If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.
I noticed that flame spells no longer emit light when cast, though frost and shock spells still do. Any way to fix this? Don't know if me having ELFX is affecting anything but I am loading this mod after elfx. (In this case, I want flame spells to still emit light when cast but not when held)
Excellent light weight mod that can even be added mid-game at the bottom of a load.
I copied your values and started making a Better Vampires compatibility patch, but ran into an issue. BVNPCColdHarborMagicLightHand has the flag Dynamic already. All of the other spells have no flag, so I'm not sure I can have Dynamic and Portal Strict flags apply at the same time. Should I remove dynamic, or just leave that spell alone? Thank you.
The new version of Mysticism added some new hand... effects? Whatever you call those. I believe those need some additional support to have this mod cover everything in Mysticism.
I have Skyrim Skill Uncapper and it works just fine. This mod doesn't touch one single thing done by the SSU. So you broke your own game somehow and decided to post a rage induced, troll message on someone's mod page bc you couldn't be bothered to trouble shoot your own mod problems is all I am taking away from this.
Had you bothered to look through the author's mods you'd realize his main one even has 4 different Uncapper INIs he recommends to be used that he made. Aka, me.
I ran trial and error, and eliminated all mods, and this is the one that stopped it from working, once I removed this mod SSU stopped giving me this error. imagebase = 000000013FA10000 =============== reloc mgr imagebase = 000000013FA10000 ============== couldn't allocate trampoline, no free space before image couldn't create codegen buffer. this is fatal. skipping remainder of init process.
I am in the process of migrating from NMM to MO2. I'll see if I can find this later, but it will likely be a day or two at least as my current game isn't even running with mods atm. You found this error where using what software?
I couldn't find the issue you described nor could I duplicate it. However I was in the process of rebuilding Lights On due to a weird issue it had where it CTD'd when a NPC cast Mage Light. So...
I've rebuilt this entire mod from the ground up. It's an entirely new beast. Also all of the magic effect entries/edits no longer exist. So it's much more streamlined and solid now.
I don't know either, most of the time it fails to load, but now and then it does. 1.4.1 is jut flat broke for me, I install it in NMM but it shows up is disabled and not not be enabled.
Some issue with the fomod installer. It works in MO2, but not in NMM. Couldn't figure out why so I deleted all of the fomod save files and recreated it from the ground up. It works now. I tested it on NMM on my side first this time. 1.4.2 will work in NMM.
Sorry about the issue there. I removed some things in the original fomod installer and it must have left something behind doing that. I opened it up in Notepad++ but couldn't see any errors, nor did any errors display in NMM for it. Just wouldn't install properly. Anyways, it's fixed now.
Yeah hopefully this and the nuclear option of just deleting everything that wasn't an esm or bsa from my game directory will have things fixed, because even a new save still didn't fix my issue.
The new mod has no magic effects in it or anything beyond Light edits. If your game is crashing due to LO then I either included an entry I shouldn't have or a mod you have is doing something it should not have. As I made sure to go through and not add anything that wasn't specifically referenced by an existing spell that shouldn't be a possible issue on my end with my mod. My mod literally just changes numbers to 0 and removes some lighting flags like Dynamic. That, in and of itself, cannot cause a CTD at all.
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Twitch Name/Link: skeletonjack_
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If you're interested in my plans, ideas, or updates on my projects I will be posting on my Patreon page for now on. I just wanted a centralized platform to talk to people who were interested in what I am doing. All posts will become visible to non-Patrons after 3 days.Check out my other mods!
(SJG) OMEGA - The Modular Gameplay Overhaul for SSE
(SJG) OMEGA - Heavy Armory - The Weapon AIO Mod for MorrowLoot Ultimate
(SJG) OMEGA - Ashara SSE Merchants and Trainers for MorrowLoot Ultimate
(SJG) Lights On - Spells Emit Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Lights Out - Spells Emit No Light (Compatible with Ordinator - Apocalypse - Sacrosanct - Shadow Spell Package)
(SJG) Dual Wield Parrying Reimplementation for SSE (Works for Spell Blades as well)
(SJG) Better Sounding Female Dragon Shouts
(SJG) Quick Light Patch (based upon in game Torch values for light settings)
(SJG) UPF Patcher - See the Encounter Zone level in the name of the zone
(SJG) Complete Alchemy and Cooking Overhaul Patches - CACO
If you like this mod please consider Endorsing it. Thank you! :D
or power of three could do some s#*! to occlude these light sources from detection, then again. todd howard.
I copied your values and started making a Better Vampires compatibility patch, but ran into an issue. BVNPCColdHarborMagicLightHand has the flag Dynamic already. All of the other spells have no flag, so I'm not sure I can have Dynamic and Portal Strict flags apply at the same time. Should I remove dynamic, or just leave that spell alone? Thank you.
What I'm thinking of is fire, lightning, magelight, and non-stealth-related spells like transmute DO glow, but frost, invis, muffle, etc DON'T glow.
Is this possible?
Yeah might have come across overly aggressive, but wasn't meant to, apologies.
However this mod when used with Female Vampires have Fangs mod, stop skyrim skill upcapper from loading.
Had you bothered to look through the author's mods you'd realize his main one even has 4 different Uncapper INIs he recommends to be used that he made. Aka, me.
imagebase = 000000013FA10000 ===============
reloc mgr imagebase = 000000013FA10000 ==============
couldn't allocate trampoline, no free space before image
couldn't create codegen buffer. this is fatal. skipping remainder of init process.
I didn't find it with any software, that message I found was here.
Documents, my games, sse, skyrimuncapper, log.ini.
I've rebuilt this entire mod from the ground up. It's an entirely new beast. Also all of the magic effect entries/edits no longer exist. So it's much more streamlined and solid now.
1.4.1 is jut flat broke for me, I install it in NMM but it shows up is disabled and not not be enabled.
Sorry about the issue there. I removed some things in the original fomod installer and it must have left something behind doing that. I opened it up in Notepad++ but couldn't see any errors, nor did any errors display in NMM for it. Just wouldn't install properly. Anyways, it's fixed now.
even with vanilla spells
light still emits from hand
I have no mod that clashes with this one
any suggestions