FYI on topic of remastered. OBSE is heavily used here to achieve lots of effects which are currently not achievable without OBSE. As well as various parts of this and supreme overhaul are no longer required due to they now part of base game (Which is great). But various parts of this mod may still be achievable using old methods of modding while still maintaining the same scripts. I know actors are used for levitation to detect collision but actor placement may have issues in remastered. Configurability obviously difficult to achieve with old ways of modding. But its under investigation what could be ported.
I'm having issues with Bound Armor ignoring my Heavy Armor skill and giving me Light armor version of bound armor, could this be incompatibility with the unnoficial patch that turns the cuiras from heavy to light? or maybe maskar's unnarmored?
First off, thank you for the mod, it's very creative and easy to assimilate onto a playthrough.
I wanted to ask though, how do you remove the limiter for enchanting and spellmaking. I of course installed the extra files that were assigned as such, but I see no difference. Does it depend on my skill level? Does it not affect enchanting and spellmaking from Frostcrag Spire?
Hey guys, so keep seeing that I am am successfully sneak attacking with magic but doing 0 extra dmg, I've tried upping the dmg in the .ini file but still no luck. I also can't seem to find any of these custom premade spells. Anyone have an idea of what I am doing wrong?
You can increase "SMQuest.sSummonLimit" in the "SupremeMagickaLite.ini" file. However, this only applies to master skill level. If you want fully customizable limits, you can use Supreme Magicka - Custom Summon Limits.
This mod is a diamond in the rough. A bit of polish and it would turn out to be a great gem. Apart from the few issues mentioned both in the posts and in the issues section, there are two things that should be added:
1) Supreme Magicka - Custom Summon Limits. - should be merged. Thanks HautdenLukas for releasing it. 2) Would you kindly add the readme files into books that could be found inside the arcane university? It is not that great or immersive that the player has to read the mod's readme to discover what or which spell does what, or what are the new mechanics added. It would be cool if the player, by reading the stuff inside the university, could actually know about the features were added by the mod. Make it a diary, a series of lessons, but make it so that I don't need to check the readme to know what I'm supposed to do or what it is changed. 3) A lichdom path would be pretty cool. :P 4) You should add a way for the mage to actually summon more than one creature with one cast. Let me burn through my mana if needed, but make it so. 5) It would be also cool to have persistant summons.
When an auto-cast key is used to cast a spell, the bonus duration from "SMQuest.sMagicDurationBoost" and "SMQuest.bAttributeBonus" does not apply. That is because the active spell is switched so quickly that Supreme Magicka cannot detect it.
To work around this issue, in your "ini\Enhanced Hotkeys.ini" you can change the following line:
set tnoEH.postCastDelay to 0to set tnoEH.postCastDelay to 1 This one frame delay should be enough. At least it's enough in my game.
Chameleon "fix" breaks stealth for me, every enemy summon detects me instantly and from anywhere until their lifetime expires. Since most enemy group types include a summoner, my stealth archer build kinda underperforms late-game, whats with the "stealth" part of my build being kinda impossible to benefit from
I mean, is this "fix" even needed? While it is not too hard, you kinda have to make a conscious decision and go out of your way to get chameleon to 100
Lower in the config of the mod the noise made by spells,i think that the mod\game consider chameleon as an spell being cast,so it generates noise. Every time you load the game you will have to alter this option. You need L.I.N.K to alter the config. EDIT:In the ini files change this configuration: "set SMQuest.sNoisySpells to 40" ,to this: "set SMQuest.sNoisySpells to 0" . Enter the game,load save and check if the config in the menu of mods of the noisy level is altered to 0 ,if it is not , alter the value from 40 to 0 , save the game and this option should be permanently at 0. Hope to have been clear, if not, ask me.
Actually, the chameleon "fix" has little to do with it. It only brings the broken vanilla chameleon back to the surface.
In vanilla Oblivion, if you attack any target, every single enemy in this cell will come running and attack you with pinpoint accuracy. This is broken by Bethesda design. Chameleon was supposed to make it harder to see someone, but this only applies to the player. Only the player has trouble seeing someone with active chameleon that hides in the shadows, unless he uses a Detect Life spell. In case of the player using chameleon, it was an on/off switch. Below 100 it was off and enemies had a target lock the moment you do something (like it is with this mod and its cap of 99), with chameleon at 100 the enemy comes running but immediately loses track.
Looking at the SM script "aaSMChameleonToken" it seems that the author tried to fix this vanilla bug, but the fix probably wasn't working, so it was left inactive. I changed the cap back to 100, because I have no use for a useless chameleon effect.
This isn't something you can fix with TES4Edit. Script modifications require the Construction Set. If you open script "aaSMChameleonToken", you'll see where it tinkers with player chameleon values above 99.
Fantastic mod, lot of great ideas included! Really fleshes out each school of magic and makes both purist and cross-school magic wielding super fun!
My only problem is that the Mystic Hands spell has stopped working for some reason, and I'm roleplaying a battle monk! Do you have any advice on how I could reset it for my current character rather than starting a new run? It was working really well punching out fireballs and touch spells for about 2 levels, then suddenly stopped functioning. Resting in bed doesn't reset it, any clue what could've caused the sudden change?
1350 comments
I wanted to ask though, how do you remove the limiter for enchanting and spellmaking. I of course installed the extra files that were assigned as such, but I see no difference. Does it depend on my skill level? Does it not affect enchanting and spellmaking from Frostcrag Spire?
Thank you!
Nevermind I figured it out!
If you want fully customizable limits, you can use Supreme Magicka - Custom Summon Limits.
1) Supreme Magicka - Custom Summon Limits. - should be merged. Thanks HautdenLukas for releasing it.
2) Would you kindly add the readme files into books that could be found inside the arcane university? It is not that great or immersive that the player has to read the mod's readme to discover what or which spell does what, or what are the new mechanics added. It would be cool if the player, by reading the stuff inside the university, could actually know about the features were added by the mod. Make it a diary, a series of lessons, but make it so that I don't need to check the readme to know what I'm supposed to do or what it is changed.
3) A lichdom path would be pretty cool. :P
4) You should add a way for the mage to actually summon more than one creature with one cast. Let me burn through my mana if needed, but make it so.
5) It would be also cool to have persistant summons.
When an auto-cast key is used to cast a spell, the bonus duration from "SMQuest.sMagicDurationBoost" and "SMQuest.bAttributeBonus" does not apply. That is because the active spell is switched so quickly that Supreme Magicka cannot detect it.
To work around this issue, in your "ini\Enhanced Hotkeys.ini" you can change the following line:
set tnoEH.postCastDelay to 0
toset tnoEH.postCastDelay to 1
This one frame delay should be enough. At least it's enough in my game.
I mean, is this "fix" even needed? While it is not too hard, you kinda have to make a conscious decision and go out of your way to get chameleon to 100
You need L.I.N.K to alter the config.
EDIT:In the ini files change this configuration: "set SMQuest.sNoisySpells to 40" ,to this: "set SMQuest.sNoisySpells to 0" .
Enter the game,load save and check if the config in the menu of mods of the noisy level is altered to 0 ,if it is not , alter the value from 40 to 0 , save the game and this option should be permanently at 0.
Hope to have been clear, if not, ask me.
In vanilla Oblivion, if you attack any target, every single enemy in this cell will come running and attack you with pinpoint accuracy. This is broken by Bethesda design. Chameleon was supposed to make it harder to see someone, but this only applies to the player. Only the player has trouble seeing someone with active chameleon that hides in the shadows, unless he uses a Detect Life spell.
In case of the player using chameleon, it was an on/off switch. Below 100 it was off and enemies had a target lock the moment you do something (like it is with this mod and its cap of 99), with chameleon at 100 the enemy comes running but immediately loses track.
Looking at the SM script "aaSMChameleonToken" it seems that the author tried to fix this vanilla bug, but the fix probably wasn't working, so it was left inactive. I changed the cap back to 100, because I have no use for a useless chameleon effect.
My only problem is that the Mystic Hands spell has stopped working for some reason, and I'm roleplaying a battle monk! Do you have any advice on how I could reset it for my current character rather than starting a new run? It was working really well punching out fireballs and touch spells for about 2 levels, then suddenly stopped functioning. Resting in bed doesn't reset it, any clue what could've caused the sudden change?