damage UI
This mod allows you to change the damage of weapons and spells based on type, material and magic criteria. Powered by SkyUI.
Screenshots 4 screenshots
About this mod Machine translation
This mod allows you to change the damage of weapons and spells based on type, material and magic criteria. Powered by SkyUI.
describe
Mods allow you to change the damage of weapons and spells as per standard.
feature:
Powered by SkyUI (MCM only)
Personal settings for NPCs and PCs
Multipliers for weapons, materials and magic, including runes
FISSES support
Require
SKSE 2.0.6 or newer
SkyUI 5.2SE
FISSES is optional
DLC support (select your version):
No DLC - No DLC to play
Dawnguard - Play only with Dawnguard DLC
Dragonborn - Play only with Dragonborn DLC
Fully playable Dragonborn and Dawnguard DLC (Main Edition)
UPDATING
Just overwrite the file and play.
Switch between versions
If you switch between a version without DLC support to one with DLC support, or vice versa, you can use the "Reload Settings" button on the mod's Options page.
Starting with version 1.06, the mod supports FISSES. It's much better than the solution described above ^_^
FISSES support information
Currently, the mod is using a hardcoded file to save your settings:
Data\SKSE\Plugins\FISS\WeaponDamageUI.xml
When you switch between versions of this mod, you will have to monitor it yourself. Because the file mentioned above is published in the mod's archive, it contains the settings by default.
Make backups and often :-)
A note on unarmed combat
This version supports changing unarmed damage, see the "By Type" page to set it.
The current implementation is a bit strange. Changes to the PC are applied almost simultaneously. On the other hand, the next steps will be completed to change the unarmed damage value of an NPC:
You will get a complete strength. After this, the spell will be cast (shot) on the NPC for a duration equal to 60 seconds.
The moment this spell starts working on an NPC, it will change the NPC's unarmed damage cast value to your defined value.
After 60 seconds, the NPC's unarmed damage value will return to its original value.
If necessary, that effect will be reapplied to the NPC after that time, after which your character will take a new hit.
Why so complicated you might ask me?
Well, because testing shows that it's not an easy task when you first lay eyes on it. Both form types in the game represent unarmed damage: it's weapon and actor values like health, magic, stamina, speedmult, etc.
Also, the conditional function that checks for wielding a weapon in the hand is wrong. This is one of the reasons why I haven't implemented this via Perk+entry points (it's actually my first attempt).
Maybe I'll change this behavior later, but no guarantees.
questions and issues
Q: Arrow? bolt?
Answer: Okay, no arrows and no bolts. I tried, without success. If anyone knows how to do this please let me know, thanks.
Q: Bows and Materials... No bows made of wood?
A. Actually, many bows have the keyword "steel", and people may think that it is made of wood. I was surprised when I found this out.
Q: What about poison?
Answer: I would also like to implement this feature, but the game does not contain such keyword variables. It's possible, but it's too much work.
Q: What about biology?
A: I think it can be done. This feature may be implemented in the next version.
Any suggestions accepted.
compatibility
The mod must be compatible with any other mods.
New or modified weapons, magic effects, etc. just require the right keywords from the vanilla game. For example, every weapon in the game has its own keyword like "WeapMaterialSteel" (the weapon is made of steel) or "WeapTypeWarAxe" (this is a waraxe).
If your mod contains weapons or magic effects without keywords from the vanilla game, or it uses different keywords, then this mod will not work properly with those weapons and/or spells. You'll have to ask the author of the weapon model to fix this problem. Don't ask me this, I can't help you!
Install
For NMM, Wrye Bash/Smash users:
Download, install and activate mod any other.
Follow the instructions on page 3 below
For all:
Extra …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.