A word on the new shader: This one is way better than the old one or anything you will find on the nexus. It reacts to different lighting conditions which allows for the outfit colors of ghosts to show depending on the lighting. See Lucien in 2nd screenshot and see how he looks during the night in the third. All the outfit details of unique ghosts are preserved with this shader. This is the closest you'll come to the Elder Scrolls Legends ghost artwork on UESP.
Is there an xEdit or synthesis patcher for this? or if not anyway the solution could be attached to SPID? ... or something like this? https://www.nexusmods.com/skyrimspecialedition/mods/15958
Currently It does require a fair bit of patching as it edits each of the NPC records for the change.
Would you consider making a version without the mechanic? This mod was in my modlist from a Wabbajack pack and lets just say I discovered it in the most unpleasant way possible... By being a caster with none of the appropriate spells and not a single weapon that works.
For anyone that wants the new ghost shaders from this mod, but does not want the new combat mechanics:
You can make your own patch for this mod in xEdit by opening up this mod's ESP and deleting the "bflicker" property from all ghost NPC records that have it (about 130 NPC records). The "bflicker" property is responsible for making a ghost becoming invulnerable for 3 seconds when hit with a regular weapon.
I highly recommend you make an override patch in xEdit rather than editing Exalderan's ESP directly. If you don't know how to do that, here is a good guide with pictures: https://www.nexusmods.com/skyrimspecialedition/articles/2696
Some notes: You must remove the "bflicker" property from ALL ghost NPCs that have it. If you only remove the property from one NPC, you will only disable the combat mechanic for that one NPC.
Exalderan has limited modification permissions for this mod. If you want to upload your patch to Nexus, you must ask him for permission first.
The shader is gorgeous and I appreciate the work that went into this.
That said, I think the flicker mechanic is ill-considered, and can feel very frustrating. In the Companions questline, you have to fight through waves of ghosts with several NPC allies. Even if you've prepared for the ghosts with a silver/anti-undead weapon (which feels jarring in a game like Skyrim that doesn't have these kinds of mechanics), the NPCs obviously haven't. They'll continuously hit the ghosts with regular weapons, keeping them invisible and ensuring a painfully tedious fight.
All in all, I think it's clear why Bethesda didn't implement a mechanic like this in Skyrim. I would love a visuals-only version of this. Anyway, impressive work, but I'd caution users to consider it can be more hassle than it's worth.
can't damage companion ghost and some other ghosts. I think this mod is pretty incompatible with modded list. tried vanilla silver weapon,modded silver arrows,mysticism sun spells. nothing deplete their hp. you gotta run for your life ,scary stuff
EDIT 2: I made 2 quick patches. The Mysticism simply gives Simon's new Spectral Spells from Mysticism your script properties. I gave the stats from Mysticism familiars priority. The 2nd patch gives the Spirit summons from Creation Club your script properties. Balance wise, I'm not sure how much stronger the new familiars from Simon are compared to his original intention, seeing as the new ghost powers added can in theory be quite OP.
If I'm reading esp correctly - all you need are Effect Shader and 3 vanilla entries from Magic Effect section. The rest are new ability, weapon enchantments and ghost edits (6 vanilla ITMs are there too). Shader records are already in Skyrim.esm, just unused by relevant effects.
+1, mech doesn't work properly and is really annoying. Despite wielding Dawnbreaker ghosts are going invulnerable after hit and then it's just spamming buttons waiting for mf to be corporeal again. Shader looks dope tho.
Hi. Please refrain from calling it an updated version, that is simply not true.
First- it only includes the flickering of ghosts and not the shaders. Second- it has 3 mod requirements. Third- various enemies that do not use the vanillaghost script by default yet count as ghosts and appear as ghosts are left out from the effect(dragon ghosts, wraiths, kharstag, familiars etc). Fourth- concentration spells like flames, sparks, icebite will always damage ghosts. Fifth- Invulnerability time is set globally and does not vary for bosses or special enemies.
What it is is a basic version of just the flickering albeit very compatible with very few mod conflicts.
I can't do any damage to nightingale sentinels with anything. I tried magic spells, I tried daedric weapons, I tried a silver sword. All of my attacks phase through the ghosts and don't affect their HP at all. edit: Too late to test tonight but I think I found the bug, it's with Dynamic Immersive Seriously Dark Dungeons and not this mod, see https://www.reddit.com/r/skyrimrequiem/comments/i1yy6h/nightingale_sentinels_invincible/
214 comments
Currently It does require a fair bit of patching as it edits each of the NPC records for the change.
You can make your own patch for this mod in xEdit by opening up this mod's ESP and deleting the "bflicker" property from all ghost NPC records that have it (about 130 NPC records). The "bflicker" property is responsible for making a ghost becoming invulnerable for 3 seconds when hit with a regular weapon.
I highly recommend you make an override patch in xEdit rather than editing Exalderan's ESP directly. If you don't know how to do that, here is a good guide with pictures: https://www.nexusmods.com/skyrimspecialedition/articles/2696
Some notes:
You must remove the "bflicker" property from ALL ghost NPCs that have it. If you only remove the property from one NPC, you will only disable the combat mechanic for that one NPC.
Exalderan has limited modification permissions for this mod. If you want to upload your patch to Nexus, you must ask him for permission first.
happy modding
10/10
That said, I think the flicker mechanic is ill-considered, and can feel very frustrating. In the Companions questline, you have to fight through waves of ghosts with several NPC allies. Even if you've prepared for the ghosts with a silver/anti-undead weapon (which feels jarring in a game like Skyrim that doesn't have these kinds of mechanics), the NPCs obviously haven't. They'll continuously hit the ghosts with regular weapons, keeping them invisible and ensuring a painfully tedious fight.
All in all, I think it's clear why Bethesda didn't implement a mechanic like this in Skyrim. I would love a visuals-only version of this. Anyway, impressive work, but I'd caution users to consider it can be more hassle than it's worth.
If not I see what i can do
EDIT: any chance for a Mysticism patch?
EDIT 2: I made 2 quick patches. The Mysticism simply gives Simon's new Spectral Spells from Mysticism your script properties. I gave the stats from Mysticism familiars priority. The 2nd patch gives the Spirit summons from Creation Club your script properties. Balance wise, I'm not sure how much stronger the new familiars from Simon are compared to his original intention, seeing as the new ghost powers added can in theory be quite OP.
https://www.mediafire.com/file/3rbkwom0640iifh/Mysticism_-_EVE_Ghost_Patch.esp/file
https://www.mediafire.com/file/nvsyn3s8rtjxq4t/EVE_Ghost_Mechanics_-_Creation_Club_Patch.esp/file
EDIT: I was lazy and decided to just remove this mod
First- it only includes the flickering of ghosts and not the shaders.
Second- it has 3 mod requirements.
Third- various enemies that do not use the vanillaghost script by default yet count as ghosts and appear as ghosts are left out from the effect(dragon ghosts, wraiths, kharstag, familiars etc).
Fourth- concentration spells like flames, sparks, icebite will always damage ghosts.
Fifth- Invulnerability time is set globally and does not vary for bosses or special enemies.
What it is is a basic version of just the flickering albeit very compatible with very few mod conflicts.
Thanks for clarifying and taking the time to check the differences, I figured "updated" might not seem like an apt word. I edited the original post.
edit: Too late to test tonight but I think I found the bug, it's with Dynamic Immersive Seriously Dark Dungeons and not this mod, see https://www.reddit.com/r/skyrimrequiem/comments/i1yy6h/nightingale_sentinels_invincible/