Hello, there's a bug with the Vokrii esp. The destruction and conjuration are both not working correctly resulting in vanilla perks being shown instead of the vokrii ones.
70% of the changelog of the mod is about Ordinator... I thought we were in another mod page !? You have got here a user that don't use none of the Enai mods, more specifically avoid perk overhauls in his game. I'm going to add this mod in my SSE mods load list.
Love the idea of this mod, downloaded and endorsed. I use a few of your other mods as well, thanks for making Skyrim a more old school RPG experience. Quick question, what was the reasoning behind lowering the perk level requirements from 50 to 40, 75 to 65 and 100 to 90? Was this for balancing?
Thank you for your kind words on mods. Really appreciated. :)
About the perk level reqs: It's a bit hard to explain, but I'll try. I see the new level requirements as an absolute minimum to be able to cast the spell.
Kinda like system specs for certain software I suppose, where they differentiate between "minimum" and "recommended".
The old level reqs (50 Adept, 75 Expert, 100 Master) could be seen as "recommended", whereas the new reqs (40 Adept, 65 Expert, 90 Master) could be seen as "minimum", in that regard.
Originally, I was planning a system that made failing spells possible. Casting the spell at the minimum level was possible, but would fail a lot. Casting at recommended level could still fail from time to time, but significantly less than at minimum level.
Unfortunately, this system never came to fruition. Perhaps some time in the future, but I'm unsure at this point.
I'm using Ordinator for my perks, and I'm wondering how exactly I can get higher than apprentice, as XXX mastery only goes to 2/2. I noticed another comment saying they had 5/5 in that area. In MO2 this mod is priority 62 while Ordinator is 60 (ie. I'm assuming this is loading after Ordinator ).
Haha, yeah those mods are compatible. I made them work. All you have to do is lower Spell Perk Restrictions.esp under LimitPerkTree.esp. Then go in SSEEdit and apply filter to show conflicts between the two mods. After that just forward the changes from LimitedPerkTree.esp to Spell Perk Restrictions.esp. And you're good to go.
Awsome, super informative, thanks a bunch! I ESMified my ordinator, and I resaved the Ordinator Spell Perk Restriction esp I was using in CK. So I should be good to go?
Edit: I'll also deESMified Ordinator after the whole process.
Hey. The mod seems to work fine. It limits my ability to use apprentice type spells unless level 25 in that school and obtaining the destruction spell apprentice. But the ordinator version for my SSE ported version doesn't seem to have an "Apprentice perk". So I'm able to unlock novice spells because the game recognizes the first perk as the "Novice" unlock, but the ordinator perk tree doesn't have the "Apprentice", and so on other perk trees to further unlock more advanced spells. Any idea how I can go about fixing this?
Edit: Fixed. Literally just make sure any perk mods are above this one. Great mod. 10/10
Since Ordinator has been updated many times after you posted your V3.0.0, is this mod outdated? Does this need to be updated to work with Ordinator or it's fine?
In your mod, form list for perks respec contains "Arcane Blacksmith", which would be normal, but in Ordinator this perk has been removed from said form list, because respeccing and taking it again would break perk functionality itself.
In Ordinator's way, Arcane Blacksmith isn't removed during respec, keeping its functionality: this feature was introduced in Ordinator v9.14.
Actually, the bug is related to vanilla skyrim, since Arcane Blacksmith is a vanilla perk.
You may want to remove Arcane Blacksmith from your record ORD_PerkReset_FormList_AllPerksToReset.
The last line in Bug section explains the problem with this particular perk -> https://en.uesp.net/wiki/Skyrim:Smithing
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The author has locked this comment topic for the time beingYou have got here a user that don't use none of the Enai mods, more specifically avoid perk overhauls in his game.
I'm going to add this mod in my SSE mods load list.
There is a Vanilla version as well, though.
I assume the spells don't have the correct "halfcasting" perks added to them.
About the perk level reqs: It's a bit hard to explain, but I'll try. I see the new level requirements as an absolute minimum to be able to cast the spell.
Kinda like system specs for certain software I suppose, where they differentiate between "minimum" and "recommended".
The old level reqs (50 Adept, 75 Expert, 100 Master) could be seen as "recommended", whereas the new reqs (40 Adept, 65 Expert, 90 Master) could be seen as "minimum", in that regard.
Originally, I was planning a system that made failing spells possible. Casting the spell at the minimum level was possible, but would fail a lot. Casting at recommended level could still fail from time to time, but significantly less than at minimum level.
Unfortunately, this system never came to fruition. Perhaps some time in the future, but I'm unsure at this point.
Anyways, I hope that makes sense.
Kind regards
Andre
Do you know your way in xEdit? I can provide you with instructions to check for conflicts if you want?
Actually, according to MO2, nothing with your mod or ordinator is overwriting or being overwritten.
Second, you'll need to open your entire load order in xEdit and check if anything is overwriting chances to the XXX Mastery perks.
The following FormIDs refer to the perks in question (XX is the index number of "Ordinator - Perks of Skyrim.esp" in your load order):
XX014357
XX0148FD
XX0148FE
XX0148FE
XX0148FF
XX014900
These perks need to have Spell Perk Restrictions - Ordinator.esp as the last override, like this: https://imgur.com/a/xHrpCQZ
https://imgur.com/a/Y9LhvdI
How should I go about fixing this?Derp, fixed the load order and fixed the problem. Thank you so much for the great mod and being patient with me!
I'm glad you have managed to fix your issue though. :)
Kind regards
Andre
For any of the patched versions, you'll need to make sure the masters are properly ESMified before resaving in the CK.
"ESMifying the masters" means giving the master ESPs (Like Ordinator, or any of the other patch master ESPs) the ESM in xEdit or Wyre Bash.
Reason being: the CK doesn't accept non-ESMified ESPs upon saving a patch, and will remove the masters from it.
If you need any help on this, feel free to ask.
Edit: This video explains it quite well: https://youtu.be/bBfFPlbLn0o?t=1195
Edit: I'll also deESMified Ordinator after the whole process.
Have fun
Edit: Fixed. Literally just make sure any perk mods are above this one. Great mod. 10/10
Since Ordinator has been updated many times after you posted your V3.0.0, is this mod outdated? Does this need to be updated to work with Ordinator or it's fine?
Thanks for sharing your work!
Please, I don't know if it's hard work or not, but Ordinator didn't get updated for such a long time, so your next version would probably be final.
What do you think?
Thank you!
In your mod, form list for perks respec contains "Arcane Blacksmith", which would be normal, but in Ordinator this perk has been removed from said form list, because respeccing and taking it again would break perk functionality itself.
In Ordinator's way, Arcane Blacksmith isn't removed during respec, keeping its functionality: this feature was introduced in Ordinator v9.14.
Actually, the bug is related to vanilla skyrim, since Arcane Blacksmith is a vanilla perk.
You may want to remove Arcane Blacksmith from your record ORD_PerkReset_FormList_AllPerksToReset.
The last line in Bug section explains the problem with this particular perk -> https://en.uesp.net/wiki/Skyrim:Smithing
Edit: Done.