Appreciate the update to including the weather power!
Would you mind telling me (or updating the description of the mod) for the 2 new powers you just added? I can't seem to find them in my spell list, unless I can't recognize new spells
Unfortunately they don't seem to be in my spell list. I'm not sure if its because I've already done the questline or not. The other changes worked fine but maybe because I already had them.
Hmm I think I have an idea why you don't have the 2 new spells but that's a bit strange cause i should not have them too if this is what I am thinking I'll look into it this evening
I'm not sure those are the right codes for adding spells to my list, it's coming out as not finding anything when in the console (so yes it didn't show up in my inventory automatically)
EDIT: I was able to find the proper codes using xEdit and then using the console to add the spells I needed.
For reference (for myself in case I need these again, been using racemenu a bit). Friendly reminder to all reading that the first two numbers of any editorID is determined by load order.
Crazy cast ID when using Runtime EditorIDs is "player.addspell SESheogorathRandomSpell" without the quotations. The rest you listed are correct minus the spelling error in "addspell".
So does the sheogorath Rez only apply in the shivering isles? if in cyrodiil I have to cast it for it to actually do anything. Doesn't bother me too much, just curious if i'm the only one.
should sheogorath's protection passive show in my active effects? How do i know it has activated, because Haskill just gave me the normal spell when I completed the quest.
Edit: I didn't get any of the spells. I tried installing both manually and through a manager. Unlike BigLou I started a new playthrough with this on too so I feel like it's just broken. Commands work but it would be nice to obtain them in an immersive way. Also the only effects crazy cast has on a regular basis is making me fall down and spawning elytra's... Occasionally I get something like inconveniently teleporting across the isles... Personally it seems kind of backwards for that spell to affect me and not other people. I was hoping for something goofy like being able to turn people into cheese. I do like the permanent rez ability though and the mod is still cool.
Hello there! The spells don't show up when the mod is enabled. One thing to note is I've already finished the shivering isle if that info helps. I'm not receiving anything from this mod when booting the game up. Please help!
Hello there again! I'm editing this post to be more in depth.
1. Sheogorath's protections is not turned into a passive ability it's still a lesser power and still has a limit. 2. Voice of Sheogorath spell has not been revamped. There's no damage occuring when using spell. 3. Invocations of the Saints and the Seducers are not enhanced in anyway. 4. I did not receive the "Crazy Cast" and the "Sheogorath's Touch" spells are not spawning in my spell list.
I'm able to tell whether these changes occur or not by seeing whether the [NL] tag is on the spell or not. If it's there, then the mod is working, if it's not, then the mod isn't working. Anyway you can fix this? Thank you so much!
Install RuntimeEditorID - this allows you to use editorIDs in the console (which aren't as annoying to get as FormID. You'll need it.
1: This is actually (or at least in my experience) normal with this mod. Just ignore it and check for active effects. If there's not one that's has the Sheogorath Rez effect
Type in "player.addspell SE14RezAbility" without the quotation marks (NOTE THIS REQUIRES RUNTIME EDITOR or you'll need editor ID numbers which change for everyone based on load order
2: Yeah I think this one is also the case but tbh not using the staff a lot, though I could still attack enemies frozen now. Check for that! 3:The only change to the Invocations is making them Lesser Abilities, usable more than once per day. That didn't change? 4: Crazy Cast - "player.addspell SESheogorathRandomSpell" Sheogorath's Touch - "player.addpsell SEWTFOutfitSpell"
Final obligatory "these console commands will not work without runtime editor"
Can you also look into making the wabbajack better and work more like Skyrims version? I know it's not from the expansion but it is his artifact. I understand if that's outside the scope of what youre trying to accomplish tho.
99 comments
Would you mind telling me (or updating the description of the mod) for the 2 new powers you just added? I can't seem to find them in my spell list, unless I can't recognize new spells
I'm not sure if you know how, and all I can do is recommend a similar mod from old Oblivion that did similar things and maybe the .esp file can show how they did it, but you could see about tying the acquisition of these powers to Haskill's "Benefits" dialogue option once the questline is completed
- SESheogorathRandomSpell
- SEWTFOutfitSpell
EDIT: I was able to find the proper codes using xEdit and then using the console to add the spells I needed.
For reference (for myself in case I need these again, been using racemenu a bit). Friendly reminder to all reading that the first two numbers of any editorID is determined by load order.
Rez - xx000ed3
Crazy Cast - xx000ed4
Boom - xx000ed9
Touch - xx0010a7
The first two digits follow an odd progression
It'll go through 00 - 09 (reserved for the original game plugins), then 0A - 0F (half reserved for original game plugins), back to 10 - 19, then to 1A - 1F. I sincerely recommend checking out this mod, which walks you through using xEdit for Oblivion Remastered, including how to set up your load order to match in xEdit. xEdit tells you the first two digits of an ID based off of load order
Get the mod Runtime EditorIDs. This makes the console much simpler.
Instead of finding the proper ID outside of the game and then going back into it, it should make simple codes work.
so with that installed it would be (theoretically)
player.addpsell SE14RezAbility (resurrection)
player.addpsell SESheogorathRandom (crazy cast)
player.addpsell SEExplosionDummy (Boom, not normally given to player, its a self-damaging spell)
player.addpspell SEWTFOutfitSpell
Then type in this console command for the passive Sheo Rez.
player.addpsell SE14RezAbility
Edit: I didn't get any of the spells. I tried installing both manually and through a manager. Unlike BigLou I started a new playthrough with this on too so I feel like it's just broken. Commands work but it would be nice to obtain them in an immersive way. Also the only effects crazy cast has on a regular basis is making me fall down and spawning elytra's... Occasionally I get something like inconveniently teleporting across the isles... Personally it seems kind of backwards for that spell to affect me and not other people. I was hoping for something goofy like being able to turn people into cheese. I do like the permanent rez ability though and the mod is still cool.
1. Sheogorath's protections is not turned into a passive ability it's still a lesser power and still has a limit.
2. Voice of Sheogorath spell has not been revamped. There's no damage occuring when using spell.
3. Invocations of the Saints and the Seducers are not enhanced in anyway.
4. I did not receive the "Crazy Cast" and the "Sheogorath's Touch" spells are not spawning in my spell list.
I'm able to tell whether these changes occur or not by seeing whether the [NL] tag is on the spell or not. If it's there, then the mod is working, if it's not, then the mod isn't working. Anyway you can fix this? Thank you so much!
1: This is actually (or at least in my experience) normal with this mod. Just ignore it and check for active effects. If there's not one that's has the Sheogorath Rez effect
- Type in "player.addspell SE14RezAbility" without the quotation marks (NOTE THIS REQUIRES RUNTIME EDITOR or you'll need editor ID numbers which change for everyone based on load order
2: Yeah I think this one is also the case but tbh not using the staff a lot, though I could still attack enemies frozen now. Check for that!3:The only change to the Invocations is making them Lesser Abilities, usable more than once per day. That didn't change?
4: Crazy Cast - "player.addspell SESheogorathRandomSpell" Sheogorath's Touch - "player.addpsell SEWTFOutfitSpell"
Final obligatory "these console commands will not work without runtime editor"
I thought mods either were an OBSE plugin or weren't?