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Advanced Skyrim Overhaul (ASO) for Skyrim Special Edition (64-bit version) - ver. 9.0
TABLE OF CONTENTS:
A) Short description
B) Long description
I) Content of the mod
1) Setup module
2) Senses module
a) ASO Night eye lesser powers
b) ASO Enhanced hearing lesser power
c) ASO 6th Sense lesser power
d) ASO Heat Sense lesser power
3) Magic module
a) ASO Telekinesis
b) ASO Telekinetic Barrier
c) ASO Candlelight
d) ASO Mist Form
e) ASO Flock of Birds
f) ASO Blink
g) ASO Blink Other
h) ASO Blink Rune
i) ASO Banish
j) ASO Banish Rune
k) ASO Portal
l) Spirit Link
m) ASO Absorb Essence
n) Bound Soul Reaver Sword
o) ASO Sleep
p) ASO Calm
q) ASO Fear
r) ASO Frenzy
s) ASO Suicide
t) ASO Charm
u) ASO Bolster
v) ASO Dominate
w) ASO Possession
x) ASO Telepathy
y) ASO Sparks
z) ASO Flame
z1) ASO Frostbite
z2) ASO Flame Strike
z3) ASO Frost Nova
z4) ASO Void Blast
z5) ASO Divine Spark
z6) ASO Divine Light
z7) ASO Divine Shield
z8) ASO Divine Circle
z9) ASO Divine Wrath
z10) ASO Transfer Vitality
z11) ASO Wine Wall
z12) ASO Meditation
z13) ASO Druid Aspect
z14) ASO Super Strength
z15) ASO Wine Wall Rune
z16) ASO Spirit Form
z17) ASO Detect Creatures
z18) ASO Ghost Minions Summon
z19) ASO Raise Dead Slave
z20) ASO Entangle
z21) ASO Ethereal Form
z22) ASO Shadow Cloak
z23) ASO Shadow Sense
z24) ASO Shadow Warp
z25) ASO Shadow Hand
z26) ASO Battle Wards
4) Minion System module
5) Chemistry module
II) Requirements
III) Installation
IV) Updates
V) Future plans
VI) Credits
VII) Legal issues
VIII) Suggestions
IX) Bugs/issues
X) Changelog
A) Short description:
This is a remake of Advanced Skyrim Overhaul for 32-bit Skyrim (http://www.nexusmods.com/skyrim/mods/20721/?). This means it is not a simple port. There are several reasons for such approach:
1) I have decided to make the mod truly modular, which means you can choose to activate in you mod manager specific modules of the mod (specific esp files),
2) I have decided to improve the mod and make it even more effective when it comes to scripts,
3) I am no longer interested in some of the parts of the old mod.
At its current state the mod consists of 5 modules: Setup, Senses, Magic, Minion System and Chemistry (new module). I do not plan to implement more functionalities from the mod for classic Skyrim
B) Long description:
I) Content of the mod:
1) Setup module (mandatory for senses module and recommended for minion system!)
- It allows you to add to player/remove from player and customise content of other modules by using ASO setup lesser power
- ASO setup lesser power is given to player once the mod is activated for the first time
- It is required only for Senses module but it is recommended for minion system as well
2) Senses module
a) ASO Night eye lesser powers
- They can be added by using ASO setup lesser power. Passive night eye can be turned on/off via ASO setup lesser power without adding the lesser power;
- ASO Night eye lesser power is toggleable and indefinite;
- ASO Night eye effect is muted;
- ASO Passive night eye lesser power is toggleable and indefinite. It automatically turns on or off night eye effect depending on the amount of light on player. The amount of light can be customised by using ASO setup lesser power. Passive night eye strength depends of the amount of light on player but is also influanced by NightEyeStrength variable;
- The effect of night eye and passive night eye is being applied/removed gradually to increase immersion. The speed of change can be customised by using ASO setup lesser power;
- The strength of the night eye effect can be customised by using ASO setup lesser power;
- you cannot turn on passive night eye when you have heat sense activated with imod on
b) ASO Enhanced hearing lesser power
- It can be added by using ASO setup lesser power. It can be turned on/off via ASO setup lesser power without adding the lesser power;
- It detects moving actors even through walls;
- In addition it makes you hear the sounds better (by default volume of sounds is reduced by 30% and once the lesser power is activated the sound level is restored to default) - this is optional and can be turned off via the setup menu;
c) ASO 6th sense lesser power
- It can be added by using ASO setup lesser power. It can be turned on/off via ASO setup lesser power without adding the lesser power;
- It warns you about incoming danger and can trigger adrenaline surge that slows time and improves your combat stats for 3 seconds at the expense of stamina;
- In can be configured via ASO setup lesser power.
d) ASO Heat Sense lesser power
- It can be added by using ASO setup lesser power. It can be turned on/off via ASO setup lesser power without adding the lesser power;
- It detects the heat of living creature. You can observe gradual loss of heat when creature dies or when its raining (when you turn on rain detection in the menu). If the creature begins to swim i loses its heat immediately;
- You can alos observe when the creature is getting warmer;
- In can be configured via ASO setup lesser power;
- In the menu you can turn on detection of player by other actors such as argonians or constructs with their heat sense. You can deceive it by getting wet (and cold) or by using heat camouflage potion you can brew at cooking pot;
- you cannot turn on heat sense with imod on when passive night eye is activated
3) Magic module - all spells can be bought from Farengar Secret Fire and some from Lucan Valerius, they should also be distributed through the Skyrim
a) ASO Telekinesis
- alteration, concentration spell
- for now non-combat functionality is reduced to grabbing items (it will be vastly expended with the release of SKSE64)
- the spell grows with your alteration skill level and has 4 tiers (level <= 25, 25 < level <=50, 50 < level <= 75, level > 75)
- tier I - slowly chokes victim (only alive victim but not giants, mammoths or dragons), once victim's stamina is depleted victim colapses to the ground and slowly dies, when under spell victim has significantly reduced movement speed and is almost unable to attack you
- tier II - similar to tier I but stronger
- tier III - you can now grab all types of targets, mammoths and dragons (when not flying) are immobilized, instead of chocking them you inflict damage to their internal organs which is much faster
- tier IV - similar to tier III but with every second victim has a chance to be instantly killed by riping off its vital organ/part. Chance depends on type of victim
- now you can also manipulate objects like levers, doors, chains, unlock locks, loot bodies and containers, harvest plants and with Alteraion >= 75 you can mine ore and chop wood
- to do so you must first press sprint contrl while casting the spell and then hold activate control
b) ASO Telekinetic Barrier
- alteration, concentration spell
- blocks all damage around you and knocks back very close actors or close actors that hit you
- can be breached with magic attacks but its resilience rises with your alteration skill
c) ASO Candlelight
- a simple toggable candlelight spell
- has maintenance cost of 5 magicka points
d) Aso Mist Form
- lesser power
- gives you a mist form, in the form you cannot be harmed, you are invisible and silent, you also have better health regenearation and much better stamina regeneration
- when you activate ASO Mist Form while aiming at actor you move behind it
- if you hold the shout button while in the mist form you can move through bars or holes in walls
- if you press the shout button quickly, attack or cast spell you exit the mist form
- both entering and leaving the form requires 25 magicka. If you dont have enough magicka while leaving the form your health will get damaged, the more magicka you lack the greater damage
e) ASO Flock of Birds
- lesser power that transforms you into flying flock of birds
- you can turn it off manually be pressing shour control
- if you ram objects or actors you turn it off automatically
f) ASO Blink
- Teleports to targeted destination
- While learning the spell you automatically learn also ASO blink destination rune spell
g) ASO Blink other
- Target is teleported to nearby blink destination rune. If none available - to the player
- While learning the spell you automatically learn also ASO blink destination rune spell
h) ASO Blink Rune
- Target is teleported to nearby blink destination rune when it triggers the rune
- While learning the spell you automatically learn also ASO blink destination rune spell
i) ASO Banish
- Target is banished to another dimension for 30 seconds
j) ASO Banish Rune
- Target is banished to another dimension for 30 seconds when it triggers the rune
k) ASO Portal
- the spell book will give you two portal spells - one to set destination of given portal and one to open portal. It will also give you lesser power to let you choose between 9 portals
- Portal - open spell is a concentration spell. To make the portal active you must cast the spell long enough to make the portal sufficiently big
- you enter the portal by activating it
l) Spirit Link
- Target becomes linked with player. Both actors share among themselves received damage
- Can be cast only on organic targets both friendly and hostile
- To dispell it cast it again
m) ASO Absorb Essence
- absorbs 5/10/15/20/25 points of health, stamina and magicka per second depending on your conjuration skill level
- if you have full health or stamina the health or stamina points are converted into magicka points
- the spell also traps soul
- it will try to use the best soul gem available
- in case the soul trap effect fails you will absorb the soul (gain temporary magicka bonus, the larger soul the bigger bonus)
n) Bound Soul Reaver Sword
- absorbs 5/10/15/20/25 points of health, stamina and magicka per second depending on your conjuration skill level
- if you have full health or stamina the health or stamina points are converted into magicka points
- traps soul if you have soul stealer perk
- it will try to use the best soul gem available
- in case the soul trap effect fails you will absorb the soul (gain temporary magicka bonus, the larger soul the bigger bonus)
- banishes daedra and turns undead if you have oblivion binding spell and deals to daedra, undead and ghosts additional shock damage
- adept conjuration perk reduces costs
o) ASO Sleep
- lesser power from illusion school that forces the target to fall asleep
- does not antagonise nearby actors
- can be cast only on living not dominated targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the target will fall asleep, its damage resistance is drastically reduced and does not become hostile, however all other actors become alarmed. They will not attack you tough since they have not seen you casting any spell, because the spell is applied only by eye contact
- dispells ASO Bolster, ASO Calm, ASO Charm, ASO Fear, ASO Frenzy, ASO Suicide
- you can loot victim when you have no weapon drawn
- can be dispelled by attacking the target
p) ASO Calm
- lesser power from illusion school that forces the target to calm down
- does not antagonise nearby actors
- can be cast only on living targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the target does not become hostile, becomes calm, its damage resistance is drastically reduced, will not report crimes and receives massive magicka penalty
- dispells ASO Fear, ASO Frenzy, ASO Sleep, ASO Suicide, ASO Dominate (without creating hostility)
- can be dispelled by attacking the target
q) ASO Fear
- lesser power from illusion school that forces the target to become afraid
- does not antagonise nearby actors
- can be cast only on living not dominated targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the target does not become hostile, becomes afraid, hostile target cowers in fear, its damage resistance is drastically reduced and receives massive magicka penalty
- dispells ASO Calm, ASO Frenzy, ASO Sleep, ASO Suicide, ASO Charm, ASO Bolster
- cannot be dispelled by attacking the target
r) ASO Frenzy
- lesser power from illusion school that forces the target to become frenzied and attack any nearby actor
- does not antagonise nearby actors
- can be cast only on living not dominated targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the target will become frenzied and receives massive magicka penalty
- dispells ASO Calm, ASO Fear, ASO Sleep, ASO Suicide, ASO Charm, ASO Bolster
- cannot be dispelled by attacking the target
s) ASO Suicide
- lesser power from illusion school that forces the target to commit suicide
- does not antagonise nearby actors
- can be cast only on living targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the npc will cut its wrists and slowly bleed out to death, if its not npc, it will stop breathing
- dispells ASO Calm, ASO Fear, ASO Sleep, ASO Frenzy, ASO Charm, ASO Bolster
- cannot be dispelled by attacking the target
t) ASO Charm
- lesser power from illusion school that forces the target to become more friendly
- does not antagonise nearby actors
- can be cast only on living non hostile targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the target does not become hostile, becomes more friendly for player and gives 25% better prices
- dispells ASO Dominate (without creating hostility)
- can be dispelled by attacking the target
u) ASO Bolster
- lesser power from illusion school that forces the target to calm down
- does not antagonise nearby actors
- can be cast only on living non hostile targets
- requires eye contact with the target and close to medium distance
- if the spell succeeds the target gains better combat stats and a boost to confidence
- can be dispelled by attacking the target
v) ASO Dominate
- lesser power from illusion school that forces the target to follow and protect player
- does not antagonise nearby actors
- can be cast only on living targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the npc will start to follow and protect player but receives massive magicka penalty
- the effect lasts forever but requires maintenance cost
- can be dispelled by casting the spell again on the same target - target will become hostile if its npc
- dispells ASO Calm, ASO Fear, ASO Sleep, ASO Frenzy, ASO Suicide
- cannot be dispelled by attacking the target
w) ASO Possession
- lesser power from illusion school that makes a puppet of the target
- does not antagonise nearby actors
- can be cast only on living targets
- requires eye contact with the target and close to medium distance
- once casted a battle of wills begins and both caster and target loose magicka depending on they illusion skills and active enchantments/active potion effects, to suceed the caster must drain target's magicka and retain some of its own magicka
- during above battle the target gets calm
- if the spell fails due to loss of eye contact or low magicka the target becomes hostile
- if the spell succeeds the npc will become puppet of player and receives massive magicka penalty
- dispells ASO Calm, ASO Fear, ASO Sleep, ASO Frenzy, ASO Suicide
- can be dispelled by pressing shout control
- cannot be dispelled by attacking the target
- when you press inventory control and the possesed actor is very near the player and facing the player you gain access to the inventory of the possesed actor otherwise you change equipped weapon of the possesed actor
- when you press activate control you harvest ingredients, manipulate objects such as levers or pick up objects
- when you press ready weapon control you ready/sheath weapon
- when you press attack control you initiate combat with actors in front of the possesed actor
- when you press favorites control you toggle manual attack mode in which you can swing weapons by pressing attack control
- when you hit doors a couple of times you can unlock the given foor
- when you press activate control you can pick up objects, manipulate objects like doors, levers, loot bodies and containers, harvest ingredients
- attention: sometimes the actor stops responding, in such case press ready weapon or sneak controls
- when you press activate control you can chop wood at the block if you have woodcutting axe (can be glitchy)
- when you press activate control you can mine ore if you have pickaxe (can be glitchy)
- you can manually atttack (but not when bow/crossbow equipped), power attach, bash power bash, sprint
- when you press 1 hotkey control - you equip random onehanded melee weapon
- when you press 2 hotkey control - you equip random twohanded melee weapon
- when you press 3 hotkey control - you equip random bow/crossbow
- when you press 4 hotkey control - you equip random ammo
- when you press 5 hotkey control - you equip random shield
- when you press 6 hotkey control - you equip/unequip torch
x) ASO Telepathy
- lesser power
- allows you to establish telepathic link with other alive nondaedric beings and cast other ASO illusion spells without any line of sight
- press the shout button quickly to search for another target
- hold the shout button to open menu that allows you to change the search filter and obtain info about current target
y) ASO Sparks
- works the same way as vanilla sparks
- In addition it stuns the targets after some time and deals massive damage to wet targets and constructs
- if applied constantly for appropriate time it sets the target ablaze
z) ASO Flame
- works the same way as vanilla flames
- In addition sets the target after some time and ground a blaze
- burning targets panick and are unable to fight
- It cleans ice created by ASO spells
- very effective against frost atronarchs and ice wraiths
z1) ASO Frostbite
- works the same way as vanilla frostbite
- In addition it freezes most of targets after some time
- alive frozen targets die instantly, undead targets are just immobilized
- It creates ice (you can make a barrier) and cleans fire, reacts with water
- very effective against flame and storm atronarchs
z2) ASO Flame Strike
- you must aim at ground
- it sets any nearby actors and ground on fire, burning actors panick
- destroys any ice created by ASO spells
- very efficient against frost atronarchs
z3) ASO Frost Nova
- you must aim at ground
- it freezes any nearby actor and ground, frozen alive actors die
- destroys any fire created by ASO spells
- creates a big block of ice that can serve as a barrier in passages, reacts with water
- very efficient against flame and shock atronarchs
z4) ASO Void Blast
- you must aim at ground
- it creates a ball of energy that after charging electrocutes random nearby actors for several seconds
- electrocuted actors are stunned and set ablaze
- deals massive damage to wet targets and constructs
z5) ASO Divine Spark
- lesser power
- Creates a hovering light that lasts for indefinite time.
- It has additional effects with higher Restorration skill.
- At 25 friendly nearby actors receive boost to confidence.
- At 50 undead stop regenerating and undead below level 6 are turned.
- At 75 undead slowly loose health and undead below level 10 are being turned.
z6) ASO Divine Light
- lesser power
- It cures living and to a lesser extend hurts undead.
- With higher Restoration level the above effects become stronger and cooldown period becomes shorter.
- From 50 Restoration it cures poison and paralysis and from 75 Restoration it cures disease and addiction and sets undead ablaze.
- From 100 Restoration it ressurects dead actor but with long cooldown period.
- You can cast it on yourself if you look up but the cooldown period will be longer.
z7) ASO Divine Shield
- lesser power
- Creates a divine shield around the caster that blocks all damage.
- With higher restoration skill the effect is longer and the cooldown is shorter.
z8) ASO Divine Circle
- lesser power
- Creates a circle that sets all undead that cross it.
z9) ASO Divine Wrath
- lesser power
- Enchants unenchanted swords, maces, warhammers or axes equipped in the right hand with sun damage effect
- the greater restoration skill the shorter the cooldown and the stronger the enchantment.
z10) ASO Transfer Vitality
- Drains 10 pts of health and stamina from alive hostile target or restores 5 pts of health and stamina in exchange for 10 pts of stamina of player in case of alive non-hostile targets or undead/ghost/daedric targets.
- Can resurrect "alive" targets. The stronger the target the more difficult it is.
- If you put a taproot on a corpse and cast the spell on it you will grow a spriggan that will follow you.
- ASO Spriggans become invisible when you do or when you sneak, the stronger the body from which they sprang they more powerfull they are, they regenerate health when in strong light
- Does not work on dwemer constructs.
- You must be alive to use the spell.
z11) ASO Wine Wall
- Creates barrier from wild wines for 30 sec.
- If there is any actor nearby, it will be entangled and will receive damage to its health of 2 pts per second and to its stamina of 8 pts per second.
- you must be alive
z12) ASO Meditation
- Allows you to meditate to restore your health, stamina and magicka
- If you have ASO Druid Aspect you restore your stats more quickly and after some time cure diseases, poisons, addiction
- you must be alive
z13) ASO Druid Aspect
- ablility
- Provides boost to ASO Meditation,
- Lowers the costs of ASO Transfer Vitality, ASO Wine Wall, ASO Mist Form, ASO Flock of Birds, ASO Super Strength
- allows to dominate animals without any upkeep cost while using ASO Dominate
- makes spriggans friendly
- you must be alive
z14) ASO Super Strength
- lesser power
- Gives you inhuman strength at the expense of magicka
- Allows you to knock down/stagger, incapacitate targets while bashing/power basking, attacking and sprinting target
- you must be alive
z15) ASO Wine Wall Rune
- creates a rune that when triggered will sprout a wine wall that will entangle nearby actor
z16) ASO Spirit Form
- lesser power
- in the form you you are invisible and silent, you also have better health regenearation and much better stamina regeneration
- if you hold the shout button while in the form you can move through bars or holes in walls
- if you press the shout button quickly you exit the mist form
- You are invulnurable to physical attacks
- You cannot be detected by normal actors but you cannot see them either
- Undead can see you and you can see them
z17) ASO Detect Creatures
- Works similar like detect life/dead but requires line of sight and much less costly in terms of magicka
- Conjuration spell
- Works best in ASO Spirit Form
z18) ASO Ghost Minions Summon
- You can summon to mortalplane and back to Oblivion all the ghost minions you currently possess
- You can gain ghost minions by buying them with souls (enchant Unsigned Oblivion Covenant with ASO Oblivion covenant)
- The better soul gem and your conjuration skil the stronger the ghost minions
- there are 4 types: 1H, 2H archer and warlock (chosen at random)
- ghost minions are invulnerable to normal attacks
- ghost minions can capture souls in soul gem if they have them
- ghost minions can warp to the enemy
- ghost minions can aborb souls of fallen enemies if they dont have soul gems
- every absorbed soul makes the ghost minion stronger (health, stamina, magcka and attacks)
- after appropriate threshold of absorbed souls ghost minions gain additional shouts and in case of the warlock also spells
- you can have up to 9 ghost minions at a time and you can buy up to 3 ghost minions in 1 session at enchanting tale
z19) ASO Raise Dead Slave
- you can raise dead slave aout of corpse of NPC
- raised dead slave is permanent but each raised dead slave costs 25 pts of magicka upkeep
- raised dead slave has a high damage resistance but is susceptible to fire
- you can have up to 25 raised dead slaves
- if you cast the spell on raised dead slave again you will kill it
- they will desintegrate when they die. You can turn off desintegration mechanic in raise dead slaves by setting the ASO_RaiseDeadSlaveAsh global variable to 0 (type set ASO_RaiseDeadSlaveAsh to 0)
- activate ASO- minion system.esp to gain the ability to command them
z20) ASO Entangle
- you entangle a target for 30 seconds immobilizing it and dealing 1 point of damage to health and 4 to stamina for second
z21) ASO Ethereal Form spell
- you become invulnerable, but your magicka is being drained
- if you press activate control you become invisible but your magicka is being drained 2 times faster
- if you hold activate control you can move through bars or holes in walls
- if you press the shout button quickly you exit the ethereal form
- if you attack, block or cast spell you exit the ethereal form for a brief time
z22) ASO Shadow Cloak
- concentration spell that renders invisible provided you are in shadows
z23) ASO Shadow Sense
- concentration spell that shows nearby actors provided you and they are in shadows
z24) ASO Shadow Warp
- teleports you to targeted location provided you and it are in shadows
z25) ASO Shadow Hand
- staggers target and damages its stats for 1 minute provided it is in shadows
- to initiate spell you must be close to target and you must be in shadows as well
z26) ASO Battle Wards
- 3 lesser powers: lesser, steadfast, greater
- when blocking a ward is cast automaticallu burning your magicka
- the stronger the ward, the stronger the effect and magicka cost
4) Minion System module
a) allows you to command followers/hirelings/pets/summoned creatures and as well as actors from Magic module (ASO-magic.esp) such as Raised Dead Slaves, Spirit Minions and dominated actors that are registered in the Minion System
b) Actors are registered in the Minion System automatically
c) You can command up to 9 minions at the same time
d) In order to command minions you must equip ASO Command Minions lesser power
e) You can command specific minion group or all groups
- to change minion group hold press activate control and press shout control for a very short period of time
- to change the group of given minion activate the minion and choose appropriate dialogue option
f) You can command specific minion from given group or all minions from given group
- to switch between commanding specific/all minion(s) hold press activate control and press shout control for a short period of time
g) You can command dismounted/mounted minions from given group or all minions from given group
- to switch between commanding mounted/dismounted minion(s) hold press activate control and press shout control for a long period of time
h) Minion System gives you certain notifications
- to turn on/off notifications hold press activate control and press shout control for a very long period of time
i) You can send minion(s) forward
- to send minion(s) forward hold press sprint control and press shout control for a very short period of time
- minions sent forward will return to you once they reach their destination
- minions sent forward will attack any nearby enemy
j) You can send minion(s) to wait at pointed destination
- to send minion(s) hold press sprint control and press shout control for a short period of time
k) You can call minion(s) back to the player
- to call minion(s) back press shout control for a very short period of time
- if you command minions from any group or unassigned minions and you command less then max minion number and there are nearby minions put into reserve (partolling area - see below) they will be mobilised and registered back into the Minion System
l) you can ask up to 9 minions to do favor for you
- to ask favor press shout control for a short period of time, then aim at target and press activate control
- minion(s) can pick up objects, harvest plants, activate levers, clear containers/bodies, bash locked doors/containers, chop wood (with woodcutter's axe), mine ore (with pickaxe) etc.
m) You can command minion(s) to wait
- to ask minion(s) to wait press shout control for a long period of time
n) You can command minion(s) to relax
- to ask minion(s) to relax press shout control for a very long period of time
- minion(s) will begin to roam the area
o) You can put a minion(s) into reserve (order it patrol the area). You can do this with up to 25 minions. In such case minion(s) will be unregistered from the Minion System. You can register it again by activating it and choosing appropriate dialogue option.
- minion(s) will begin to roam the area
p) You can access the inventory of specific minion if it is NPC
q) The Minion System is compatible with ASO Portal spell. You can send minion(s) through the portal and minion(s) will follow you through the portal automatically
r) The follow package is by default disabled but you can change that via ASO setup.
5) Chemistry module
a) Poisoning arrows/bolts:
- you can poison arrows/bolts by using ASO Poison Arrows/ Bolts spell,
- once you trigger the spells you should put 1 arrow/bolt type and 1 poiion type in the container,
- once you exit the container you receive poisoned arrows/bolts. With each poison bottle you can poison up to 20 arrows/bolts. You can change the number by setting the ASO_ArrowsPerPoison global variable to X (type set ASO_ArrowsPerPoison to X),
- up to 30 combinations of arrows and poisons is supported at the same time. The same goes for bolts. If you exceed the number of combination you will receive message to drop some arrows/bolts when trying to create new combination.
Then you will pick the combination of arrow/bolt to be replaced by new combination (be default) or the script will pick automatically the first combination you dont have in your inventory.
You can change the switch the obave 2 options by setting the ASO_AutomaticArrowTypeExchange global variable to 0 or 1 (type set ASO_ArrowsPerPoison to X)
- poisoned arrows/bolts gain the same damage, value, weight and projectile as the once that have been subject to poisoning,
- poisoned arrows do not receive the model of appopriate arrow nor its enchantment,
- in the name of the poisoned arrow you can see the type, strength and duration of the 1st effect. If there are more effects than 1, you will see dots at the end of the name of the arrow/bolt.
b) Combat cocktails that can be thrown:
- ASO Smoke Cocktail - creates huge amount of smoke that obscures sight (makes actors invisible)
- ASO Flame Cocktail - self explanatory
- ASO Explosive Cocktail - self explanatory
- ASO Flash Cocktail - creates an extremly bright flash of light that dazzles anyone watching it. It also turns undead and damages them.
- ASO Poison Cocktail - creates a phosgene cloud. The cloud poisons any alive creature. The effect is slow but quickly accumulets the longer the target is exposed to the gas. The gas itself is perfectly transparent, undetectable and stays in the air for some time (longer in indoor area)
- ASO Paralysis Cocktail - creates a paralysing cloud. The gas itself does not harm victims but merely incapacitates them. However such victims are extremely vulnerable to any attack. The cloud lasts longer in indoor areas.
In ordrer to be able to craft them you must first read ASO Combat Alchemy book.
When using the cocktails I advise you to use Toxin Doctor outfit (https://www.nexusmods.com/skyrimspecialedition/mods/34408) to avoid being affected by some of the toxic cocktails.
3) Tripwire trap
a) after reading ASO Combat Alchemy book you can create a trap utilizing any combat cocktails
b) in order to create a trap equip 1 or 2 cobat cocktails of any type, crouch, aim downwards (30-45 degrees) and use appropriate lesser power
c) If you activate (not trigger!) the trap you receive back whatever cocktail(s) you have installed in the trap.
4) Advanced arrows/bolts
a) You can now craft explosive arrows/bolts
b) You can now craft flame arrows/bolts
II) Requirements:
1) Skyrim Special Edition
2) SKSE64
3) Inventory Functions SE mod for ASO- minion system.esp and ASO - Chemistry.esp
III) Installation:
1) Unpack the content of skyrim directory inside your skyrim directory
OR
2) download it via NMM
IV) Updates:
1) Uninstall old version;
2) Make a save (clean save);
3) Install new version
OR
1) Uninstall old version;
2) Install new version;
PLEASE NOTE THAT the safest method is to return to safe made before installation of any version of this mod.
V) Future plans:
1) alchemy grenades of different type
VI) Credits:
1) Bethesda - for Skyrim.
2) J3X for his assets from Flyable Broomstick mod (http://www.nexusmods.com/skyrim/mods/19069/?)
3) Asuke01 for his winewall resource
VII) Legal issues:
1) This mod is provided as is;
2) Notwithstanding the above any constructive criticism or suggestion will be appreciated;
3) I do not take any responsibility for any errors caused by this mod (although I tried to test it as much as I can), use it at your own risk;
4) You may change and use any part of this mod. Just give me credit, post a link to this page and allow others to use the content of your mod including source files in their mods under the above conditions.
VIII) Suggestions:
1) Check out for updates of this mod from time to time on Skyrim Nexus site.
IX) Bugs/issues:
1) Poisoning of bows/crossbows works well most of the time but:
a) If possible try not to equip/unequip bows/crossbows/ammo like crazy
b) If possible try to avoid situation when you unequip bow/crossbow when you have multiple bows/crossbows of that type in your inventory
c) If possible try to avoid situation when you equip bow/crossbow and then equip another bow/crossbow. Try first to unequip bow/crossbow or equip some other weapon/spell and then equip another bow/crossbow
d) You should not equip bow when you have equipped crossbow or vice versa. Try first to unequip bow/crossbow or equip some other weapon/spell and then equip another bow/crossbow
e) the poisoned arrows/bolts have the same stats as the bolts/arrows prior to poisoning. However I was unable to change the visuals of poison arrows/bolts to reflect the visuals of arrows/bolts prior to poisoning.
In other words all the poisoned bolts/arrows look the same no matter what kind of bolts/arrows have been poisoned
X) Changelog:
1) ver. 1.0:
- added ASO setup lesser power
- added ASO night eye lesser power
- added ASO passive night eye lesser power
2) ver. 1.1:
- added ASO enhanced hearing lesser power
3) ver. 1.2:
- added ASO 6th sense lesser power
- improved ASO enhanced hearing lesser power
3) ver. 1.3:
- added ASO Heat sense lesser power
- improved ASO enhanced hearing lesser power
4) ver. 2.0:
- added ASO telekinesis spell
- added ASO telekinetic barrier spell
- added ASO candlelight spell
- added ASO Blink spell
- added ASO Blink other spell
- added ASO Blink rune spell
- added ASO Banish spell
- added ASO Banish rune spell
- added ASO Portal spell
- added Spirit link spell
- added ASO Absorb Essence spell
- added Bound soul reaver sword spell
- added ASO Sleep spell
- added ASO Calm spell
- added ASO Fear spell
- added ASO Frenzy spell
- added ASO Suicide spell
- added ASO Charm spell
- added ASO Bolster spell
- added ASO Dominate spell
4) ver. 2.5:
- added ASO Sparks spell
- added ASO Flame spell
- added ASO Frostbite spell
- added ASO Flame Strike
- added ASO Frost Nova
- added ASO Void Blast
- addedASO Divine Spark
- addedASO Divine Light
- addedASO Divine Shield
- addedASO Divine Circle
5) ver. 3.0:
- added compatibility of the spells with Dual Wield Blocking for Idiots - Skyrim Special Edition by Mhydrian
- improved looting of sleeping targets
- improved ASO sparks, ASO Flames and ASO Frostbite - now to see the extra effect you must cast the spell longer
- mesmer spells are cancelled when target is dead
- added ASO Telepathy spell
- added ASO Mist Form spell
- ASO Telekinesis spell - new funtionalities added
6) ver. 3.5:
- strength of ASO Telekinetic Barrier is halved
- ASO Mist Form no longer allows you to fly and both entering and leaving the form requires 25 magicka. If you dont have enough magicka while leaving the form your health will get damaged, the more magicka you lack the greater damage
- ASO Flock of Birds spell added
- ASO Possession spell added
- ASO Suicide costs more magicka
- improved ASO Telepathy - no more shouting animation
7) ver. 3.51:
- fixed a bug in ASO Frostbite spell
8) ver. 3.52:
- fixed a bug in ASO Suicide spell
- fixed a critical bug in ASO Possession spell
- multiple changes/improvements of ASO Possession spell
- added meditation animation to possession and telepathy
- in ASO Mist Form you have no magicka regeneration
- significantly better bars detection in ASO Mist Form
9) ver. 3.53:
- ASO Divine Wrath spell added
10) ver. 4.0:
- ASO Flock of Birds spell improved
- ASO Absorb essence spell no longer slows down target
- ASO Transfer Vitality spell added
- ASO Wine Wall spell added
- ASO Meditation spell added
- ASO Druid Aspect spell added
- improved ASO Telepathy scanning
- ASO Super Strength spell added
- ASO Wine Wall Rune spell added
- ASO Spirit Form spell added
- ASO Detect Creatures spell added
- ASO Ghost Minions Summon spell added
10) ver. 5.0:
- Added sound effect to wine wall visuals
- improved the way you use shout button while in ASO Spirit Form or ASO Mist Form
- improved ASO Blink spell - now you teleport behind nearby actor
- ASO Ghost Minions can now warp to the enemy
- ASO Raise Dead Slave spell added
- Minion System added
11) ver. 5.1:
- you can now turn off desintegration mechanic in raise dead slaves by setting the ASO_RaiseDeadSlaveAsh global variable to 0 (type set ASO_RaiseDeadSlaveAsh to 0)
- ASO Spriggans become invisible when you do or when you sneak, the stronger the body from which they sprang they more powerfull they are, they regenerate health when in strong light
- when you activate ASO Mist Form while aiming at actor you move behind it
- ASO Entangle spell added
- ASO fire and ice spells react appropriately to water, ice spells freeze water and fire spells unfreeze it
12) ver. 6.1:
- poisoning of arrows/bolts implemented
13) ver. 7.0:
- improved ASO flames
- improved applying of spells via mesmering and telepathy
- added ASO Ethereal Form spell
- ASO Spirit Form and ASO ghost minions no longer have weakness to magic
- fixed a bug with cleaning ASO Ghost Minion after its death
- ASO setup esp now supports Minion system
- Now the follow package is by default disabled but you can change that via ASO setup
- Combat cocktails implemented
14) ver. 8.0:
- improved poisoning of arrows/bolts, now the favorited status of bows/crossbows will be preserved
- the mod is now compatible with blow gun revisited mod
- added ASO Fear Cocktail
- added ASO Rage Cocktail
- added lesser power to create tripwire lesser power
- added explosive bolts/arrows
- added flame bolts/arrows
15) ver. 9.0:
- added ASO Shadow Cloak
- added Shadow Sense
- added ASO Shadow Warp
- added ASO Shadow Hand
- added 3 ASO Battle Ward lesser powers