Skyrim Special Edition
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sinzzzz

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sinzzzz

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10 comments

  1. azraelalghul
    azraelalghul
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    HI, just checking in to let you know that the Thaumaturgy patch needs an update.
    The Actor Value for EnchFortifyPickpocketConstantSelf has been changed from Pickpocket Power Modifier to Pickpocket Skill Advance.
    1. nexusbla18
      nexusbla18
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      +1 Came here to notify you about this
    2. Glanzer
      Glanzer
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      I actually prefer the power modifier instead of the skill advance. And if you use a bashed patch it will fix it for you by combining the master and the patch into what you want. For me, I added the Names, Keyword, and EffectStats bash tags to preserve the changes. After all, who heard of "Fortify Security" instead of "Fortify Pickpocket"? I guess he chose that because his version of the MGEF fortifies both Pickpocket and Lockpicking. But "Fortify Thieving" would have been way better. And after looking into it, I don't see the enchantments or MGEF records actually affecting both stats. Anyway, I'm gonna ask Simon about this because I'm not getting it and he's taught me about templates so maybe I'll learn something new...
  2. Glanzer
    Glanzer
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    I looked it over and if this does fix the bug then you've implemented it really well! But you'll need a patch for Thaumaturgy since that mod overwrites most of your changes. And a bashed patch won't fix that because the changes are in the same area (e.g. base cost and enchant shader). If you do create a patch, it should be a single fix for Thaumaturgy (not a patch for your fix) otherwise your bashed tag will wipe everything out again. (If I get the time I could do the patch and link it here so you can use it.)
    1. sinzzzz
      sinzzzz
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      I created a Bashed Patch as a test and 99.9% of the time the patch was created without any problems.
      The only thing is that the keyword I assigned to "00109630 <MAG_RobesFortifyMagickaRateConstantSelf>" is missing.
      Well, since I went through the trouble, I'm uploading it as a fixed patch file.
    2. Glanzer
      Glanzer
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      Thanks very much for the patch file! Endorsed.
  3. Mookeylama
    Mookeylama
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    nice thanks!  just curious, does this do the similar fix that this old mod does? just wondering
    https://www.nexusmods.com/skyrim/mods/52717?tab=description
    1. sinzzzz
      sinzzzz
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      The mod is an SKSE plugin, so I don't know the internal source, but it probably has a different purpose.
      The Enchantment Reload Fix is a fix for Enchanted equipment charges being consumed faster and fluctuating in value.

      My mod, on the other hand, prevents the effects of the same magic from accumulating.
      For example, let's say that Fortify Smithing's Enchant is +10% to Armor and +5% to Gauntlets, and you equip both.
      In vanilla, the effects of each would add up to +15%.

      This mod modifies that, so that only the more effective +10% shows an effect and the +5% effect loses its effect.
      The resulting Fortify Smithing effect on the player is +10% in total.
      This is such a mod.
    2. CaptainRay1993
      CaptainRay1993
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      Nope. They are doing totally different things.
  4. deleted156211218
    deleted156211218
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    Thanks for this. I didn't test but just looking at SSEdit I'm convinced. Something I'm glad to add to my game.
    We can just open the whole list mods in SSEdit and fix the conflicts without using Wrye Bash.