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raulfin

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Posts posted by raulfin

  1. I pm'd you but figured I'd post here also for others.

     

    The enchant became 15% when disenchanting the 40% item as only the base enchantment is added to your enchanting list, not the specific enchantment that was on the item. For 'Resist Frost' the enchantments are;

     

    Base (15%) - EnchArmorResistFrostBase "Resist Frost" [ENCH:0010FB8C]

    of Resist Frost (15%) - EnchArmorResistFrost01 "Resist Frost" [ENCH:0004950C]
    of Waning Frost
    (30%) - EnchArmorResistFrost02 "Resist Frost" [ENCH:000AD485]
    of Dwindling Frost
    (40%) - EnchArmorResistFrost03 "Resist Frost" [ENCH:000AD486]
    of Frost Suppression (50%) - EnchArmorResistFrost04 "Resist Frost" [ENCH:000BE02B]

    of Frost Abatement (60%) - EnchArmorResistFrost05 "Resist Frost" [ENCH:000BE02C]

    of Warmth (70%) - EnchArmorResistFrost06 "Resist Frost" [ENCH:000BE02D]

     

    As for the math, need to know all the enchanting perks you have, Enchanting skill and Soul Gem used. This is the formula used;

    Apparel (all non weapons):
    net magnitude =

    base magnitude * soul multiplier * skill multiplier * (1 + perk) * (1 + specific perk modifier)

    "Base magnitude" is the %value of the enchantment as a whole number, 15% = 15.

    "Perk" is the value of the bonus as a decimal, +75% = .75.

    Repeat the "* (1 + perk)" portion for each enchanting perk that increases enchanting strength. Ranked perks (Enchanter 1/5, Enchanter 2/5) will normally cancel previous ranks, but some mods may make them additive.*

    Perks that reduce the effectiveness of an enchantment (Extra Effect) are added to the end of the formula as "* (0 + perk)" so a 20% weaker perk would be "* (0.8)"

    "Specific perk modifier" is stuff like defender (SkyRe), in vanilla it is Fire Enchanter, Frost Enchanter, Storm Enchanter, Insightful Enchanter and Corpus Enchanter, since only 1 of those will apply to any one enchantment at a time.

     

    soul multiplier =
    Class Multiplier
    Grand x1
    Greater x2/3
    Common x1/3
    Lesser x1/6
    Petty x1/12

    skill multiplier =
    approximately

    1 + (skill/100) * (skill/100 - 0.14) / 3.4

    *Additive ranks: rank 1 is +10%, rank 2 is +10% but says it's +20% as it adds its 10% to rank 1s 10%. Additive perks in a multiplicative formula do not equal the sum of the parts, they equal more. 10% (r1) + 10% (r2) = 21%, 50% (r1) + 50% (r2) = 125%. The vanilla enchanting perks are not additive like this, Enchanter rank 2 disables the bonus from rank 1 and replaces it with the higher bonus, rank 3 disables rank 1 and 2, etc.

  2. If you are using SkyRe (the ReProccer) and are getting the IA patch from Quotsfans page it was made for IA6 and will want Spike, you need to get the updated patch from Xathra's SkyRe Patches page.

  3. I've already read 2 other topics on the issue Here and Here, in both the issue is from using a body/face texture mod.
    I'm not using any body/face mods in the profile I'm using to work on these NPCs but still getting stuff like this (Image from user; ignore the shininess, the issue is the top of the head above the compass) on several NPCs. I've been through my profile and data folder and have nothing that should affect this. It seems that my Argonians heads are invisible also. Cats seem to be fine.

     

    I'm Using MO v1.3.8 with a profile set up specifically for working on the mod and patches for it, it's not a play profile.

    Mod list


    Skyrim
    Update
    USKP
    Dawnguard
    UDGP
    Hearthfires
    UHFP
    Dragonborn
    UDBP
    WAFR
    CCF
    SkyTweak
    CCOR
    PerMa
    SkyUI
    PCaPP



    Active Mod Files:


    00 Skyrim.esm
    01 Update.esm
    02 Unofficial Skyrim Patch.esp [Version 2.1.3a]
    03 Dawnguard.esm
    04 Unofficial Dawnguard Patch.esp [Version 2.1.3]
    05 HearthFires.esm
    06 Unofficial Hearthfire Patch.esp [Version 2.1.3]
    07 Dragonborn.esm
    08 Unofficial Dragonborn Patch.esp [Version 2.1.3]
    09 Weapons & Armor Fixes_Remade.esp
    0A Clothing & Clutter Fixes.esp
    0B PerkusMaximus_Master.esp
    0C PerkusMaximus_Mage.esp
    0D PerkusMaximus_Warrior.esp
    0E PerkusMaximus_Thief.esp
    0F PerMa Fixes.esp
    10 PerMa_USKP master patch.esp
    11 PerMaDefluffedPerkDescriptions.esp
    12 Pre PaMa WAFR Patch.esp
    13 Pre PaMa CCF Patch.esp
    14 PatchusMaximus.esp

     

     

    Edit:

    the lines in CK

    http://imgur.com/Dg25M5B - Man/Mer races

    http://imgur.com/WEjrN6l - Argonians

  4. Would it be possible to implement an 'Assigned' button/box that only file admins could see? This would help mods that have multiple people working on them so they don't all try to fix the same bug and can use the new system better.

  5. The "Open the bug report" button added to a comment after moving it to the bugs tab doesn't open the bug report if it is not on the 1st page of the bugs tab, if the bug is on the 1st page of the bugs tab it works as expected.

     

    http://www.nexusmods.com/skyrim/mods/59849

    Non-working example: Post by AnonEMoose44 (#11586) was moved to bugs, that report is on bugs tab page 2 currently.

    Working example: Post by AshytheDeer (#11444) (currently on comments page 2) was moved to bugs, that comment and reply are on bugs tab page 1.

     

    The "Open the bug report" button doesn't appear on the forum side, so the links to the comments may be unhelpful.

  6. When creating a reply to a bug if the '&' symbol is included everything after it will not appear in the reply.
    Using & in the original bug report works as expected, error is only in replies.

    http://www.nexusmods.com/skyrim/mods/59257
    Private Bug - "test2" the original comment is 1 & 1, which works, the replies are, in order, 1 & 1, 1&1, 1 and 1, of which only the later correctly appears.

    Can also be seen here
    http://www.nexusmods.com/skyrim/mods/49791
    Bug - "Problem with PerMa meltdown perk" the last two replies by me started with CCOR Script & CCOResource... but only CCOR Script is displayed.

  7. Currently the bug tab lists solved bugs in the bug tab count (just had to reload, my bad), this can potentially lead to mods that seem to have more bugs than they actually do which could turn off some users. It would be awesome if the counter on the bugs tab didn't count solved issues, or had 2 counters, a red count for open reports and a green count for closed/solved reports, that could also help to show at a glance how actively the file is being bug fixed.

  8. Was wondering about a formlist override merge script, (example).

    I noticed that neither the merge patch nor the bashed patch are addressing formlist overwrites like the above. The reason I'm asking is that in PerMa the magic skill perks (Novice Destruction etc.) grant a random spell from different form lists (the picture is for conjuration apprentice) and with several different magic mods the lists get overwritten and the user has to load the prefered magic mod last. Having an edit script to do that would be much easier than having to manually make a pile of patches for every combination of magic mods.

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