We did it folks! My first ever mod (well sort of mod) is out of Beta!
I haven't received any reports of errors or bugs for a week now and so I decided that it is time to end the beta period. This doesn't mean I won't accept feedback anymore and it also doesn't mean I won't change anything in the furture. It only means I am now satisfied with the quality of this patch.
Also, Holy hell, 600 people downloaded this patch in a week. I was expecting maybe a couple dozen. Thank you all!
You may want to keep an eye on me, I've got something different in the works. It has to do with arrows and equipping them and I've learned papyrus for it. The first version should be up in the coming days. I've also got another patch in the works, however it may be a while before I get it out so I don't want to reveal too much yet.
Keep the feedback coming!
Note: I didn't make any content changes. The ESP is, aside from added description and author name, exactly the same as 0.1.1.
I don't port things to other plattforms (that includes oldrim) because I only play on SE and therefore can only support and test my mods there. But I will always grant permission for my mods to be ported to another plattform if someone wants to do it and I will also help with any questions they have as long as they aren't related to the porting process itself (because I don't know much about that). I just ask for credit and a link that I can put somewhere here. Someone already asked me for permission a while ago, which I naturally gave. The comment is a bit above (or below, depending if you're in forum or comment section mode). As far as I understand the problem there is that they want to upload my patch merged with Qwinn's, which I don't have a problem with but Qwinn's permissions aren't as open as mine. That's also one reason why I didn't include patches for vanilla enchantments as these would be essentially copied from Qwinn's patch. The other reason is that Qwinn's patch includes many other little fixes that improve VAE by a lot so I recommend it anyway and didn't want to introduce potential conflicts.
It's all a bit of a mess I guess. I'm sorry for that. But I have to make compromises somewhere as I simply can't maintain 7 different versions across multiple platforms to the extend I consider sufficient.
This mod just does not seem to work for some reason. I've got QRVAE installed as well, and most Summermyst enchantment effects, have no visual effect. (For example, Black Ice works but Poison Damage doesn't?) I don't know what could be causing this.
this is how I have my load order setup. Do I need to change anything for my plugins to get the enchantment effects for Summermyst spells? VAE is working for vanilla stuff.
File is out of date with the last Visual effects mod, result many of the enchantment art data points links "error could not be resolved"
My solution is just to find the enchantment art, copy it, and paste it into Summermyst itself, sure probably will have odd colors or whatever but it will be animated and one less plug in.
Hey, how goes! Awesome patch, but I actually don’t use Summermyst lol. What I am using is reliquary of myth, which gives a lot of artifacts different enchantments. So my question was going to be about how you went about making patches for them? So far I’ve only messed with the Ebony blade, which both mods have the EnchantAbsorbHealth and instead of using the ROM enchant absorb health, I used the one from VAE, and I still get the visual effect partially, the red part. Is that pretty much what you do? Find the equivalent option and use the version from VAE and then carry everything else over from ROM?
If I recall correctly (long time no modding...) I copied the enchantment record from Summermyst and replaced the effect with the one from VAE. The visual effect is governed by an entry in the enchantment record (I'm afraid I don't know the name of the entry right now).
Originally, I more or less just looked at some records present in both mods and how they differ. That's how I figured out which entry I needed to change. Then I just took the effects from VAE and added them to all the Summermyst enchantments. As I remember, it was easy to do with SSEEdit, but somewhat tedious.
Feel free to shoot me a message if you still need some help. I'd be willing to go back over my files and see how It was done.
35 comments
I haven't received any reports of errors or bugs for a week now and so I decided that it is time to end the beta period. This doesn't mean I won't accept feedback anymore and it also doesn't mean I won't change anything in the furture. It only means I am now satisfied with the quality of this patch.
Also, Holy hell, 600 people downloaded this patch in a week. I was expecting maybe a couple dozen. Thank you all!
You may want to keep an eye on me, I've got something different in the works. It has to do with arrows and equipping them and I've learned papyrus for it. The first version should be up in the coming days. I've also got another patch in the works, however it may be a while before I get it out so I don't want to reveal too much yet.
Keep the feedback coming!
Note: I didn't make any content changes. The ESP is, aside from added description and author name, exactly the same as 0.1.1.
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Make curse themed enchantments look more evil. Probably going to give them the soultrap effect.DoneIt's all a bit of a mess I guess. I'm sorry for that. But I have to make compromises somewhere as I simply can't maintain 7 different versions across multiple platforms to the extend I consider sufficient.
Thanks for the mod :-)
Edit: Maybe some effects are missing visuals?
https://i.imgur.com/s6wk5gM.png
this is how I have my load order setup. Do I need to change anything for my plugins to get the enchantment effects for Summermyst spells? VAE is working for vanilla stuff.
My solution is just to find the enchantment art, copy it, and paste it into Summermyst itself, sure probably will have odd colors or whatever but it will be animated and one less plug in.
Feel free to post it in your file section if you're interested.?
I suppose you took my patch and merged it with the changes from Enchanting Adjustments Updated? Sounds like good idea, I'm definitely interested.
edit: I went ahead and made one :P
And do you need this mod installed too?
If I recall correctly (long time no modding...) I copied the enchantment record from Summermyst and replaced the effect with the one from VAE. The visual effect is governed by an entry in the enchantment record (I'm afraid I don't know the name of the entry right now).
Originally, I more or less just looked at some records present in both mods and how they differ. That's how I figured out which entry I needed to change. Then I just took the effects from VAE and added them to all the Summermyst enchantments. As I remember, it was easy to do with SSEEdit, but somewhat tedious.
Feel free to shoot me a message if you still need some help. I'd be willing to go back over my files and see how It was done.