RECENT NEWS: 3 Jun: krish698 made some new animations for Staves of Skyrim! They can be found at his mod page: http://skyrim.nexusmods.com/mods/36804/
They alter the walking, running, idle, bash and power bash of staves (and shields). Many thanks to krish698 and MSFoxhound for getting this together!
27 May: Just a quick note to let you guys know what's going on. I've updated the Futures Plans section with my intentions for version 2.0 and am working on putting it together at this time. Some things may change, as I discover what I can and can't do, or what will be prohibitive to put in the next update but may be added later on.
PLANS FOR V2.0: - 27 new perks, based on the schools of magic, many with multiple levels to be purchased - A new way of learning perks; instead of the Block tree, spend a Perk Point (or Dragon Soul) to learn from a staff training manual. This will make SoS fully compatible with any other mods which change Block! - Add Conjuration-staff model staves to the mod - Heavy Staves can be wielding as a 2-handed weapon, Light Staves can be wielded as a 1-handed weapon. Switch between combat staff and defensive staff at will! - Re-work the Charge staff mechanic
KNOWN ISSUES: When using ASIS with Staves of Skyrim, you must put the following perks on the ASIS exception list: _DSWildPerk1 _DSWildPerk2 _DSFocusedPerk1 _DSFocusedPerk2
Thanks to TheOniNinja, I have removed the offending "ElvenDaggerBloodEdge" NiNodes on all the illumination stave nifs. Then I simply copied the mesh files in the proper directories to overide the illumination BSA nif files. . This seems to fix the permanent hand glowing problem after Illuminating your stave. Everything seems to work fine now.
For anyone else having an issue with a light stuck to their hand after illuminating a staff I've made some progress into understanding the issue and think I have a temporary workaround:
When you cast the illuminate spell it automatically swaps an unenchanted stave into an identical one with an illumination enchantment. The effect seems to be applied as soon as the weapon is equipped and not from the illuminate spell itself (Tested by equipping the illuminated version of a staff through the console without ever casting the spell or holding a regular staff), which suggests to me it's a symptom of the enchantment on the illuminated version of the staves.
I have been able to temporarily get rid of the effect by unequipping the shield then equipping a weapon to the left hand (Spells don't work and I haven't tried torches yet) and then UNEQUIPPING the weapon. Once a second piece of equipment has been removed the effect seems to go away. If I had to guess for some reason part of the enchantment effect isn't being dispelled when the staff is removed like enchantments are supposed to be but they are removed properly once something else leaves that equipment slot, which suggests an issue with how the staves are set up as equipment. No testing I've done so far has been able to determine what part of the enchantment is responsible for the hand glow or how the staves are improperly set up in the creation kit to resolve this. I also haven't had any luck dispelling the effect with the console which leaves me with further doubts. Either way, what I have found is enough for me to continue using the mod at least without going crazy whenever I want to take screenshots or switch weapons. Hopefully the information above is useful to someone. I'm actually surprised with how well this mod seems to work even after seven years.
If anyone else has any ideas how the effect might be removed for good please let me know. So far I've tried gutting just every effect I can find in the CK and everything from the staff model I'm using to test just to try and figure out where it's being applied but it seems like I can get rid of everything EXCEPT for this light sprite. It's very strange.
EDIT: Was wrong about the enchantment. I pulled the enchantment off the staff in CK so when I equipped it it no longer gave off any light but the glowing sprites were still there. Looks like it might be something on the illuminated staff mesh itself which is sticking around?
EDIT 2: Found it, seems to be one of the light billboard meshes on the staff .nif files themselves. Not sure why it's sticking around after the staves are unequipped but if you open the nif in nifskope and open the Illumination NiNode there are several NiBillboardNodes that handle the light sprites (glowy bits) on the weapons. The offender is called "ElvenDaggerBloodEdge" which was probably copied from another model and not sanitized. Deleting this Billboard node gets rid of the light sprite attached to the hand in game and doesn't seem to have any negative effects on functionality so far, though I'll have to spend more time testing to be sure. Unfortunate that this fix will have to be applied to every illuminated staff mesh, but at least that's only a third of all total meshes in the mod!
Also, if you add a NiStringsExtraData node called "AttachT" with String Data "NamedNode&NPC L Hand [LHnd]" to the illuminationfx.nif you can have the light actually attached to the staff (well, the player's hand) rather than the body so when you swing it while bashing enemies the light actually shifts.
Edit 3: Actually this AttachT thing may not be the case, I think it's attached to the staff but I might just be noticing the light moving with my character's upper body instead of her hands. I need to lower the light magnitude to see the effective area better and test it a bit further.
Great work, TheOniNinja! Sadly, the mod author doesn't seem to be active anymore. You might want to post this on the "Forum" tab of this mod page, too, in case they come back.
Yeah, it's mostly for posterity. I saw so many comments from people having the same issue when I came to see if anyone had found a solution that I figured it would be worth posting for anyone who has this problem in the future. Unfortunately it looks like not all of the meshes have the same unsanitized name (probably copied from a different base mesh so the bad billboard node is called something different) so there'll have to be some trial and error fixing some staves but at least this way anyone bothered by this glitch can know the cause and find out how to fix it themselves.
I have removed the offending "ElvenDaggerBloodEdge" NiNodes on all the illumination stave nifs. Then I simply copied the files into my mesh folder in the proper directories to overide the illumination nif files. Everything seems to work fine now. I can post this fix if nobody minds.
hi, so someone may have already asked but i cant find it if thats the case so sorry in advance. my question is, how do i get the winterhold defender? i see that i can craft every other one but not that staff. can someone tell me? (i have smithing 100 btw, but i do use ordinator)
Holy Crap I had to pry open the mod to find these! So when you don't know what the books do since the loogan of a mod owner decided to put nothing the books themselves.
- ILLUMINATE Able to infuse staff with magical light, illuminating surrounding areas. Allows discharge of charged staves
- WILD/FOCUSED gives the ability to charge your staff with Wild/Focused Wild gives your staff spray magic, while focused gives bolts. The Advanced rank makes the sprays wall spells, and the focused the aoe projectile versions (i.e. Fireball, chain lightning, Blizzard.)
- WARDEN While blocking with a staff, create a ward that protects against spells. Protection increases with level
- KINETICS Bashing with a staff or shield has a chance to paralyze for five seconds. Powerbash has an increased chance to paralyze.
- SIPHON MAGICKA/STAMINA (two different books/perks)
blocking a melee attack restores 25% mag/stam
- INTERFERENCE Bashing deals 75pts of damage to magicka( w/ staff) or to stamina ( w/ shield) Power bashing boosts this to 225pts
- INFUSION Holding a staff boosts manaregen by 25%, 12% if with a shield
idk why I can't get this mod to work. does it ONLY works on the 30 staves added? Im tring to do it with the skull of corruption and I just CAN'T block with it.
You have to have the version of Corruption from this mod the original will do its thing but not block. The one in this mod looks like the skull of corruption but is a block staff and does not have the same abilities as the original so you would want both.
You cast the spell in your right hand with the defensive staff in your left or use opposite its been a while since I used the mod. The spells are in the Powers area. There are only two types for each Wall spell or Fireball, Lighting boltor Ice bolt.
I'VE DONE A CONVERTION OF THIS MOD TO SPECIAL EDITION. IF THE AUTOR DON'T MIND I CAN SHARE WITH ANYONE WHO WANTS IT. I USE TO PLAY AS MAGE OR PROPHET-LIKE CHARACTER ALWAYS, SO THIS MOD IS INDISPENSABLE !! THIS MOD DON'T DESERVE TO DIE !
I'm having an issue. I've added a new warstaff using a custom mesh, but when I equip it (as a shield), it appears on the ground. Does anyone have experience with this kind of issue?
Edit: I figured it out. I had to edit the NiStringExtraData in Nifskope so it says SHIELD instead of WeapStaff (or whatever it was before)
898 comments
3 Jun:
krish698 made some new animations for Staves of Skyrim! They can be found at his mod page:
http://skyrim.nexusmods.com/mods/36804/
They alter the walking, running, idle, bash and power bash of staves (and shields). Many thanks to krish698 and MSFoxhound for getting this together!
27 May: Just a quick note to let you guys know what's going on. I've updated the Futures Plans section with my intentions for version 2.0 and am working on putting it together at this time. Some things may change, as I discover what I can and can't do, or what will be prohibitive to put in the next update but may be added later on.
PLANS FOR V2.0:
- 27 new perks, based on the schools of magic, many with multiple levels to be purchased
- A new way of learning perks; instead of the Block tree, spend a Perk Point (or Dragon Soul) to learn from a staff training manual. This will make SoS fully compatible with any other mods which change Block!
- Add Conjuration-staff model staves to the mod
- Heavy Staves can be wielding as a 2-handed weapon, Light Staves can be wielded as a 1-handed weapon. Switch between combat staff and defensive staff at will!
- Re-work the Charge staff mechanic
KNOWN ISSUES:
When using ASIS with Staves of Skyrim, you must put the following perks on the ASIS exception list:
_DSWildPerk1
_DSWildPerk2
_DSFocusedPerk1
_DSFocusedPerk2
I can post this fix if nobody
minds.
Fix
https://www.nexusmods.com/skyrim/mods/116780?tab=files
For anyone else having an issue with a light stuck to their hand after illuminating a staff I've made some progress into understanding the issue and think I have a temporary workaround:
When you cast the illuminate spell it automatically swaps an unenchanted stave into an identical one with an illumination enchantment. The effect seems to be applied as soon as the weapon is equipped and not from the illuminate spell itself (Tested by equipping the illuminated version of a staff through the console without ever casting the spell or holding a regular staff), which suggests to me it's a symptom of the enchantment on the illuminated version of the staves.
I have been able to temporarily get rid of the effect by unequipping the shield then equipping a weapon to the left hand (Spells don't work and I haven't tried torches yet) and then UNEQUIPPING the weapon. Once a second piece of equipment has been removed the effect seems to go away. If I had to guess for some reason part of the enchantment effect isn't being dispelled when the staff is removed like enchantments are supposed to be but they are removed properly once something else leaves that equipment slot, which suggests an issue with how the staves are set up as equipment. No testing I've done so far has been able to determine what part of the enchantment is responsible for the hand glow or how the staves are improperly set up in the creation kit to resolve this. I also haven't had any luck dispelling the effect with the console which leaves me with further doubts. Either way, what I have found is enough for me to continue using the mod at least without going crazy whenever I want to take screenshots or switch weapons. Hopefully the information above is useful to someone. I'm actually surprised with how well this mod seems to work even after seven years.
If anyone else has any ideas how the effect might be removed for good please let me know. So far I've tried gutting just every effect I can find in the CK and everything from the staff model I'm using to test just to try and figure out where it's being applied but it seems like I can get rid of everything EXCEPT for this light sprite. It's very strange.
EDIT: Was wrong about the enchantment. I pulled the enchantment off the staff in CK so when I equipped it it no longer gave off any light but the glowing sprites were still there. Looks like it might be something on the illuminated staff mesh itself which is sticking around?
EDIT 2: Found it, seems to be one of the light billboard meshes on the staff .nif files themselves. Not sure why it's sticking around after the staves are unequipped but if you open the nif in nifskope and open the Illumination NiNode there are several NiBillboardNodes that handle the light sprites (glowy bits) on the weapons. The offender is called "ElvenDaggerBloodEdge" which was probably copied from another model and not sanitized. Deleting this Billboard node gets rid of the light sprite attached to the hand in game and doesn't seem to have any negative effects on functionality so far, though I'll have to spend more time testing to be sure. Unfortunate that this fix will have to be applied to every illuminated staff mesh, but at least that's only a third of all total meshes in the mod!
Also, if you add a NiStringsExtraData node called "AttachT" with String Data "NamedNode&NPC L Hand [LHnd]" to the illuminationfx.nif you can have the light actually attached to the staff (well, the player's hand) rather than the body so when you swing it while bashing enemies the light actually shifts.
Edit 3: Actually this AttachT thing may not be the case, I think it's attached to the staff but I might just be noticing the light moving with my character's upper body instead of her hands. I need to lower the light magnitude to see the effective area better and test it a bit further.
Fix
https://www.nexusmods.com/skyrim/mods/116780?tab=files
So when you don't know what the books do since the loogan of a mod owner decided to put nothing the books themselves.
- ILLUMINATE
Able to infuse staff with magical light, illuminating surrounding areas. Allows discharge of charged staves
- WILD/FOCUSED
gives the ability to charge your staff with Wild/Focused
Wild gives your staff spray magic, while focused gives bolts.
The Advanced rank makes the sprays wall spells, and the focused the aoe projectile versions (i.e. Fireball, chain lightning, Blizzard.)
- WARDEN
While blocking with a staff, create a ward that protects against spells. Protection increases with level
- KINETICS
Bashing with a staff or shield has a chance to paralyze for five seconds. Powerbash has an increased chance to paralyze.
- SIPHON MAGICKA/STAMINA (two different books/perks)
blocking a melee attack restores 25% mag/stam
- INTERFERENCE
Bashing deals 75pts of damage to magicka( w/ staff) or to stamina ( w/ shield) Power bashing boosts this to 225pts
- INFUSION
Holding a staff boosts manaregen by 25%, 12% if with a shield
-RESONANCE
While holding a staff, casting cost of all spells is reduced by 25%.
Thanks in advance to anyone who can advise!
here the port to SE
Edit: I figured it out. I had to edit the NiStringExtraData in Nifskope so it says SHIELD instead of WeapStaff (or whatever it was before)