What a shitty attitude from the mod author, you could have literally just opened SSEdit or the CK and edited the mod with just 100% cap within literally 1 minute but you have to act as if someone is greatly putting you out over it.
As the person you rudely replied to has put it, someone else has already done in it now anyway, I really don't see the need to hurl uncalled for insults act that way you have about such a trivial request though, you could have literally done it faster than the time it took you to write that comment, personally I'll be placing you on my block list because I'd rather avoid downloading mods from people that act so belligerant over such a benign comment.
May I tweak this mod and upload it on Nexus? I would like to keep the resist cap but remove the dtacking changes, as it could prove problematic with other mods i.e. alchemy overhauls and enchantment reworks.
You will be fully credited front and center as the original author; i am just trimming away a few parts.
Would I have your permission? Thank you in advance.
Does this affect boosts given from mod added sources that simply give buffs as an active affect (ie not from an enchantment, spell, or perk)
For Example, let's say I have a necklace that gives me 30% Frost Resistance +being a Nord + being a Sacrosanct Vampire (which gives 50 to 20% Frost resistance based on how long since I have feed as a vampire) = how much Frost resistance?
Another Example: 30% Frost resistance from a necklace + a sword added by a mod that has a custom enchant that gives 50% frost resistance from merely being equipped. Would this combination result in 30 or 80% Frost Resistance?
Mod Organizer is telling me that it's "Missing Masters" from the Creation Club content, which i dont have and testing it ingame seems to indicate that the mod doesnt work without it.
I have a quick question/suggestion for you. Might it be an idea to have a second file which contains the 'non stacking' rules, but keeps the old 85% maximum rule?
I agree that non-stacking rules are a great idea for experienced players who know how to make themselves invincible, thus rendering the game very boring.
But I think it's possible to reach 100% magic immuntiy quite easily - Breton 25, Lord Stone 25 , Mara 15, Alteration 30, plus any old MR item. Once you've got this, you don't need any items - solitary or stacked - to be immune to fire, frost, etc.
In other words the mod makes you more powerful, not less powerful - as far as magic is concerned, anyway. It will still be effective at limiting all the other stacking tricks which players like me are tempted to use, even though we know it makes the game less enjoyable.
Just a thought! Many thanks for sharing your hard work.
As far a question: Stacking of the raise base effects, like health +n pt., magicka +n pt. and/or magic regenerates x% faster and so. Are those stackable or also only the best wins? Like when I enchant an armor with the combo enchantmens like 'alteration and magicka regeneration' AND 'destruction and magica regeneration' - in this example I will have alteration and destruction as effects for the schools, plus 2x magica regeneration - now, will the magica regeneration only counts 1 time?
And is there a way to see, what effect is now the max. effect?
And another Q.: Using forgotten magic redone, there you can get armor spells (and other effect spells), now some are realy powerful. Do those effects from there also come into consideration when calculation the max. effect?
Stacking multiples = the strongest one wins, and the others DON'T stack on top of the winner. It works more like Dungeons and Dragons. A single strong enchantment is this way worth more than multiple weak enchantments.
In your example, you'll have the alteration & destruction boost...but you'll only get the 1x magicka regen boost (it doesn't stack).
To see the effect (on MagickaRegen), you would type in the console 'player.getav magickratemult' or 'player.getav magickarate'....I think it's the first one, but I'm not 100%.
So, type it to get your magicka regen rate without the items, put one on and type again = you should see the boost. Putting the second item on, type the command again, and you SHOULD see no increase.
So, Alchemy & Enchantments don't stack...the best one wins.
Food doesn't stack with itself, BUT DOES stack with Alchemy/Enchantments.
As for other mods that have new custom spell effects (like Summermyst), those aren't included in my mod. As for Forgotten Magic Redone...I don't know if the new spells use default MagicEffects.....so I can't tell you if my mod works with it or not.
Either way, it's not like my mod and others will crash or anything like that. My mod simply might not effect new spells (that use custom MagicEffects).
65 comments
Taking the time to make custom mods for picky people who've never contributed anything to the community = the highest priority for me!
As the person you rudely replied to has put it, someone else has already done in it now anyway, I really don't see the need to hurl uncalled for insults act that way you have about such a trivial request though, you could have literally done it faster than the time it took you to write that comment, personally I'll be placing you on my block list because I'd rather avoid downloading mods from people that act so belligerant over such a benign comment.
You will be fully credited front and center as the original author; i am just trimming away a few parts.
Would I have your permission? Thank you in advance.
Does this affect boosts given from mod added sources that simply give buffs as an active affect (ie not from an enchantment, spell, or perk)
For Example, let's say I have a necklace that gives me 30% Frost Resistance +being a Nord + being a Sacrosanct Vampire (which gives 50 to 20% Frost resistance based on how long since I have feed as a vampire) = how much Frost resistance?
Another Example: 30% Frost resistance from a necklace + a sword added by a mod that has a custom enchant that gives 50% frost resistance from merely being equipped. Would this combination result in 30 or 80% Frost Resistance?
ONLY the HARDCORE version prevents racials like 'Nord Frost Resist' and potion/necklace of +30% Frost Resist from stacking.
Your last example would be 50% frost resist, since strongest overshadows the weaker enchant.
It doesn't use Script Extender, so Skyrim Engine updates won't ever affect this mod.
Enjoy!
Yeah, it requires a version AFTER 1.5.97. You could remove the Creation Content dependencies though.
I have a quick question/suggestion for you. Might it be an idea to have a second file which contains the 'non stacking' rules, but keeps the old 85% maximum rule?
I agree that non-stacking rules are a great idea for experienced players who know how to make themselves invincible, thus rendering the game very boring.
But I think it's possible to reach 100% magic immuntiy quite easily - Breton 25, Lord Stone 25 , Mara 15, Alteration 30, plus any old MR item. Once you've got this, you don't need any items - solitary or stacked - to be immune to fire, frost, etc.
In other words the mod makes you more powerful, not less powerful - as far as magic is concerned, anyway. It will still be effective at limiting all the other stacking tricks which players like me are tempted to use, even though we know it makes the game less enjoyable.
Just a thought! Many thanks for sharing your hard work.
I'll do it right now for you. Enjoy!
*Will take a few minutes to make the modifications + Upload.
As far a question: Stacking of the raise base effects, like health +n pt., magicka +n pt. and/or magic regenerates x% faster and so. Are those stackable or also only the best wins?
Like when I enchant an armor with the combo enchantmens like 'alteration and magicka regeneration' AND 'destruction and magica regeneration' - in this example I will have alteration and destruction as effects for the schools, plus 2x magica regeneration - now, will the magica regeneration only counts 1 time?
And is there a way to see, what effect is now the max. effect?
And another Q.: Using forgotten magic redone, there you can get armor spells (and other effect spells), now some are realy powerful. Do those effects from there also come into consideration when calculation the max. effect?
In your example, you'll have the alteration & destruction boost...but you'll only get the 1x magicka regen boost (it doesn't stack).
To see the effect (on MagickaRegen), you would type in the console 'player.getav magickratemult' or 'player.getav magickarate'....I think it's the first one, but I'm not 100%.
So, type it to get your magicka regen rate without the items, put one on and type again = you should see the boost. Putting the second item on, type the command again, and you SHOULD see no increase.
So, Alchemy & Enchantments don't stack...the best one wins.
Food doesn't stack with itself, BUT DOES stack with Alchemy/Enchantments.
As for other mods that have new custom spell effects (like Summermyst), those aren't included in my mod. As for Forgotten Magic Redone...I don't know if the new spells use default MagicEffects.....so I can't tell you if my mod works with it or not.
Either way, it's not like my mod and others will crash or anything like that. My mod simply might not effect new spells (that use custom MagicEffects).