I'd love an option to include uniques. These tend to be the most OP and broken, especially in modded setups. The Artifacts Revised mod has some crazy uniques. XD
I think you're right that an option to toggle uniques would be great. I'm quite busy investing time into my portfolio, I've got about 50 articles to write in order to be up-to-date. I'll try to get to this by July [hopefully].
Mentioning just because the two seem very similar:
Any chance you could look at a Lorica remake? Instead of casting buff spells, you toggle them on or off, and they debuff your magicka total. The most recent version of the mod hasn't been updated since 2020 and is rather buggy. Seems like the brave new world of SPID and Penalty Meters would make it ripe for a remake.
I'd be happy to do that, however I wouldn't out of the kindness of my heart because I'm fairly certain it's going to take a few weeks at least. That mod has 85KB of source files, so probably between 1000-2000 lines of code. Although, I would certainly take patreon requests of this sort.
idk what i did but it crashes when i equip a enchanted item does your mod have issues with Halgari's RPG Loot or synsthis patcher just a theory will post again if i find any thing new
ye i used trainwreck crash logger and it pointed that it was your mod causing the crash when i take out your mod i can equip enchantments again i just need to find what mod is interacting with yours . hopfuly it's mod interaction that make sense instead a randome mod that has no reason to be messing with your mod .-.
It is a magic effect, but if the crash log is pointing to my log I need that log. That's the stuff you use to open bug reports. It should be pointing to a line in my code.
If another mod is messing with enchantments in some big way, it could make it incompatible. I kinda really need to see where it crashes.. my best guess would be one of these two for loops (L50-60) but.. maybe you could just open an issue and post the crash log. Since you've confirmed a crash already.
found a line in the crash report talking about pc doens't have magicka which is true i start my character with zero to almost no magicka idk if that a confliction. i posted that line in the bug report tab
Please make a mod that remove all enchantments from the game that increase the character's magic, endurance and health or make that this enchantments increases only its total values and does not replenish it, if its not full.
For example in the game is a ring with enchant that give +20 to magic of character. If he have 100/100 magic he will have a 120/120 magic with this ring. If he have 0/100 magic he will have 20/120 magic with this ring. I play without regeneration of magic, health and stamina, and i dont want to my magicka regenerate so easily.
I like it, however even without any enchanted items it's still in the active effect tab (0 reserved magicka), is it possible to add a condition or something for this?
Is there a way to make a patch for backpack effects? I mean, the carry weight effects are not supposed to be enchantments (most mods with backpacks even use the keyword MagicDisallowEnchanting) as they symbolize more room to carry items in an immersive way.
I think excluding effects with MagicDisallowEnchanting keyword would get nearly all backpack Mods with zero conflicts
Well I have been working on a mod to provide bags with inventories without using enchantments. Though adding that keyword as a check might be smart, it'd add an additional benefit to unique enchantments/armors.
Plus my "Bags of Holding" mod is struggling with author motivation at the moment anyways (sooo tedious to add the script and fill in the properties to all the many bandolier armor pieces).
Well, yes, you are right, unique items would be more valuable. So, one more solution I thought would be adding the exception with a custom keyword (i.e. BackpackNoPenalty) for the backpack Object Effects and then create a KID ini file to spread the keyword so this would not get any conflict issues.
I liked the idea of making unique enchantments more valuable than non-unique so I added that. Maybe at a later date I'll add a keyword checking system or something like that and setup the KID thing then.
Unfortunately not usable in VR, since there is no survival mode. If its only used for the UI, would it be possible to have a lite option without the UI additions and just the debuff?
Maybe I'm misunderstanding what you mean by "soft" requirement, but MO2 won't load the mod at all because the master ccqdrsse001-survivalmode.esl is missing.
The missing masters error is gone, but MO2 throws another error instead when starting the game:
In my experience, mods using clib-ng worked fine, so not sure why this happens for this one in VR. I had to rename the plugin from .esl to .esp, since VR ignores ESLs, maybe this has something to do with it?
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Another idea that would've been great to see would've been enchantments on items are "Hidden" or "Unknown" until either
1. the player is of sufficient enchantment skill to "see" it
2. they've worn it a sufficient length of time
The Artifacts Revised mod has some crazy uniques. XD
Any chance you could look at a Lorica remake? Instead of casting buff spells, you toggle them on or off, and they debuff your magicka total. The most recent version of the mod hasn't been updated since 2020 and is rather buggy. Seems like the brave new world of SPID and Penalty Meters would make it ripe for a remake.
If another mod is messing with enchantments in some big way, it could make it incompatible. I kinda really need to see where it crashes.. my best guess would be one of these two for loops (L50-60) but.. maybe you could just open an issue and post the crash log. Since you've confirmed a crash already.
if (MagnitudeAggregate >= 1) {
ref->AddSpell(GetSpell());
}
I think excluding effects with MagicDisallowEnchanting keyword would get nearly all backpack Mods with zero conflicts
Plus my "Bags of Holding" mod is struggling with author motivation at the moment anyways (sooo tedious to add the script and fill in the properties to all the many bandolier armor pieces).
In my experience, mods using clib-ng worked fine, so not sure why this happens for this one in VR. I had to rename the plugin from .esl to .esp, since VR ignores ESLs, maybe this has something to do with it?
Send me a DM so we can chat over discord and send you the new binary to verify it's gonna work
Edit: vr support was fixed and uploaded (for yall reading in the future)