Sorry for all the delays.
re:
Attributes-based and skills-based damage modifiersNenina, Arkngt, Psymon, XenoHellblazer
Hey guys!
Hope you're finding the mod useful.
Psymon's correct. I built the mod after I started to slowly remove my Duke's mod off my list.
I had a pretty slow computer. And those mods were simply too good that they were affecting my frame-rate.
With that slow computer, a more RPG-based combat was suitable.
Also my play-style started to change from action-oriented to simple relaxation.
Anyway...the effects of the mod are applied to both the player and NPCs.
Creature damage not so much - as I found out later.
I hope this "Creature Damage Fix" (is it another mod) helps.
In regards to Dremoras (and other bipedal-type creatures e.g. Undead), I found them to be affected by the mod - unlike other normal creatures (e.g. boars).
I have a feeling that some "creatures" (e.g. Undead) not categorised as NPCs use the game's Attributes and Skills system.
I'm not sure if the Balrog is so, however.
re:
Battle fatigue and injuriesJust a quick question; I'm changing RF to use tokens with attached drain enchantments and using your BattleFatigueAndInjuries as an example to find all the token corner case weirdness. I haven't used this mod in anger, but looking at it's internals, is it true that battle injuries applied by this mod gives actors the drain effect shader? I see that you have modified the drain effect in this mod... was that to reduce this shader effect? I'm attempting to find some other way to remove this shader from my drain tokens...
"in anger"? Hahaha!
Anyway, yes. All actors with these tokens will have the shader.
Setting the persistance to 0 in the Drain Effect shader properties was the only way I found to get the Drain Effect shader to not persist.
But some mods actually change which shader is used by the Drain Magic Effects.
Sadly, extra separate ESPs based on these mods are required to change the effect used back to default Drain Effect shader.
Note: If you're planning to dynamically set the magnitude of the token, good luck.
There are other considerations to build for.
BFandI is different that it has an actual token for each value of an effect.
E.g.: There are 100 Drain Strength tokens - 1 for each value.
My other mods: Eat and Sleep, Death Penalties in Alternatives to death and reload, etc... uses limited tokens that I change dynamically.
I've not tested the process enough to apply them to NPCs - I found them to be quite buggy.
But to the player, the process I used is:
1. Ensure token is not equipped and not on the player.
2. Change the magnitude of the effect.
3. Add to the player's inventory.
4. Equip.
Of course, each stepped had to be in a separate "time-slice"/frame to ensure that token has the correct magnitude.
I hope this helps.