Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Small bugs that might be worth fixing (I checked the v4 beta and they still exist):
* All Banish sublists for enchanted Daedric weapons have all 3 tiers of the imprison enchant at the same level (53) * LItemEnchOrcishBattleaxeSoulTrap is missing the 3rd tier of the Killstreak enchant * Many DLC2SublistEnch leveled lists for Frost damage Nordic weapons have Ancient Nord weapons in them * DLC2SublistEnchNordicDaggerAbsorbStamina: SUM_NordicDaggerIllusoryBurden03 is available from level 1.
Hi, no option in the bugs section to make a bug report, so I'm gonna leave this here.
The "Recharge Weapons" enchantment description says "Recharges - up to the level of charge the weapon had when it was equipped" however as far as I can tell it simply just recharges them constantly up to full, regardless of if the weapon is totally empty by the time you pick up and equip the item with Recharge Weapon enchantment on it.
The description just seems inaccurate to what it seems to actually do, and I'm fairly sure that nothing is breaking it since nothing seems to be overlapping enchantments or should be touching that particular enchantment.
Love the mod, 10/10 and endorsed! I have found some necklaces that were not given unique names The first two were, but not the rest.
SUM_SilverJeweledNecklaceStabilityExt01 named Necklace of Grit SUM_SilverJeweledNecklaceStabilityExt02 named Necklace of Tenacity SUM_SilverJeweledNecklaceStabilityExt03 generic name SUM_SilverJeweledNecklaceStabilityExt04 generic name SUM_SilverJeweledNecklaceStabilityExt05 generic name SUM_SilverJeweledNecklaceStabilityExt06 generic name
Probably. But you should go through multiple world and interior cells in the game, save the game in an interior cell especially like a player home, load that save, save the game again, wait some time in the game (not sure how long, but I would say a minimum of 24 ingame hours). Then maybe the items added by this mod will show up where they should.
Has anyone figured out why you can only enchant basic clothing with Amplify Destruction? I've tried tracing what allows which enchantment on which type of items, and rapidly got lost. :)
Does it look like this? From this mod Troubleshoot section in the description Some enchantments are much stronger than listed/An immortal Wraith King appears at my side even with no items equipped: Summermyst repurposes a large number of unused actor values to implement scaling enchantments: many enchantments modify an unused actor value, which is then read by a hidden perk or script. If some of these unused actor values are also used by another mod in your load order, Summermyst will accordingly grant you their effects. This is a compatibility conflict and you may want to not use the affected enchantments or uninstall one or the other mod. The readme contains a list of all unused actor values.
See if there's a patch for a conflicting mod in the "Mods requiring this file" at the Requirements tab or follow what the mod author wrote in the troubleshoot part
Articles of Summermyst compatibility if you need it https://www.nexusmods.com/skyrimspecialedition/articles/116
1609 comments
Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!
Discuss this mod on /r/EnaiRim or the Enairim Discord
* All Banish sublists for enchanted Daedric weapons have all 3 tiers of the imprison enchant at the same level (53)
* LItemEnchOrcishBattleaxeSoulTrap is missing the 3rd tier of the Killstreak enchant
* Many DLC2SublistEnch leveled lists for Frost damage Nordic weapons have Ancient Nord weapons in them
* DLC2SublistEnchNordicDaggerAbsorbStamina: SUM_NordicDaggerIllusoryBurden03 is available from level 1.
The "Recharge Weapons" enchantment description says "Recharges - up to the level of charge the weapon had when it was equipped" however as far as I can tell it simply just recharges them constantly up to full, regardless of if the weapon is totally empty by the time you pick up and equip the item with Recharge Weapon enchantment on it.
The description just seems inaccurate to what it seems to actually do, and I'm fairly sure that nothing is breaking it since nothing seems to be overlapping enchantments or should be touching that particular enchantment.
I have found some necklaces that were not given unique names
The first two were, but not the rest.
SUM_SilverJeweledNecklaceStabilityExt01 named Necklace of Grit
SUM_SilverJeweledNecklaceStabilityExt02 named Necklace of Tenacity
SUM_SilverJeweledNecklaceStabilityExt03 generic name
SUM_SilverJeweledNecklaceStabilityExt04 generic name
SUM_SilverJeweledNecklaceStabilityExt05 generic name
SUM_SilverJeweledNecklaceStabilityExt06 generic name
Some enchantments are much stronger than listed/An immortal Wraith King appears at my side even with no items equipped: Summermyst repurposes a large number of unused actor values to implement scaling enchantments: many enchantments modify an unused actor value, which is then read by a hidden perk or script. If some of these unused actor values are also used by another mod in your load order, Summermyst will accordingly grant you their effects. This is a compatibility conflict and you may want to not use the affected enchantments or uninstall one or the other mod. The readme contains a list of all unused actor values.
See if there's a patch for a conflicting mod in the "Mods requiring this file" at the Requirements tab or follow what the mod author wrote in the troubleshoot part
Articles of Summermyst compatibility if you need it
https://www.nexusmods.com/skyrimspecialedition/articles/116