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.
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?
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.
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?
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?
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"?
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?
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?
69 comments
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.
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?
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?
I see this and Serenity both touch Lunar Enchants.
Which one would you load lower?
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?
https://www.nexusmods.com/skyrimspecialedition/mods/26871
I am thinking he has already included a fix of his own for the enchanted reload issue