That would likely better brought up with dbs156 than myself. My mod does not change the form IDs of illusion spells, nor does it change any projectile data. My mod only changes the Magic Effect records of these spell's effects, but the description of Skypatcher assures me that said mod is compatible with mods that change magic effect records. So either there is a bug that the other mod author needs to be made aware of, or more likely, something other than my mod is stopping skypatcher from working properly
After looking into skypatcher a bit, I believe the issue you are facing is downloading a mod into a preexisting save and expecting it to work. Skypatcher allows the No Spell Projectile mod to systemically change only the 'projectile' part of the magic effect object to a hitscan version regardless of what other plugins do to change existing or add new magic effects or spells which allows mods that make simple changes to make universally compatible mods that don't need separate plugins with separate masters in order to edit records made by separate esps.
But once it runs it's little black magic script trickery which it does when the game starts, if you download a new mod, say my mod, then run a preexisting save what's going to happen is your game-save changes all the magic effect records to be identical to my mod and undoes everything skypatcher did for you.
The TLDR of the technobabble: is that mods that rely on skypatcher are at a default compatible with pretty much any mod anyone could possibly make, and it's not necessary for mods like mine to make compatibility patches for them, but they will however, stop working if you change your load order on existing saves.
Try making a new save with the same load order and see if the problem persists. When i made a new save file using the mod you linked, there were no such problems
As in the AOE versions? Explosions aren't tied to projectile data at all nor effected by my mod Can you check that the mod functions in your current load order on a new save with my mod not enabled?
Then, It most likely is another one. Perhaps something related to modifying the explosion in some way like mods that make illusion explosions have no force, because CFFC does not make different changes to aoe and single target spells
I installed the no projectile mod you use but I have not been able to replicate the bug that you are seeing On a mostly empty mod testing load order.
They would work poorly. Unbroken focus seeks to solve the same problem this mod sets out to fix which can cause some strange interactions, and the "payoff for applying influence" spells will work on targets that have any quantity of "points" of fear even if the target isn't actually behaviorally frightened. I will add Arcanum to the list of patches that I need to make, I simply did not know about the Arcanum mod when I made this mod Unfortunately: a vorkinator and path of sorcery patch are still a higher priority, and I've been working slowly lately. So I can't give promises on a timeline. Give the mod a track, and i'll tell you when arcanum's patch is out
I understand why it wouldn't be a priority. Arcanum handles its illusion spells and utility spells in general, relatively better than vanilla. Though, it could use some touches by this mod.
Take your time. And good job on the mod. Endorsed!
What a nice little hidden gem! I never really used Illusion for the very reason that this mod exists, and now I can finally make a new character based on this magic school. Thank you! I'm also looking forward to the next update that extends this system to more (Odin) spells :)
Thank you!! Btw, quick question since I have both Vokrii and Odin. Odin has a compatibility patch for Vokrii, forwarding a few effects and perk conditions from Vokrii. Can I safely overwrite that plugin with your mod and patches?
Oh heck! It wouldn't be wouldn't it? Because Vokrii would need to add new magic effects to deliver its perks to the new delivery mechanisms Odin has like runes. Most likely, perks like neverworld and terror would apply even against enemies not fully influenced by those spells then again when they become fully influenced, and that can create some bugs, especially with neverworlds script.
I'll need to remake the vokrii patch to have patches for Vokriis patches.
Yeah, I've been wondering about exactly those perks as well, but haven't had the time to look into it properly. And I'm bad at understanding scripts so can't do much about those anyway.. Ty for looking into it sometime!
The Odin patch also appears to leave out an effect from ODN_Ill_Command5_Spell_Propaganda and ODN_Ill_100_Command5_Scroll_Propaganda: the "Follow Command" effect. Is this intentional?
Looking in xEdit, I saw I actually need a custom Odin + Vokrii patch, because the Vokrii compatibility patch from Odin has some additional stuff not reflected in CFFC's Odin patch.
Sucks that this is still quarantined, but looking at the changelogs, it looks like you can just use v2.0 in the archives. The quarantined file appears to just be the main file with a fomod with patches for other mods. Can't really tell though.
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But once it runs it's little black magic script trickery which it does when the game starts, if you download a new mod, say my mod, then run a preexisting save what's going to happen is your game-save changes all the magic effect records to be identical to my mod and undoes everything skypatcher did for you.
The TLDR of the technobabble: is that mods that rely on skypatcher are at a default compatible with pretty much any mod anyone could possibly make, and it's not necessary for mods like mine to make compatibility patches for them, but they will however, stop working if you change your load order on existing saves.
Try making a new save with the same load order and see if the problem persists. When i made a new save file using the mod you linked, there were no such problems
Can you check that the mod functions in your current load order on a new save with my mod not enabled?
anyway, calm and frenzy are the novice spells and soothe and fury are the apprentice spells.
also this weird behavior happens regardless of the load order. could it be another mod interfering with the two?
I installed the no projectile mod you use but I have not been able to replicate the bug that you are seeing On a mostly empty mod testing load order.
Unfortunately: a vorkinator and path of sorcery patch are still a higher priority, and I've been working slowly lately. So I can't give promises on a timeline. Give the mod a track, and i'll tell you when arcanum's patch is out
Take your time. And good job on the mod. Endorsed!
I'm also looking forward to the next update that extends this system to more (Odin) spells :)
Most likely, perks like neverworld and terror would apply even against enemies not fully influenced by those spells then again when they become fully influenced, and that can create some bugs, especially with neverworlds script.
I'll need to remake the vokrii patch to have patches for Vokriis patches.
The bad FormIDs are in the range AAxx, when they should be Axx instead. These include:
AA0E - CFFC_TurnUndeadTriggerEffect
AA0F - CFFC_TurnUndeadTriggerEffect_WithAsh
AA10 - CFFC_TurnUndead_Trigger
AA12 - CFFC_TurnUndead_TriggerAsh
AA14 - CFFC_CUndead
The Odin patch also appears to leave out an effect from ODN_Ill_Command5_Spell_Propaganda and ODN_Ill_100_Command5_Scroll_Propaganda: the "Follow Command" effect. Is this intentional?
Looking in xEdit, I saw I actually need a custom Odin + Vokrii patch, because the Vokrii compatibility patch from Odin has some additional stuff not reflected in CFFC's Odin patch.
In the Odin patch:
5903 - CFFC_Odin_Command
5904 - CFFC_Sumulacrum
5905 - CFFC_ODN_Ill_Simulacrum2_TriggerEffect
5906 - CFFC_ODN_Ill_Simulacrum_Trigger
5908 - CFFC_ODN_Ill_Simulacrum2_Effect_TestImpact
In the Vokrii patch:
5908 - CFFC_VKR_Res_RebukeUndead_Effect_Burn
5909 - CFFC_VKR_Res_RebukeUndead_Effect_Disintegrate
Weirdly, neither of those records in the Vokrii patch even appear to be used.