This is an amazing mod, thank you. All the time I used enchanted items as alternative. But now I'm intrigued: which spells AI can use, and which will be ignored. In original game Telvanni guards, for example, can summon undead in battle, dremora casting shields, itk. With global AI improvements must be interesting. Tested a summoning spell: it's working. My cleric - companion now can summon a skeleton in best D&D traditions.
I'm not sure if it's related to this mod, but it's only spell list related thing I got recently, so it becomes major culprit. Two characters got access to new spells without player input. In first case it was elemental balls under three different names while doing TR quests, so I assumed it was from skill book or something. Today fresh nord got like 30 spells from different schools while doing vanilla escort quests arround Ald Ruhn so I assume that party members sometims copy their spelllist onto player. I'm deleting it for now. If it happens again, I'll report false alarm.
Sorry, that's not it. Still happens. But then I have no idea what might be causing it. :/
Thank you so much for your bug report! If you would like to help me fix this issue, please trigger this bug and then save your MWSE.log for upload later. You can either upload the log in Discord server Morrowind Modding Community #troubleshooting, or open an issue in the GitHub page and attach your log there.
please try the version 1.1. If the list still doesn't come up, go to Mod Config Menu, go to "Teach Companion Spells", and then set Debug mod to Yes. Talk to your companion and click the Teach Spells button again, find MWSE.log in your Morrowind directory and upload to the discord server. Ask for upload permission there if you don't have.
Great job! Works fine with all the companion mods I have installed (npc functionality, easy escort, smart companions, universal companion share and probably some others I'm forgetting). Haven't tested the compatibility with companion leveler's spell acquisition system, but I don't see why it shouldn'twork. It would be cool if there was some gameplay drawback in learning free spells from your friends, but I actually can't think of any.
I do agree that the mod is quite a game breaker. First, learning spells this way doesn't cost any gold; second, modders sometimes give companions low cost or always succeed spells. The first one I can't think of any solution just yet, but I can set restriction on what spells you can learn from companions, so OP spells are inaccessible. Thanks for playing the mod btw!
Fantastic idea, a conditional spell hiding from that menu based on some simple rules (like cost<5, always suceeds, .esp blacklisting etc.) would be great
Hello! Sorry about the missing installation instructions. This mod requires MWSE, meaning that you need to install MGE XE first and then run the MWSE-Updater.exe. I recommend using a mod manager like Wrye Mash or Mod Organizer 2 to install this mod. Otherwise, drop the MWSE folder in the archive inside your Morrowind\Data files\ folder. Thanks!
18 comments
https://www.reddit.com/r/Morrowind/comments/6jek98/psa_npcs_casting_overpowered_spells_from_mods/
With global AI improvements must be interesting.
Tested a summoning spell: it's working. My cleric - companion now can summon a skeleton in best D&D traditions.
Sorry, that's not it. Still happens. But then I have no idea what might be causing it. :/
It would be cool if there was some gameplay drawback in learning free spells from your friends, but I actually can't think of any.