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AndrealphusVIII

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  1. Southwarth
    Southwarth
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    Could you make a patch for Vokrii, please? It made me come back to Skyrim for another playthrough, but I can't bear the vanilla spell learning.
    1. AndrealphusVIII
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      I'll take a look. Stay tuned. :)
    2. AndrealphusVIII
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      Uploaded an optional file for Vokrii.
    3. Southwarth
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      Thank you! :)
  2. Necro47
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    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 ).
    1. AndrealphusVIII
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      There might be something else overwriting my changes to those perks.

      Do you know your way in xEdit? I can provide you with instructions to check for conflicts if you want?
    2. Necro47
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      ish. I know enough to get myself into trouble xD. But instructions would help.

      Actually, according to MO2, nothing with your mod or ordinator is overwriting or being overwritten.
    3. AndrealphusVIII
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      First off, are you on LE or SE? If you're on SE, did you convert the ESP yourself? If yes, did you use ESMified masters?

      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
    4. Necro47
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      I am LE, and it looks like limited perk trees is what's conflicting.
      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!
    5. AndrealphusVIII
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      That's interesting. Limited trees is conflicting. I might need to look deeper into that.

      I'm glad you have managed to fix your issue though. :)

      Kind regards

      Andre
    6. WhyLebronWhy
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      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.
  3. WhyLebronWhy
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    Can't seem to find a SSE version. Mind sharing how I can convert this personally to SSE? Is it as simple as resaving the esps in CK? Great mod!
    1. AndrealphusVIII
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      For the Vanilla version, it's just resaving it into the CK64 yes.

      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
    2. WhyLebronWhy
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      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.
    3. AndrealphusVIII
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      Yes, you should be good to go.

      Have fun
    4. WhyLebronWhy
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      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
  4. WhyLebronWhy
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    .
  5. pharaon3
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    Hi AndrealphusVIII, great idea with this mod!

    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!
    1. AndrealphusVIII
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      The patch for Ordinator probably needs to be updated.
    2. pharaon3
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      Could you do that?

      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?
    3. AndrealphusVIII
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      I'll take a look at it, but it might take some time.
    4. pharaon3
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      Great!

      Thank you!
    5. AndrealphusVIII
      AndrealphusVIII
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      The Ordinator module has been updated.
    6. pharaon3
      pharaon3
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      Great! Thank you very much!
    7. pharaon3
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      I think I've found a little bug.

      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
    8. AndrealphusVIII
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      Okay, I'll fix it.

      Edit: Done.
    9. pharaon3
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      Thanks again for your work!
  6. Czartchonn
    Czartchonn
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    Any chance for a version that works with Enderal? :)
  7. ninjadragonqueen
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    Is there a way to make this apply to NPCs as well? To even the playing field.
    1. AndrealphusVIII
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      I would love to have it do that, but unfortunately I don't know how to apply this to every NPC, unless by using a patcher like ASIS to make it affect every NPC.

      And even then, I would assume it to be buggy. (NPCs trying to cast a spell and failing over and over.)
  8. dubenfire
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    Hi OP,

    I'm trying to use your mod combined with "Spells learning and discovery" and "Ordinator" but when I open the perk menu, each magic school tree allows for 5 upgrades in the Mastery perk (the first one in the tree) when Ordinator only allows for 2 usually. Is it intended ? I feel like having 5 Mastery points might be too overpowered.
    1. AndrealphusVIII
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      The Mastery perks from Ordinator have been redone, to reflect each of the 5 tiers of spells.
      Tier 1 -> Allows the use of Novice Spells
      Tier 2 -> Allows the use of Apprentice Spells
      Tier 3 -> Allows the use of Adept Spells
      Tier 4 -> Allow the use of Expert Spells
      Tier 5 -> Allows the use of Master Spells

      In addition to that, I've spread the bonuses from Ordinator more evenly across the 5 tiers, whereas in the original Ordinator it was spread amongst 2 tiers. So when you have taken tier 5 of a mastery perk, you should have the same bonus as if you had taken the 2 tiers in original Ordinator.

      I hope that aswers your question.

      If you have any more questions, feel free to ask. ;)

      Kind regards and have fun

      Andre
    2. dubenfire
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      Thank you for your answer, it makes sense :) I was afraid previous versions of Ordinator used 5 perks and switched to 2 since then, and that Spells Perk Restrictions used an older version.Which leads me to my next question : does unlocking tier 3 for example require a certain magicka level ? Or can you just get Tier 5 with a level 5 character ?
    3. AndrealphusVIII
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      Tier 1 perks have no requirements.
      Tier 2 perks require the corresponding tier 1 perk + level 25 in the corresponding skill.
      Tier 3 perks require the corresponding tier 2 perk + level 40 in the corresponding skill.
      Tier 4 perks require the corresponding tier 3 perk + level 65 in the corresponding skill.
      Tier 5 perks require the corresponding tier 4 perk + level 90 in the corresponding skill.
  9. dctesnexus
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    Great mod, feels like it could be part of the vanilla game.

    I’m using it with SKPYE and have just noticed SKYPE only has perks for novice spells showing up, so I’m stuck.

    https://www.nexusmods.com/skyrim/mods/21512/?

    Is it possible for you to please provide a patch for SKYPE?

    If not, is this mod safe to uninstall mid-game?

    Thank you!
    1. AndrealphusVIII
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      I'll take a look at SKYPE.

      Thanks for reporting the conflict.
    2. dctesnexus
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      Great news - I found that if I move SKYPE below Spell Perk Restrictions (vanilla), it works perfectly. LOOT sorts Spell Perk Restrictions below SKYPE, so I'll just make a manual adjustment. Sorry I didn't think of it sooner. Thank you for your quick response!
    3. AndrealphusVIII
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      Do both my mod and SKYPE work that way?

      If that's the case, great, I'm glad you solved it.
  10. aglorius
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    Hello I really like the idea of this mod. I use YASH for my Overhaul and looked at making my own Patch for it. I've deleted the spell failure mechanic from yash and would like to replace with your mod. I'm a little unclear on how to do this. Would you kind telling me how? Can I just do a copy override patch of your mods vanilla version and carry over yash perks?

    Also, I'm a bit unclear if ASIS will distribute your Perk in its current version. I like to have balance between my character and npc as much as possible.

    Any answers are much appreciated
    1. AndrealphusVIII
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      Hi there. I'm glad you like the idea of my mod.

      This mod will only affect the player unfortunately. This is a limitation of how unequipped spells works. I would suggest you keep the spell failure mechanic from YASH, as it affects NPCs as well. In addition, you could use my mod for the player.

      My mod uses a quest script that runs on the player. If the player tries to equip a spell and doesn't have the corresponding perk (for instance, apprentice destruction perk for firebolt), the script will auto-unequip that spell.

      As for a patch with YASH. I'm unsure whether YASH replaces any of the Vanilla school tier perks. If it does, the perks used as properties for the requirements in the script will need to be replaced to match them.

      I might take a look at YASH if/when I have time.

      Kind regards

      Andre

      Edit: I've taken a look at YASH, it might need a patch. I'll send the author of YASH a request for permission to make a patch.
    2. aglorius
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      Thank you for the reply and for taking a look at yash. Perhaps both mods will be quite fun together, or a nightmare scenario
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