Skyrim Special Edition
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Simon Magus and aljoxo

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aljoxo

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22 comments

  1. Lugabe22
    Lugabe22
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    Could you please make a file that changes the bound two-handed weapons into apprentice spells and make them work with the bound weapons give xp file?
  2. Kulharin
    Kulharin
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    To clarify,  is the speed stuff only needed if using distar experience?
    1. Kisice983
      Kisice983
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      Up

      There two versions in fomod of adxp mco and it looks like only *distar expierence" does require a tweaks to work consistently
  3. jadepenetrate
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    Hey Aljo, I've thrown Bound Weapons give XP at the bottom of my load order for Ascendance and it isn't working for me at all. I don't see any conflicts in SSEedit but I can't claim to know what I'm doing. I was wondering if you had any ideas for troubleshooting I could try to get it to work. Thanks in advance.
    1. aljoxo
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      I'm currently playing a Bound Weapon character and it has been working in my game, so I'm not really sure. 

      You just might not be noticing it because the XP amount isn't that much (it realistically might need a buff).
    2. jadepenetrate
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      Hmm! I've done enough testing to decide it isn't working at all for me. But I'm not getting enchanting xp for hitting with an enchanted weapon either so maybe its related. i'll figure it out or die trying
    3. aljoxo
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      The conjure xp uses the same method that thau used for enchanting xp, but Im not really sure what could break that besides a conflict overwriting the enchant records themselves 
  4. Deeyb
    Deeyb
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    Does the adamant file also change the perk description or does it only change the effects? I installed the mod and it still says cleave instead of relentless.
    1. aljoxo
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      you have a load order issue
    2. Deeyb
      Deeyb
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      Late reply but yeah you were right I put it at the bottom of the load order and it finally worked.
  5. xenazai
    xenazai
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    Thanks for the hard work! You are awesome. 
     I'd like to ask btw, what does the Mannimarco nerf do?
    1. aljoxo
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      Please read the description 
  6. sonicandzakfan202
    sonicandzakfan202
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    Mor like mod Blessed if tyou know what ai mean
  7. Astachura11
    Astachura11
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    nvm
  8. ParsaFaramarzi
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    i understand why they say "raw magic resist" is bad for balancing because it puts magic builds at a disadvantage against dragons compared to melee builds but at the same time i can see the advantage of being able to hit dragons from far away without risking heavy melee damage from dragons compared to melee builds. 
    so idk maybe you have a point
    1. yRaven
      yRaven
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      I had a melee/archer build, and dragons were hell to kill. Proceed to attack dragons with lightning bolts, dragons melts down in 2s.
    2. aljoxo
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      Replying to this very late, but just for clarity because it has changed since I made the patch and Dragon War has received an update that DID in fact give Dragons Magic Resist base:

      Dragon War Dragons had 500 Armor baseline, this was equivalent to 75% Physical Damage Reduction with Blade and Blunt (which the mod is balanced around in terms of resistances). Additionally, Dragon War Dragons have a resistance to critical strikes. This means that all melee and archery first builds would be only dealing 25% of their damage potential to dragons before weapon-specific perks are factored.

      By contrast, Dragons have 100% Resistance to a singular element, BUT ALSO receive 50% more magicka damage from any spell that does Magicka Damage (like Shock spells for instance). This means as a mage, you can always be dealing 100% of your maximum damage, with the exception of when you face a dragon who is resistant to your primary element, while this can be a problem, Adamant Frost and Poison Mages (again, Dragon War is balanced with consideration to these mods) are heavily built around debuffing resistances of highly resistant enemies and Alteration in Mysticism (again, DW is balanced in regards to this) has Weakness to X element spells, assuming your Mage is an elemental one-trick pony.

      All of this is to say: Melee characters suffered significantly more against Dragons than Mage characters did, however here is the kicker, my patch didn't give Magic Resist to dragons, it gave specific resistance to Drain and Sun spells...but why? Drain and Sun spells are special types of spells in the context of SimonRim, by which they do not obey a specific resistance (Fire spells, Fire resistance / Poison spells, Poison resistance), they instead are ONLY mitigated by Magic Resistance, and since Dragons had 0% Magic Resistance, this meant that any Auriel Sun Mage with Pilgrim or Vampire Lord (with any overhaul, but most likely Scion), would be capable of 3 shotting most dragons in mid to late game.

      tl;dr: Dragon War Dragons having 0% Magic Resistance and absurdly high Armor Ratings made fighting them significantly harder as melee/archery builds compared to Mage builds, and a complete joke for builds who relied on specialized spells like Sun and Drain spells which are only resisted by magic resistance.
    3. ParsaFaramarzi
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      makes sense. thank you!
  9. scatteringMatrix
    scatteringMatrix
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    You're amazing for doing this, seriously. Considering how many people currently run MCO-based setups alongside Simonrim, I'm really surprised this hasn't gotten more attention yet. This is a subtle but imo, genuinely super important step towards connecting modded RPG elements to modern combat setups. Thanks so much!
  10. zinghunt
    zinghunt
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    I was wondering lately what could cause "issues" or slight incompatibilities in my combat setup (which is essentially the exact 3 mods you mention) and here's my answer. Neat :) 
    Thx !