Skyrim Special Edition

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AndrealphusVIII

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AndrealphusVIII

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  1. ff7legend
    ff7legend
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    Does the optional Zim's Immersive Artifacts patch still work with the new version (1.3.1) or does it need an update?  Thank you.
    1. AndrealphusVIII
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      Should still work.
  2. ClaytonAguiar
    ClaytonAguiar
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    One of the edited scripts (DLC2BloodskalBonusDamageVsZahkriisos) is also changed Script Optimization and Fixes Compilation. Are they "exchangeable" or one of them must win the conflict?
    1. AndrealphusVIII
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      Let mine win the conflict for now. I'll see about including its fixes. Thanks for letting me know.
    2. AndrealphusVIII
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      The fixes have been forwarded in 1.3.1, which I just uploaded.
  3. hohoho0955
    hohoho0955
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    Is it possible to create a patch to be compatible with Bloodskal Weapon art - MCO fix and Artifact remake? Example, to touch cool time
    1. AndrealphusVIII
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      That's beyond my skill. I don't know how to do animation or behavior edits.
    2. hohoho0955
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      Thank you for your answer
  4. wei73692lei
    wei73692lei
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    thx for your great work, pls let me know if I can put other enchantments on bloodskal ,because I am using Summermyst Enchantments 
    1. AndrealphusVIII
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      If you create a replica of the Bloodskal Blade, which is unenchanted, you can put other enchantments on it. If you then get the Extra Effect enchanting perk, you can put the original enchantment on the replica + 1 additional one.
    2. wei73692lei
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      thx for your reply , I got it 
    3. AndrealphusVIII
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      Cheers!
  5. andrewhahalee
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    Now I need a mod that changes this beam to a getsuga tenshou :p
  6. oraphel
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    Where in SSEEdit would I find the magicka cost of this effect? I'm starting a new playthrough in which my character will be reliant on this enchantment, and thus I've increased its damage -- however, for balancing reasons, I would also like to increase its magicka cost. Thanks in advance.
    1. AndrealphusVIII
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      It's inside one of the scripts.
    2. MrTriple3D
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      ok and which value needs to be changed? FLTV? if so, what does a value of 1.000000 mean?
    3. AndrealphusVIII
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      @MrTriple3S

      The amount of the cost is done through script. The global BloodskalMagickaCostEnabled is to turn the cost on or off. 1.000000 means there is a cost 0.000000 means there's no cost.

      You can use a console command to toggle the Magicka cost.

      set BloodskalMagickaCostEnabled to 0

      This will turn the Magicka cost off.

      set BloodskalMagickaCostEnabled to 1

      This will turn the Magicka cost back on.

      If there's enough demand, I might add another global for a cost multiplier.
    4. AndrealphusVIII
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      Added a version with a multiplier.
  7. zaorish83
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    1. AndrealphusVIII
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      I'll consider it.
    2. zaorish83
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  8. Thulgrim919
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    So does this give the blade a tempering perk so it can be properly upgraded? Because this is a lot of work for a weapon that'll be outdamaged by a steel greatsword or something once tempering comes into play.
    1. AndrealphusVIII
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      Link.
      "It can be tempered with a silver ingot if the Arcane Blacksmith perk is unlocked."
  9. Xologamer
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    nice mod, can u make a patch for "Artifacts and Uniques (Overhaul)" i know its not as famous as some of the other overhauls but i still like it and would like to use it in combination with ur mod ? 
    1. AndrealphusVIII
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      Q: "Will you make a patch for <insert mod>?
      A: "Not at the moment. Maybe later at some point. However, for me to keep my sanity, I'm only making patches for mods I'm using myself. My permission allow you can to make the patches though, so if you want to, feel free to."
  10. Flussgott
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    Any chance for a version that doesnt buff the enchantment? I found htis mod while looking to fix the infamous bug. But me and maybe others in the future would want to have the weapon as it was intended.
    1. AndrealphusVIII
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      I have no plans for seperate versions, unfortunately.