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  1. OlivierDoorenbos
    OlivierDoorenbos
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    Nice concept for any stealth mage player (and if you use a sneak detection mod, this is even more useful).

    Two suggestions:
    1. perhaps you could add some text on the screenshots to explain what is happening. (as in the spell visual effects are still there, but they do not cast light onto the player any more, allowing them to stay hidden in darkness)
    2. Just an idea (sorry). I see you are making patches for the most popular magic mods out there (which is great), but is it possible to also release a Tes5Edit script instead of an esp file?. So that anyone could run the script on their other magic mods to make those custom spells also emit no light? And you would not have to update the patches. (Sorry if this is a bad idea)
    1. Nassens
      Nassens
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      1) Done, thank you for the advice

      2) No need to be sorry, great idea. But... I don't know how to do it xD I'll release here all the information on how I did should anyone want to make an script themselves. If anyone sends the script to me I'll upload it to the files section, if anyone rather releasing it as it's own file, great too.

      So... how I achieved my results:

      - In TES5Edit selected "Magic Effect" folder from USLEEP and right clicked it to 'deep copy as override into'. Then selected New file to create a new .esp
      - Proceded the same way with Update.esm Dragonborn.esm Hearthfires.esm, Dawnguard and Skyrim.esm adding the changes to my newly created files (Then double checked in the new file that the records were in this order of priority: USLEEP, if not UPDATE, if not Skyrim or DLC (all of this just to ensure spells beeing the most bug free as possible)).
      - Now that I had a file with every single magic effect from vanilla I used QuickDisplay script from Automaton Tools with all the Magick effects from my new file selected. In the fields from Quick display I used this inputs: First [Mod name]\Magic Effect, Second Magic Effect Data \ Data \ Casting Light, Third, but this was used only to check everything was going okay human side, FormID; and checked to export it as a csv file.
      - Now I used this website to edit the csv file: http://www.convertcsv.com/csv-viewer-editor.htm but any alternative would be as good.
      - In the csv file, under the Casting Light column I changed all entries to 'NULL - Reference null [00000000]' and saved the newly edited csv
      - Back in TES5Edit I selected all the entries under "Magic Effect" from my new file and applied the script "QuickChange[Import]", selected the path for the edited csv in my computer, and that's all. In the new esp, all the casting light records (and only the casting lights records) were changed to null.

      - For the magic mods, I did the same but didn't created a new file, since I was lazy, and just made the scripts from Automaton Tools work directly over the original files.

      So... I don't know how to create a script that would automate this process... (Well, I don't know how to create a TES5 Script at all. My programming knowledge sticks to JAVA, and it's not like I were and expert programmer).
    2. andreasserbus
      andreasserbus
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      God, I'm not a fool, but I can't do what you did! What files do we highlight to open the script settings? new mod? All  mods? Only a list of all records with Magic Effect in a new mod?
      First [mod name] \ Magic Effect
      Here is an example of a full name in TES5EEDIT - [21] NOLIGHTFROMSPELLS.SP (A00C1734). What of this to write in the first chart? What will the correct name of the  mod? Everyone has already tried, help! Sorry for my English, but it is very difficult to figure out!
  2. GoldGary
    GoldGary
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    Hello, could you patch "Apocalypse-MoreApocalypse-OrdinatorPatch MERGED" with this ? Most people will use this version of Apocalypse if they want to use it along Ordinator.

    Apocalypse-MoreApocalypse-OrdinatorPatch MERGED
    https://www.nexusmods.com/skyrim/mods/87871
    1. Nassens
      Nassens
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      Thank you for your kind advice... but not gonna touch anything until I play Skyrim again. Which, good news, it's going to happend sooner or later (measure 'sooner' in weeks and 'later' in months). Bad news, though, are that I'll only patch what I'd use (there's in the comments a 'do it your self' explanation). So, ordinator patch will be patched should I use ordinator myself.

      Sorry...
      Well, sorry not sorry in fact.
  3. Raziel2k14
    Raziel2k14
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    Great for a sneaky build.
    Just one question : Is it normal to still see the spell ?. So it only removes the light, but i can still see the spell in my hands.
    I am not sure if it works.
    1. Nassens
      Nassens
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      Hello, sorry but as you can see I'm not an active user. But I'll answer you should it still helps you.

      This mods does nothing with the arts of the spell, but the won't cast actual light while unseathed (they will while casted, for example, after releasing the fire button or while holding it with continous spells).

      So, I can't tell if it is working since if you use any spell mod changing vanilla spells bellow mine, then mine will do nothing.

      But only seeing your spell arts in your hands should not be a bad signal. Look for if when unseahting an spell, lights changes around you or if you can check your light level with any mod, do it. It's easy to test. The file works if at the end of a load order. That's the best I can tell you.
  4. futurence305
    futurence305
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    is this still continued?
    1. Nassens
      Nassens
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      It is finished xD

      No. As I tell in the mod's page, maybe someday. I haven't gotten drunk enough yet.