As of the 2.0 release for Expanded Library, Adamant and Container Item Distributor are hard requirements. Barring bug fixes or me randomly getting a cool idea again, this is likely to be the final version of the mod. (Made a liar out of myself there, didn't I?)
For anyone that prefers the previous version, or doesn't use Adamant/CID, 1.11 will be left up for download. Just be aware that 1.11 is no longer supported and will not be receiving any updates/bug fixes from me; anybody that wants to make patches or fixes or changes to version 1.11 is free to do so.
EDIT FOR VERSION 2.3+: Just in case people want the base Mysticism version of the Candelight spell, here's how to revert the change I made:
Load my mod in xEdit
Expand the "Magic Effects" tab in the left pane, click on the entry for Candlelight (MAG_LightFFSelf) and delete it
In the left pane, right click on the "Light" entry and click "Remove"
just in case anybody else, like me, uses all of SimonRim except Sorcerer, it is very easy to remove it as a master in xEdit. just remove the ALT versions of all 3 constructible objects, then clean masters, and it's done.
Going to sticky this so it's easier for people to find. Also going to add, you can clear pretty much any master from any mod this way:
Load mod and master in xEdit
Find which records are shared between mod and master, or which records are called by the mod from the master
Clear those records from the mod you're removing the master from (be careful not to delete anything critical to the mod's function, if there's scripts attached LEAVE IT ALONE if you don't 100% know what you're doing and/or have backups)
Right click on the mod and hit Clean Unused Masters, save and exit
Generally the only time it's not a good idea to even attempt this is when the mod relies on specific assets from the required master to do what it does; generally anything related to meshes, textures, keywords, or FormIDs. Again though, that's generally; just use common sense and best judgement.
DudeistPriest85 please either add 'Sorcerer - A Staff and Scroll Overhaul' to the mod's Requirements section on the Description page, and/or create a version of 'Mysticism - Expanded Library' that doesn't require 'Sorcerer - A Staff and Scroll Overhaul'.
That info about using XEdit to remove Master file requirements was great, though! Thanks for making it Sticky! :)
So fun fact, Sorcerer isn't a requirement... for the release version. It's only a master for my personal version, which apparently I forgot to clean last upload. Thanks for letting me know about the oversight, I'm going to clean and re-upload.
This is why you don't upload files at the end of the day lol
Hi! Is there a way to lover the level limit on madness spell with enchantments in ssedit? I have a mod called Jewelry Limiter that allows me to equip a bunch of rings with illusion power enchant so that the fury spell can affect higher level enemies. I am asking because bandits keep resisting it.
The spells Whisper of Madness and Whisper of Insanity are being resisted by enemies. I wish to empower them so that lvl 30 oponents can be damaged with them.
Those spells don't have a level limit. I need to ask a few questions:
Are the spells being resisted all the time or just some of the time?
When they get resisted, are they being resisted by enemies below your level, at/around your level, only by higher level enemies, or all of the above?
Do you notice any particular enemies being more likely to resist than others? Not counting undead, daedra, or automatons; they can only be affected with the Master of the Mind perk anyway.
Did you use any version prior to 2.6? If so, did you have the same issue?
Do you use any mods that increase enemy magic resistance?
Thank you for your time. The game says they are resisting it. After some thinking, I have a hunch. I am using Arena from Simon with Lawless to overhaul the bandits. I will do some testing, but its odd that the Fury spell from Mysticism works on them with all the rings with +25% illusion power and these spells don't.
Most likely they're just resisting it, then. Like I said, those spells don't operate off of a level limit like most Illusion does, they're affected by Magic Resistance.
Okay, now this is odd. I spawned in a level 6 and a level 43 bandit chief and they resisted the spell even though in console both of them have 0 magic resistance. Then again thank you for the help, I will try to sort this out on my end. Cheers!
Happy to help, let me know if you get it sorted out. When I get a chance I'm going to test it myself just to make sure it's working properly on its own.
EDIT: *sigh* Okay so apparently the "fix" I applied in 2.6 isn't actually a fix, because Bethesda can't make an engine that functions properly. There'll be a new file uploaded soon.
Short question, do the madness spells you added scale in damage with anything?
At least they don't seem to scale with Illusions 50%/100% perks.
Edit: I know their duration scales with Illusion duration perks.
Edit2: I just took a look at the psychic damage spells in xedit and... well, I don't know but the suffocate00,25 and 50 magic effects have a bunch of entries that have nothing to do with magic effects at all - not sure if my xedit is broken or what is going on, but it shows stuff like world data - things that should definitely not be in a magic effect record :D The MAG_Suffocate75 (the one for the expert spell) shows normal records tho.
Updated xedit, now it shows properly... for now, I made a patch by hand that adds a new keyword for the psychic damage spell and adds that to the keyword list on Indomitable Will perk (that is the 50%/100% illusion power perk) and the MAG_suffocate effects.
Well while I'm glad you figured out what you wanted to do, the base damage not scaling was intentional.
The Whisper line is damage over time, more like Mysticism's poison spells. An increase to duration, by nature of how the spell works, also increases total damage done. Given the line's other properties - especially the Adept and Expert tier - having base damage scale along with duration was very unbalanced in playtesting. Both the Illusion and Conjuration damage lines are meant to give you options; Destruction is and always will be the go-to school for raw damage output.
De nada my dude. Also if you haven't seen it already I fixed the Master of the Mind issue, file's ready for download. I also added a new keyword to those spells so if you want to reapply the changes you made on your end there's one less step.
Greetings! First of all, thanks for the mod! I have a question. Is this possible to make the "Imbude" and "Infusion" spells to be applicable to one-handed bound weapons? As currently it says something like "Your weapon is alredy enchanted". And if it is posssible can you make a patch or let me know what should i chnage so i could make a chnage by myself?
Glad you're enjoying it! Unfortunately what you're asking isn't possible, or at the very least it isn't possible for me to do it. The way the game handles enchantments and bound weapons doesn't allow for it natively, and working around engine-level restrictions is so far above my skill level I'm not even sure where you'd start for something like that. It's an interesting idea, but it feels like something you'd need to ask one of the giants of SKSE-based mods about.
can i have access to the 2.4 version of the mod again? i deleted the old file then updated to the 2.5, but the enchanting effects from the mod Vibrant Weapons(https://www.nexusmods.com/skyrimspecialedition/mods/111430) stop working, but i changed several mods and started a new campaing, so i am not sure if the issue is this update or something else.
2.4 and 2.4.1 had some issues that I didn't notice until a good amount of testing so it really wouldn't be wise to go back to them, and even if that wasn't the case it's just not possible that installing, uninstalling, or updating my mod would have any effect on Vibrant, especially the EAE version that you linked.
Nothing, as of 2.4 they're not supposed to be there at all because that spell was removed; I thought I had deleted everything but I guess I missed that. You can safely do so in xEdit but I'll make a note to double-check before the next version gets uploaded.
EDIT: Okay I just double-checked my own version, did you update to 2.4 or 2.4.1 mid-save?
no im building a load order and have only ever downloaded the most recent version. maybe try the download to see if wrong version was accidentally uploaded?
edit: i just did a fresh download of your mod and opened it up in xedit and that is definitely there and unresolved.
I did not find any of the new spells in merchants yet. I am not too deep into the game yet(level 15), but i think i should have find something. Am i doing something wrong? I put it after and close to Mysticism in the load order.
I am so stupid, i mistook Container Item Distributor with SPID. Thanks for linking it, so i can understand my mistake. It worked, and the weapon enchantation spells are amazing, work pretty well with the precision trails. If i could suggest something to be changed, or added, it would be a patch with the strange runes/alternative runes mods. When i used the offensive summoning spells, that are orange, it made purple runes and purple lights. Aside from that, the mod is amazing, specially the weapon enchantations spells.
If it makes you feel any better, I once got 14 hours into a save before I realized I forgot to install Adamant lol
As for the Strange Runes patch, I'll look into it but I won't make any promises; I don't use Strange Runes myself, so I'm not sure what it's doing to assign the new effects to a spell. If it goes off of magic school, there's nothing I can do other than attempt to recolor the projectile.
EDIT: Okay so it looks like I can't directly patch for Strange Runes, so what I'm going to do is make a couple color edits to at least make it match up a little better, and also make the projectile more unique-looking.
Nice! If you are accepting more suggestions, more advenced spells for weapon enchantations would be really good, or some kind of scalling. I would use it just for the cool effects, i really liked using an elemental buff on my blade during the fight, but 15 damage won't do much against Alduin.
That's a convenient request lol, I'm currently testing a rebalance of the enchantments on my personal version of the mod; I've tried to get it to just scale but so far nothing I've tried panned out, so it may not even be possible with the way the spell works.
I swear balancing is probably my least favorite part of the process, it's so tedious finding that sweet spot of "useful but not OP".
Somehow I managed to install the Unbound version and am fairly deep in my game, I don't have unbound, not sure how I even pulled that off.. So what I am wondering is, will that cause any issues? I think it will be fine since the Unbound scripts are not being loaded. In short, I wonder if I should uninstall and replace it with the standard or just continue. Thanks for this little slice of awesome! You are a fantastic person.
The kind words are much appreciated! Also that sounds like something I totally didn't do recently. Yup, not me man, I never do stuff like that.
You should be totally fine to either swap versions, delete the config file from within my mod, or leave it as-is since it's just a config file that does nothing on its own. Think of it like having OAR animations but not OAR; all it will do is take up space on your drive. Which I can confirm, having installed OAR animations and forgetting to install OAR for... way longer than it should've taken me to figure out lol
Check back later, I've been tinkering with it and I'm pretty sure I'll be able to remove Adamant as a master. If so I'll likely just upload it as a different file since I'm not totally certain what, if any, unintended effects that might have. New file uploaded, no more Adamant requirement. xEdit tells me I never needed it and testing didn't show any issues, so there you go my dude.
@invinoveritas99 That's for the 2.0 version. 1.11 doesn't require Adamant. I went ahead and made a note about it in the Required Files tab just to prevent confusion.
A greater variety of spells and magic in Skyrim are always welcome by me, as long as they don't stray too far from the overall feel of the game or go over the top. This looks very nice. There was just one thing that gave me an idea, though. May I humbly suggest, in the interest of lore, that if "The Madgod Himself speaks to those caught in the area...", that this spell also come with a ten percent chance of the caster being hit with a random effect, or an effect of your choosing, for a random amount of time. If I may say so: One simply does not encounter (nor draw from) the MadGod without facing some risk. Thank you kindly for your consideration.
It's an interesting idea but might be beyond my abilities. I'm really good at hacking things up to cobble back together, but the second it comes to actually making the game do things it doesn't already do I get a little lost. It's a really cool idea and I'll definitely at least look into it, but for the time being just read the description as it being an illusion of the voice of Sheogorath.
Thank you very much for the kind reply. You might try looking at how the Wabbajack (staff of Sheogorath) works, as it applies a random effect. Unfortunately, I have not learned to mod yet, so you're way ahead of me already. : )
...I legitimately forgot about that lol, thanks for the suggestion!
I wouldn't say I'm way ahead of anybody though, because really all I did was put in time. Anything I've done, you could learn to do if you wanted to. That'd actually be a nice thing for people who download my mods to take away from it, "If he can do this, I bet I can too!"
54 comments
Barring bug fixes or me randomly getting a cool idea again, this is likely to be the final version of the mod.(Made a liar out of myself there, didn't I?)For anyone that prefers the previous version, or doesn't use Adamant/CID, 1.11 will be left up for download. Just be aware that 1.11 is no longer supported and will not be receiving any updates/bug fixes from me; anybody that wants to make patches or fixes or changes to version 1.11 is free to do so.
EDIT FOR VERSION 2.3+: Just in case people want the base Mysticism version of the Candelight spell, here's how to revert the change I made:
- Load mod and master in xEdit
- Find which records are shared between mod and master, or which records are called by the mod from the master
- Clear those records from the mod you're removing the master from (be careful not to delete anything critical to the mod's function, if there's scripts attached LEAVE IT ALONE if you don't 100% know what you're doing and/or have backups)
- Right click on the mod and hit Clean Unused Masters, save and exit
Generally the only time it's not a good idea to even attempt this is when the mod relies on specific assets from the required master to do what it does; generally anything related to meshes, textures, keywords, or FormIDs. Again though, that's generally; just use common sense and best judgement.That info about using XEdit to remove Master file requirements was great, though! Thanks for making it Sticky! :)
This is why you don't upload files at the end of the day lol
EDIT: *sigh* Okay so apparently the "fix" I applied in 2.6 isn't actually a fix, because Bethesda can't make an engine that functions properly. There'll be a new file uploaded soon.
At least they don't seem to scale with Illusions 50%/100% perks.
Edit: I know their duration scales with Illusion duration perks.
Edit2: I just took a look at the psychic damage spells in xedit and... well, I don't know but the suffocate00,25 and 50 magic effects have a bunch of entries that have nothing to do with magic effects at all - not sure if my xedit is broken or what is going on, but it shows stuff like world data - things that should definitely not be in a magic effect record :D
Updated xedit, now it shows properly... for now, I made a patch by hand that adds a new keyword for the psychic damage spell and adds that to the keyword list on Indomitable Will perk (that is the 50%/100% illusion power perk) and the MAG_suffocate effects.The MAG_Suffocate75 (the one for the expert spell) shows normal records tho.
Thanks for the mod btw! Great work.
The Whisper line is damage over time, more like Mysticism's poison spells. An increase to duration, by nature of how the spell works, also increases total damage done. Given the line's other properties - especially the Adept and Expert tier - having base damage scale along with duration was very unbalanced in playtesting. Both the Illusion and Conjuration damage lines are meant to give you options; Destruction is and always will be the go-to school for raw damage output.
I have a question. Is this possible to make the "Imbude" and "Infusion" spells to be applicable to one-handed bound weapons? As currently it says something like "Your weapon is alredy enchanted". And if it is posssible can you make a patch or let me know what should i chnage so i could make a chnage by myself?
Unfortunately what you're asking isn't possible, or at the very least it isn't possible for me to do it. The way the game handles enchantments and bound weapons doesn't allow for it natively, and working around engine-level restrictions is so far above my skill level I'm not even sure where you'd start for something like that. It's an interesting idea, but it feels like something you'd need to ask one of the giants of SKSE-based mods about.
the bread timer property and the MAG_mysticbread property could not be resolved. what should these be pointing at?
EDIT: Okay I just double-checked my own version, did you update to 2.4 or 2.4.1 mid-save?
edit: i just did a fresh download of your mod and opened it up in xedit and that is definitely there and unresolved.
Thanks for linking it, so i can understand my mistake.
It worked, and the weapon enchantation spells are amazing, work pretty well with the precision trails.
If i could suggest something to be changed, or added, it would be a patch with the strange runes/alternative runes mods. When i used the offensive summoning spells, that are orange, it made purple runes and purple lights. Aside from that, the mod is amazing, specially the weapon enchantations spells.
As for the Strange Runes patch, I'll look into it but I won't make any promises; I don't use Strange Runes myself, so I'm not sure what it's doing to assign the new effects to a spell. If it goes off of magic school, there's nothing I can do other than attempt to recolor the projectile.
EDIT: Okay so it looks like I can't directly patch for Strange Runes, so what I'm going to do is make a couple color edits to at least make it match up a little better, and also make the projectile more unique-looking.
If you are accepting more suggestions, more advenced spells for weapon enchantations would be really good, or some kind of scalling.
I would use it just for the cool effects, i really liked using an elemental buff on my blade during the fight, but 15 damage won't do much against Alduin.
I swear balancing is probably my least favorite part of the process, it's so tedious finding that sweet spot of "useful but not OP".
You should be totally fine to either swap versions, delete the config file from within my mod, or leave it as-is since it's just a config file that does nothing on its own. Think of it like having OAR animations but not OAR; all it will do is take up space on your drive. Which I can confirm, having installed OAR animations and forgetting to install OAR for... way longer than it should've taken me to figure out lol
If so I'll likely just upload it as a different file since I'm not totally certain what, if any, unintended effects that might have.New file uploaded, no more Adamant requirement. xEdit tells me I never needed it and testing didn't show any issues, so there you go my dude.Hopefully.
There was just one thing that gave me an idea, though. May I humbly suggest, in the interest of lore, that if "The Madgod Himself speaks to those caught in the area...", that this spell also come with a ten percent chance of the caster being hit with a random effect, or an effect of your choosing, for a random amount of time.
If I may say so: One simply does not encounter (nor draw from) the MadGod without facing some risk.
Thank you kindly for your consideration.
You might try looking at how the Wabbajack (staff of Sheogorath) works, as it applies a random effect. Unfortunately, I have not learned to mod yet, so you're way ahead of me already. : )
I wouldn't say I'm way ahead of anybody though, because really all I did was put in time. Anything I've done, you could learn to do if you wanted to. That'd actually be a nice thing for people who download my mods to take away from it, "If he can do this, I bet I can too!"