When you modified Guardian Circle (the master level restoration spell) you massively broke its casting cost. I used to be able to cast it without breaking a sweat (used less than half my magicka) but now I can't even cast it at all. It says it costs over 1700 magicka. I guess I'll have to use V1 instead until V2 is fixed.
Also there's some weird quirks with some of the illusion spells. For example, "Calm" and "Mayhem" both say they have a casting cost "per second" despite not actually being channeled. Mayhem charges instantly (despite being master level) but the other 2 master level illusion spells (for calming and fleeing) do not. (I know Mayhem is weird in both V1 and V2, but the rest I can only attest for V1, though I'd imagine it's also in V2)
- guardian circle : thank you for the useful feedback :) when you change a spell magnitude you have to change the spell cost manually or you end up with a crazy high cost, I forgot to change guardian circle and also circle of protection it seems, will upload a new version later today (takes a bit of testing) - calm & mayhem : my mod doesn't change anything related to that it may be a bug from vanilla I will check, i also have the mana/s like you say edit1 : wow that is weird you were right it's coming from my mod..or actually from an interaction with something else maybe a bug because nowhere did I change this but the game doesn't seem to like the mana cost change or maybe I set magnitude too high ? my spells are a copy paste of the vanilla ones...really weird it shouldn't do that edit2 : ok fixed it thanks again, the casting thing I would never have known because I had to modify the "charge time" of spells from vanilla values to modded ones for it to work CALM SPELL skyrim.esm : charge time 0.5 dawnguard.esm : charge time 0.0 my mod v1&2 : charge time 0.0 (I copied it from dawnguard I tought they had corrected something..turns out it's more like an error) fixed it in v3 by bringing charge time back to 0.5 MAYHEM skyrim.esm : hysteria and harmony both have a charge time of 3.0 but not mayhem it had 0.0 in vanilla skyrim and of course I copied the vanilla value why wouldn't I ? the insta-cast was coming from vanilla fixed in v3 by bringing charge time to the same value as hysteria and harmony 3.0 tested in game and the mana cost is now back to a fixed number and casting animations seems ok now will upload in a few minutes
I don't know if it was intended or a bug for mayhem to be instant cast in vanilla. I don't remember it being instant cast, but that's not me saying I don't think it was, just that it was a long time ago since I last used it, much less tried to use it in vanilla.
On the update: thanks a million! Your time is most appreciated.
Dread Zombie and Raise Zombie haven't changed a bit not sure why everything else is changed like it is supposed to. the only reason I got this mod was for the spells that r not workin go figure! uh er I think maybe the prob is my lvl is 13 so i'm gonna console the lvl thingy and see whats up. btw thanks for all the work u puti into this I really do appreciate this mod
you must have another mod that changes those spells, did you try loading mine very last ? if yes it can be that you are using another magic overhaul or necromancy mod ? some mods alter the way vanilla spells work, I mean the entire system not only singular spells, or replace vanilla spells with same named "clones" that are actually completely new spells overriding the vanilla ones I can guarantee you this works I have more than 400hrs of gameplay with it and most of it level 1-25 because I'm play-testing slow leveling changes and restart new characters almost every week but...I only use magic mods that ADD new things and none that replace or change how magic works, for that very reason, changing too much = breaking compatibility it works 100% with ordinator and sperg perk overhaul but I'm pretty sure some other perk overhauls would break it because they do what I describe above (clone and replace vanilla spells by different new mechanics)
I recommend that you take the time to download and try TES5edit https://www.nexusmods.com/skyrim/mods/25859 it's the only way to "debug" your mod list, I know it looks complicated but it's not really - launch the program - right-click select all - click OK then wait, it can be long, wait until on the right you see BACKGROUND LOADER FINISHED - move your mouse to the left on the mod list and right-click -> apply filter for cleaning (this will take even more time) - after it's done and colors appear on the list, look for my mod, click on the +, go to the spells line, click on the + - check dread zombie and raise zombie and I'm pretty sure it will show you another mod changing the spells
you may have read people not wanting to use USLEEP saying it broke things, well they are right actually but this happens when you use merge or bashed patches, wrye bash typically takes most of usleep changes and put them into the bashed patch, but doing this reverts any other changes you might have add in a mod before the bashed patch back to vanilla :/ You can fix that but it's work I make my own compatibility patch where I hand-pick the changes I want line by line it takes several hours, my private "compatibility patch" currently has 80 (other mods as) masters heh
my mods modify values from base game files, they cannot "not work" they add zero new content only change numbers from vanilla spells, you'd have to be missing the main game and dlc files to break it, so either you are using a complete overhaul mod (which are incompatible with everything their whole point is to redo the game) or a total overhaul of magic (which also break compatibility with vanilla magic mods) or there's something wrong in your installation/mod manager load my most last (even after the bashed patch if you use wrye bash) if this doesn't work then you must be using a mod that completely change how magic works, there are 1-2 out there and frankly I don't recommend using them when a mod breaks half the other nexus mods it's never worth it (this mod requires dawnguard and dragonborn btw) I'm guessing but I believe you are probably using the magic mod overhaul that changes how spells work it's the only one I see that can break this well at the time I made this mod, maybe something was released since then
yep I didn't even think people still don't have the dlcs, the legendary edition is on sale regularly...sorry WAS :/ I see they didn't do any sale in 2017 ! https://steamdb.info/app/72850/ buy it from a key seller then I guess I will update the description sorry. edit : I did activate the "file requirement" warning on nexus when 1st uploading this mod
My better poison mods don't require DLCs Killgore vanilla poison fixed http://www.nexusmods.com/skyrim/mods/82153/? but this one still requires dawnguard Killgore reanimation spells fixed http://www.nexusmods.com/skyrim/mods/75373/?
http://www.nexusmods.com/skyrimspecialedition/mods/8651/? done, enjoy I could only test it in a near vanilla SE because I'm not interested in SE until SKSE is released, half the mods I use need it I'm not dropping them for a better x64 engine
added in v2 circle of protection 60 (expert) guardian circle 252 (master) dawnbreaker 252 (no change to the weapon, only the spell it uses)
for the weapon like dawbreaker, staff of ruunvald or bolar's blade I follow the same rules I chose for spells dawnbreaker is flagged like a "restoration master" so I gave it 252 bolar's oathblade is supposed to be "apprentice level" so i gave it 26
I know the values go up fast and may seem silly for a vanilla game but one of the saves I use is 81 with higher level enemies mods so I do encounter level 81+ npcs
25 comments
Also there's some weird quirks with some of the illusion spells. For example, "Calm" and "Mayhem" both say they have a casting cost "per second" despite not actually being channeled. Mayhem charges instantly (despite being master level) but the other 2 master level illusion spells (for calming and fleeing) do not. (I know Mayhem is weird in both V1 and V2, but the rest I can only attest for V1, though I'd imagine it's also in V2)
- calm & mayhem : my mod doesn't change anything related to that it may be a bug from vanilla I will check, i also have the mana/s like you say
edit1 : wow that is weird you were right it's coming from my mod..or actually from an interaction with something else maybe a bug because nowhere did I change this but the game doesn't seem to like the mana cost change or maybe I set magnitude too high ? my spells are a copy paste of the vanilla ones...really weird it shouldn't do that
edit2 : ok fixed it thanks again, the casting thing I would never have known because I had to modify the "charge time" of spells from vanilla values to modded ones for it to work
CALM SPELL
skyrim.esm : charge time 0.5
dawnguard.esm : charge time 0.0
my mod v1&2 : charge time 0.0 (I copied it from dawnguard I tought they had corrected something..turns out it's more like an error)
fixed it in v3 by bringing charge time back to 0.5
MAYHEM
skyrim.esm : hysteria and harmony both have a charge time of 3.0 but not mayhem it had 0.0 in vanilla skyrim and of course I copied the vanilla value why wouldn't I ? the insta-cast was coming from vanilla
fixed in v3 by bringing charge time to the same value as hysteria and harmony 3.0
tested in game and the mana cost is now back to a fixed number and casting animations seems ok now will upload in a few minutes
On the update: thanks a million! Your time is most appreciated.
if yes it can be that you are using another magic overhaul or necromancy mod ? some mods alter the way vanilla spells work, I mean the entire system not only singular spells, or replace vanilla spells with same named "clones" that are actually completely new spells overriding the vanilla ones
I can guarantee you this works I have more than 400hrs of gameplay with it and most of it level 1-25 because I'm play-testing slow leveling changes and restart new characters almost every week but...I only use magic mods that ADD new things and none that replace or change how magic works, for that very reason, changing too much = breaking compatibility
it works 100% with ordinator and sperg perk overhaul but I'm pretty sure some other perk overhauls would break it because they do what I describe above (clone and replace vanilla spells by different new mechanics)
I recommend that you take the time to download and try TES5edit https://www.nexusmods.com/skyrim/mods/25859 it's the only way to "debug" your mod list, I know it looks complicated but it's not really
- launch the program
- right-click select all
- click OK then wait, it can be long, wait until on the right you see BACKGROUND LOADER FINISHED
- move your mouse to the left on the mod list and right-click -> apply filter for cleaning (this will take even more time)
- after it's done and colors appear on the list, look for my mod, click on the +, go to the spells line, click on the +
- check dread zombie and raise zombie and I'm pretty sure it will show you another mod changing the spells
you may have read people not wanting to use USLEEP saying it broke things, well they are right actually but this happens when you use merge or bashed patches, wrye bash typically takes most of usleep changes and put them into the bashed patch, but doing this reverts any other changes you might have add in a mod before the bashed patch back to vanilla :/
You can fix that but it's work I make my own compatibility patch where I hand-pick the changes I want line by line it takes several hours, my private "compatibility patch" currently has 80 (other mods as) masters heh
but this mod fix the problem thank agian
load my most last (even after the bashed patch if you use wrye bash) if this doesn't work then you must be using a mod that completely change how magic works, there are 1-2 out there and frankly I don't recommend using them when a mod breaks half the other nexus mods it's never worth it (this mod requires dawnguard and dragonborn btw)
I'm guessing but I believe you are probably using the magic mod overhaul that changes how spells work it's the only one I see that can break this
well at the time I made this mod, maybe something was released since then
I will update the description sorry.
edit : I did activate the "file requirement" warning on nexus when 1st uploading this mod
My better poison mods don't require DLCs
Killgore vanilla poison fixed http://www.nexusmods.com/skyrim/mods/82153/?
but this one still requires dawnguard Killgore reanimation spells fixed
http://www.nexusmods.com/skyrim/mods/75373/?
done, enjoy
I could only test it in a near vanilla SE because I'm not interested in SE until SKSE is released, half the mods I use need it I'm not dropping them for a better x64 engine
I use Dawnbreaker quite a bit when I'm delving dungeons full of draugr, too.
circle of protection 60 (expert)
guardian circle 252 (master)
dawnbreaker 252 (no change to the weapon, only the spell it uses)
for the weapon like dawbreaker, staff of ruunvald or bolar's blade
I follow the same rules I chose for spells
dawnbreaker is flagged like a "restoration master" so I gave it 252
bolar's oathblade is supposed to be "apprentice level" so i gave it 26
I know the values go up fast and may seem silly for a vanilla game but one of the saves I use is 81 with higher level enemies mods so I do encounter level 81+ npcs