Skyrim Special Edition

File information

Last updated

Original upload

Created by

FelesNoctis - Savage Hammer

Uploaded by

FelesNoctis

Virus scan

Safe to use

162 comments

  1. FelesNoctis
    FelesNoctis
    • premium
    • 110 kudos
    Locked
    Sticky
    Due to the extended period of time it's been taking to release the full toolkit I semi-promised a while back, I'm taking requests from anyone who would like a version of the staff similar to GlytchMeister's request:
    "--Instead of absorbing magica THEN health, would it be possible to absorb Magica AND health (at the same time?)

    These plugins are NOT identical to the ones that will appear in the toolkit release. That re-release will contain a small patch file that changes this functionality, whereas these plugins will have the simultaneous drain built in. Regardless, they also come with the improvements and fixes of the future release.

    I've opened the Forum section and have created a thread there for any requests related to this feature.
  2. Ignigknawt
    Ignigknawt
    • member
    • 3 kudos
    Locked
    Sticky
    Love this mod, actually makes the staff worth using. Any chance you could give the Skull of Corruption the same treatment?
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Yes, in fact!

      The Tome of the Magna Ge pack I'm currently working on is a remake of Better Staff of Magnus and Better Archmage Robes (the latter remade much more than the former), support for Opulent Robes for BAR, as well as adding an improved Skull of Corruption, adjusted general mage robes, specialized Archmage Robes for the mages of the same (with the future intent of designs from More Colorful Clothing SE by Mentha), a number of other goodies, as modular as I can get it for both LE and SE, all meshes and textures optimized using Cathedral Assets Optimizer by G'k, and a muchly improved mod page in general!

      *GASP*

      Yeah, I think that covers everything, including all the plugs for the moment. :P
  3. gooberishere
    gooberishere
    • member
    • 0 kudos
    Hello, I installed this mod a few days ago and it was working fine but then I exited the game. When I started playing again it wasn't working. Was actually losing my mind trying to figure out what was wrong until I read the bugs tab and saw that thing about it conflicting with other mods that also change the staff. Turns out Zim's artifacts change the staff but I'm not entirely sure how to fix this as I am admittedly technologically illiterate. Would very much appreciate it if you could point me in the right direction of how to go about removing the changes Zim's artifacts makes in favor of BSoM. I use Vortex btw if that helps :P
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      In the plugins tab, you should be able to tell Vortex to sort BSoM after Zim's. It's similar to resolving conflicts on the data tab. However, if you're using a Bashed Patch, things get trickier as it may have tried to merge both mods together. In that case, you may need to sort BSoM after the bashed patch, or if that causes a crash, use SSEEdit to make an override patch.
    2. gooberishere
      gooberishere
      • member
      • 0 kudos
      Thanks a bunch! Got it working. I commend you for regularly troubleshooting a mod made 7 years ago.
  4. Godcat123
    Godcat123
    • member
    • 0 kudos
    Hi, random thing, the infinite charge part is working, however the text is not updating to indicate that it has the soul trap+increased damage, mine should be 100 and yet its only 20, do you know of any mods that might interfere and thus cause this?
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Considering one part is working and another isn't, that sounds like a record conflict. It might be another magic/artifact mod you have that's loading later? If not, are you using Wrye Bash? A bashed patch's changes may have imported a combination of data that resulted in using the wrong magic effect, or maybe even just the text and the effect is as strong as ever. It's hard to know without being able to see your install.
  5. Erkki6
    Erkki6
    • supporter
    • 1 kudos
    Vortex says Error: "betterstaffofmagnus.esp" is not a valid plugin
    Spoiler:  
    Show

        at l.handleResponse (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:619583)
        at C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:618056
        at Array.forEach (<anonymous>)
        at Socket.<anonymous> (C:\Program Files\Black Tree Gaming Ltd\Vortex\resources\app.asar.unpacked\bundledPlugins\gamebryo-plugin-management\index.js:2:618039)
        at Socket.emit (node:events:513:28)
        at addChunk (node:internal/streams/readable:324:12)
        at readableAddChunk (node:internal/streams/readable:297:9)
        at Readable.push (node:internal/streams/readable:234:10)
        at Pipe.onStreamRead (node:internal/stream_base_commons:190:23)
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      I can guarantee with 100% certainty that's not something to do with the mod itself. It's probably a corrupted download/extraction on Vortex's part. I'd suggest uninstalling the mod, then doing a manual download of it from here and importing it into Vortex that way.
  6. paskotio971
    paskotio971
    • supporter
    • 0 kudos
    Is their a no infinite charge version? Its just to op :I
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      If it's too strong for you, try a lower power version. Unless you're using the vanilla powered one, in which case it may not be the mod for you.

      The design choice here is that by lore, the staff doesn't need charge because it itself is a siphon. It would effectively be "charging" itself using some of the stolen magicka, and when the target's out of magicka, it starts to drain their soul. It shouldn't have any need for the game's charging mechanic.
  7. nability
    nability
    • supporter
    • 7 kudos
    Gutted I can't use this mod, was hoping it would be esl flagged as I have no space what so ever to add another esp :( 

    Any chance of one being made?
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      By any chance do you know how to use xEdit at all? You can compact it and set the ESL flag that way, if you're using a Soul Trap version. If you're using a non-Soul Trap version, Vortex, Wrye Bash, and xEdit can all just flag the plugin and it'll be happy.

      Honestly, that's what I get for building the mod in the CK. It apparently just picked a random FormID and I never gave it any thought.
  8. buncer
    buncer
    • member
    • 0 kudos
    Will this need an update for the new Skyrim SE version and SKSE update? I appreciate your work and want to continue utilizing this mod. I thank you.
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Nope, this should work perfectly fine. It doesn't require SKSE and is mostly adding its own new data.

      While nobody has reported an issue with the Mages' Guild questline, I recommend making a save right before you pick up the staff, just in case. You never know when weird things may happen. If you've already finished that questline, you may need to give yourself a new copy of the staff via the console due to how enchantment effects are baked onto the item in your save.
  9. Darkleon54
    Darkleon54
    • premium
    • 6 kudos
    I found your mod and thought "At least a decent way to use the so called 'powerful' staff of magnus"... but sadly it never drain health. Once the enemy have no more magicka i stop using the staff and re attack after a second but the magicka regenerated a bit thus not draining health at all.

    EDIT: I tried to change the strength of the staf via the mod but it don't evnt work anymore. sadly.
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      It should be draining health, but only when the target is very low on magicka. That functionality is now technically identical to the fixes in USSEP. However, enemies with high magicka regen may be able to, depending on the power of the staff, out-regen the magicka drain. I can at least tell you that in my tests with the latest version, it was able to drain health just fine given the right conditions.

      * Do you have BSoM loaded near the bottom of your load order? I would suggest trying it with the plugin at the very bottom to see if that makes any difference. It could be that you have another mod that's overriding the changes here.

      As an aside, I had considered (in the possible future remake version) adding a magicka regen debuff so that the health drain happens more reliably. No being other than a deity should be able to overpower the staff. :P
    2. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      It was fairly low on my load order (lower than anything that could change the staff anyway). The only thing lower was the bashed patch.
    3. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Believe it or not, the bashed patch may actually have reverted some changes. Bashed patching isn't a perfect science, and definitely isn't flawless. It just helps to save you some work while trying to resolve conflicts.

      I would recommend testing by putting the BSoM plugin after the bashed patch. If that fixes things "not working", then I may need to add some flags to my plugins.
    4. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      if I put the mod after the bashed patch, the stats change are taking effect. however, still no health drain.
    5. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      What version of the staff are you using? Standard, Ordinator, one of the Soul Trap versions? For tests like these I'd also recommend using the most powerful version to make it obvious.
    6. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Standard Improved, 400mag: https://i.imgur.com/HbDhCzC.jpeg
      Just held the button down and he popped. Had to do it a couple times to actually get the screenshot because it was so fast.

      The only difference within type should be the magnitude, since they all reference the same magic effect. I need to check the other variants, but they should be the same. When I made these it was basically a drag and drop thing. Start with the basic version, duplicate it X number of times, open in xEdit, change info where necessary. It would be very odd if one particular magnitude was missing something, but I'm not discounting the possibility.

      Also, you wouldn't be testing on dwarven automatons, would you? My version has made them invalid targets.
    7. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      I tested against bandit leaders, with the 75 version. Ordinator no soul trap.
    8. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      https://i.imgur.com/xmdSb8i.jpeg
      https://i.imgur.com/a3Rl2Tv.jpeg

      That's with USSEP, ASLAL, and the version of the staff to match yours (the only difference between Standard and Ordinator is the staff has an enchantment charge value). Especially if you tried with it at the very bottom of your load order after everything else, I can't imagine why it wouldn't be working as intended, as it would be overriding all related records with its own versions. I honestly have no idea why it isn't working for you, I'm sorry.
    9. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      I was just thinking. Could this mod be the problem?
      https://www.nexusmods.com/skyrimspecialedition/mods/3082?tab=description
      as it must be place very last in the Load Order.
    10. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Eeyup, that'll do it!

      Spoiler:  
      Show





      It's reverting all the important changes that make BSoM work the way it's supposed to. That second and third screenshots also show that it isn't carrying forward the Unofficial Patch changes, which means it's re-breaking the staff's functionality. That's why it isn't draining health correctly.

      As an aside, always be wary of mods that REQUIRE you to load it after everything else. Many times authors will claim this so it reduces the chances of them needing to provide support for their mod, but very few mods actually require it. Often times doing so will break other mods, especially when it's something that makes sweeping changes like that (case in point here, and BSoM already makes the staff enchantment unlimited). Essentially, that mod loaded after everything else will revert every single change to every vanilla enchantment. It needs compatibility patches to do its job properly. If you have other mods in your load order that also affect enchantments (crafting mods, magic overhauls, etc), they're going to have similar problems.

      I would also recommend replacing the Unlimited Enchantment mod you're using with this one:
      Omniguous Unlimited Weapon Enchant
      It performs the same changes, carries forward the USSEP fixes, and has also fixed some issues that the one you're using still suffers. Just remember that neither mod should be loaded dead last or you're going to run into the same problems you did here. One way or another you may end up having to find or make some patches to fix conflicts.
    11. Omniguous
      Omniguous
      • premium
      • 39 kudos
      :D
    12. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      So for the one you advised me to take, i should just let loot place it where it needs to be?
    13. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Generally yes, but keep in mind that if you have any other mods that change enchantments, you might need to resolve conflicts between it and those mods.
    14. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      Well. I have Summermist.
    15. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      In which case yes, you'll have a large number of conflicts that will need patching. Both the unlimited enchantment mods and Summermyst affect vanilla enchantments, and Summermyst will have its own enchantment list that needs to be converted over.

      Spoiler:  
      Show



      Give me a bit and I can just make the patch for you. I know Omni, and Enai's stuff is open permissions.
    16. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      There you go. Summermyst patch is available at Omniguous Unlimited Weapon Enchant

      Relative Load Order:

      • OmniUnlimitedWeaponEnchant.esp
      • Summermyst - Enchantments of Skyrim.esp
      • OUWE - Summermyst.esp
      • BetterStaffofMagnus.esp
    17. Darkleon54
      Darkleon54
      • premium
      • 6 kudos
      Wow... You're awesome!
    18. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Just trying to do what I can :P
    19. saintjedi
      saintjedi
      • supporter
      • 1 kudos
      Hi how can i go about changing the damage of the staff beyond 400 in your mod?
  10. HrSob
    HrSob
    • member
    • 1 kudos
    Pretty useful mod for this staff. But infinite charge ruins whole idea of Staff of Magnus (400 absorb option) as an OP weapon against mages/Dragon Priests and etc (on my opinion). So I made a patch for my personal use that return staff charge drain. With Ordinator's Perk "Staff Channeler" (25% less charge drain) - charge drains slower. Probably I'll increase value (to 200 or 400) to make this staff a bit less OP but still useful in special cases.

    Screenshot
  11. r4zz13
    r4zz13
    • member
    • 0 kudos
    Awesome mod! I use Staff of Magnus all the time.

    Is there any way to make it not-infinite charges? *Unpopular opinion incoming* I kinda like to refill my weapons with the soulgems...
    1. SodaPuffin
      SodaPuffin
      • member
      • 0 kudos
      You can just open the plugin in Xedit and make these changes:

      Object Effect -> Enchantment Cost -> 106

      Weapon -> EAMT - Enchantment Amount -> Add -> 5000
  12. fang3412
    fang3412
    • supporter
    • 1 kudos
    Yo how would I go about changing the effect to one of shock for deadly spell impacts?

    The game thinks that the staff uses a flames ability whereas the enchantment is more reminiscent of shock or just none of those at all. Im guessing it has to do with the enchantment effect
    1. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      That's interesting that it would consider the staff a flame effect. I'd have to take a look at how it's identified. Probably something I can check on tomorrow once I'm at my computer again. I agree that it seems like it'd be closer to shock in terms of scorch marks.
    2. fang3412
      fang3412
      • supporter
      • 1 kudos
      Yo cool thanks
    3. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Relatively quick to figure it out, less so to "fix". The staff uses its own impact data set. The impact set that would most fit as a replacement for the Staff is DecalShockImpact03, which isn't actually used by anything in the vanilla game, but DSI does change it.

      The patch I'll upload in the files section edits the staff impact data to use Impact03, except where DSI uses special impacts for certain materials, where the patch uses those instead.
    4. FelesNoctis
      FelesNoctis
      • premium
      • 110 kudos
      Patch finally made it to the Nexus. :P
    5. fang3412
      fang3412
      • supporter
      • 1 kudos
      Beauty