I would like to thank everyone who has endorsed this mod over the past three years (can't believe it has been that long). Out of the four mods Team Green Cow produced in late 2016, Suvanto's Shop is my favorite, for although Dreams of a Drunken Mudcrab wound up perhaps our most polished, that was mostly Enclave Killer's idea, whereas much of Suvanto's Shop was my design. I even named it.
As I work on Rattle-Teeth Manor Redone, I'm going to be making an effort to occasionally revisit this mod and try to improve it a little at a time, such as through expansion of the items on sale, and perhaps a bit of renovation to the vanilla parts of Bthanchend.
after much agony trying to identify a very frustrating and game breaking behavior in my game, i finally traced the source to one of the spell effects in your mod
the following spell was set to auto-calc, making NPCs in my game cast a VERY high damage, enormous radius explosion: "sp_suvanto_inductor_0""Inductor Transferred Resistance"
i had guards in my town reacting to the tiny harmless rats from another mod by massively nuking the area and killing NPCs nearby(incurring a bounty, assuming the massive fireball didn't simply kill me in the crossfire)
it was so bad, i'd hear the combat music of a guard deciding to attack a rat, and FLEE the area as fast as i could before dying horribly
i'm glad it was very simple to fix at least, just finding out which mod out of nearly 200 was doing it was an ordeal... i thankfully figured out a method to streamline the process immensely
wrye mash, check statistics on plugin(figure out which ones have spells without manually checking in the construction set)
open a suspect mod with spells in the construction kit as active file > export > spellmaking > new spells(generates clean list of every added spell in the mod, so you can hunt them out fast without getting lost in the full list)
managed to hunt down a few stray auto-calc spells in other mods too once i found an efficient way to do it, i checked every mod to make sure
fire damage 50 radius 100 damage on touch, was pretty specific behavior though, heh
i'm glad i could help you there, can only imagine how many others may have gone and tore their hair out at it
Yeah, this just happened to me. Fortunately, when you are hit by a spell you can see the name when you open the character menu and examine the effect in the status bar. Finding the mod that is responsible is an easy task then with a program like AstroGrep.
But the issue is still there in 1.06, and should be fixed as soon as possible!
Sorry about that, must have uploaded the wrong file or something. Anyways, it should be fixed now. I even went so far as to seriously neuter the range and damage of the spell, so if it still somehow winds up applied to all kinds of NPCs, at least it won't kill you.
Can confirm the crazy fireball spell is still in 1.06. Downloaded 10/27/23. With the esp active all sorts of hostiles cast that spell at level 1 and fry everything on the screen.
Haven't made it to the cool stuff yet but have already been killed by a smuggler with Inductor Transferred Resistance (Fire Damage 100). I also have installed like 20 new mods so thanks for helping me figure this out!
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As I work on Rattle-Teeth Manor Redone, I'm going to be making an effort to occasionally revisit this mod and try to improve it a little at a time, such as through expansion of the items on sale, and perhaps a bit of renovation to the vanilla parts of Bthanchend.
Long live the Madness.
the following spell was set to auto-calc, making NPCs in my game cast a VERY high damage, enormous radius explosion:
"sp_suvanto_inductor_0""Inductor Transferred Resistance"
i had guards in my town reacting to the tiny harmless rats from another mod by massively nuking the area and killing NPCs nearby(incurring a bounty, assuming the massive fireball didn't simply kill me in the crossfire)
it was so bad, i'd hear the combat music of a guard deciding to attack a rat, and FLEE the area as fast as i could before dying horribly
I swear, the things that can happen in this game...
wrye mash, check statistics on plugin(figure out which ones have spells without manually checking in the construction set)
open a suspect mod with spells in the construction kit as active file > export > spellmaking > new spells(generates clean list of every added spell in the mod, so you can hunt them out fast without getting lost in the full list)
managed to hunt down a few stray auto-calc spells in other mods too once i found an efficient way to do it, i checked every mod to make sure
fire damage 50 radius 100 damage on touch, was pretty specific behavior though, heh
i'm glad i could help you there, can only imagine how many others may have gone and tore their hair out at it
But the issue is still there in 1.06, and should be fixed as soon as possible!
Thanks for putting the information here.
Looks awesome