Announcement: I am making a new version of the fortify damage plugin. This will be released as a new mod. The other parts will be split off as well. It will probably be released next weekend.
There seems to be a bug with certain follower mods that switch gear that can in some cases result in negative modifiers. To counter this the new version will no longer use a scripted magic effect. Instead it will use only two actor values: variable05 for the normal damage, and unarmeddamage for unarmed damage.
The destruction effect can still be toggled in this new version, and it can now also effect restoration spells cast on enemies (toggleble). However, note that as a consequence of no longer being scripted, there is no longer a scale factor.
The plugin will be renamed, and the old enchantment will no longer work in this new version. The old version will not be supported, but will continue to be online here.
Boots are indeed excluded from fortify damage. The reason for this is that I use the list of Fortify Archery to determine which gear is suitable.
Fortify Archery has gloves, head, ring, amulet slots that are suitable. I felt adding more would impact balance too much. If you want, you can use the new MCM menu to add 25% to global strength, and achieve the same result as adding one more enchantment.
WARNING (again): I made another mistake causing followers equipped with fortify damage to cumulatively gain power.
I have made a fix for the next update, will be released hopefully this weekend. It might require some manual console commands to restore the damage. I am trying to prevent this being needed though.
Good news though, it will contain a new MCM menu, that can be used to adjust the enchantment on the fly.
ISSUE FIXED: WARNING: I made a mistake. Enchantments of Fortify Damage don't carry over between different versions. It turns out I made a mistake by changing the ESP name.
The same thing goes for the fortify alchemy/smithing as well.
I am working on a fix for this problem right now, My apologies for the inconvenience.
Edit:
I am almost done with the fix. It will change the old enchantments retroactively for former versions if properly applied. It also comes with a "cleanup" option so people can deinstall.
I opened a new feature document on the article tab, where I discuss new improvements I am considering. It contains my ideas, but feel free to suggest you own in the comments tab.
so, from the info in the description, its normal to still get equips with only Fortify Archery and such even after insalling this mod ('cause that's what happened to me and i don't know if it's intended or a bug xD)
If I understand " Enchanting a piece of gear with an old enchantment no longer works" and what you're saying correctly, I will not be able to use the old specific enchantments because in all, I won't be able to acquire the old specific 1h/2h/archery enchantments correct?
If that's the case, is it possible to have this enchantment from this mod as a separate enchantment? I like the idea for sure but idk I still want to keep the specific enchantments separate simultaneously.
Well, the old player made enchantments are still in the enchanting menu, at 0%. Sometimes rounded up to 1%.
The old specialist enchantments are not removed or adjusted in old player gear. Npcs will still spawn with specialist equipment. However, fortify 1h/2h/archery is no longer learnable from disenchantment. Instead fortify damage is learned.
EDIT: It could be that the installer text is out of date from an earlier version I tried. I will check everything when I have time .
EDIT2: yes, I fixed it in the first update.
Version number is the same, as it felt wrong to bump it up for a change in the installer menu.
11 comments
There seems to be a bug with certain follower mods that switch gear that can in some cases result in negative modifiers. To counter this the new version will no longer use a scripted magic effect. Instead it will use only two actor values: variable05 for the normal damage, and unarmeddamage for unarmed damage.
The destruction effect can still be toggled in this new version, and it can now also effect restoration spells cast on enemies (toggleble). However, note that as a consequence of no longer being scripted, there is no longer a scale factor.
The plugin will be renamed, and the old enchantment will no longer work in this new version. The old version will not be supported, but will continue to be online here.
Boots are indeed excluded from fortify damage. The reason for this is that I use the list of Fortify Archery to determine which gear is suitable.
Fortify Archery has gloves, head, ring, amulet slots that are suitable. I felt adding more would impact balance too much. If you want, you can use the new MCM menu to add 25% to global strength, and achieve the same result as adding one more enchantment.
WARNING (again): I made another mistake causing followers equipped with fortify damage to cumulatively gain power.
I have made a fix for the next update, will be released hopefully this weekend. It might require some manual console commands to restore the damage. I am trying to prevent this being needed though.
Good news though, it will contain a new MCM menu, that can be used to adjust the enchantment on the fly.
WARNING: I made a mistake. Enchantments of Fortify Damage don't carry over between different versions. It turns out I made a mistake by changing the ESP name.
The same thing goes for the fortify alchemy/smithing as well.
I am working on a fix for this problem right now, My apologies for the inconvenience.
Edit:
I am almost done with the fix. It will change the old enchantments retroactively for former versions if properly applied. It also comes with a "cleanup" option so people can deinstall.
Edit 2: Problem fixed in a beta version.
You need to disenchant an old piece of gear with a fortify 1h/2h/archery enchantment to get the new fortify damage enchantment.
I might add real fortifty damage enchantments to npc gear later. For now, only the player can make them.
If that's the case, is it possible to have this enchantment from this mod as a separate enchantment? I like the idea for sure but idk I still want to keep the specific enchantments separate simultaneously.
The old specialist enchantments are not removed or adjusted in old player gear. Npcs will still spawn with specialist equipment. However, fortify 1h/2h/archery is no longer learnable from disenchantment. Instead fortify damage is learned.
EDIT: It could be that the installer text is out of date from an earlier version I tried. I will check everything when I have time .
EDIT2: yes, I fixed it in the first update.
Version number is the same, as it felt wrong to bump it up for a change in the installer menu.