Skyrim

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Aix

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Aixcalibur

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70 comments

  1. Ruffi123456789
    Ruffi123456789
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    Could someone make a compatibility patch for Dynamic Magicka and Stamina Growth?

    https://www.nexusmods.com/skyrim/mods/44562?tab=description

    Nvm, did it myself.
    1. Nytemare3701
      Nytemare3701
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      Any chance you could share that patch?
  2. Agnew94
    Agnew94
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    Mod bugged out for me, stopped all magic regen.
    1. Aixcalibur
      Aixcalibur
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      That shouldn't be possible. Nothing in this mod touches magicka regen in any way.
    2. Dupline
      Dupline
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      Mine is the opposite, I get the permanant effects but my mana fully regens anyway.
  3. alucardprimal
    alucardprimal
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    You could make an addition to the hud so that the numbers of the remaining mana are shown on the magic bar?
  4. Dobr0mysl
    Dobr0mysl
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    Hi, Aix! Would you please share an info: is Lorica compatible with Requiem? If it's not, how do you evaluate the difficulty of making a patch for Requiem? - easy (on;y TES5Edit work) or hard (scripts need to be rewritten)?
    1. MikeArclight
      MikeArclight
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      Yes, it is. The description states that it is "out of the box" compatible with Requiem added spells
    2. Dobr0mysl
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      Thanks for an answer and thank you for your creation!
  5. MikeArclight
    MikeArclight
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    I know this is a bit late to the party, but I had an issue where Lorica wouldn't add Conjure Spectral Staff (mod) and Bound Sword (vanilla). I was getting beyond frustrated; I mean, the mod spell I could almost understand (almost, since I comes from Lost Grimoire, which the description said Lorica was compatible with) but Bound Sword?! That's a vanilla spell.

    So maybe I was blind or impatient when reading the instructions; but I still haven't found where this is said: SHEATH YOUR SPELLS. The second I sheathed my spells/lowered my hands, Lorica picked up on them and added them to its spell list in the MCM.

    Hope this helps
  6. Teruke
    Teruke
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    would've been nice to work with invisibility
  7. FelinaLain
    FelinaLain
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    My biggest problem (aside from the bugs mentioned below, like being unable to remove spell from the toggle list) is that spells get added automatically on first startup by default?
    Or at least there is a preloaded list of spell there, and I don't want those to be the default...
  8. godzilla1233
    godzilla1233
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    Decided to take this mod for a spin on a new playthrough and I'm having similar issues to what Ranylyn has described below. Here's what happened:
    - Lorica's auto compatibility list added Apocalypse's soul cloak
    - I didn't want this so I added Soul Cloak to the blacklist
    - despite this, when I cast soul cloak, it has 8000 hour duration but Lorica's active spell list doesn't display it
    - recasting soul cloak doesn't get rid of it
    - the only way to get rid of infinite duration soul cloak is player.dispelallspells - huge hassle
    - if I try to use the 'mod is enabled' toggle in the mcm, it completely breaks the mod - nothing works if you turn it off and on

    It would seem the best way to use this mod is disable auto compatibility at the start and manually add the spells you want toggle-able. Trying to fiddle with stuff in the middle of a playthrough is no bueno.
  9. primem0ver
    primem0ver
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    I have a request. I really like this mod and this may seem petty but the constant re-casting of the candlelight spell every 30 seconds is distracting and annoying (only because the floating light passes in front of my field of vision every time it is cast). Plus, there are several mods that extend its time. Is it possible to import the time for the magelight as a variable for the upkeep script and only cast this particular spell when it is about to run out?
  10. tomtheclone
    tomtheclone
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    I'd like to make a feature request: tie original duration into the maintenance cost equation.

    Currently a spell that normally lasts twice as long but costs the same will also have the same maintenance cost. Would it be possible for your script to grab the spell's duration and divide the casting cost by that? Then in the MCM present the player with a multiplier for that?

    Also, what is the purpose of the separate ritual spell slider? Not criticizing, just curios so I can make proper use of it.
    1. primem0ver
      primem0ver
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      I second this. I have also posted an additional related request.