really had high hopes for this mod, because thats what i wanted, was a simple toggleable candlelight.. and at first glance, thats what it is.. a beautiful mod that lets you cast Starlight and Darknight.
You would think that would be the end to it, and i would be happy.. but there is more to this than meets the eye.
when i cast Darknight.. it has the unintended consequence of de-animating all of my dead Thralls ! OMG - this is a disaster for my necromancer playthrough.
Gave this another go, Had to use the add item menu to get the books, and 5+ hour real time is a bit much, thankfully it's an easy fix in the CK to bring it down to a better time, Dark Night is broken, so don't bother. Changing the time down to say 5m and saving with fix any FORM 43 Error issues.
"Although this mod has not been converted using the new construction kit, it has been tested in Special Edition by myself and my partner and seems to be working perfectly. Please let me know if there are any problems. Thanks."
Form 43 mods can cause severe issues. They'll work, but they may crash your game etc. Please convert your mod.
Darknight doesn't seem to work for dispelling starlight :/
Edit: and to make it worse it's 5 hours real life... not 5 hours ingame... & this is what happens when no proper testing is done or converting while everyone was clearly told to do so for their mods when uploading them for SSE...
It is supposed to be 5hrs real life which is why it is continuous (or as continuous as I could get it).
As for Darklight not dispelling Starlight I'm afraid I am unable to reproduce this ingame unless you give me full details of when Darklight is failing to work and letting me know what other mods you have installed. There is a possiblity that you have a conflict between my mod and another that you have installed. I therefore you suggest you try the mod on a clean, unmodded game and see if it is failing to work then.
I did test as much as was possible at the time of posting my mod and in the description I have made it clear that it has not been converted. Unfortunately the SE Creation Kit is not out yet so I am unable to convert or update my mod as you have suggested. If you are not happy using unconverted mods I suggest you do not use this mod until I have been able to convert it.
I dont think anything is conflict with it as this is a new spell mod not an edited already existing spell unless i got that wrong & also your mod was in the last load order so nothing else was overwriting it, for when it was failing well at all times i guess, i tried casting it in combat & later on outside combat, both times i was in open world as i used the spell in a cave to cast Starlight and once i got out of it i wanted it off as it was daytime & no longer needed that's when i noticed Darknight doesn't work (at least for me) and Starlight stayed up there following my head.
Thanks for letting me know that the CK was out now, I don't use any social media sites so hadn't noticed it yet. I'll try and take a look at it this weekend and get the mod converted.
Unfortunately I am not sure why Darknight doesn't work for you as I have never had anyone else report problems with it for SE or for the original. I tried casting it in all sorts of situations in game but it always worked fine. Darklight does have a slight delay in the casting animation.
Modwise, I have some of the same mods you have with no problems and most of the others shouldn't conflict. You are right in thinking that the two spells are new and not modified ones. I don't like to muck around with the original spells. The only mod you have that may cause an issue is the Magic of Skyrim one depending on how that mod works. I don't have it installed and neither does my partner so I haven't tested that mod specifically for conflicts. Unfortunately there are so many magic mods I doubt I'll ever get around to testing them all for conflicts especially as this was a mod I made for myself and only posted in case it was useful to anyone.
Sorry for not being more helpful but I hope it does start to work for you or you find another mod that doesn't conflict with your mod selections.
Well CK announcement was actually done on nexus that's where i noticed it and i was told by a friend as well, mod wise that's fine sorry if i sounded to harsh/aggressive in my 1st post.
Hey guys, I just wanted to chime in and say that both spells are working perfectly for me and Darknight is getting rid of Starlight for me. I tested while remaining inside and also tested with using starlight inside, but then after finishing the dungeon, went outside and used Darknight to remove it and that worked as well. I would think that something somewhere is conflicting. Also, did you guys add the books and then read them, or did anyone just add the spells? Im not sure that would even cause anything, but Im just trying to help narrow things down.
Unfortunately those are old screenies. Skyui did appear briefly in the SE mods but it had been ported by someone who wasn't the original mod author and seems to have been removed now. I'm sure it will return when the creation kit is out and as soon as it does I will let out a cheer as I hate the old menu as well.
that's also why you see all modauthors that put id's in their description starting their id's with xx... instead of the first 2 numbers/letters cause those 2 will vary for everyone
24 comments
and at first glance, thats what it is.. a beautiful mod that lets you cast Starlight and Darknight.
You would think that would be the end to it, and i would be happy..
but there is more to this than meets the eye.
when i cast Darknight.. it has the unintended consequence of de-animating all of my dead Thralls ! OMG - this is a disaster for my necromancer playthrough.
give Tolfdir my condolences.
Form 43 mods can cause severe issues. They'll work, but they may crash your game etc. Please convert your mod.
Edit: and to make it worse it's 5 hours real life... not 5 hours ingame... & this is what happens when no proper testing is done or converting while everyone was clearly told to do so for their mods when uploading them for SSE...
As for Darklight not dispelling Starlight I'm afraid I am unable to reproduce this ingame unless you give me full details of when Darklight is failing to work and letting me know what other mods you have installed. There is a possiblity that you have a conflict between my mod and another that you have installed. I therefore you suggest you try the mod on a clean, unmodded game and see if it is failing to work then.
I did test as much as was possible at the time of posting my mod and in the description I have made it clear that it has not been converted. Unfortunately the SE Creation Kit is not out yet so I am unable to convert or update my mod as you have suggested. If you are not happy using unconverted mods I suggest you do not use this mod until I have been able to convert it.
https://i.gyazo.com/8dea845e6f27189f6e5e3a393b26dca5.png
I dont think anything is conflict with it as this is a new spell mod not an edited already existing spell unless i got that wrong & also your mod was in the last load order so nothing else was overwriting it, for when it was failing well at all times i guess, i tried casting it in combat & later on outside combat, both times i was in open world as i used the spell in a cave to cast Starlight and once i got out of it i wanted it off as it was daytime & no longer needed that's when i noticed Darknight doesn't work (at least for me) and Starlight stayed up there following my head.
Unfortunately I am not sure why Darknight doesn't work for you as I have never had anyone else report problems with it for SE or for the original. I tried casting it in all sorts of situations in game but it always worked fine. Darklight does have a slight delay in the casting animation.
Modwise, I have some of the same mods you have with no problems and most of the others shouldn't conflict. You are right in thinking that the two spells are new and not modified ones. I don't like to muck around with the original spells. The only mod you have that may cause an issue is the Magic of Skyrim one depending on how that mod works. I don't have it installed and neither does my partner so I haven't tested that mod specifically for conflicts. Unfortunately there are so many magic mods I doubt I'll ever get around to testing them all for conflicts especially as this was a mod I made for myself and only posted in case it was useful to anyone.
Sorry for not being more helpful but I hope it does start to work for you or you find another mod that doesn't conflict with your mod selections.
Am i doing something wrong?