Skyrim Special Edition

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Enai Siaion

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EnaiSiaion

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  1. EnaiSiaion
    EnaiSiaion
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    Notice

    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
  2. ElRuti
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    Can it be installed in the middle of a game?
    1. SirCadsimar
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      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.
  3. LordMankarCamoran
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    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.
  4. AntOut07
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    People complains about a creator decision/vision instead of NOT using the thing they do not like... Modding community at it finest 
    1. AntOut07
      AntOut07
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      No
  5. phaeltone
    phaeltone
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    why has a phantom following me after i install this mod ?
    1. darkdraconx
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      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
  6. bigray85
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    Orcish Bow of Pain burns for 2 seconds, but not for 2 seconds until combat is over, as the description says.
  7. redcon48
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     I don't even know who was complaining but they should probably just get owl or something.. 
  8. TorinCollector
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    Thanks for the update. Enjoying it so far. Seems more balanced.
  9. Chromatical
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    The actual changelog for anyone looking for it.

    Spoiler:  
    Show

    Armor: Remove Clockspinning. (You keep it if you already have it.)
    Armor: Remove Defender.
    Armor: Remove Force. (You keep it if you already have it.)
    Armor: Remove Fortify Sneak Attacks. (Multiplicative with Fortify One-Handed = balance issue.)
    Armor: Remove Gladiator's Glory. (You keep it if you already have it.)
    Armor: Remove Grit. (You keep it if you already have it.)
    Armor: Remove Spirit of Life. (You keep it if you already have it.)
    Armor: Remove Spurs.
    Armor: Add Fortify Critical Strikes.
    Armor: Add Spikes.
    Armor: Add Vengeance.
    Armor - Will add 3 more by the full release.
    Armor: Rename Fortify Healing Rate -> Regenerate Health.
    Armor: Rename Fortify Magicka Rate/Fortify Magicka Regen -> Regenerate Magicka.
    Armor: Rename Fortify Shouts -> Fortify Shout Rate.
    Armor: Rename Fortify Stamina Regen -> Regenerate Stamina.
    Armor: Rename Fortify Total Armor -> Fortify Armor.
    Armor: Rename Influence Calm/Fear/Fury -> Calm/Fear/Fury.
    Armor - Amplify [Magic Skill]: Reduce base value from 8% -> 6% and 15% -> 12%; Can no longer be put on necklaces.
    Armor - Area Fortify Minions: Increase minimum level to find items.
    Armor - Cheat Death: Increase minimum level to find items.
    Armor - Death Shroud: Increase minimum level to find items.
    Armor - Deep Breath: Increase minimum level to find items.
    Armor - Fortify [Armor Skill]: Description now reflects the change from giving points of armor skill -> increasing armor value.
    Armor - Fortify [Attribute]: Standardise descriptions.
    Armor - Fortify [Combat Skill]: Reduce base value from 12% -> 8% and reduce values accordingly. (These are super OP in vanilla and clearly the best choice.)
    Armor - Fortify Bashing: Now applies to shields instead of rings.
    Armor - Fortify Lockpicking: Reduce base value from 12% -> 8%.
    Armor - Fortify Pickpocket: Reduce base value from 12% -> 8%.
    Armor - Fortify Power Attacks: Now works; Now applies to gloves and boots instead of virtually everything; Increase base value from 5% -> 15%; Add cap at 75% cost reduction.
    Armor - Fortify Shout Rate: Now appears on some random enchanted necklaces and can be disenchanted; Now lists the actual percentage reduction.
    Armor - Fortify Sneak: Reduce base value from 12% -> 8%; Standardise description.
    Armor - Horsemanship: Fix issue where it was using the same AV as Shalidor's Shield causing them to function as both if you had both equipped; Crafted version is no longer much stronger than the regular version; Add cap at 75% damage reduction.
    Armor - Imminent Victory: Increase minimum level to find items; Reduce base value from 10% -> 5% and scale others equally.
    Armor - King of the Lost: Increase stats from 40-150 -> 50-300.
    Armor - Nova: Increase minimum level to find items; fix missing stagger effect.
    Armor - Quake: Increase minimum level to find items.
    Armor - Reactive Barrier: Can now be enchanted on helms instead of armor pieces; Reduce excessive power level of some variants; Add cap at 75% damage reduction.
    Armor - Regenerate [Attribute]: Improve base value from 10% -> 15%.
    Armor - Resist Magic: Reduce base value from 8% -> 5% and rescale levelled versions.
    Armor - Siphon [Attribute]: No longer spawns by default on necklaces and rings; Increase minimum level to find items.
    Armor - Siphon Health: Now applies to boots.
    Armor - Soul Harvest: Increase minimum level to find items.
    Armor - Windfall: Increase minimum level to find items.
    The following armor perks were injected for compatibility with an upcoming alchemy overhaul: Fortify Bashing, Fortify Critical Strikes, Fortify Potions, Fortify Power Attacks, Fortify Shout Power, Imminent Victory, Increased Experience, Shalidor's Shield, Unbreakable.
    Weapon: Add Bleed Damage.
    Weapon: Add Blind.
    Weapon: Add Frenzy.
    Weapon: Add Goldstrike.
    Weapon: Add Invisibility.
    Weapon: Add Launch. (Threshold stuff was overly complicated, now works on a health limit.)
    Weapon: Add Mania.
    Weapon: Add Primal.
    Weapon: Add Radius.
    Weapon: Add Roulette.
    Weapon: Add Slay Living.
    Weapon: Add Weakness to Fire.
    Weapon: Add Weakness to Frost.
    Weapon: Add Weakness to Poison.
    Weapon: Add Weakness to Shock.
    Weapon: Remove Absorb Armor.
    Weapon: Remove Absorb Speed.
    Weapon: Remove Beaconbound.
    Weapon: Remove Berserking.
    Weapon: Remove Dim Vision.
    Weapon: Remove Disease Damage.
    Weapon: Remove Drain Magic Resist.
    Weapon: Remove Frost Damage Piercing. (This functionality is now covered by Weakness to Frost.)
    Weapon: Remove Might.
    Weapon: Remove Momentum.
    Weapon: Remove Poison Damage Cumulative. (Now built into Poison Damage.)
    Weapon: Remove Resonance.
    Weapon: Remove Shock Damage Wild. (This functionality is now covered by Roulette.)
    Weapon: Remove Skyhook.
    Weapon: Remove Threshold Death.
    Weapon: Remove Threshold Throw.
    Weapon: Remove Threshold Wail.
    Weapon: While a (small) majority voted for Elemental AoE instead of Elemental Hazards, I realised an AoE can't be flagged to ignore line of sight when it's an enchantment instead of a spell, and even enemies will block line of sight, so non-spell AoEs are niche. I'm keeping them as hazards for now.
    Weapon: Rename Halt Regeneration -> Disable Regeneration.
    Weapon - Absorb Health: Remove irritating imagespace modifier.
    Weapon - Absorb Magicka: Remove irritating imagespace modifier.
    Weapon - Absorb Speed: Increase duration from 5 -> 10 seconds.
    Weapon - Absorb Stamina: Remove irritating imagespace modifier.
    Weapon - Banish: Now uses the fuzzy level cap mechanic from Odin (instead of just not working above the level cap, now has a chance to fail based on the difference).
    Weapon - Battle Hunger: Reduce base value for enchanting from 5 -> 4 points; Increase minimum level to find items (making other enchantments that may be more desirable in the early game more likely to show up at lower levels without getting crowded out by a lot of new enchantments).
    Weapon - Chaos Damage: No longer erroneously deals double Stamina damage; Now deals full Magicka damage instead of half.
    Weapon - Command Daedra: Now uses the fuzzy level cap mechanic from Odin; Increase minimum level to find items.
    Weapon - Death's Door: Reduce base value for enchanting from 6% -> 5%; Improve early ranks of loot version to make it more useful at low levels; Increase minimum level to find items.
    Weapon - Discharge: Increase minimum level to find items.
    Weapon - Drain Armor: Implement workaround for the Skyrim bug where enchantments are temporarily removed on striking.
    Weapon - Drain Damage: Now drains a % of damage like the Corrosion spells from Odin instead of a flat amount; Increase duration from 5 -> 10 seconds.
    Weapon - Fear: Now uses the fuzzy level cap mechanic from Odin.
    Weapon - Fire Hazard: Reduce damage from 5 -> 4.
    Weapon - Frost Damage: No longer erroneously deals double Stamina damage; Frost slow no longer scales with enchantment power if Scrambled Bugs is used (which would cause it to go over 100% and stop working).
    Weapon - Frost Hazard: Reduce damage from 5 -> 4.
    Weapon - Illusory Burden: Now specifies its chance value; Now uses an injected keyword for synergies.
    Weapon - Imprisonment: Now specifies its chance value; Now uses an injected keyword to prevent overlap with Tharn's Prison in an upcoming Apocalypse update; Reduce duration of higher level enchantments from 15 -> 12 seconds.
    Weapon - Insult: Now correctly does magic damage instead of untyped damage.
    Weapon - Killstreak: Reduce damage multiplier from x5 -> x4; Increase minimum level to find items.
    Weapon - Lingering Fire: Burn damage no longer stacks. (Note: due to enchantments being moved around, you will need to learn this again, as the original enchantment was changed to Weakness to Fire.)
    Weapon - Paralyze: Now specifies its chance value.
    Weapon - Poison Damage: Add injected keyword for Futhark integration; Now stacks (damage reduced accordingly).
    Weapon - Rolling Thunder: Reduce base value for enchanting from 20% -> 15%.
    Weapon - Shifting Earth: Improve script performance; Increase minimum level to find items.
    Weapon - Shock Damage: Now deals full Magicka damage instead of half.
    Weapon - Shock Hazard: Reduce damage from 5 -> 4.
    Weapon - Skyhook: Increase duration from 2 -> 3 seconds; Now uses an injected keyword for synergies (hold on while I update the other mods with an immobilise effect); Increase minimum level to find items.
    Weapon - Sound: No longer erroneously says it has a "chance" to work; Now uses an injected keyword for synergies; Increase minimum level to find items.
    Weapon - Stormbringer: Instead of applying an effect based on some equipped shouts, now has a 5% chance to cast your equipped shout on striking.
    Weapon - Sun Damage: Add injected keyword for integration with Futhark as well as Simonrim mods such as Pilgrim.
    Note: Drain Armor/Drain Damage may not be functional in the beta.
    1. Trentckx
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      ah there it is, cheers
  10. DeusAngels
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    hi sir, "Optimised Scripts for Summermyst" work with the new version ? thanks !
    1. GioGr
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      thats mod is not one of Enai, so he cant answer that
      you have to ask the author of that mod if its compatible with the new version
      but prob isnt
      it might be
      but i would not try it without confirmation
  11. HAPPYYA
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    Hi. What does "saves may not be reverse compatible" on Version BETA 4 means?
    Sorry, English is not my primary language so i bit more explanation to understand.
    FYI. I'm still on modding phase so i wont be starting a new save for a few days. so i have time to decide which to pick. V3 or BETA V4.
    Thankyou.

    BTW, Love the mod! Always on my modlist ever since.
    1. ElRuti
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      In fact, you must choose beta version 4 to then be able to update future versions in your current game.
    2. HAPPYYA
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      That's an idea. Thankyou !