I have another question - I noticed that when I tweaked a value in the MCM for this mod, it saved my tweak even if I didn't save the game (and even carried that saved setting over if I launch a NEW game). Is that a function of this mod, or does MCM Helper cause that? (I just added MCM Helper at the same time so I don't know which provides that feature (of saving MCM settings independently of game saves). The reason it's important to me is I use MCM Recorder upon launching new playthroughs, and if MCM Helper is trying to carry over all my settings, IDK if it'll mess up the MCM Recorder process the next time around... Whereas if it's just YOUR mod, saving it's own settings, then I have less worry. Hope that made sense! Thanks in advance for any information you can share! ~dan
I believe this is a feature of MCM helper, specifically for mods that use INI files (which is one of the methods for persisting settings that MCM helper offers) to save settings, which this mod does. I don't really know how this interacts with MCM Recorder.
Thank you! This is not your problem, but do you happen to know whether that feature (persistently saving MCM settings) can be turned off for MCM Helper?
Hi. I have a quick question. if critical damage scales with skill level, then when I legendaryize the skill and return to lv 15 will the bonus damage be lost?
So, do you just recommend leaving the MCM settings at default in order to essentially "fix" the useless vanilla crit hits? I'm just looking to have crits better balanced the way regular damage is, as I level up.
Yes! The default settings are configured to make crits scale in a way that makes sense, with vanilla values. If you have mods that change the scaling of combat skills, then you may want to tweak the settings to reflect this. Otherwise the defaults should work well for you.
The https://en.uesp.net/wiki/Skyrim:Damage#Critical_Strikes says that critical strike extra damage goes through the armor. I suppose your critical damage does the same? What if I change the perk CriticalCharge to have an effect of multiplying damage 2x beside the 0x crit ( im talking about the base calculation not with your mod) will my damage then be 2x damage or base damage + 0x extraCritdamage? Maybe it would work better in that way in terms of bypassing armor? Because this way you do just to much damage that bypasses armor.. if it works in the way the game developers intended
Suggestion for us Ordinator users whom have god-like damage when making critical hits, could you also have the other side of this glimmering, shiny coin available? As in, being able to scale down (nerf) critical hit damage with this mod? I am one-hitting dragons left and right at lv 45 with an iron katana when making critical hits, but the base damage is level and fine. In short, it would be *awesome* to specifically nerf the damage of critical hits, and this mod is just negative sliders away from that. :)
The base multiplier goes down to 0, so you can use that to nerf critical damage across the board. I think having negative values for the other sliders doesn't make sense with the way this mod is implemented. Negative flat modifiers would cause weaker weapons to not have critical damage at all, whereas having negative level scaling would just be... odd...
In any case, it's fairly easy to edit MCM/Config/CriticalHitsMakeSense/config.json to adjust the possible range for each setting. You can simply adjust the "min" value for each setting.
So when I for my first installing this mod and load save it works as intended and increases damage, but as soon as I load this or any save again it stops working at all. And does not come back
I have wildcat and ordinator and I could undersand the situation, unless this strange behavior when it works for the first time And mcm menu doesn't working at all
The scaling only version works perfect with legendary difficulty and makes the 3 great weapons way more equal in strength while also making critical hits feel more impactful. Wonderful mod and works great on AE!
I would advise against it, however if you really want to, the safest way to do it would be as follows:
Load your save file, and make sure you reset the Armsman, Barbarian and Overdraw perks. You can do this using any method, including using the console or a respec mod. This isn't necessary if you're using any mod that removes or overwrites these perks.
Use the console to remove the "Critical Hits Make Sense' perk. Its FormID should be XX000D61, where XX is the hexademical load order index of the mod. To find the exact ID, type help "critical hits make sense" in the console, and it should pop up. Then just type player.removeperk XX000D61.
Create a save, and exit the game.
Uninstall the mod
Load your game, and reassign your perks (if applicable)
This should remove the mod without leaving any side-effects, but again, do this at your own risk.
Can you add this bit to the description? Just had an incident with my save where melee basically stopped doing damage all together when the mod was removed.
47 comments
~dan
~dan
So, do you just recommend leaving the MCM settings at default in order to essentially "fix" the useless vanilla crit hits? I'm just looking to have crits better balanced the way regular damage is, as I level up.
Thank you again for your work!
~dan
Thanks in advance either way!
In any case, it's fairly easy to edit MCM/Config/CriticalHitsMakeSense/config.json to adjust the possible range for each setting. You can simply adjust the "min" value for each setting.
So when I for my first installing this mod and load save it works as intended and increases damage, but as soon as I load this or any save again it stops working at all. And does not come back
I have wildcat and ordinator and I could undersand the situation, unless this strange behavior when it works for the first time
And mcm menu doesn't working at all
This should remove the mod without leaving any side-effects, but again, do this at your own risk.