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?
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.
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.
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?
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.
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.
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 :)
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.
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".
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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?
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.
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.
It's actually pretty simple.
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.
Any custom race mod that uses that (which is all of them) will be compatible with the patch.
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?
You can use something like Player Combat Parameters or Skyrim Character Sheet to view your stats.
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.
Spell Cost Debuff is off by default? I cannot see values for the Spells in SSEEDIT
Not sure what you're looking for, you can see spell costs when looking at them in the Magic Menu.
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".
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