Is there a way to make the spell cast failure chance for NPCs less? It's sad seeing expert/Ascendant level mage fumbling their spells 10 times in a row.
'set FIZZLE_EnableDebugMessages to 1' will display debug messages and generate a Papyrus log in your Script\User folder. Defaults to 0. 'set FIZZLE_NPCEndRange to X' where X is a value between 0 and 100 will set the rate at which NPC will fail their spells. 0 disables spell failure completely, 100 will make NPC fail a lot. Defaults to 50. 'set FIZZLE_UnequipFailedSpell to 1' will unequip the spell from the NPC after they have failed to cast it. They will automatically reequip it after a short while. Enable this option if the AI gets confused and you experience NPC circling you without attacking you. Defaults to 0.
Same here :/ Downloaded a modpack, so no longer have full control of what is installed and this doesnt even have an MCM, had to google "skyrim mod spell failed" to end up on this page. Not blaming anyone, but a more descriptive name for these kinds of mods would help :) At least it is removable without too much hassle.
I can recommend Just Cast It - Magic Rebound as an alternative. From the mod author, tommas666: If anyone wants only the interrupt mechanic, then check out Just Cast It - LITE by the same mod author.
Get this mod if you want to force yourself into character as a magically-inept fighter or thief. If you prefer to avoid blowing your whole mana pool trying to get one firebolt off, this mod is not for you.
It does add a modicum of realism, but it needs the following:
1. A streak limiter (e.g. ensures success after 1 or 2 failures, or only allows 1 failure per 3-5 seconds). Streaks of failure happen often with this mod, and are hugely punishing, potentially well outside the margin of "fair and balanced." 2. A boost to skill xp per failed spell (not only do people tend to learn more from their failures, but in terms of game mechanics this would help balance the additional burden this mod imposes onto players who would like to someday level destruction to 21). 3. More configuration settings, not only for the above, but also so that players can adjust failure rates per skill and per advancement bracket to values they feel are reasonable.
Same. I just assumed my stuff was messed up. Found this when trying to fix the blue aura surrounding npcs who have absorption. One of this mods background effects isn't marked as non-absorbable.
If anyone else comes here looking for a solution for this issue, I posted how to fix it in the bugs section of this mod.
I believe it is not compatible with Skyrim AE. It did not work for me and I tried typing "help fizzle" in console and nothing came up. It seems the game is completely ignoring the mod.
for me, it's in the game but none of the scripts are going off. and maybe you could consider with https://www.nexusmods.com/skyrimspecialedition/mods/58271?tab=files
I think I'm dealing with a compatibility error, while you're dealing with the fact that this only works for skse 1.5.97
Despite having Destruction at 25, and some game text telling me I mastered novice spells, still fizzling. Almost always. 20 times out of 20 in a dungeon. Not fun or interesting. How do I make sure the effect gets cancelled? I thought disabling the mod would do it, but guessing it's baked so I need to kill it dead. What's the console command to disable is entirely?
Hey there, this mod is great, it's even better if the fail chance decreased following an s curve instead of a linear one.
i'm currently using :?Math.Ceiling( 1 - (1/ (1 + Math.Pow ( 2.7182 , (-1 * (SkillLevel- (SpellLevel - SpellLevel/5))*0.3 ))))*100) as a fail chance formula Just like the original it'll be
100% chance of failure at (SpellLevel - SpellLevel/5) - 20
50% at (SpellLevel - SpellLevel/5)
0% at (SpellLevel - SpellLevel/5) + 20
But more like a learning curve it'll drop slowly but increasingly faster rate from 100 to 50 and then fast and increasingly slower from from 50 to 0
So for an Adept spell ( SpellLevel 50 ) you wont even reach a 20% success rate until 35 , but that will get to 50 in 5 more levels and by 45 you'll have over 80% success chance so you could actually use the spell reliably faster than the linear formula. Comparison graph here
I don't know if dAb is still around but to get this changed, decompile FIZZLE_SpellFailure.pex and set LeftFailChance & RightFailChance respectively to : ?Float LeftFailChance = Math.Ceiling((1 - 1/ (1 + Math.Pow ( 2.7182 , (-1 * (LeftSkillLevel- (LeftSpellLevel - LeftSpellLevel/5))*0.3 ))))*100) - utility.RandomFloat(100)
107 comments
'set FIZZLE_EnableDebugMessages to 1' will display debug messages and generate a Papyrus log in your Script\User folder. Defaults to 0.
'set FIZZLE_NPCEndRange to X' where X is a value between 0 and 100 will set the rate at which NPC will fail their spells. 0 disables spell failure completely, 100 will make NPC fail a lot. Defaults to 50.
'set FIZZLE_UnequipFailedSpell to 1' will unequip the spell from the NPC after they have failed to cast it. They will automatically reequip it after a short while. Enable this option if the AI gets confused and you experience NPC circling you without attacking you. Defaults to 0.
(downloaded in mod pack btw, cant remove)
If anyone wants only the interrupt mechanic, then check out Just Cast It - LITE by the same mod author.
It does add a modicum of realism, but it needs the following:
1. A streak limiter (e.g. ensures success after 1 or 2 failures, or only allows 1 failure per 3-5 seconds). Streaks of failure happen often with this mod, and are hugely punishing, potentially well outside the margin of "fair and balanced."
2. A boost to skill xp per failed spell (not only do people tend to learn more from their failures, but in terms of game mechanics this would help balance the additional burden this mod imposes onto players who would like to someday level destruction to 21).
3. More configuration settings, not only for the above, but also so that players can adjust failure rates per skill and per advancement bracket to values they feel are reasonable.
Caused every spell to fail and take up magicka so I couldn't train magic skills.
Big F.
Also definitely working with AE lol
If anyone else comes here looking for a solution for this issue, I posted how to fix it in the bugs section of this mod.
I think I'm dealing with a compatibility error, while you're dealing with the fact that this only works for skse 1.5.97
I can't find anything.
i'm currently using :
?Math.Ceiling( 1 - (1/ (1 + Math.Pow ( 2.7182 , (-1 * (SkillLevel- (SpellLevel - SpellLevel/5))*0.3 ))))*100)
as a fail chance formulaJust like the original it'll be
But more like a learning curve it'll drop slowly but increasingly faster rate from 100 to 50 and then fast and increasingly slower from from 50 to 0
So for an Adept spell ( SpellLevel 50 ) you wont even reach a 20% success rate until 35 , but that will get to 50 in 5 more levels and by 45 you'll have over 80% success chance so you could actually use the spell reliably faster than the linear formula.
Comparison graph here
I don't know if dAb is still around but to get this changed, decompile FIZZLE_SpellFailure.pex
and set LeftFailChance & RightFailChance respectively to :
?Float LeftFailChance = Math.Ceiling((1 - 1/ (1 + Math.Pow ( 2.7182 , (-1 * (LeftSkillLevel- (LeftSpellLevel - LeftSpellLevel/5))*0.3 ))))*100) - utility.RandomFloat(100)
Float RightFailChance = Math.Ceiling((1 - 1/ (1 + Math.Pow ( 2.7182 , (-1 * (RightSkillLevel- (RightSpellLevel - RightSpellLevel/5))*0.3 ))))*100) - utility.RandomFloat(100)