For those wondering how to summon the ball of light using Summon Unarmored Skill Mannequin Spell, you first need to learn Alteration Dual Casting perk. And even with that the ball of light only appears for a split second.
At least that's how it worked for me. I hope it will work for others too.
I am having an issue with this mod. When I cast the Summon Unarmored Skill Mannequin spell, nothing appears. I see some text briefly appear over my cursor for a split second before vanishing.
I have this same issue, it either disappears so fast that I cant select it OR it floats so high up in the air that I cannot reach it. It would be better I think if you could put this into an MGM menu and eliminate the buggy spell part completely.
This probably wont help much two to three years later, but it sounds like this mod includes dialogue without voice files. Therefore, this mod probably requires Fuz Ro D-oh to function - a mod that basically forces empty dialogue to show on the screen for a while.
Or there's another problem. I haven't downloaded the mod.
I've gotten it working by putting it darn near top of my load order. But the skill thing never shows up in the game. You have to start clicking Use button right in front of you after you cast the spell to use perks. It might activate for you. Try to find the invisible point where it lets you click.
Is anyone working on this mod? Does anyone know of one that is similar that actually works? I'm currently having the same problems that so many have mentioned, so it obviously hasn't been adjusted. This is very disappointing. We need Unarmored in this game.
Funtime. I had some problems with the running of this mod, most the egregious being a huge increase in attack speed at any rank of the perk "swift striker" past the first. I did some digging around in tes5edit and found that at the end of the day, this perk's effect was being implemented by the AV "weaponspeedmult". Some testing and perusal of the interwebs shows that this AV does not play nice with multiple player.setav calls. In my experience, using "setav" does not always set the AV at the desired value, sometimes it increments it by that value.
[Edit: The following is false. The mod uses the .modav call to edit the settings. This is what results in the values increasing so dramatically] [[The problem I have found is this: the mod basically calls "player.setav weaponspeedmult 1.X" where X is the percent increase in attack speed. For me, this resulted in attack speeds for successive perk ranks being 1.05, 2.15, 3.30, etc. where 1.00 is a normal attack speed. I will note that since my attack speed multiplier while these perks are not in effect is 0.00 (which I assume the game interprets as 1.00), I suspect that my game is interpreting the setav command as orders to add to the current AV as opposed to resetting it at the new value.]]
This fix worked for me:
I went into Tes5Edit and opened the unhindered mod. In the Spells area, there are 5 spells called "Unladen Arms" which correspond to the 5 "Swift Striker" perks. They all have different magnitudes according to the strength of the perk level they correspond to. The first perk level magnitude is "1.0500000" which behaves as it should and should be left alone. All of the others should have their magnitudes changed to "0.05" to preserve the progression as the mod intended.
I suspect that "swift thinker" has a similar issue; I timed my magicka regen speed at 0 perk level and 1 perk level and saw about a 20% reduction in time, but perk level 2 did not behave so well. Edit: swift thinker issue fixed by changing the "rank" and "priority" values for the swift thinker perks to match those of the swift striker perks (0 and 1 respectively).
Additionally, I should say that I am running SkyRe and I am only using the perk gaining superfix file.
I can't get the skill tree to show up under skills after using the spells. Is the picture for something else? Since I'd much rather have it there with the other trees than with this other magic thing stuffs
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At least that's how it worked for me. I hope it will work for others too.
Or there's another problem. I haven't downloaded the mod.
The only way to get around it is to make a mod that reassigns them to not count as armor.
[Edit: The following is false. The mod uses the .modav call to edit the settings. This is what results in the values increasing so dramatically] [[The problem I have found is this: the mod basically calls "player.setav weaponspeedmult 1.X" where X is the percent increase in attack speed. For me, this resulted in attack speeds for successive perk ranks being 1.05, 2.15, 3.30, etc. where 1.00 is a normal attack speed. I will note that since my attack speed multiplier while these perks are not in effect is 0.00 (which I assume the game interprets as 1.00), I suspect that my game is interpreting the setav command as orders to add to the current AV as opposed to resetting it at the new value.]]
This fix worked for me:
I went into Tes5Edit and opened the unhindered mod. In the Spells area, there are 5 spells called "Unladen Arms" which correspond to the 5 "Swift Striker" perks. They all have different magnitudes according to the strength of the perk level they correspond to. The first perk level magnitude is "1.0500000" which behaves as it should and should be left alone. All of the others should have their magnitudes changed to "0.05" to preserve the progression as the mod intended.
I suspect that "swift thinker" has a similar issue; I timed my magicka regen speed at 0 perk level and 1 perk level and saw about a 20% reduction in time, but perk level 2 did not behave so well. Edit: swift thinker issue fixed by changing the "rank" and "priority" values for the swift thinker perks to match those of the swift striker perks (0 and 1 respectively).
Additionally, I should say that I am running SkyRe and I am only using the perk gaining superfix file.