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lilmetal

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lilmetal

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55 comments

  1. Jrealmz
    Jrealmz
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    mcm isnt showing up, even when typing setstage SKI_ConfigManagerInstance 1 in console, any help?
    1. lilmetal
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      Make sure you have MCM Helper installed.
    2. Jrealmz
      Jrealmz
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      nvm my savegame is busted anyway starting a new one fixes it
  2. Hullox
    Hullox
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    Love this idea. Looked all over and it's exactly what I need for this playthrough. Doesn't work at all, settings do nothing.
  3. Xaliber13
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    Hi lilmetal, thanks for the mod.

    Want to ask something that I'm confused about. Why does Hadvar and Sven (among others) have the magic effect of Altmer and Argonian proficiency, despite not being any of those races?



    1. lilmetal
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      They all get the spell because it's distributed by a single perk, but the effects of those spells don't activate unless the conditions are met.
      You'll see that in the "Effects" tab, where "Active" ones are active, and "Inactive" is inactive.
      So, even though Hadvar has the Argonian spell on him, the effects will never activate, because the race check condition will never be met.

      Hope that makes sense...
      You'll notice that many spells work like this. They contain the effects that only activate once certain conditions are met.
    2. Xaliber13
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      That makes sense! So I'd guess the many inactive effects here are intended? Why are there so many agility effects?

    3. lilmetal
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      There's multiple effects because multiple debuffs can be applied in separate ways, and they stack.
      Both Light/Heavy; Helmet, Body, Boots, Gauntlets, Shield; across 4 material tiers, each apply separate effect at different magnitudes.

      Again, nothing is actually applied until the conditions are met.
      So, you get a very specific effect when wearing a Tier 3 Heavy Helmet, and a different one if wearing a Tier 2 Light Helmet.
    4. Xaliber13
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      I see. Thanks for explaining to me, now I'm starting to understand how this works. Thanks lilmetal for your time!
    5. lilmetal
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      No problem! If you're interested, you can inspect the plugin in xEdit, or look at the included files and script source.
      It's actually pretty simple.
  4. openzmindz
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    Hey, that custom race patch isn't for:
    https://www.nexusmods.com/skyrimspecialedition/mods/69467

    Pretty sure it isn't and I'd need to make my own compatibility for it then install this patch. Just want to make sure.
    1. lilmetal
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      It's for RaceCompatibility for Skyrim Special Edition
      Any custom race mod that uses that (which is all of them) will be compatible with the patch.
  5. aryel209
    aryel209
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    Probably one of the best mods to improve encounters. Thanks for share!!
  6. abelyo
    abelyo
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    Thanks for this. I literally just wanted the function to make heavier armor users move slower. lol
  7. okcheese124
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    Hi, thanks for this version of the mod!

    I was wondering, are we supposed to see the same kind of debuffs/stats in the inventory menu as the og Action Speed X mod? For example, if I hover over iron armor, should I see a bunch of debuffs/stats?
    1. lilmetal
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      No. But passive buffs and racial buffs will appear in the Active Effects when they're unlocked.
      You can use something like Player Combat Parameters or Skyrim Character Sheet to view your stats.
    2. okcheese124
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      Oh okay. Thanks!
  8. openzmindz
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    Is this less script-heavy compared to the original? I’d imagine it is?
    1. lilmetal
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      Yes, the only script is to manage the MCM.
    2. openzmindz
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      Nice. Iirc the original was very script heavy, I think.
    3. lilmetal
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      I noticed that after running its Synthesis patcher, there was a script attached to literally every armor piece in my game.
      Suspected it was the cause of issues in my save, and figured I could re-implement the whole thing with the current tools, and remove patching altogether.
    4. openzmindz
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      Yep, I noticed it too. I remember also getting many save issues on mine as well. Had to clean it too often. I'll def give this one a try after I am done with my current playtest playthrough. Thanks :)
    5. openzmindz
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      I was using a mod called Carry That Weight to sort of get the movement speed debuff with heavier armor, but it didn't affect NPC. Some features of it seem to use CPU because of how often it checks your inventory. Just gonna use it for the stamina to carry weight feature, which is nice. At least that feature doesn't seem to be heavy.
  9. aryel209
    aryel209
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    Hi, Awesome mod!

    Spell Cost Debuff is off by default? I cannot see values for the Spells in SSEEDIT
    1. lilmetal
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      Everything is on by default.
      Not sure what you're looking for, you can see spell costs when looking at them in the Magic Menu.
  10. hoangdai94
    hoangdai94
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    @lilmetal Hi, does this interesting mod works well with Simonrims mods ?
    1. lilmetal
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      Should work well with anything.
      If you find that any option doesn't work well with your setup, you can disable any option in the MCM.
      Adamant specifically has some attack speed stuff. This will work with Adamant if you use its "Simonrim Attack Speed Fix".
    2. hoangdai94
      hoangdai94
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      @lilmetal Thanks for your reply, if you don't mind can you plz share your combat mods setup ? Really want to take a look at it
    3. lilmetal
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      I don't really use many crazy combat mods. I stick mostly vanilla+ style.
      Simonrim or Enairim stuff is always great.
      Rolling with tjhmrim right now:
      Master of One - A Double-Edged Perk Overhaul
      Know Your Enemy 2
      Know Your Enemy 2 - Armors