Skyrim Special Edition
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sasnikol

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sasnikol

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21 comments

  1. sasnikol
    sasnikol
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    Okay, probably I shouldn't do mods at night I've realized how stupidly complicated I made a Fixed Formula version with scripts and stuff. So with 1.0.2 Fixed formula is completely script free, and actually consists of a single edit to game setting.
  2. fiqusonnick
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    Seems to work on 1.6.1170
  3. ZatroolMG
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    Hey! 

    Scrambled Bugs still has the enchantment reload fix you said it shall "not be confused with", but I don't see the enchantment value fix anymore (the one your mod adds). Are they actually the same? 
    1. sasnikol
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      That's an interesting question! It looks like Enchantment Value fix was removed from Scrambled Bugs. This is not the same as Enchantment Reload Fix. I'll try to find out why it was removed and whether or not it's permanent. Meanwhile, looks like this little mod becomes more useful now

      UPD: this was quick. According to Pinned comment on Scrambled Bugs:
      Q: Where is the enchantment value patch?
      A: There was no good fix to an oversight that resulted in the overridden cost of enchantments being ignored when valuing items.

      So yeah, for the time being you can use my mod.
    2. ZatroolMG
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      Hahaha I'm so sorry I should have seen the pinned comment!

      He says there was no good fix, but do you say your fix is good? ^^
    3. sasnikol
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      What that pinned comment says is that there was no good "engine-level" fix what I have here is more of a workaround. What my fix does is dynamically calculating a multiplier that would mitigate negative impact of player's Enchanting Skill on overall Enchantment Value formula whenever player uses an Enchanter Table. (You can check out the description of reversed formula and "The Math" section to see what exactly is going on here.)

      What Scrambled Bugs's "Enchantment Value" fix was doing (presumably) is changing how the Enchantment Value was calculated in the first place.
      Now after a closer look into this issue and the code of Scrambled Bugs's fix, I'm not sure that my mod has ever been an alternative to Scrambled Bugs's fix as it seems that we addressed different kind of problems. Damn, I should've advertised my fix more Thank you for stopping by and bringing my attention to it.
    4. ZatroolMG
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      no, thank you for the comprehensive and quick response. i'm glad you also learned something, cause I sure did ;)
      ty for your mods, they are amazing !
    5. sasnikol
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      Glad you enjoyed my mods I'm gonna do some thinking on how to advertise this little fix I have here because it feels like so many people suffer from this issue and are unaware of the fix.

      How did you find this mod?
    6. ZatroolMG
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      Through your NPCs Names Distributor mod. I wanted to reduce the generic stuff as much as possible for immersion, and so I looked for a mod that would distribute names to NPCs that didn't have them (being Tamrielic Names).
      Finding the Enchantment Price Formula Fix is simply thanks to a habit of mine: to always check the author's files :p
    7. sasnikol
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      Ah, I do the same thing Yeah, NPCs Names Distributor is definitely my flagship mod But, I plan to release some more mods that could make some noise
    8. ZatroolMG
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      I'm trackin' for sure :)
  4. Dobr0mysl
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    Hello. Is this fix needed for Requiem 5? It's compatible with Requiem 5?
    1. sasnikol
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      Hi! Sorry, I don't know as I never used that mod. If you noticed that enchantment prices get lower as you level, then yes, you need it. To be 100% sure you could open requiem in xEdit and see if the plugin changes fEnchantingSkillCostBase or similar settings (like fEnchantingSkillCostMult) under Game Settings category.
  5. rochndil
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    Loot doesn't like the (uncompressed?) IDs in this mod, says it'll destroy my save and end civilization as we know it. FYI.

    Rochndil, who will reinstall later...
    1. sasnikol
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      Uh, that's weird, I've noticed that CreationKit kinda broke IDs, so I had to correct those in xEdit. Perhaps, it's safer to redo everything. Thanks for feedback.

      Edit: Okay, I've loaded plugin in CK and there is definitely something wrong with it.
      Edit2: I've uploaded a new version. Tested in-game and checked the LOOT, it should be fine now.
    2. DrMonops
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      CreationKit doesn't respect light plugins and happily adds new records outside the allowed range, so you have to recompact in xEdit any time you add new records to them via CK.
    3. sasnikol
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      Ah, thanks so I should not trust CreationKit. Noted!
    4. Motenator
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      still not uploaded a version with xEdit fix?
    5. sasnikol
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      It’s done in 1.0.1 everything should be fine now
    6. Motenator
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      weird, i did not get notified about your reply... thanks alot!
  6. ChasingTheDragon
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    Ya, i think i noticed this myself at some point. For some reason, enchanting banish on weapons early on really jumps up their value, but it tapers off to less than half that given enough skill. Kind of the opposite of what i would expect.