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Kenny Leone

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LeoneKingzz

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  1. LeoneKingzz
    LeoneKingzz
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    These are the Keyword. The "Tag" Keywords are used as secondary keys to the main ones, to specify them even more.

    If there are some you think we've left out, or improvements to be made, let us know. Someone is willing to work on the Mysticism Spell Pack. We will need others for Apocalypse, and other spell mods etc. Then, we can begin associating spells to these keys.

    One more thing; try to be as efficient as possible with the keywords to save you tedious work. The keywords are only there is clear up uncertainty/ambiguity.

    Remember I can tell a spell's delivery (e.g., Aimed, Self, etc) and casting type (e.g., concentration, fire forget, etc) from the code.

    For example, if a spell has keyword NSV_Magic_Armour, but it's an aimed delivery spell, as opposed to self delivery spell, you don't need to add NSV_Tag_Ally  because:

    1) It's aimed, so you can't be applying it to yourself.

    2) finally, why would you apply an armour spell to enemy? It would likely be an ally. Hope it makes sense.

    Spoiler:  
    Show

    NSV_Magic_Cloak
    NSV_Magic_Control
    NSV_Magic_Armour
    NSV_Magic_Heal
    NSV_Magic_Invisibility
    NSV_Magic_CalmSeduce

    NSV_Magic_Fear
    NSV_Magic_Summon
    NSV_Magic_Ward
    NSV_Magic_Absorb

    NSV_Magic_Damage
    NSV_Magic_Teleport
    NSV_Magic_Trap
    NSV_Survival_Lethal

    NSV_Generic_Buff
    NSV_Generic_Debuff

    NSV_Tag_Undead
    NSV_Tag_Vampiric
    NSV_Tag_Summoned

    NSV_Tag_Ally
    NSV_Tag_Enemy
    NSV_Tag_Weapon
    NSV_Tag_Area
  2. Dmigra
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    If anyone is interested, I created a distribution file for Mysticism. Check it out and if there is room  for improvement, please let me know.

    Edit:- BloodMoon KID destribution is up.
    1. LeoneKingzz
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    2. Dmigra
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  3. LeoneKingzz
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    For NPC Summons that typically only have one spell (it's usually unique - e.g., Flame Atronach [SPEL:0007E882]).

    It would be great if they are excluded so the atronach behaves normally (Normal AI without the odd switch to melee). The new KID file is for this purpose. I've added some but it would be good if we had a comprehensive mod that tackles this.
  4. LeoneKingzz
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    People that open frivolous bug reports, in an attempt to corral a response from me, it won't work. I will simply ignore them.

    I only deal with serious issues in the bug section like CTDs, and when you post them, do so with a pdb log (Crash Logger SSE AE VR -PDB support), else I'll mark them as duplicate.

    This is how perfectly decent mods get filled up with ton of ridiculous reports and people think there's something seriously wrong with the mod, and
    when you download them, you find out there really isn't. Leading to some mod authors just choosing to shut down discourse on the page, entirely.

    I will never do that of-course because I don't believe in that, but I won't let people test my values. I don't like coming off in an unpleasant manner, but I had to write this for awareness.
  5. LeoneKingzz
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    Basically, for pure mages to function properly, you need to ensure that they have Novice or apprentice level, damage type (aka NSV_Magic_Damage) spells. Very important because these will act as their "auto attack" . NSV won't touch these types of spells, so that the Base AI controls them.

    And it makes sense; these are basic spells, if they are mages, they would know them a good amount of them.

    Follow this rule, and everything will work fine (in-depth explanation in spoiler below).

    Spoiler:  
    Show

    For an NSV environment to work smoothly, NPCs can't have only one or two spells. If your follower has only one or two
    spells, It would be best to exclude their spells in the INI file OR give them more spells.

    I strongly recommend mods that distribute spells to NPCs so the average NPCs (that is a mage) has a good set of spells (even if they are novice spells)

    NSV only touches damage type spells that have an associated perk of Adept and higher. The idea is: NPCs that have such spells, would likely have lower tier spells that the Base AI can govern.

    It's very important that the base AI governs some of the NPCs spells, especially damage types ones (especially if they are a pure mage, as opposed to spell-sword). Think of it as "an auto-attack".

    If all the NPCs spells are governed by special AI from NSV, then you have situations where the NPCs is rapidly trying to decide which spells to
    use. Instead of doing this mentally, and using their "auto-attack" meanwhile, they just start switching the spells physically or use melee.

    It would be great if use mods that try to overhaul different non-ActorTypeNPCs like The Restless Dead for Draugrs. These type of mods tend to give these types of NPCs, different spells, which will help things work smoothly.
  6. spearlinxo
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    Hi, I am kinda new to modding and trying to figure things out but ever since I installed this mod I started crashing on loadup. When I disable it, everything works perfectly fine. I am using Vortex and here is my crash log, thank you.

    https://pastebin.com/aqNDWq3H
    1. LeoneKingzz
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      1) Did you install the mod requirements?

      2) Did you enable in the esps in your esp load order?
    2. V3tu5
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      Vortex doesn't even recognize it and loads it up even before USSP with unrecognized load order slot with a question mark. 2.2.7 is fine.
    3. QuietEyez
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      The ? for load order just means it hasn't been sorted yet. Just press the sort button. 
    4. V3tu5
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      Yeah but no other mod does that. Updating it mucks it up so you have to remove the mod then install the new version. Otherwise you get ?? as a LO slot and shoots it up before USSEP.
    5. Jinchurikie
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      having the same issue, fixed itself when i restarted my pc. Sorting mods did not work, question mark kept happening until a system reset, very odd.
    6. LeoneKingzz
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      I'm not sure where all this is coming from. Are you all using vortex? Perhaps it's something to do with that manager.

      I wouldn't know because I use MO2.
  7. thedark1234
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    what is this NSV Spell Copies.esp ?
    1. Zer00Ragnar
      Zer00Ragnar
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      +1
  8. beefrazor01
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    This is a newbie question, but which version of the main file am I supposed to get? None of them say patch, fix, or update. I'm guessing the middle one is the update, but do I just need that, or do I need the original and also the update? Also, thanks for the mod. This seems awesome, just want to make sure I get it right. 
    1. LeoneKingzz
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      They are different versions showing stages in development.

      The latest version has the most features and the most polish, bu I tagged it beta so people know that I'm trying to test and improve things.

      So far, the previous, latest version (v2.2.6 beta) had over 10k downloads with no real feedback on anything game-breaking. So I would say it's very stable. Version 2.2.7beta doesn't change much, just addressing an animation issue.

      I'll remove the beta tag eventually, but I extensively play with the mods I make, and try to spot where I can add more polish. Once I'm satisfied, the tag goes off.

      Hope this helps.
    2. beefrazor01
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      It does, and thanks for the reply, and effort you put into this. I'm downing loading it now. 
    3. bacimsengavurmusn
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      Hey LeoneKingzz, what about the optional SPID file? Do you recommend installing it alongside the main file? Thank you in advance.
  9. saberthesword
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    if I want to assign keywords for spells that summon bound armors like this mod:

    Bound Vanilla Armors- Mihail Powers and Spells (SE-AE version)

    would a NSV_Tag_Armour keyword be required (to pair with NSV_Magic_Summon) or does NSV_Magic_Armour does the job?
  10. LummoxJR
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    Just a quick heads-up, the new NSV Spell Copies.esp plugin isn't ESL-flagged.

    Since all it does is add a formlist, do we need this as a separate plugin? It seems like it'd be a better fit as part of the main plugin.
    1. LeoneKingzz
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      Yeah there's a reason why. Please see the change-logs
    2. LummoxJR
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      Oh, I see the note now, under 2.2.5.

      The plugin being ESL or not shouldn't limit the formlist size at all, especially with the formlist being altered at runtime. ESL status only should impact how many forms are unique to that plugin. I don't think this needs to be a separate plugin or non-ESL. A formlist in the main plugin should work perfectly fine.
    3. LeoneKingzz
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      It's not about the formlist size, it's about the possible no of spell record copies (created at runtime), which can vary wildly per user.

      I'm not gambling with stability.

      If you want to esl, and extensively test yourself, that's up to you.
    4. LummoxJR
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      Fair enough. Unless I'm mistaken though, runtime copies will be in FF space, so their FormIDs should be unrelated to the plugin the formlist belongs to. Unless your SKSE plugin creates records with the .esp's FormID range, that is, which I hadn't thought of until just now.
  11. lucabarbierisosa
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    Really appreciate the frequent update effort. 
  12. ysaeeiderup
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    Hello, I'm not sure if it's because of this MOD installed, but during combat, NPCs very frequently get stuck in a state where they're equipping a Healing Spell and won't attack. For example here, I used SPID to assign a Healing Spell to Hadvar, and then during combat he gets stuck in this state where he just takes hits without fighting back (he attacks normally when first encountering enemies, but gets stuck at some point), and when his health is almost depleted he uses the Healing Spell to heal, but never switches back to weapons.


    He remains in this state even after combat ends.
    1. Zorag
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      I use 2.2.6beta and pretty much all problems that I've seen in previous versions (such as frantic switching of spells, or cycling between melee weapons and spells) -for the most part- are fixed. The only thing that I've noticed happening consistently is NPC being stuck in healing. They would pull up a healing spell, heal themselves, and then lower their hands (so the spell casting animation basically stops) but the spell keeps running and wasting their magicka. If something staggers them or interrupts this state in any way, or they waste all their magica, NPC goes back to normal until it need to heal again. 
    2. LeoneKingzz
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      @ysaeeiderup  Are you sure he has the restoration level req to cast the spell?

      @Zorag  What version of Skyrim are you on? 
    3. Zorag
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      1.6.1170.
      I also have NPC Spell Variance - Vanilla and Mysticism, and no modern combat mods like MCO/BFCO in case that matters.
      Oftentimes it gets interrupted by other actions, but if NPC doesn't have anything immediate to do the healing spell stays on
    4. LeoneKingzz
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      @Zorag    I'm trying to resolve this now. Seems like an animation issue from my testing.
  13. burjak
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    hi, first of all thanks for this nice mod: I'm using it with the Apocalype mod, at first I couldn't get it to work then I read the comments and a guy posted the compatibility list for that mod. now everything is working very well (from what I understand)
  14. Broom000
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    so... somehow this mod causes my summoned flame atronach to...summon another flame atronach, also it doesn't throw fireballs.

    this behavior doesn't happen after I deactivated this mod.
  15. Steff11x
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    Hi there I am getting this crash log from your mod while starting up the game, what did I do wrong - after reading that crash log file I JUST KNOW I did something wrong but I don't know what xdd ? 

    crash log