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  1. bluedanieru
    bluedanieru
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    Sticky
    I've put up an RC for "Mysticism - The Lost Art" in the optional files section. Go ahead and take a look if you're curious. Assuming no major issues I anticipate releasing that as a regular mod sometime next week.

    Of course, please let me know here or in the bug tracker, if you encounter any problems.

    To upgrade from Soulfire, deactivate the Soulfire Lesser Power, run the uninstall command from the MCM, uninstall Soulfire and do a clean save, then install Mysticism. You will lose any spells and power you had acquired, but they can be added back easily from the MCM. FYI upgrading from this RC to the eventual release should not be a problem.

    Finally, at least skim the readme. There have been a few changes even to the existing stuff. Notably, none of the spell and power upgrades rely on perks at all anymore - those are all controlled purely by your skill level in the corresponding category, i.e. when you reach the appropriate level the upgrade just unlocks.
    1. bluedanieru
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      No complaints then?

      I have released "Mysticism - The Lost Art" and it is available here: http://www.nexusmods.com/skyrim/mods/77170/?

      Soulfire is made redundant by this mod, but I will go ahead and leave the mod page up anyway. I've removed the RC for Mysticism though.
  2. Megaloblast
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    Any likelihood of an sse port? I didn't see an skse requirement

    I really like the concept of weapons and staves using your magicka pool - it incentives everyone using enchanted weapons to invest in magicka which is cool

    Any probability of this single feature without any of the other features?
    1. bluedanieru
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      This mod is superceded by Mysticism - The Lost Art and will not be ported to SSE. Mysticism will be ported, but as it relies on SKSE it will not be ported before SKSE64 is out (and not immediately then, either, probably).
    2. GreenBanana1
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      Some sources online have said that Skyrim mods which don't use .bsa files are compatible already, but I have no idea whether this is true or not.
    3. Avastgard
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      Not if they have SKSE as a requirement.
    4. GreenBanana1
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      Sounds symptomatic of bloated mods, requiring extended scripts.
    5. bluedanieru
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      Yeah sorry that my mod which adds, via script, spell archetypes which are totally unavailable in the base game, has too many scripts for your taste. Feel free not to download it, thanks. Or find another mod that adds detect enchantment, well-integrated weapon recharging, and f*#@ing teleportation, and other s#*! all without using scripts. Oh and I'm sure you'll do load testing between this other mystery mod and my own to show how bloated and CPU-heavy mine is, so please post the results here when you do. I look forward to it.
  3. GreenBanana1
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    The download reports a requirement of SKSE, but this is not mentioned under the Description tab.
  4. ConcievedIsland
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    I was just wondering if you need the Dawnguard dlc, because when i check in NMM in the plugins tab, Soulfire is red and says the Dawnguard.esm is missing.
    1. bluedanieru
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      Soulfire requires Dawnguard and Dragonborn both. 1.4 requires neither, however.
  5. dmol10
    dmol10
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    Soulfire is one of the best mods out there. Awesome mod! I like it!

    Umm... Would this mod work with "The Soul Saver" (http://www.nexusmods.com/skyrim/mods/76899/? )?
    1. bluedanieru
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      From looking at the files I think if you install Soul Saver after Soulfire (or Mysticism) then it will override the Soul Harvester behavior in my mods. So, not "work with" but you can use them together if you prefer Soul Saver over Soul Harvester.

      Note I haven't actually tested that, just looked at the files really quickly. You should look for conflicts in TES5Edit yourself and test the behavior a bit in-game.
    2. dmol10
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      thanks. I try it!
  6. Avastgard
    Avastgard
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    Do you think you could add an option in the MCM to make the Soulfire lesser power only usable once per day?
    1. bluedanieru
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      Once you activate Soulfire, it stays activated until you manually deactivate it. It's not unusual (at least, not unusual for me - don't know what other people are doing) to keep the power active for many in-game *days* at a time. This is even more true since the channeling feature was added, because you don't have to do the toggle on-off thing to make it work anymore. So, it doesn't really work as an ordinary once-per-day power.

      Note that Soulfire has been debuffed slightly in the "Mysticism" mod (available in optional files): you have to have an Enchanting skill of 30 before you can channel weapons at all, and before this point it is impossible to fully charge weapons unless they were fully charged when you equipped them.
  7. OghamSoothsayer
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    Hello Blue, glad to see are you still active in the comments thread with support for this mod.
    I am very curious as to how things are coming along with the new mod, are you still working on it ?
    1. bluedanieru
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      All the spells I want to put in the 1.0 release are done, including testing (for the most part):

      Destruction: Absorb Health / Magicka / Stamina
      Alteration: Detect Key / Enchantment, Mark / Recall, Transmute Soul Gem
      Restoration: Dispel, Nullify
      Conjuration: Soul Scry
      Illusion: Silence
      Powers: Soulfire, Divine Intervention, Ancestral Intervention

      However the scripts still have some TODOs I need to address, a couple spells need to have upgrade paths (via skill level / perks) implemented, and finally once all that is done I'll need to update the MCM. Oh and I still need to look into the issues reported by Clevon and ankurjain1992.

      So there is not a lot left, but on the other hand I have less time to work on this than I did earlier this year. I would say end of July is optimistic, but not impossible.
    2. OghamSoothsayer
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      Thank you for taking the time to respond with such a detailed reply.
      Glad to hear it is coming along quite well.
      I'm sure you'll decide your own pace, but I would caution to lean on the pessimistic side and not push for a release at the end of July, unless you are really happy with it at that time ^^
      I for one am happy to know it is still being worked on and will wait patiently for the release
  8. Clevon
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    Having trouble with follower weapon recharge.
    Used endow on followers. They show they have the 'Soulfire - Follower' spell, and both MGEFs (as seen from mfg console) yet follower staff doesn't recharge when equipped. It does seem like the Damage Magicka Regen is functioning tho I could be wrong. I'm using EFF and 2 followers. Each one uses the same exact kind of staff. Using standard channeling. Should I switch to classic? I've uninstalled, clean saved, cleaned script instances, reinstalled. I'm missing something.
    1. bluedanieru
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      Your channeling selection makes no difference - that only affects how Soulfire works on the player character.

      On followers Soulfire will sort of work like it does on the player with the Classic channeling method, so if they unequip the weapon before it is fully recharged then they won't be able to charge it back up beyond that point, once they reequip it later. This is probably what is happening.
    2. Clevon
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      Great. Will monitor for a while. Thanks.

      Edit: Removed their weapons, created new ones fully recharged and gave to them. Still follower staves will not recharge. Both followers show 'Restore Weapon Charge' as active effect. One of my followers is Serana in case that matters. If there's any suggestions, I'll try em.
    3. bluedanieru
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      getavinfo leftitemcharge
      getavinfo rightitemcharge

      If the max value you see there is higher than the current value and followers are still not able to recharge staves, let me know. Also, is it just staves? Do other weapons work normally?
    4. Clevon
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      Picked up additional follower, Ria who uses a sword, so I could get other weapon data.
      Spoiler:  
      Show
      Ran several battles to get followers to keep staves equipped after combat.
      Note: Used a few different swords for Ria including a new instance of a fully charged one with base damage stats.
      Below is typical output in console.

      Ria Before Combat:
      GetActorValueInfo: RightItemCharge on Ria
      ...Current Value: 3000.00 Computed Base: 3000.00
      ...Base Value components:
      ......Reference Base Value: 0.00 (auto-calculated)
      ...Modifiers: Temp: 0.00 Perm: 0.00 Damage: 0.00

      Ria After Combat - waited 10 in-game minutes after combat. No change:
      GetActorValueInfo: RightItemCharge on Ria
      ...Current Value: 2753.56 Computed Base: 3000.00
      ...Base Value components:
      ......Reference Base Value: 0.00 (auto-calculated)
      ...Modifiers: Temp: 0.00 Perm: 0.00 Damage: -246.44

      GetActorValueInfo: RightItemCharge on Serana
      ...Current Value: 1794.15 Computed Base: 1839.89
      ...Base Value components:
      ......Reference Base Value: 0.00 (auto-calculated)
      ...Modifiers: Temp: 0.00 Perm: 0.00 Damage: -45.74

      GetActorValueInfo: LeftItemCharge on Serana
      ...Current Value: 0.00 Computed Base: 0.00
      ...Base Value components:
      ......Reference Base Value: 0.00 (auto-calculated)
      ...Modifiers: Temp: 0.00 Perm: 0.00 Damage: 0.00

      I checked a few times to see if values were changing after several combats with various weapons:
      Checked avinfo in console, exited console, waited several seconds, checked avinfo again, current values remain unchanging over time in-game for all three followers.
      Seems current values remain lower than max values as you suspected.
    5. bluedanieru
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      That's not what I suspected, I suspected that the "computed base" would drop to match the "current value", which is what would happen if they were e.g. quickly unequipping and reequipping their weapons. Basically the computed base acts as the maximum charge on the weapon, and is the highest value they can charge the weapon to. After unequipping, when they requip that weapon the computed base is adjusted to be whatever the current value is *when they equip the weapon* (also, the damage value which is the difference of the two, would show up as 0). "Channeling" is just a way of working around this problem, however that's only set up to work for the player.

      Anyway, the point is that based on the results I would expect them to be able to recharge their weapon at least a bit, but they're not. So there is some problem going on. I will try to reproduce this - I did test weapons on followers generally of course, but not staves iirc. There should be no difference but will check.
    6. Clevon
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      I've found how to make recharging work in game, but haven't found the source of problem yet.
      Spoiler:  
      Show
      Again, I use Extensible Follower Framework, so as you know the UI is unique.

      When I execute 'Soulfire - Endow' on a follower, I can check in their Active Effects and see one instance of 'Damage Magicka Regeneration'. I also see two instances of 'Restore Weapon Charge' assuming for left and right weapons. The second 'instance' seems to be the actual added ability. Did a bunch of testing with adding and renaming MGEF's.

      When I exit the current cell, and recheck the Active Effects, 'Damage Magicka Regeneration' has been removed, and there is now only one instance of 'Restore Weapon Charge'. Edit: Also happens with fast travel to another location.

      If we enter combat at this point, weapons will not recharge.

      If after I exit the current cell, target a follower, execute Soulfire - Endow once to remove, then again to add back to follower, they once again have one instance of 'Damage Magicka Regeneration' and two instances of 'Restore Weapon Charge'.
      Edit: Can accomplish the same thing by using 'addspell xx023BEA' after selecting follower in console.

      Now if we enter combat, weapons recharge as you designed until I change cells.

    7. bluedanieru
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      Hi - update is I can duplicate this but not sure what to do about it yet :-) It happens to me *usually* when I transition to another cell, but not every time.

      I was able to get rid of the extra effect though, which should not be there, by making Soulfire on followers a very long duration spell instead of an ability, but it didn't solve any of the other, more serious issues like I hoped.

      If I can't fix this I will take it out - but I really hope to fix it.
    8. Clevon
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      I attempted to create a quest attached to the player, with a script that has an OnCellAttach event using HasSpell(SofiRechargeFollowerAb) as one of the checks for reapplying follower spell, but my coding abilities are not up to the task, particularly with arrays of follower references. I know this would have been a 'band aid' fix at best.
      There's gotta be a fix. Don't throw in the towel just yet.
    9. bluedanieru
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      I've also noticed now that their weapons get fully recharged as well, on any cell transition which removes the magic effects. (Not really 'fully' in the regular sense - the damage to the item charge AV is set to zero. This doesn't necessarily fully recharge the weapon.) Not sure if that's happening in your game... But, it happens even if I disable my mod *and* EFF, so it doesn't appear to be either of those, at least. Might be a bug I haven't noticed or heard of... but it seems like a pretty big bug to go unnoticed like that.

      The game engine doesn't handle cell transitions well IMO - it's part of the reason you have to jump through such hoops to make Soulfire (for the player) work, with channeling, etc. It may be that having a persistent regenerative effect like this just isn't possible for followers.
    10. Clevon
      Clevon
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      I can't check damage to item charge with my followers because they unequip staves on transition to interior cells. I did also notice that this issue of losing magic effects persists even with EFF deactivated.

      Also, I deactivated soulfire on followers, deactivated soulfire (all in game) and consoled my character the 'soulfire - follower' spell. This spell, and it's magic effects, persists on my character through cell transitions.
  9. mingtow
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    Does this mod work with other staff mods or modded weapons?
    1. bluedanieru
      bluedanieru
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      Yes, provided the weapons are enchanted in the usual way.
  10. WHITELION1284
    WHITELION1284
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    I've turned notifications off but I'm still being told that I don't have the right soulgem for w/e. How do I get this to stop? Do I have to open it up with TES5edit and delete those messages or is there an easier way?

    Yes. It is driving me absolutely crazy. I don't want to see those notifications.





    At all.
    1. WHITELION1284
      WHITELION1284
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      Soulfire 1.4 + Smart Souls SKSE plugin = bliss.

      Sorry for being a grouch. I'm old and often cranky.
    2. bluedanieru
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      The global that controls it is lostHarvesterNotify. When set to 0 those messages will not play - but you should be able to turn them off from the menu.
  11. Justmeagain
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    been a while and am just back to say thanks again for a truly usefull mod, and waiting for the next great mod any projected date for "Soul Reaver"
    1. bluedanieru
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      Hi, apologies for not updating in a while just IRL stuff has pulled me away from modding for the last few months. I plan to wrap this up and release the new mod "soon" (i.e. within a month or two).

      Sadly I will probably not do Campfire or Soul Reaver, at least not in the first version. Campfire because there are just too many perks I would need to add, comparable with a full-fledged vanilla perk tree (the mod *is* supposed to re-introduce Mysticism after all) and I am not sure I can streamline that well enough to work with Campfire. So, for the first version at least, I will be basing the enhancements to spells either on existing perks or more usually on skill levels (cf Oblivion). Soul Reaver I would like to eventually do but it's going to be a huge time sink and I'm not sure it's worth it. So we'll see.

      Other than that I will add a Silence spell to round out Illusion's contribution to Mysticism (so far all the other schools have Mysticism spells except Illusion), perhaps rework the existing perk / upgrade paths, and then release.