If anyone is still encountering the stat boost bug for Imperials using the voice of the emperor racial power you can fix it temporarily by buying a drain attribute spell (many are sold in the Ald'ruhn mages guild) and creating a self targeting drain personality and drain luck spell that lasts for one second. When the spell wears off it will adjust your attributes back to normal levels.
I just had that happen. from what I can see it happens when you use it without a target. did you by any chance get a permanent fix for that? edit: if anyone is also really annoyed by this, open this mod in construction set, go to spellmaking, filter for "voice of the emperor" and find the right one, then try removing the checkmark from "always secceeds", I think this might be the culprit. if that doesn't work then maybe try removing the calm effect. I personally removed calm and charm and replaced them with fortify attributes on self and it now works with no issues
as for getting rid of the permanent effect in the first place, yes you need to use drain attribute, thought in my case I had to make multiple drain attribute potions and use a couple of them consecutively
Thank you lincda! Can confirm that removing the charm and calm effect fixes the issue, even with "always succeeds" still checked. Not sure which of those two effects is the actual culprit, or why :S but since I was only ever using the ability for the buff anyway I personally don't care to do any more investigation
Instead of the vibecoded mess, please find below actual functional code. I deactivated the mwscript since it is no longer necessary with MWSE. If you'd like, I could add the level toggle as well for the level 20 abilities
-- First, we log the abilities. local Abilities = { ability1 = { trigger = "racial_khajiit_ability_1_spell", perk = "racial_khajiit_ability_1_perk", }, ability2 = { trigger = "racial_khajiit_ability_2_spell", perk = "racial_khajiit_ability_2_perk", }, ability3 = { trigger = "racial_argonian_ability_2_spell", perk = "racial_argonian_ability_2_perk", }, } -- Event: We check when a spell is cast local function onSpellCast(e) -- Only run for Khajiit or Argonian players if not ((tes3.player.object.race.id == "Khajiit") or (tes3.player.object.race.id == "Argonian")) then return end -- Check if the caster is the player and we have source information if e.caster == tes3.player and e.source then -- Now we check if the spell is one of the triggers for _, ability in pairs(Abilities) do if e.source.id == ability.trigger then -- If it is indeed a trigger, then toggle it local PerkObject = tes3.getObject(ability.perk) if tes3.isAffectedBy({ reference = tes3.player, object = PerkObject }) then tes3.removeSpell({ reference = tes3.player, spell = PerkObject }) tes3.messageBox("You have deactivated the effects") else tes3.addSpell({ reference = tes3.player, spell = PerkObject}) tes3.messageBox("You have activated the effects") end end end end end -- Register the events event.register(tes3.event.spellCast, onSpellCast)
Hi there! I asked chatGPT to write a lua code for the toggles, rather than having a script continously running. I leave it below if you want to revisit the mod and update it further. So far, it is working on my playthrough. I commented out the Khajiit toggle script on the main mod: Oh God, now I am actually going through the code with the intention to make it workable :D Will post back the tweaked one instead of this vibecoded mess :)
hey, now this is interesting. I have been considering coming back to this mod and fixing some issues it's had, like the imperial racial power bug. my understanding is that this code will reduce resource costs by changing the script to not be running in the background at all times, is that correct?
Have you tried separating Voice of the Emperor into two different abilities, one being Voice of the Emperor (calm/charm) and another being Will of the Emperor (fortify personality/luck)?
I'm getting mixed messages from the various other comments, so I figure I may as well ask outright - how compatible *is* this with OpenMW, exactly? This and Moonlight look like a really interesting alternative to SRAB, but Reincarnate doesn't show up on the OpenMW modding website, so I wasn't sure.
Just hopping in to say I'd volunteer myself to make an OpenMW version, which in the lastest release (unstable 0.49) can even have power upgrades. Also Fortify Health works perfectly as of said version.
I know the scripted spell changes are fully possible in 0.49's Lua API, cause I've already done things a lot more extreme (setting all player spells and abilities back to what they were while excluding birthsign and race stuff) in my quest to bend racemenu into submission.
So long as you give me the ok to use your esp, I can get the omwaddon done in a trio of days at most (most likely just the one) by simply recycling a few snippets of what I've already coded for said racemenu domestication.
hey man, go for it. I haven't been active lately so I just saw this. as long as you give credit to the original mod you're free to port it as you see best fit.
Alrighty! I've been quite busy too, but I might get into it sometime before winter (southern hemisphere, so it's autumn here) I'll be sure to give an update here when the happens happen, and of course I'll credit you, it's your mod :D
I gave them bonus attack to tilt them towards the direction of melee damage dealer.
Fortify Attack applies to Marksman weapons as well, and generally those Fortify Attack and/or Sanctuary bonuses are overpowered. Agility-wise, +10 Attack translates to anywhere between +40 and +66 Agility depending on the character's current Fatigue. Yeah that doesn't affect evasion or Block chance calculation, but is still so overpowered. Same goes to Sanctuary.
/EDIT/ A thought on enabling racial toggles for NPCs: make all toggles permanent passive powers, remove those passives just from the player character during chargen, replace them with toggles instead. Everyone else has their racial stuff enabled at all times.
I think the toggles could each use some drawbacks as well. If they're nothing but bonuses, then you might as well just make them passive bonuses because there's no reason to ever turn them off. Amphibious might cause you to be slower on land, for instance.
Funny enough, they used to be permanent passives. The dilemma is that some players don't actually want them enabled at all times. All three toggles exist for a reason: night eye can be excessively bright in the daylight, jump can be disorienting and mess with fine movement control, chameleon can be considered visually jarring, and water breathing can break a certain quest.
For all intents and purposes, they are permanent passives that can be turned off according to personal preference.
I was planning on doing an Imperial monk (hand-to-hand) playthrough, your mod changes outright make the start a lot harder, but its just so good I can't resist. I do wish NPC Argonians had swift swim however and all Khajiit having some slowfall could look interesting, but I don't know. My only other complaint is how strong Nord powers seem to be
I also wish the NPCs had those passives, but unfortunately it can't be done in a way that is user friendly, or excessively scripted.
Can you clarify which portion of the power never ends: the self buff or the targeted effect? I will troubleshoot it when I have some free time away from work.
I apologize, nexus mods never notified I got a reply. The Imperial's power that increases their luck and personality +25 never end, and even stacks, permanently fortifying your attributes
101 comments
edit: if anyone is also really annoyed by this, open this mod in construction set, go to spellmaking, filter for "voice of the emperor" and find the right one, then try removing the checkmark from "always secceeds", I think this might be the culprit. if that doesn't work then maybe try removing the calm effect. I personally removed calm and charm and replaced them with fortify attributes on self and it now works with no issues
as for getting rid of the permanent effect in the first place, yes you need to use drain attribute, thought in my case I had to make multiple drain attribute potions and use a couple of them consecutively
Instead of the vibecoded mess, please find below actual functional code. I deactivated the mwscript since it is no longer necessary with MWSE. If you'd like, I could add the level toggle as well for the level 20 abilities
-- First, we log the abilities.
local Abilities = {
ability1 = {
trigger = "racial_khajiit_ability_1_spell",
perk = "racial_khajiit_ability_1_perk",
},
ability2 = {
trigger = "racial_khajiit_ability_2_spell",
perk = "racial_khajiit_ability_2_perk",
},
ability3 = {
trigger = "racial_argonian_ability_2_spell",
perk = "racial_argonian_ability_2_perk",
},
}
-- Event: We check when a spell is cast
local function onSpellCast(e)
-- Only run for Khajiit or Argonian players
if not ((tes3.player.object.race.id == "Khajiit") or (tes3.player.object.race.id == "Argonian")) then return end
-- Check if the caster is the player and we have source information
if e.caster == tes3.player and e.source then
-- Now we check if the spell is one of the triggers
for _, ability in pairs(Abilities) do
if e.source.id == ability.trigger then
-- If it is indeed a trigger, then toggle it
local PerkObject = tes3.getObject(ability.perk)
if tes3.isAffectedBy({ reference = tes3.player, object = PerkObject }) then
tes3.removeSpell({ reference = tes3.player, spell = PerkObject })
tes3.messageBox("You have deactivated the effects")
else
tes3.addSpell({ reference = tes3.player, spell = PerkObject})
tes3.messageBox("You have activated the effects")
end
end
end
end
end
-- Register the events
event.register(tes3.event.spellCast, onSpellCast)
Oh God, now I am actually going through the code with the intention to make it workable :D Will post back the tweaked one instead of this vibecoded mess :)
I hope you someday revisit your modding stuff.
Just hopping in to say I'd volunteer myself to make an OpenMW version, which in the lastest release (unstable 0.49) can even have power upgrades.
Also Fortify Health works perfectly as of said version.
I know the scripted spell changes are fully possible in 0.49's Lua API, cause I've already done things a lot more extreme (setting all player spells and abilities back to what they were while excluding birthsign and race stuff) in my quest to bend racemenu into submission.
So long as you give me the ok to use your esp, I can get the omwaddon done in a trio of days at most (most likely just the one) by simply recycling a few snippets of what I've already coded for said racemenu domestication.
I've been quite busy too, but I might get into it sometime before winter (southern hemisphere, so it's autumn here)
I'll be sure to give an update here when the happens happen, and of course I'll credit you, it's your mod :D
Fortify Attack applies to Marksman weapons as well, and generally those Fortify Attack and/or Sanctuary bonuses are overpowered. Agility-wise, +10 Attack translates to anywhere between +40 and +66 Agility depending on the character's current Fatigue. Yeah that doesn't affect evasion or Block chance calculation, but is still so overpowered. Same goes to Sanctuary.
/EDIT/ A thought on enabling racial toggles for NPCs: make all toggles permanent passive powers, remove those passives just from the player character during chargen, replace them with toggles instead. Everyone else has their racial stuff enabled at all times.
For all intents and purposes, they are permanent passives that can be turned off according to personal preference.
Can you clarify which portion of the power never ends: the self buff or the targeted effect? I will troubleshoot it when I have some free time away from work.