Just to be clear, this mod is a fix for Enemies Enhanced and not a mod to make EE compatible with your Wild Magic mod, right? You just happened to find the EE problems while working on your mod, but it's otherwise unrelated?
That is correct. There are no Wild Magic adjustments in this patch. Ill clarify that on the description.
On my Wild Magic mod, I have an EE compatibility patch that incorporates the Caster fixes in this one as a matter of course, just a FYI. This would still be needed for the Fighter, Barbarian, and Cleric fixes.
Ty for your lore work, it's appreciated. Do you have any plans to spare cleric and mage spell? Because we have druid or priest with mage cantrip for exemple.
I haven't dug that deep into it to realize that was an issue. That may have actually been intential by the original author. Not sure if it's that or a simplified approach.
This was simply to correct what are, in my eyes, game breaking issues.
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On my Wild Magic mod, I have an EE compatibility patch that incorporates the Caster fixes in this one as a matter of course, just a FYI. This would still be needed for the Fighter, Barbarian, and Cleric fixes.
Do you have any plans to spare cleric and mage spell? Because we have druid or priest with mage cantrip for exemple.
This was simply to correct what are, in my eyes, game breaking issues.