Users of certain magic mods and perk overhauls, beware. If a spell makes a change to your actor values and is dispelled by this mod, the actor values will not return to normal. Found this out the hard way after I checked in the console and found out that my DestructionPowerMod and Magicka were both over 1000 because Frost Armor from Forgotten Magic kept increasing them by 20 every time I entered combat, and because of this mod, it wasn't resetting. Use this mod at your own risk. At the very least, be careful what spells you put into Ocato's Recital.
I can confirm that users need to watch what they're adding to Ocato's Recital. I use some spells from the Overlord spell mod (Reinforce Armor, Bless of Magic Caster) and I see that the actor values for DestructionPowerMod and MagicResist (only 2 values I monitored, could be more) end up permanently lower than I started with before I installed this mod. This really is unfortunate because I avoid putting in any spells with ugly or obtrusive VFX into Ocato's Recital and would have loved the increased freedom and flexibility of spell choice this mod would have offered.
I wonder if there's a way for a mod such as this to politely ask a spell to end early. This would require some kind of support either in Skyrim or added by a mod for such "signaling" and it would require the spell to be scripted to accept such signals. My uninformed guess is that it's a non-trivial problem do to that sort of thing in Skyrim.
Not sure that has to do with this mod. I'll do some testing of my own though to see if for some reason this kills off thralls lol since I'm going to be doing a necromancer playthrough with this
Some spells (cloak spells in particular) seem to destroy any summons when they're cast. I had this problem with some of the spells from Forgotten Magic.
Awesome mod! Just wish I could get it to work. I have Apocalypse, though Oakflesh doesn't seem to dispel after combat. It's activated in MO2 and can see the esp, it's not showing any conflicts either. Any thoughts as to why?
I'd love an option to disable this mod's functionality in game, so you don't have to remove it from your load order in case you want the spells to no longer auto dispel.
For anyone wondering, it appears that you can safely compact and espfe-ify this mod. I just did and it still works fine. Plus the scripts don't contain GetFormFromFile which is usually what breaks during that process.
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EDIT> Mod is working after I waited the 1 hour before testing. My bad.