New version is out. This new version adds some Osiris code as an attempt to allow you guys to use the spells when loading from an existing act3 save game. I'll give more details here after I've tested all the things.
To install new version :
First just update the .pak file as usual and run your save game.
If you've lost the spells from your action bars (you might still have the Temporary version of the spell on the Right) then proceed with the following steps
Save your game and go back to main menu.
Uninstall the mod (remove the file from the mod folders) and load your save game (this will produce an error).
Install the latest version of the file and load your save game. (this worked for me).
If you have any issue with updated the mod, or with the mod in general feel free to post comment or dm me.
Act 3 Puzzle Twitch clip is out and seemingly properly working. Still need to test with existing Act3 saves, but all clear for now. Clip of Act3 Puzzle solution.
Another thing I would like to ask, is the shape of the shadow, the invocation generated after performing the spell, possible to have the shape of another character or a neutral shape?
I've changed the spell they use to move around now (with latest update) it should be more smoother. But yes it could be any root template.
With the new addition I've made, you can also now use Blessing of the Nightbringer on theim to remove Madness/Decaying and control an army of theim with Shar, because she can control infinite amount of undeads now. Still be warry this might trigger some persistant vanilla bug related to factions. Also "resurrecting" npc using Oblivion on dead NPC seems to work, but they "loose their brain" somehow, like their dialog scripts and stuff.
Yes, the shadow that casts the nightmare spells, in my case, it always takes the form of the shadowheart, regardless of the character that gains access to the mod's spells, whenever I cast a spell that generates the shadow, the shadow's model is always that of shadowheart
Oh you mean the Avatar of the Nightsinger itself. Wait you mean when you cast the Oblivion spell, it create a shadow with the appearance of Shadowheart insteed of being just a shadow ? Or am I mistaken. Try to restart game / load/save to regenerate root template but that's a wierd one
Ah, no, hold on. What I mean is this: when I use the spell Sunder the Heretical, a shadow appears that can cast nightmare spells. This shadow always has Shadowheart's avatar. I was wondering if there's any possibility for this shadow to take on different avatars—for example, the avatar of customizable characters, those who are not origin characters, or avatars of origin characters other than Shadowheart.
As for the spell Oblivion, it seems to work normally. I believe that whenever I kill someone with it, it generates a random shadow that attacks everyone. However, when I use the shadow control spell, the shadow apparently doesn’t attack me, but I can’t really control it either. I’ll need to test this part further.
Oh ok. Then yes it's totally normal as I'm using a dedicated Root Template (that inherit a "random" one I found) and yes it would be possible using something similar to Invoke Duplicity, but the main idea behind it was to be Shadowheart. I have no plan in changing this for now (mostly because Invoke Duplicity is overly complicated) and I mostly want to fix all the bugs and make a persistant version of Shar Divine Intervention mod so I don't have to update it that often (just to fix some bugs if founds).
Also when using Control on a Mad Undead it doesn't really produce anything. I have a fix in mind for this, but I'll wait to gather all the bug and fixes before implementing it. Just be aware that using "Control Shadow" on target affect by the Madness status will not do anything (the Madness status override the faction anyway).
Ah, then everything is fine. I really liked the mod; it’s a god mod different from what I’m used to. I’m excited to test the upcoming updates. Thank you for your attention and for the mod.
Thank you for your interest and helping me as well ! I've tried to make this one feel a bit unique, initially it was only supposed to be a "Divine Intervention" spell for Nightbringers but I went a bit far in the madness designing the spell so I decided I'll make it a standalone mod similar to a "God Mod / Cheat mod" but with a unique flair :D
apparently when I try to perform the puzzle with the generated items, via the command console, the puzzle doesn't work, I can't access the void magic, to place on top of the candles. Is it some kind of bug or should it work like that?
To use the Voidbeam spell you need to get the Void Gem in the spider pit. Find the gem, pick it up / move it, the aura should appears. If it doesn't well ... idk it did for me but for some reason this is a bit cranky.
If you still can't do it, please let me know I'll give you a detailed procedure to do and we'll see if we can make it work through discord (My discord : Mikiish)
For the candles, you may spawn theim with Console window and still use the void spell on theim just fine. But for the gem it might not work to just spawn one using the console.
For the gem you gotta find the unique Local Object. For me it has worked (the object was there with the correct Aura) so let me know if you got it.
Also I have release a new version that feature a far easier puzzle to do, I'm on my way to Act3 rn to test it but might be interested in that one.
Ok, apparently changing the generated gem for the spider gem, which in theory is the same thing, since they are the same items, solved the problem, thanks for the explanations.I made 3 different saves, in save 1 I tried to do the puzzle in a campaign that I had already started, in this save the items were there, but I couldn't access the spells.
save 2, I tried to do the puzzle with the generated items, via console, taking the gem from the spiders, instead of generating them, it solved the problem, the other items, from what I tested, do not present any problems, you can use those generated by console without errors.
save 3, I did the puzzle as it was designed to be done, I took the items from the map and did the cave puzzle, it worked fine.
apparently from what I played with the mod it worked well, it just doesn't work on saves that were already started before installing the mod, which was already expected by me, so far so good.
For the record, two things. 1 I followed the puzzle literally to what I saw in their lives, so I haven't tested it yet, about the need to put the silver solution in the middle of the candles, before starting to cast the void spells on the candles, when to put the silver solution between the candles, before placing it on top of the stone, after the river, it doesn't seem to activate any effect, so I don't know if this step is really necessary.
2 The solution affected by the light spell, in the final step of the puzzle, may not be affected by the void effects of the 5 candles, so to solve this problem, the simplest solution I found was to move the candles so that the void buffs were applied to the "light" solution.
Thank you a lot for your feedback and I'm happy you've manage to unlock the God mod. Think about installing the latest version of the mod (released couple quarter ago) as it gives improvement to the unlocked spells, if not done yet. Better do the update.
I keep note of your observation. Be warry that there are things in the code that was real headhache and "puzzled" kekw. So far these line of codes still doesn't work properly, for example the gem found in the owlbear cave should work the same as the one you find in the spider cave, but for some reason and even tho the code is exactly the same, it doesn't ... so yeah. There are important things to figure out about Osiris when it comes to local objects, looks like at least.
I've updated the mod with a potential mean of running the mod on existing Act3 saves with the latest update. Here is the location of the item for the Act3 Puzzle as well as the solution, as a twitch clip from my vod, you might find interest in.
edit: well I'll add it here or as replay when I'll get there haha
First you need to solve a puzzle. That puzzle unlock the God Mod spells you can use to obliterate your foes.
There are 8 components to gather for the ritual, and all of them can be found in Act 1 of the game.
Once you have all the puzzle pieces in your possession, you will need to solve the puzzle to unlock the spell 'Divine Intervention: Sunder the Heretical' along with all its associated spells.
apparently, for the mod to work, you will need to start a new game, as you need to find 8 new items, added by the mod, and complete a puzzle, after recovering these items. read the article sorry for the bad english.
Now what new items are these and how to complete the puzzle I don't know.I wanted to test the mod, but as I'm currently in an act 3 run, I'll end up leaving it for later.
Isn't it possible to add a version without needing to complete this journey?I saw some mods with a system similar to this, but there is a file that allowed the player to access the mod without completing its missions.
Anyway, if it's not possible, can you explain better what these items are and how to find them?
27 comments
To install new version :
- First just update the .pak file as usual and run your save game.
- If you've lost the spells from your action bars (you might still have the Temporary version of the spell on the Right) then proceed with the following steps
- Save your game and go back to main menu.
- Uninstall the mod (remove the file from the mod folders) and load your save game (this will produce an error).
- Install the latest version of the file and load your save game. (this worked for me).
If you have any issue with updated the mod, or with the mod in general feel free to post comment or dm me.Clip of Act3 Puzzle solution.
02h23m22s
03h19m03s
04h42m10s
05h06m11s
05h22m40s
Here is a twitch replay for the Puzzle if you wanna skip it. Sadly no version that give you the spell directly.
I've changed the spell they use to move around now (with latest update) it should be more smoother. But yes it could be any root template.
With the new addition I've made, you can also now use Blessing of the Nightbringer on theim to remove Madness/Decaying and control an army of theim with Shar, because she can control infinite amount of undeads now.
Still be warry this might trigger some persistant vanilla bug related to factions. Also "resurrecting" npc using Oblivion on dead NPC seems to work, but they "loose their brain" somehow, like their dialog scripts and stuff.
Wait you mean when you cast the Oblivion spell, it create a shadow with the appearance of Shadowheart insteed of being just a shadow ? Or am I mistaken. Try to restart game / load/save to regenerate root template but that's a wierd one
As for the spell Oblivion, it seems to work normally. I believe that whenever I kill someone with it, it generates a random shadow that attacks everyone. However, when I use the shadow control spell, the shadow apparently doesn’t attack me, but I can’t really control it either. I’ll need to test this part further.
Is it some kind of bug or should it work like that?
If you still can't do it, please let me know I'll give you a detailed procedure to do and we'll see if we can make it work through discord (My discord : Mikiish)
For the gem you gotta find the unique Local Object. For me it has worked (the object was there with the correct Aura) so let me know if you got it.
Also I have release a new version that feature a far easier puzzle to do, I'm on my way to Act3 rn to test it but might be interested in that one.
save 2, I tried to do the puzzle with the generated items, via console, taking the gem from the spiders, instead of generating them, it solved the problem, the other items, from what I tested, do not present any problems, you can use those generated by console without errors.
save 3, I did the puzzle as it was designed to be done, I took the items from the map and did the cave puzzle, it worked fine.
apparently from what I played with the mod it worked well, it just doesn't work on saves that were already started before installing the mod, which was already expected by me, so far so good.
1 I followed the puzzle literally to what I saw in their lives, so I haven't tested it yet, about the need to put the silver solution in the middle of the candles, before starting to cast the void spells on the candles, when to put the silver solution between the candles, before placing it on top of the stone, after the river, it doesn't seem to activate any effect, so I don't know if this step is really necessary.
2 The solution affected by the light spell, in the final step of the puzzle, may not be affected by the void effects of the 5 candles, so to solve this problem, the simplest solution I found was to move the candles so that the void buffs were applied to the "light" solution.
I keep note of your observation. Be warry that there are things in the code that was real headhache and "puzzled" kekw. So far these line of codes still doesn't work properly, for example the gem found in the owlbear cave should work the same as the one you find in the spider cave, but for some reason and even tho the code is exactly the same, it doesn't ... so yeah. There are important things to figure out about Osiris when it comes to local objects, looks like at least.
Thanks for your feeback again !
Osi.templateAddTo("2166253e-f02e-48b8-be7a-e6f8fbc12c2a", GetHostCharacter(), 1, 1);
Candle Shadow mod de Shar
Osi.templateAddTo("b6cc0829-6640-4403-9e32-70d4c2c03475", GetHostCharacter(), 1, 1);
Candle Death
Osi.templateAddTo("f17367cc-4ef5-465b-8625-ee875be66a14", GetHostCharacter(), 1, 1);
candle Dispair
Osi.templateAddTo("daf4df74-a4d3-4320-9f20-604582742dc5", GetHostCharacter(), 1, 1);
Candle deception
Osi.templateAddTo("e2b450d5-2c8a-4a36-9833-c27cb861af35", GetHostCharacter(), 1, 1);
Candle Oblivion
Osi.templateAddTo("358e6597-625a-4563-81d0-750d11f30707", GetHostCharacter(), 1, 1);
Aged Idol Selune ligth
Osi.templateAddTo("e75621da-16d5-4440-98a5-ecef2dca1970", GetHostCharacter(), 1, 1);
gem infinit
Osi.templateAddTo("1a236e0f-434e-4eb0-8d85-de43b872faee", GetHostCharacter(), 1, 1);
gem spells void
Osi.templateAddTo("a8491759-fcb1-41bb-8290-035de4bd747f", GetHostCharacter(), 1, 1);
selune silve
I've updated the mod with a potential mean of running the mod on existing Act3 saves with the latest update.
Here is the location of the item for the Act3 Puzzle as well as the solution, as a twitch clip from my vod, you might find interest in.
edit: well I'll add it here or as replay when I'll get there haha
There are 8 components to gather for the ritual, and all of them can be found in Act 1 of the game.
Once you have all the puzzle pieces in your possession, you will need to
solve the puzzle to unlock the spell 'Divine Intervention: Sunder the
Heretical' along with all its associated spells.
read the article
sorry for the bad english.
Anyway, if it's not possible, can you explain better what these items are and how to find them?