Great mod! I like how it makes character generation more interesting.
I also like how you added extra functionality with other mods. Necrolesian made a fork for Enhanced Detection, called Enhanced Detection lite. I was wondering if Class Starting Spells could check if you had the full ED mod installed or if it's ED lite, when adding spells to the character?
I noticed an issue when using this mod with Better Character Classes (https://www.nexusmods.com/morrowind/mods/47078). Some classes get wrong spells. I did some testing and found out that: - battlemage gets spells from sorcerer - knight gets spells from barbarian - pilgrim gets spells from thief and - witchhunter gets spells from mage
Sorcerer, barbarian, thief and mage themselves get correct spells.
Is it possible to make a patch that would make these two mods compatible? I tried it myself, but I have zero coding and modding knowledge, so I would really appreciate some help :).
Rolling a bard, the spell "Detect Evil" generates a spell with two water breathing effects instead of actually a detect evil. Also, looking at the classes.lua it's not adding all the spells specified for bard to my character.
[Update] Ok, I discovered that the Detect Evil bug was due to using MM - Enhanced Detection Lite, removing that allowed Detect Evil to function properly. However, still not getting the correct bard starting spells. I think this may be due to the fact that I'm using a custom Class Mod that changes the class main attributes.
Strange bug that I noticed upon starting a new character. I started with a spell called wisdom that is supposed to fortify int by 10 for 15 seconds or something like that. The issue is the spell gives me an effect called "fortify intelligence," rather than "fortify attribute: intelligence." "Fortify Intelligence" doesnt seem to do anything actually. Not sure if this is a mod conflict or what, I am using a pretty large number of mwse lua mods after all.
Is there any way I could get class-specific spells through the console (using the Lua feature of UI Expansion)? My Crusader character did not receive any of the mod's spell, seemingly due to incompatibility to "Chargen Revamped: Expanded Lands."
Great Mod ! I was wondering if it could be possible to give the player all the spells (similarly to Magicka Expanded's MWSE config menu). I've tried to add all spells by modifying the classes.lua to make the mage class have all spells but some spells would still not be given and custom classes would have even more spells missing. Thanks.
Do you want to get all the possible starting spells? In my opinion it would defy the whole purpose of this mod. But sure. Changingclass.addSpellsTo this class.addSpells = function(playerClass) for _, spell in pairs(spells.id) do spell = tes3.getObject(spell) if spell.flags ~= 2 and spell.flags ~= 3 and spell.flags < 6 then spell.flags = spell.flags + 2 end end end Will just give you all of them, no matter what
9 comments
I also like how you added extra functionality with other mods. Necrolesian made a fork for Enhanced Detection, called Enhanced Detection lite. I was wondering if Class Starting Spells could check if you had the full ED mod installed or if it's ED lite, when adding spells to the character?
I noticed an issue when using this mod with Better Character Classes (https://www.nexusmods.com/morrowind/mods/47078). Some classes get wrong spells. I did some testing and found out that:
- battlemage gets spells from sorcerer
- knight gets spells from barbarian
- pilgrim gets spells from thief and
- witchhunter gets spells from mage
Sorcerer, barbarian, thief and mage themselves get correct spells.
Is it possible to make a patch that would make these two mods compatible? I tried it myself, but I have zero coding and modding knowledge, so I would really appreciate some help :).
[Update] Ok, I discovered that the Detect Evil bug was due to using MM - Enhanced Detection Lite, removing that allowed Detect Evil to function properly. However, still not getting the correct bard starting spells. I think this may be due to the fact that I'm using a custom Class Mod that changes the class main attributes.
I was wondering if it could be possible to give the player all the spells (similarly to Magicka Expanded's MWSE config menu).
I've tried to add all spells by modifying the classes.lua to make the mage class have all spells but some spells would still not be given and custom classes would have even more spells missing.
Thanks.
class.addSpells
To thisclass.addSpells = function(playerClass)
Will just give you all of them, no matter whatfor _, spell in pairs(spells.id) do
spell = tes3.getObject(spell)
if spell.flags ~= 2 and spell.flags ~= 3 and spell.flags < 6 then
spell.flags = spell.flags + 2
end
end
end