Enderal SE
Hello! Will the russian language pack version v2.0.12-hotfix.5 work with Enderal v2.1.4? Thank you for your work!
1 reply, 3 total
Hello, i know you are not responsible for Enderal Gameplay Overhaul, but i love your work so i'll ask here too.
Is there any way to make the latest version work with EGO SE? The scripts got broken and there is no feasible way to reduce arcane fever since any method i try only reduces it by -0.0% to 50% (for example).
The only thing that still works for some reason is the peaceweed pipe's 1% reduction, bu that is hardly convinient.
Is there a console command or a bat file or anything that can help me manage arcane fever manually?
I would put ambrosia in a random container or something and then use the command to mimic the gameplay.
Thanks a million.
Is there any way to make the latest version work with EGO SE? The scripts got broken and there is no feasible way to reduce arcane fever since any method i try only reduces it by -0.0% to 50% (for example).
The only thing that still works for some reason is the peaceweed pipe's 1% reduction, bu that is hardly convinient.
Is there a console command or a bat file or anything that can help me manage arcane fever manually?
I would put ambrosia in a random container or something and then use the command to mimic the gameplay.
Thanks a million.
1 reply
EGO is a very intrusive mod and should not be used with a proper update.
Arcane Fever is stored in the LastFlattered actor value. It is stored as a negative number, which means 10% is -10, 50% is -50.
To reset Arcane Fever, you can modify this value to made it equal zero. When, for example, your Arcane Fever is 70%, run
player.modav lastflattered 70
(setav will not work as you expect, use modav)
Arcane Fever is stored in the LastFlattered actor value. It is stored as a negative number, which means 10% is -10, 50% is -50.
To reset Arcane Fever, you can modify this value to made it equal zero. When, for example, your Arcane Fever is 70%, run
player.modav lastflattered 70
(setav will not work as you expect, use modav)
Language strings (interface, dialogs) are usually specific to every new version and supplied with the mod itself.
The language packs contain barely ever changing translated textures and videos, and an INI switching language in the mod. This means, it is possible to switch language only by editing Enderal - Forgotten Stories.ini, but you won't have translated posters, for example.
1 reply, 2 total
1 reply
As to alchemy, this notion comes from the fact that alchemy did not exist in Enderal as a coherent system up until the 2.1.4 update this year. It was a hodgepodge of grandfathered ingredients, unfinished overhauls, ad-hoc edits and Forgotten Stories additions. The alchemy system has been reworked in 2.1.4 and is now generally more potent, see changelog.