Quick PSA on using the mod: avoid using the Turn Undead spell on Durnehviir in the Soul Cairn. His death appears to be permanent - the conversation after the Boneyard fight did not happen.
Sup? There's a bug. I was playing a vampire, then I consoled myself out to a living npc. Problem is, I still can't heal. I mean, I use healing and it damages me, although I'm not a vampire anymore
I don't think there is anything I can do about that, but I'll look into it. Console commands were never intended to be used in game-play. Many of them cause a variety of issues. If I were you, I would try getting cured by Falion. Out of curiosity, do the undead healing spells still work for you?
Just as an experiment, talk to Falion and see if he recognizes you as a vampire. The command you used may not remove the vampire faction or undead keywords from your player character.
Edit: I just re-read this and the console command thing sounds a bit preachy. Not my intention. I was just saying the reason I don't use them, but you do you.
I just used the command "setstage 0005C625 200" and it worked fine. I was able to heal with normal healing spells. No damage. That command sets the quest "Rising At Dawn" to its completed stage. Let me know if this works for you, or not. I don't want to leave you hanging and it may help someone else.
Ok, so it seems, it might (just might) be a problem with Sacrosanct. The vampire doesn't wear off completely. Some things remain active, like I cannot die from the fall and resurect more bloodthirsty. At least, with the console command.
I don't have much experience with Sacrosanct, but I just did a quick search for similar issues. It didn't turn up much. As popular as it is, there must be a way to get your character fully cured. Did you try the exact console command I mentioned before?
Downloaded the update and it feels so powerful (wish staves felt as powerful but that is an entirely different issue like how you don't have them holstered on your back or how they don't just equip the spell to the staves like a spell slot and empower them (with enchantments like reduce cost and or increase effectiveness) instead of just one spell per staff). Gonna be purging some vampires with extreme prejudice! I do wonder though are your mods compatible with Odin - Skyrim Magic Overhaul or will you need to make a patch for it? (It with Apocalypse seems to be a popular combination)
Side note: VIGILANT SE does something neat with their weapons that add a special ability you can use as if it were a special attack while equipped. Felt like staves should have done that. If you don't have the mod you should check it out! Also don't know if the spells introduced are affected by your Arcane Mastery mod 🤔
Unless I'm missing something, Mara's Embrace is the only spell from Odin that might benefit from a patch for Dead Don't Heal. Apocalypse is another story. I'll have to look a little closer to see which spells might benefit from a patch. I'll check them both out and upload patches if they seem necessary.
EDIT: Forget what I said about Odin. There are a few healing and regeneration spells that I'll need to look into.
Yeah it touches a lot of the things you did but I find placing it before your mod in the load order pretty much solves a lot of conflicts with the changes they made vs yours. Get best of both worlds!
Luckily any spells that overlap you could ignore for Odin cause it checks if Apocalypse before distribution of the spells so there aren't two separate versions out there. Channel Energies is busted when you can cast Divine Armor on your allies. Now all this game needs is a way to make alchemical bombs and launch them via the Arquebus hehehe. I may try my hand at that though when I get more time. Hope you are do well!
I had to look up what the hell an Arquebus even is. I don't have any of the new paid mods. Alchemical bombs sound cool, but I really hope they don't ever get too carried away with firearms. I already have about a hundred games for that.
I'm afraid I know very little about either one of those. Could you be more specific? Is the desired end result getting them into more leveled lists, like loot chests, etc.?
Yes exactly. It's mainly for the second plugin where you distribute the undead spells to mages. By distributing them through CID or SkyPatcher, the mod will distribute the spells in runtime instead of editing leveled list. So that guarantees compatibility with other mods out of the box.
Thanks, that sounds great. I will work on that before I do any other kind of update. I guess I should also include crafting recipes for the spell tomes or hide them in a unique chest somewhere. I'd rather not force any hard requirements, if possible. Ideas?
If you ask me, I say keep it simple. Distributing them to vendors is fine already. Purchaseable scrolls could work, but unique chest means worldspace edits - that could cause another potential incompatibilities with other mod.
heheheh. Happy to be of assistance with ideas! Gonna download this now! I thought of it because games like Final Fantasy had things like Phoenix Down could be used to damage undead, FFX had one boss you could cheese with two phoenix downs to insta-kill it. Was thinking something like Divine Light (the spell from Forgotten Magic) which has an ability to heal allies or NPC that are not aggressive (yet) to damage to but THAT would be difficult given the nature of those particular spells. Makes Grand Healing so much more powerful and useful tho!
I just tried a quick patch for the Divine Light spell. Even fully leveled up and upgraded, it did a fraction of the damage I get from Grand Healing. It only seems to give nearby "allies" a small portion of its healing effect. I couldn't even kill Mihail's Foglings with it. They could regenerate faster than I could damage them. Grand Healing on the other hand: Dead Don't Heal + Arcane Mastery + Restoration 100 = I Win. This seriously is the cheesiest strat I've ever employed and it's awesome. Thanks again.
Side note: If you are a vampire, the healing spells from Forgotten Magic Redone will harm you, even without a patch. They were very consistent with their use of keywords. Even though Divine Light isn't terribly impressive against Undead, I'll still make a patch if you want one. Just let me know.
Yeah for the most part if you could that would be great. I just disliked how it would heal enemies if they haven't engaged you yet (sneak too high I am walking here). It just has a lot of utility and I use power of the master from apocalypse to use it on allies to give them boosts of damage resist and a regen effect.
Side note: power of the master+Mara Wrath & Divine Armor(Forgotten Magic)+wolf pack(Forgotten Magic) is busted
The healing unalerted enemies thing is a problem with the conditions set for that magic effect. I think I can fix that, too. Do you have any patches for Forgotten Magic already installed? If so, you'd likely need a combined patch.
I have one for Holy Bolt but that already does what it intends to perfectly. Also is turn undead supposed to turn undead to ashes or do they just fall dead cause I'm not getting any ashes (except for Dawnbreaker and Bane of the undead thanks to your arcane mastery btw) https://www.nexusmods.com/skyrimspecialedition/mods/102113
Most of mine do leave ash piles, but I have many,many,many mods. To answer your question, though, I didn't add any ash effects. I just thought "Turn Undead...To Ashes" sounded better than "Turn Undead Into Regular Dead". Sorry for any confusion. I will probably add some visual effects later. Turn Greater Undead looks weird to me, because its area effect doesn't match the VFX. I think it looks kinda boring. I'm working on a few ideas, so it will probably be a week or two before I do anything. Time will tell.
I feel that. Turn Undead turning them to ashes at higher levels maybe? like Greater Turn undead specifically so it feels like a lesser Bane of the Undead while the others (lesser and regular turn undead) can remain the same. Holy Bolt is one of my favorite spells since with the patch it will not hurt allies but instead heal with the AoE. For the most part its just those "Wild Magic" type spells that have reactive attacks when you get attacked that might prove a problem (i.e. Lightning Strike, Frost Bomb, Icy Lance (when using the AoE effect boost).)
There was also a previous overhaul for Master Spells that in addition to doing the one hand casting, it also made the spells that center on you (Bane of the Undead, Fire Storm, Blizzard) into aim and fire ones. It was fun just launching the fire storms into a room and clearing it heheh. ALSO! I recommend using Magically Mine if you hated lugging around a pickaxe
I've uploaded a patch for Forgotten Magic Redone. It will allow Divine Light (with the Radiance upgrade) to damage undead enemies. It also won't heal unaware enemies while you're sneaking. I combed through the rest of the spells and effects, but that is the only one that seems to apply to this mod. If I overlooked something, let me know.
Also, according to SSEEdit, the FormID for that magic effect didn't need to be compacted to be ESL-Flagged. I flagged it and tested it in the same mid-game save as my previous tests and it worked fine. That said, I'm always in favor of caution and save back-ups.
Was looking for something just like this. Never really use turn undead and my vampire being able to heal with restoration spells just felt wrong. Thanks.
Thanks for downloading, but you have terrible timing. I just set it to hidden. Somewhere between my last test and uploading it, some kind of bug was introduced. I'm fixing it now. Sorry for the hassle.
Sorry again. I'm an idiot. The bug was in my save, not the mod. Should be good to go.
33 comments
Just as an experiment, talk to Falion and see if he recognizes you as a vampire. The command you used may not remove the vampire faction or undead keywords from your player character.
Edit: I just re-read this and the console command thing sounds a bit preachy. Not my intention. I was just saying the reason I don't use them, but you do you.
Let me know if this works for you, or not. I don't want to leave you hanging and it may help someone else.
Side note: VIGILANT SE does something neat with their weapons that add a special ability you can use as if it were a special attack while equipped. Felt like staves should have done that. If you don't have the mod you should check it out! Also don't know if the spells introduced are affected by your Arcane Mastery mod 🤔
Apocalypse is another story. I'll have to look a little closer to see which spells might benefit from a patch.
I'll check them both out and upload patches if they seem necessary.
EDIT: Forget what I said about Odin. There are a few healing and regeneration spells that I'll need to look into.
Thanks for the mod. Any chance you might be interested in distributing the spells through Container Item Distributor or SkyPatcher?
Side note: If you are a vampire, the healing spells from Forgotten Magic Redone will harm you, even without a patch. They were very consistent with their use of keywords. Even though Divine Light isn't terribly impressive against Undead, I'll still make a patch if you want one. Just let me know.
Side note: power of the master+Mara Wrath & Divine Armor(Forgotten Magic)+wolf pack(Forgotten Magic) is busted
https://www.nexusmods.com/skyrimspecialedition/mods/102113
There was also a previous overhaul for Master Spells that in addition to doing the one hand casting, it also made the spells that center on you (Bane of the Undead, Fire Storm, Blizzard) into aim and fire ones. It was fun just launching the fire storms into a room and clearing it heheh. ALSO! I recommend using Magically Mine if you hated lugging around a pickaxe
Also, according to SSEEdit, the FormID for that magic effect didn't need to be compacted to be ESL-Flagged. I flagged it and tested it in the same mid-game save as my previous tests and it worked fine. That said, I'm always in favor of caution and save back-ups.
(EDIT: Yeah it works great! Def too weak to be a good use to damage but it's the added affects that make it good. )
Sorry again. I'm an idiot. The bug was in my save, not the mod. Should be good to go.
Edit: I don't read apparently. You said it was good to go. Disregard. lol.