Skyrim Special Edition
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Salvinha

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Salvinha

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About this mod

This a plugin replacer for Left Hand Rings Modified SE. ESL-Flagged, using SPID for leveled list.
Also patch for Thaumaturgy.

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Distribution has been completely revamped in version 1.5
This a plugin replacer for Left Hand Rings Modified SE. Plugin compressed and ESL-Flagged. SPID for leveled list. Optional patch for Thaumaturgy also available.

a. Do not replace a standard plugin with a light one mid-game, your save will break. You are warned.
b. Do not use existing patches that have a plugin dependency on "lefthandrings.esp" (such as the                      Imperious Racials patches in the original page).
c. That being said, the SkyUI icon patch in the original page can still be used because in fact it's only some        SkyUI interface files. It has no plugin dependency.
d. You can still use the 1st person view plugin, it doesn't patch the main plugin and it's a thing on its own           by not having a plugin dependency. I advise to compress it too so it doesn't take a space in plugin limit.


Content:

1- New Plugin ESL-Flagged.

2- SPID INI for distribution of the left hand rings to NPCs. 
2.1- The mod now uses pools of rings. How does that work?
Each skill class has two pool of rings, a weaker pool and a stronger pool. For example:
For the Destruction pools of rings, the weaker pool will have the three weaker rings, alongside the weaker rings of non-combat skills and attributes rings. Any of them might be picked randomly from the pool, but only one.
The stronger pool of rings will have the 3 strongest Destruction rings plus the strongest non-combat and attribute rings. Any of them might be picked randomly from the pool, but only one.
So the randomization will be a goat.

2.2- How the game knows which pool to mess with?
SPID will distribute keywords to NPCs, for example, an NPC that is level 22 and has 53 skill in conjuration, will be called a ConjurationSpecialist and this one guy will have access to the weaker pool of rings of Conjuration Skill. If he is a stronger, let's say level 38 and conjuration 75, then he will be called a ConjurationMaster and will have access to the stronger pool of rings.

2.2- When distribution begins to happen?
When the player reachs level 15, but the NPCs must also be level 15 and have at least 50 in any combat skill tree.
The combat skills are: One-Handed, Two Handed, Heavy Armor, Block, Archery, Sneak, Light Armor, Destruction, Alteration, Conjuration, Illusion and Restoration.

As mentioned above, all other rings for attributes and other skills trees are already included in these pools.

2.2- Is there a chance the NPC might have more than one ring?
Yes, but it will be really low, since all the pools have a 15% chance of happening if the NPC meets the condition.
For example: Let's say an NPC is level 29 and has 53 Destruction, 60 Light Armor and 67 One Handed, meeting conditions to access three weak pools to pick rings from (because he will be called a specialist of three classes), since each pool has only 15% chance of happening, it will be really tough to get three rings or even two. As far as I saw in game, NPCs usually do not specialize in more than 4 trees when in higher levels.

Another mechanism I created to avoid such issue is, if an NPC passed from level 34 to level 35, it doesn't matter how weak its skills are, it doesn't have access to the weak pool anymore. All who passed level 35 and have at least 75 in any mentioned combat skill tree, will be called "Master". If any NPC reaches level 35 without having at least one combat skill at 75 to be called a master, he/she doesn't deserve a ring anyway, because they suck. xD

2.3- Special rings
The three double rings added by left handed rings will now be dropped (5%) only by strong vampires.
These are: Gold Arcane Double Ring, Gold Ruby Double Ring, Silver Ruby Double Ring.

Please update to 1.5.2 as I removed some undue flags, otherwise none of this above will happen as it should.


So conditions will make multiple rings rare.

For this version you must replace my last version plugin too, not only the INI file. 


3- Thaumaturgy patch.
  3.1 - Is optional and has a separate version.
  3.2 - Changes all ring names and effects (all of the 80+ enchanted rings) to be consistency with Thaumaturgy naming and enchantment               system.
  3.3 - Do not use this patch with the original uncompressed plugin of Left Hand Rings Modified, there is a reason why it carries the main                  mod plugin replacer too.

4- Remove "Left Hand Rings Modified" from any bashed patch, smashed patch, or any other patched leveled list,                     otherwise it will be in two leveled lists and won't respect my SPID rules.

5- If this mod is included in any patcher (e.g: Synthesis, zEdit and others) re-run it after replacing the original non-                 compressed plugin.

     
6- This plugin used the version where the Ring of the Beast is the one on the left hand.

7 - If you don't know SPID or don't use it (but you definitely should), you can download it anyway to save one plugin                  space, the INI file will do nothing without it.

Original mod needed.

Optional SPID file for those using original plugin.
It won't have the same implementation of my original idea above, because I would have to remake everything, but you have your cake.
    - Rings have only 1% chance of being owned by enemies. To narrow down the drop...
    - Non-enchanted rings start to be distributed only at level 10. To narrow down the drop...
    - Enchanted rings start to be distributed at level 20. To narrow down the drop...
    - Any ring that improves a skill somehow will be dropped only by a specialist NPC on that skill. Stronger the ring, higher the skill and                   level needed from the NPC in order to have 1% chance of owning the ring.
    - Rings that improve base attributes (Health, Stamina and Magicka) or non-combat Skills (Lockpicking, Pickpocketing, Smithing and                  others...) only do level check, not skill check. So for those only level will matter.
    - Not all rings are included in the SPID, to reduce the risk of overflowing loot.