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 associatingspells 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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)
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 ?
642 comments
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.
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
Edit:- BloodMoon KID destribution is up.
NPC Spell Variance - Apocalypse
NPC Spell Variance - Triumvirate
NPC Spell Variance - Spell Variety AI - KID - Tonal Architect
NPC Spell Variance - Spell Variety AI - KID - ODIN
NPC Spell Variance - Requiem Spells
My keyword distributions so far....
@LeoneKingzz Can this get a pin so users may find the distribution mods they need? I will update this as I create more distribution mods.
Requests are welcome. But the spell mod in question should have NPC support!
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.
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.
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).
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.
https://pastebin.com/aqNDWq3H
2) Did you enable in the esps in your esp load order?
I wouldn't know because I use MO2.
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.
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?
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.
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.
I'm not gambling with stability.
If you want to esl, and extensively test yourself, that's up to you.
He remains in this state even after combat ends.
@Zorag What version of Skyrim are you on?
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
this behavior doesn't happen after I deactivated this mod.
crash log