LOOT DROP MCM CONTROLLER!!!! this will allow you, the player to set your specific loot drops from the lists as designated from the loot tables. The higher the number, the lower the change of getting the item in lists. (Yes, im aware that its backwards. blame skyrim XD)
Ópa bom dia,nem sei se pode pedir isso aqui,mais se não for pedir muito ate que poderia fazer um patch para que esses itens so poder ser regra nos baus de chefes,sim chefes acredito eu que se fazer assim vai valer a pena fazer uma masmorra inteira para depois que ganhar do chefe final no bau dele ter um ou mais artefatos ou relíquias desses,mesmo que seja assim para armaduras e armas,pq os aneis e colares pode até ficar como estao ne,ou senao colocar um de cada desses artefatos ou relíquias para aparecerem nos baus de chefe,tipo uma armadura,uma arma,um colar e um anel e assim vai real seria uma recompensa definitiva e tanto para cada masmorra com chefe completo,mesmo que não seja fácil fazer pensem pelo menos por favor.
Is it safe to uninstall this mod mid-game? If I reload a save before I looted any chests with these items in them, would my save be safe if I uninstalled it then? The page itself doesn't say.
You need to set the MCM sliders to really high values eg 90+ (they work in reverse) then it works fine. Helps to use MaskedRPGFan's settings loader so you don't have to go through all that each new game
It happened to me too. I set the values at 95% for pretty much everything and it kept giving me crusader equipment and a hundred different sheogorath weapons. It's so dumb. I had 100% on morrowind and oblivion equipment and literally every single chest gave me those things. Then I tried it the opposite way, exactly the same thing. The mod is broken.
Anyone else has no enchantments description when picking up enchanted items? it's just a ambiguous description with no actual explanation as to what the enchantments are! or is it how it is in this mod?
Is it possible to somehow edit out the "Strange Hum" enchantment from the items via SSEdit? For my playthrough i'm disenchanting some of the items to apply on other items, but a lot of items have the hum enchantment as component which is basically fortify speed (at least for me), which makes it useless to apply on items, while the full enchantment has some useful ones other than speed/hum.
Or is it the integral part required for items' evolution?
The ring "Detect Vampires" fails utterly WRT to deadly wench vampires who become 90% of vampires at higher levels and much more difficult than the Beth vanilla ones. Strangely it does detect the Elder vampires of the mod that increases the population of Skyrim (albeit all with the same ugly face). Any easy way of correcting this?
Before anyone asks: I have no idea as to where I found it (and have done so on two out of some 14 chars) as I use the auto-loot feature of auto-harvest.
I went into SSEedit to see if I could add Deadly Wench Vampires to the ring's spell but it is way past my ability to do so. and I even posted this on the Deadly Wench page. I won't hold my breath.
Addendum..I only use the ring occasionally but now it has a permanent effect and all Beth Vampire have it. Serves me right. : (
Damn, never expected to like this mod this much when I installed it. The equipment it adds are great, and I love the ones that evolves as I use them. Such a simple system that makes me actually want to use the weapon to see how strong they can get.
i think the MCM probability slider is crucial to balancing this out.
although i question why you set it up where the LOWER # gives an increased chance, and the HIGHER # gives a reduced chance, that is illogical, what-ever doesn't matter, the mod works as is...
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This mod is in an unfinished state and has balance issues.
There is no need to comment on this....we know!
Fixed Missing Textures on some Jewelry Items.
Added missing Evolution system to the Ruin's Edge artifact.
Fixed Invisible Helm of the Crusader for Orc Characters.
Fixed Mehrune's Razor Evolution bug.
Fixed invisible body when wearing Robes of the Lich.
Attempt at a fix for the Perma-stagger with Ward effect issue.
Carried forward a couple of USSEP fixes.
Added the Keyword to prevent the disenchantment of a few more items.
Some misc. grammar and punctuation fixes.
This version has a vast majority of new items added to it several fixes done to the core and script calls. however i believe i fixed them all. if not let me know.
IT NOW HAS A LOOT DROP MCM CONTROLLER!!!!
this will allow you, the player to set your specific loot drops from the lists as designated from the loot tables. The higher the number, the lower the change of getting the item in lists. (Yes, im aware that its backwards. blame skyrim XD)
really ruins the game at low levels, if this is the mod that did it which i think it is.
I'm trying to edit Power of the Wings of Queen of Bats, 2H ebony Battle axe
first i disenchanted it, and then i re-enchanted a blank weapon and put the Power of the Wings of Bats enchantment on it.
Defaultly it drains 40 health points, but there is this residual healing also, i think it lasts for 30 seconds.
I want to change it to last 3 seconds instead.
Can the Mod Author or someone from the Community lead me to the correct
FORM ID / EDITOR ID / NAME that i should be editing in SSEEDIT.
i tried to edit some Obvious Looking entries. That had 40 Magnitude and 30 duration. But unfortunately, changing those had ZERO effect in-game.
Or is it the integral part required for items' evolution?
Before anyone asks: I have no idea as to where I found it (and have done so on two out of some 14 chars) as I use the auto-loot feature of auto-harvest.
I went into SSEedit to see if I could add Deadly Wench Vampires to the ring's spell but it is way past my ability to do so. and I even posted this on the Deadly Wench page. I won't hold my breath.
Addendum..I only use the ring occasionally but now it has a permanent effect and all Beth Vampire have it. Serves me right. : (
Such a simple system that makes me actually want to use the weapon to see how strong they can get.
the loot is definitely "more interesting"
i think the MCM probability slider is crucial to balancing this out.
although i question why you set it up where the LOWER # gives an increased chance, and the HIGHER # gives a reduced chance, that is illogical, what-ever doesn't matter, the mod works as is...
i endorsed.