Skyrim Special Edition

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Parapets

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  1. ORO8ORO
    ORO8ORO
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    Any way I can tweak the Potions Restore Over Time addon to make their restoration time be the amount they restore, and also make their effect don't stack?
    Like, making minor healing potion that restores 25 points, do so with 1 point per second during 25 seconds.

    Or at least make all potions take longer to heal (but not increase their restoration amount).

    Tried to open the addon on xEdit, but I'm not sure how it works.
    1. Vuvietanhhp93
      Vuvietanhhp93
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      .
  2. renatornt2821
    renatornt2821
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    Is It possible to extend the changes brought by Fortify Enchantment to benefit Armors, too? I mean, as there are no longer Fortify Alchemy, this wouldn't create an exploit that would break the game. 

    I've tried to add that feature through the SSEDIT, but I still didn't get It. Does anybody here know what I should do in the Perk "SkillBoosts" to add Armors in that matter?
    1. Parapets
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      When the magnitude of a spell changes, the new magnitude can only take effect when the spell is cast. Armor enchantments are cast when you equip them. Meaning any change to them will only work before you equip them, and only expire after you unequip them.
    2. renatornt2821
      renatornt2821
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      Yeah, that's right! I checked on SSEdit how that Mod (Crafting Skills Revamped) increase the value of enchanted weapons: the first condition is that the subject must be an Enchantment. The second condition is that the Enchantment must be from a Magic School (Destruction, Illusion and Restoration have their Magnitude Increased, and Conjuration and Alteration their Duration Increased). In Vanilla, most Armor enchantments are classified as belonging to the Restoration School, but this was changed in USSEP to avoid the Restoration Loop Exploit.

      So, how could I add a new condition in that effect in a way that benefits Armors without needing to add back the Restoration tag to them?
  3. makikouitirou
    makikouitirou
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    The effect of "krosis" has not changed, is that okay? "Krosis" has the effect of increasing "Alchemy" by 20%.
    1. deleted59592871
      deleted59592871
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      He probably didn't changed the description to keep compatible with other Mods, but the effects has changed as described on the Mod:

      • Krosis also uses the new effect. (Refering to Fortify Potions)
      • Krosis and Kyne’s Token use the Alchemy version of Fortify Archery instead.
      • Krosis uses the Alchemy version of Fortify Lockpicking instead.
    2. makikouitirou
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      Thank you for teaching me!
  4. Webmetz
    Webmetz
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    https://www.nexusmods.com/skyrimspecialedition/mods/30019
    I see this and Serenity both touch Lunar Enchants.
    Which one would you load lower?
  5. yungnagato
    yungnagato
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    Hi! I noticed there's a few conflicts between this and WACCF. Which one would you advise to load lower?
    1. Kulharin
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      Load WACCF after or make a patch.  I'd put this mod pretty high in your load order.
  6. Kulharin
    Kulharin
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    Would a modular release of this be feasible, and something you'd consider?

    I'd have a hard time letting go of alchemy, potions and food adjustments for some of it's features such as.

    -Missing potions and poisons from random loot are re-added.
    -Missing effects from Alchemy are re-added.

    Although it might be a better idea if feasible to lift some of those "hopefully compatible additions" from alchemy potion and food adjustments to use alongside your mod?
  7. Aioriax
    Aioriax
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    I saw it is not compatible with "Enchantment Reload Fix" but what we can u for that fix? and it works with "Awesome artifacts" and "Blessing and Shrine Overhaul"?
    1. Kulharin
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      I second the question for Bless and shrine overhaul.

      https://www.nexusmods.com/skyrimspecialedition/mods/26871

      I am thinking he has already included a fix of his own for the enchanted reload issue
  8. fibrewire47
    fibrewire47
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    kindly make patches for Reliquary of Myth, Adamant, WIntersrun and Trua
    1. Kulharin
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      are patches even needed though? can't you just load those after?
  9. Filenor
    Filenor
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    I see that a patch to give restoration potions a duration was released together with version 2.5, and in the description it says that the patch requires version 2.4 or 2.5. Was this intended to mean 2.4 or higher, or do I need to use the older 2.5 version instead of the most recent one for the patch to work?
    1. Parapets
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      It's supposed to be 2.4+.
    2. Filenor
      Filenor
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      Good to hear I don't need to downgrade, thanks for the answer!
    3. Filenor
      Filenor
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      I have another question, about compatibility: are the compatibility issues with Artificer the same for other mods that change the values and effects of artifacts, such as Legendary Artifacts or Zim's Immersive Artifacts? Do they conflict because this mod touches their enchantments or something? Could I just let those mods overwrite this one or would that break something?
  10. kokonutzxxx
    kokonutzxxx
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    I'm guessing that Reliquary of Myths is also compatible if you load after this? I imagine the changes are similar to what happens to Zims.