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Changelogs
Version 1.4.5
Changelog von der Originalmodseite:
Back-end changes to a script shared by Stormcrown, Thaumaturgy, and Apothecary. Please update all three mods at the same time.
Version 1.4.4
Changelog von der Originalmodseite:
Version 1.4.4
Removed an unneeded debug notification.
Version 1.4.3
Fixed an issue where Absorb Magicka and Absorb Stamina enchantments were up 20% weaker than they were intended to be, based on your Enchanting skill.
Fixed an issue where the tooltip for the Silent Moons enchantment was displayed twice.
Fixed an issue where you were not generating Enchanting XP when using an enchanted weapon (in both Artificer and Thaumaturgy).
Fixed an issue where the Diadem of the Savant was not properly reducing spell cost (an Artificer bug, but a Thaumaturgy issue).
Restored a previous name for one of the Damage Construct weapons.
Updated Apothecary, which is necessary because of the shared controller. Make sure to download the update for Apothecary as well.
Version 1.4.2
Fixed Froststar enchantment's debug notification
Fixed incorrect Resist Poison enchantment slots
Version 1.4.1
Changelog von der Originalmodseite:
Version 1.4.1
Tiny fix for the Lingering Fire enchantment tooltip
Version 1.4.0
Fortify Movement Speed has been removed from Thaumaturgy in order to be re-implemented in another way.
Resist Stagger has been removed from Thaumaturgy temporarily, and will be re-implemented in the near future (after a B&B update) with a different effect.
A new enchantment, Fortify Poison Use, has been added. Fortify Poison Use increases your Poison uses by up to 50% and can be applied to head pieces and rings.
Added infrastructure for a new mechanic which will be added in a future Adamant update.
Several improvements to enchantment tooltips.
Several improvements to enchantment charge cost, especially for weapons.
Several improvements to enchantment shaders, with an emphasis on making the shaders less visually busy and invasive, without losing weapon glow.
Fixed a few issues with gaining Enchanting XP while using an enchanted weapon.
Fixed an issue with Fortify Armor enchantments.
Version 1.3.3
Changelog von der Originalmodseite:
I received a credible report that Soul Harvest may be causing problems in some situations, so I've un-distributed the enchantment from the mod for now. I will look into this in detail in the future and redistribute it when the issue is solved.
Fixed an issue with the Peak Value Modifier integration for Damage Weapon.
Version 1.3.2
Changelog von der Originalmodseite:
Version 1.3.2
Fixed a record error that caused an infinite loading screen when combined with No Enchantment Restriction SKSE Remake. Thanks very much to the author for prompt help :)
Version 1.3.1
I found a few bugs w/ the Fortify Bash Damage enchantment 0.5 seconds after uploading 1.3, so I fixed them.
Version 1.3.0
Absorb Health now only works on living targets, to be consistent with other Simonrim mechanics.
Absorb Health now deals up to 30 damage, a 50% buff.
Absorb Health does not benefit from Scion 2.1’s False Life.
Absorb Magicka and Absorb Stamina continue to work on any non-mechanical target that actually has Magicka and/or Stamina (However, I did remove the note in the tooltip about this, because I don’t think it’s the right place to explain it).
Damage Magicka and Stamina now deal damage over time.
This is a 66% increase to total damage dealt, but (more importantly) it also means that Damage Magicka and Damage Stamina temporarily halt Magicka and Stamina regeneration, making them much more desirable.
Chaos Damage now no longer deals Stamina or Magicka damage when the Frost or Shock elements proc. For fairness, I’ve also removed the fire “burn” effect’s damage. Frost’s “Slow” effect never proc’d for Chaos Damage. This change brings down the utility of the Chaos Damage enchantment a little bit, while keeping it the best enchantment in Thaumaturgy for damage.
The Poison Damage enchantment has been buffed by about 25%.
Illusion, Turn Undead, and Banish enchantments now have a 50% chance to proc on a power attack, and double their target level.
Two Vanilla enchantments have been added which were previously uncovered: Huntsman's Prowess, and Silent Moons.
The Huntsman’s Prowess enchant deals up to 40 damage to animals and is no longer erroneously resisted by Armor Rating.
The Silent Moons enchant now absorbs up to 30 Health, on any non-mechanical target, but only at night.
Two new weapon enchantments have been added: Burden, and Damage Construct.
Burden reduces enemy Movement and Attack Speed by 10/15/20/25% and is added to the normal leveled lists. You may wish to install the Simonrim Attack Speed Fix (downloaded from the Adamant page) if you do not already have it. Other attack speed fixes should work fine as well.
Damage Construct is hand-placed in two locations, rather than distributed in the leveled lists. Those locations are: Mzult and Aftland.
Fiery Soul Trap has been replaced with the Soulbrand enchantment. The Soulbrand enchantment deals up to 3 Magic damage per second for 10 seconds, and traps the souls of enemies who die while under its effect. The Soulbrand enchantment can be learned by disenchanting the Steel Battleaxe of Soul Branding, formerly known as the Steel Battleaxe of Fiery Souls.
The names of several enchantments were tweaked slightly.
Fortify Pickpocket and Fortify Lockpick were combined into Fortify Security.
The Muffle enchantment now only reduces the sound you make while moving by 50%, instead of completely eliminating it.
Fortify Shout Power now scales up to 25%, instead of scaling up to 50%.
The Fortify Barter enchantment now scales up to 20%, instead of scaling up to 25%.
Several new armor enchantments have been added: Fortify Movement Speed, Resist Stagger, Fortify Illusion Duration, Fortify Restoration Duration, Fortify Shout Duration, Light, and Soul Harvest.
Fortify Movement Speed increases your Movement Speed by 10/15/20% and can be enchanted on boots. It is distributed to the normal leveled lists.
Resist Stagger reduces both the magnitude of incoming staggers, and the damage that you take while staggered, by 10/15/20/25%. It can be enchanted on necklaces and chest pieces and has been added to the normal leveled lists.
Fortify Restoration Duration and Fortify Illusion Duration increase the duration of their respective spells by 20/30/40/50%. They can be enchanted on rings and necklaces, like Fortify Restoration/Illusion Power, and are added to the normal leveled lists.
Fortify Shout Duration increases the duration of Shouts by 20/30/40/50. It can be enchanted on chest pieces and rings, and has been added to the normal leveled lists.
Light gives you a little floating mage light. It’s cute and totally useless.
Soul Harvest gives you a “soul trap aura” for 25/50 feet. I keep adding these things hoping people will stop complaining about Soul Stealer, but it never works.
Several new shield-only enchantments have been added: Fortify Bash, Resist Arrow Damage, Resist Spell Damage, and Resist Power Attack Damage.
Fortify Bash increases the damage of bashes by 25/50/75/100%, and can be enchanted on shields. It is distributed to the normal leveled lists.
Resist Arrow Damage, Resist Spell Damage, and Resist Power Attack Damage reduce the incoming damage from their respective source by 20/30/40/50% while blocking with a shield. They can only be enchanted on shields, and are distributed to the normal leveled lists.
You gain a small amount of XP when hitting an enemy with an enchanted weapon. This should work on all generic enchantments and all player-created enchantments, but will not work on all artifacts until Artificer is released.
Fixed various issues with leveled lists.
Forwarded some missing data from USSEP.
Version 1.2.1
Changelog von der Originalmodseite:
Fixed a small error in the Slowfall perk.
Updated the SPID ini.
Version 1.2.0
Changelog von der Originalmodseite:
The Fortify Movement Speed enchantment has been removed as part of a larger attempt to limit the sources of Fortify Movement Speed in Simonrim.
The Fortify Movement Speed enchantment has been replaced with the Slowfall enchantment, which reduces your falling damage by 50%.
The optional Thaumaturgy - Jumping Enchantment Addon replaces boots of Slowfall with boots of Fortify Jump Height, which increase your jump height by 2x and also reduce your falling damage by 50%.
Whether or not you have the addon, this enchantment does not scale. It’s a utility enchantment, like Waterbeathing or Waterwalking.
If you have SPID installed, Thaumaturgy will now automatically distribute perks to ensure that all Vanilla and Thaumaturgy enchantments work on NPCs.
Added PerksSkillBoots to the mod and forwarded USSEP’s fixes, in case someone isn’t using it for some insane reason.
Added the bashed tags recommended by xEdit to the plugin. I still do not recommend using bash for anything but quick and dirty leveled list merging.
Injected a form list to make things less confusing to people in xEdit.
Added the Thaumaturgy - Weapon Enchantment XP Tweak, which increases the XP you gain from disenchanting weapons. In Vanilla, disenchanting weapons gives pitiful XP. This DLL increases the amount of enchanting XP you gain from disenchanting weapons, which really does a lot to make leveling enchanting feel less tedious.
Version 1.1.7
Changelog von der Originalmodseite:
Fixed an issue where you could learn a stronger version of the Fortify Destruction Cost enchantment.
Fixed Fortify Stamina description.
Version 1.1.6
Changelog von der Originalmodseite:
Fixed an issue where you would receive a notification when hit with a Frost enchantment.
Version 1.1.5
Changelog von der Originalmodseite:
Fixed Novice Robes of Destruction giving the wrong school reduction cost.
Fixed Bald Orcs when wearing the Novice Hood.
Version 1.1.4
Changelog von der Originalmodseite:
Fixed an error which Magicka Regeneration could have been placed on Hoods.
Fixed Fortify One-Handed enchantment magnitude on some pre-enchanted loot.
Version 1.1.3
Changelog von der Originalmodseite:
Fixed Turn Undead on strongest pre-enchanted loot.
Added an extra tier of Fortify Unarmed enchantments to the general loot pool.
Updated WACCF Patch for 1.1.3.
Version 1.1.2
Changelog von der Originalmodseite:
Further improved integration for the recent Apothecary update.
Adjusted the gold values of several extremely expensive enchantments.
Fortify Unarmed enchantments are now percentage based.
Added an extra tier of Fortify Unarmed enchantments to the general loot pool.
Changed the name of Fortify Armor Rating enchantments.
Fixed the progression of Novice, Apprentice, and Adept hoods.
Fixed a typo in the Weakness to Fire tooltip.
Version 1.1.1
Changelog von der Originalmodseite:
Fixed missing Unarmed Gauntlets from Leveled Lists.
Fixed naming scheme for Nordic Carved items.
Version 1.1.0
Changelog von der Originalmodseite:
Added two new enchantments, Fortify Power Attacks and Fortify Sneak Attacks. We removed these in the 11th hour due to concerns over power creep. However, after review, we’ve decided we only need to remove them from either alchemy or enchanting, not both. The next update of Apothecary will remove them, and we've added them to Thaumaturgy to give physically oriented builds more enchantment options.
Added a unified scaling controller to be shared between Thaumaturgy and Apothecary. Both mods will now use the same injected record to control the scaling of new potions and enchantments. Load order does not matter.
Laid the groundwork for Azura and Auriel to affect these enchantments properly (will require an update of Pilgrim -- coming soon).
Fixed an error with the scaling of Resist Magic.
Fixed an error where unenchanted College robes could not be enchanted.
Fixed an error where heavy chest armors were dropping with enchantments that shouldn’t have gone in the chest slot.
Fixed an error where a required script was not packaged in the BSA, causing some Illusion enchantments to fail to work.
Fixed an issue where Frenzy had a 100% chance to proc instead of a 25% chance to proc.
Adjusted the drop rate of Fortify Health items.
Standardized some naming conventions.
Allgemeines und wichtige Hinweise
Dies hier ist die deutsche Übersetzung der Mod "Thaumaturgy - An Enchanting Overhaul" von SimonMagus616, Delta, Hypebringer und Oreo.
Da es sich auch bei dieser Übersetzung lediglich um die .esp handelt, wird die Originalmod benötigt.
Es sollte kein Problem sein die Englische Version mit der Deutschen Version bei einem bereits vorhanden Spielstand zu ersetzen.
Weitere Infos und eine detaillierte Beschreibung der Veränderungen findet ihr auf der Seite der Originalmod. Zusammengefasst wird die Verzauberungsmechanik überarbeitet, indem alte Effekte überholt oder entfernt und neue Effekte hinzugefügt wurden.
Falls ihr Übersetzungsfehler findet oder Verbesserungsvorschläge habt, sagt gerne Bescheid.
Simonrim - Deutsche Übersetzungen
Die Mods von SimonMagus616 sind so entworfen, dass sie Skyrims Core-Gameplay ausbauen, ohne zu sehr vom Hauptspiel abzuweichen (Vanilla Plus).
Für diese Mods von SimonMagus616 Gameplay-Overhaul wird keine Übersetzung benötigt: Encounter-Zones (Gegner-Level): Arena - An Encounter Zone Overhaul