So are the summons actually marked as followers? got the message "you have to many followers" when I used the summon skeleton army and ghost hounds. They attacked each other lol
Edit: also with some testing on the blood reaper, he's kinda squish at higher levels gets 2 shot by xivilai and daedroth as well as the doppleganger being generally 1 shot it seems, just some feedback, the spells are okay for mid level but expert difficulty and above they're generally weaker than spells you can make yourself in vanilla. I like the concepts though
I cant seem to get the spell descriptions to work, I have NL remover downlaoded, and the names dont have the NL tag on them, but the description just says "missing text table". Did I install it incorrectly or? Edit: The spells all function and everything correctly!
Same but the spells work and other mods using NL remover work too. Also my teleports cause a loadscreen? Might be one of my mods. Also summons won't attack guards attacking me and are missing summon animation.
I’ll take a look at the text thing. Yeah teleports are slightly glitchy like that, how are your load times with the load screen though? in interiors I don’t get a load screen and it only lasts about 1 or 2 seconds in exteriors for me?
Is it all summons that won’t attack guards? Or just some of them? As during testing they acted fine I may have to just adjust some individually. These should be relatively easy bug fixes for me to implement though.
Only the teleport thing Is a bit more tricky as it’s more of a game limitation at the moment. Might be a way to change that in the future though as it’s still early days for modding in general and it’s definitely on my radar of things to look at .
+1 this too the spell descriptions are all wack even though I have NL remover on. Also I'm getting the teleport load screens, it kind of breaks the flow of the combat and I think it might reset/alter everyone's positions as though we are all getting loaded in again. I'll avoid using the teleport spells for now. The load times are about 2-3 seconds on a state of the art, very high end system i just finished building, with super fast samsung pro m2 drives, running the game on max. So I don't think a better pc is the solution. One last thing is the Telekinesis Mastery spell meant to turn people into a projectile moving faster than light-speed and shot kilometers away and embedded into a wall or rock wherever they land. Don't get me wrong It's hilarious, just wondering if it's intentional haha. Loving the mod so far. Fav spell is the Telekinesis Throw touch spell.
I have NL tag remover running correctly with OBSE, and since then the NL tag on the spell names have disappeared, but the description has stayed the same with the string error. Is there a workaround for this that I am missing?
Has anyone found out why the guild member wont sell the spells? I've tried installing and uninstall several times, trying fresh saves, trying old saves, and it never works. Any help would be much appreciated.
This is usually because of another mod editing the same NPC. You can try changing the load order to see if it helps and make sure it’s in the plugins.txt If all else fails I’m going to post the spell iDs at the weekend so you can add them via console commands.
The merchant isn’t selling the spells, for some reason. Tbh, it’s like this for all my spell mods that need to be purchased, except for Connor’s Teleportation mod. Can’t quite figure it out atm, as even removing Connor’s mod won’t make them show up, even on a fresh save. All paths seem to be correct, so I think I’m just being stupid at this point
Anyway, I was curious if you have a txt file for the spell ID’s at all?
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Edit: also with some testing on the blood reaper, he's kinda squish at higher levels gets 2 shot by xivilai and daedroth as well as the doppleganger being generally 1 shot it seems, just some feedback, the spells are okay for mid level but expert difficulty and above they're generally weaker than spells you can make yourself in vanilla. I like the concepts though
Edit: The spells all function and everything correctly!
Yeah teleports are slightly glitchy like that, how are your load times with the load screen though?
in interiors I don’t get a load screen and it only lasts about 1 or 2 seconds in exteriors for me?
Is it all summons that won’t attack guards? Or just some of them? As during testing they acted fine I may have to just adjust some individually.
These should be relatively easy bug fixes for me to implement though.
Only the teleport thing Is a bit more tricky as it’s more of a game limitation at the moment.
Might be a way to change that in the future though as it’s still early days for modding in general and it’s definitely on my radar of things to look at .
EDIT: Wait, is Mountain Lion always spelled wrong? xD
trying old saves, and it never works. Any help would be much appreciated.
You can try changing the load order to see if it helps and make sure it’s in the plugins.txt
If all else fails I’m going to post the spell iDs at the weekend so you can add them via console commands.
Thakyou for the hard work!
The merchant isn’t selling the spells, for some reason. Tbh, it’s like this for all my spell mods that need to be purchased, except for Connor’s Teleportation mod. Can’t quite figure it out atm, as even removing Connor’s mod won’t make them show up, even on a fresh save. All paths seem to be correct, so I think I’m just being stupid at this point
Anyway, I was curious if you have a txt file for the spell ID’s at all?
Cheers!