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)?
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.
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...
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.
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?
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.
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https://www.nexusmods.com/skyrim/mods/44562?tab=description
Nvm, did it myself.
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
Or at least there is a preloaded list of spell there, and I don't want those to be the default...
- 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.
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.