After a very long hiatus from modding (outside of working on Beyond Skyrim), I've started updating and revamping large parts of this mod. I don't have an ETA on when it will be completed, but expect many improvements and fixes.
Speaking of fixes, if anyone is experiencing persist bugs, please bump your bug report to let me know that the issue is still on-going. I'll go through and check all recent comments for bugs while working on 2.0.
Can the wights and servants--haven't made a horse yet-- be raised when they are destroyed or is what i have been doing, deconstructing and recasting, the primary way?
Haven't fully explored all of the mod yet but it's cool so far
Can anyone tell me how to activate the delicated touch perk?When i got the perk it doesn't seem to work, is there a spell or a power to activate it or is it just a bug?
Bug in conjuration tree: I can't create skeletons. I have every component to create 1 but the spell doesn't work. Didn't try to create bigger skeletons because I stopped my game but I bet it won't
I am having the same problem. I have been able to figure out that it is because of the soul gem requirement. Player filled soul gems do not work for me, regardless of the spell I used to fill them. I believe the mod looks for the value of a filled soul gem, soul gems filled by the player do not increase in value- and probably have a different ID to one that is player filled. You can work around it by using console commands to make petty soul gems that are filled by default, or by purchasing filled petty soul gems from merchants.
I am using version 2.5.5 and ran into an unpleasant bug: the "magic armor" perk does not work with mods that add clothes that consist of parts to the game. For example, the Cupid's Kiss mod adds a dress of the same name with armor class 0, but the "ebony flesh" spell adds an armor class of 100 instead of the stipulated 300. I think this is due to the binding of the spell to the use of specific equipment slots for clothing. I apologize if something is not clear, the comment was made by google translation.
Requesting to change Draconic Infusion so it lasts for 60+ seconds instead of 10. Half that time is wasted just getting into the crafting menu, and ends up being useless.
How not to use Draconic Infusion at a enchanting station. Whenever I activate an enchanting station (after unlocking DRaconic fusion perk) I have no choise to to sacrifice a dragon soul. That is bad enough but made worse by the fact you lose the soul whenever you create any anchanted item. I there anyway to bypass this?
1314 comments
After a very long hiatus from modding (outside of working on Beyond Skyrim), I've started updating and revamping large parts of this mod. I don't have an ETA on when it will be completed, but expect many improvements and fixes.
Speaking of fixes, if anyone is experiencing persist bugs, please bump your bug report to let me know that the issue is still on-going. I'll go through and check all recent comments for bugs while working on 2.0.
Get it here, and please remember to endorse!
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*Most of these patches have been updated for 2.5.3! Go re-download*
Elemental Destruction Magic patch
Apocalypse, Druid Essentials, Cold Harbour Resummoned, Vile Art of Necromancy, lots of other patches
Lost Grimoire patch - available under "Files" (currently outdated)
Forgotten Magic Redone - available under "Files" (currently outdated)
Can the wights and servants--haven't made a horse yet-- be raised when they are destroyed or is what i have been doing, deconstructing and recasting, the primary way?
Haven't fully explored all of the mod yet but it's cool so far
Strange indeed