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.
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
"All choices have infinite charge", you just couldn't help yourself with making such a simple option completely unavailable.....mod level quality 3/10....
...iiiss what I what i would have said if the mod hadn't worked at all, which it did and it was a breath of fresh air. The staff of magnus is a joke in the base game anyway..
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.
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
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.
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?
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.
Vortex says Error: "betterstaffofmagnus.esp" is not a valid plugin
Spoiler:
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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)
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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:
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Give me a bit and I can just make the patch for you. I know Omni, and Enai's stuff is open permissions.
163 comments
"--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.
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
...iiiss what I what i would have said if the mod hadn't worked at all, which it did and it was a breath of fresh air. The staff of magnus is a joke in the base game anyway..
Screenshot
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)
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.
Any chance of one being made?
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.
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.
EDIT: I tried to change the strength of the staf via the mod but it don't evnt work anymore. sadly.
* 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
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.
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.
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.
https://www.nexusmods.com/skyrimspecialedition/mods/3082?tab=description
as it must be place very last in the Load Order.
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.
Give me a bit and I can just make the patch for you. I know Omni, and Enai's stuff is open permissions.
Is there any way to make it not-infinite charges? *Unpopular opinion incoming* I kinda like to refill my weapons with the soulgems...
Object Effect -> Enchantment Cost -> 106
Weapon -> EAMT - Enchantment Amount -> Add -> 5000