The mod Forgotten Magic Redone adds 41 spells with 10 additional branches, so there are a huge number of variations ... To really help find the cause of the crash game (CTD), please, if you are a real cool magician, write exactly which spells and their variations you had used! Research history below¡
Spoiler:
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Until I started using different spell variations, I didn’t even suspect that FMR could give CTD! These worked initially: Mystic spells: Arcane Weapon, Cursed Rune, Discord, Phantom Shroud, Spectral Missiles, Phantom Armor Paladin spells: Divine Light, Holy Bolt, Divine Armor, Hammer of Justice
update 1 // testing completed Druid spells: Healing Touch, Seed of Life, Earthbound Weapon, Wild Mushroom, Veil of Nature, Wolf Pack
Cursed Rune and Veil of Nature -> Were especially carefully tested, I did not find any faults. The following modifications were installed: Apocalypse - Magic of Skyrim, 'Hammet Dungeons', 'Immersive Encounters', 'DFB - Random Encounters', 'Ultimate Combat', 'Rebirth Monster', 'Skyrim Underground' - each has its own magic, its own NPS, so the test is hard. Unfortunately, we had to turn off the modification: 'Combat Surrender', it began to issue critical failures, which made it difficult to get through with this problem (FMR & CTD)
update 2 // now these are checked: Cryomancer spells: Ice Lance, Frost Bomb, Ancient Lich, Frost Armor, Winter Woe, Glacial Fortress update loaded: When using a Ice Lance spell, fixed the effect, when the target was affected by Cold Snap they moved invisibly, thanks Skiamach
Electromancer spells: Stormstrike, Lightning Strike, Storm Armor, Skyfall, Electric Charge Also included 5 different effects on Doppelganger
Storm Armor - for myself, I will change the visual effect of this effect, when I finish testing, it interferes with the first-person view, and the third person too. Let it look Atronah. 8-)
update 3 // testing completed Pyromancer spells: Fire Blast, Conflagrate, Meteor Shower, Doppelganger, Salamander Touch, Phoenix Strike update loaded: fix the visual effect for Storm Armor, added missed earlier Sound Marker for sound effects (xNatureFX9)
update 4 // now these are checked: It remains to check: Warlock spells: Blight Curse, Necrosis, Void Bolt, Summon Deathguard, Deathly Pall, Nether Rift
update 08/08/2020 to date I have finished testing, when using FMR without other magic mods, I do not get CTD in the game (all spell combinations and combinations are difficult to reproduce. I tried to stick to the principle that the magician works in the same main school + researched combinations that other players pointed out as problematic, leading to CTD), if I find some free time, I will research the impact of other modifications for magic and the skill tree.
limpan233, probably the weapon textures are installed incorrectly, investigate this problem, at least try to reinstall the mod, because this weapon is visible to me.
Casting Holy Bolt in quick succesion on some enemies,prones to freeze out Skyrim,is any fix for that??Seems like it is connected to its delayed damage.
Edit Casting Divine Light in quick succesion leads to freeze too
Syq111, "freeze out Skyrim" - are you talking about lowering the FPS in the game? SpecifyI would like to have more information - which enemies specifically! "Divine Light" about testing, did not notice that it worked like this (freeze).
Game becomes stuck while i hit enemy undeads in rapid fire succession,it's not consistent,but when bombarding draugrs,skeletons and shades from meridia quest tends to freeze game out.Divine light was my mistake it likely was connected to holy bolt.
Intriguing is what said user Xeneonic in og site
Spoiler:
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Any chance you could re-do-redone-remake-overhaul the mod? I'm asking for the reason of spells that look like this: Event onEffectStart(Actor akTarget, Actor akCaster) caster = aktarget target = akTarget MagicEffect base if vs.bEBW[0] bStaminaRateMult = true caster.modAV("StaminaRateMult", 100) endif if vs.bEBW[1] bAlteratijavascript-event-stripped true caster.modAV("AlterationPowerMod", 100) endif if vs.bEBW[5] bHealth = true defHP = caster.GetAV("Health") * 0.25 caster.modAV("Health", defHP) endif RegisterForUpdate(1) base = GetBaseObject() if ( base == None ) ; This means the spell is already being dispelled, so bail out now. if bStaminaRateMult bStaminaRateMult = false caster.modAV("StaminaRateMult", -100) endif if bAlterationPowerMod bAlteratijavascript-event-stripped false caster.modAV("AlterationPowerMod", -100) endif if bHealth bHealth = false caster.modAV("Health", -defHP) endif Debug.Trace(self + "FMR: Earthbound Weapon terminated early.", 0) endif
Endevent This skill by itself (Among many others) is looking for three separate conditions once per second.
Imagine having 2-3-4-5+ passive effects on your character. This mod by itself could end up requiring the skyrim engine to check for 3-6-9-12-15+ separate conditions... per second..., just for having a few buffs.
Syq111, Thank you for providing interesting information! When I get back to Skyrim (sometime this winter), I'll definitely try changing the way the status is polled, maybe it will improve the script!
Spectral missiles got same problem,it seems like is similiar to what done Cursed Rune spell(wich you thankfully fixed)aka overloading Papyrus to Oblivion. Anyways i hope my feedback provide some clues to improve further this amazing mod. So far i found no spell mod providing so little spells but how interestingly customizable
You realize the MO2 version doesn't actually do (almost) anything, right? It's packaged in a BSA, but Forgotten Magic is all loose files, so everything in your BSA, which is all the files except for the .ESP, gets overwritten by the loose files from Forgotten Magic, because loose files always take priority over archives.
The MO2 version needs to be loose files as well. Loose Files always overwrite BSA files. The Original mod uses Loose Files, yours uses a BSA. Your BSA will do almost nothing
Am I missing something? I'm assuming the MO2 version of this mod is to fix the issue in this page's bugs tab; I installed the non-MO2 version in MO2, and the directories are fine. Why is the MO2 version needed?
kroniczin copy all folders with files from the archive folder '00_Core' to the 'Data' folder of your game, activate ForgottenMagic_Redone_fixCTD.esp by placing it in the download list BELOW file ForgottenMagic_Redone.esp
Unless you are using mod installer ( Vortex or others ) which will do everything automatically
Would you please consider also fixing the Cold Touch perk in the Frost Armor tree? It staggers ANY target (yes, dragons too) whenever it procs, and it procs nearly every time the player gets hit. It's really broken, and I doubt it's supposed to stagger on the slow's application to begin with
Hey, really dig what you've done to fix up Forgotten Magic. If you're still looking to improve it further, there's a long known bug where Forgotten Magic will disable the dual cast multiplier on Illusion spells. Note: I use ordinator and encountered people talking about it on an enairim related forum.
Ex: Say a single hand cast of calm can calm anything lv16 or below. Dual cast with the perk should be about 2-2.5x stronger, but it'll fail 99% of the time on lv 20 guards. I vaguely remember people saying it might also disable another school of magic's dual cast multiplier too. If you want links to the various forum posts I can go dig them up. There was never a solution found, but there are a few different posts of people finding the issue.
videqualia, most of the spells work autonomously and do not affect vanilla perks, thanks for giving a specific example, I will try to research this and find a solution!
Hi I know this is a few years late, but I just encountered this annoying interaction in my game too and was wondering if you ever got around to any fixes
LucidNIghtingale09, me research were completed in 2020... but I'm back to this mod again (because it is still one of the best battle magic mods!), and the dual cast will be investigated by me! If I find a solution, I'll update the fix :)
Heads up, there's a new file in the main mod page. It doesn't have a changelog (it has one, but inside the mod files, not the site), and it's supposed to be a patch for Cast Spells As Lesser Powers, but seems like it's actually a new update with some fixes and SPID functionality. The problem is the plugin has been eslified and all the records renamed with a FMR_ prefix. So all patches like this one won't work with it.
Frost Armor does indeed stack. It has stacked for me In my Death knight playthrough (375)hrs. I now have 10k magicka and my frost spells do 33 times the amount of damage! I think it only happens while fighting a lot of npc's and saving in the middle of battle. I used simply balenced to set destruction magic power at 3%. By lv. 102 frostbite did 264 damage per second with no perks into destruction.
Hi. As soon as I have time, I will definitely check it out and if I understand why it works like this (I didn’t use frost myself) I’ll fix it. While not going out of the tavern) update Frost Armor spell -->> Synergize -->> When active, Frost Armor increases your mana pool by 3 per your level. If you are talking about this function, then it works correctly for me, I just checked it several times.
It has stacked for me In my Death knight playthrough (300)hrs. I now have 10k magicka and my frost spells do 33 times the amount of damage! I think it only happens while fighting a lot of npc's and saving in the middle of battle. I used simply balenced to set destruction magic power at 3%.
Hey i was wondering if there is a way to disable a spells visual effect on the character i use earthbound weapon a lot and the green effects are kinda annoying
You can do so yourself in xEdit. Just find the spell in the Magic Effects tab, find the "FX Persist" flag, and remove it. You'll get the initial casting glow, but it will disappear after a second or so. Some spells, Divine Armor for instance, have multiple entries you'll need to do this for, otherwise when you buy certain upgrades the effects will come back.
I'd recommend making a new .esp file rather than changing the original, just in case you make a mistake it's easier to undo.
I do this for basically every self-targeted spell with a duration. I HATE the shaders and particle effects.
86 comments
Research history below¡
Until I started using different spell variations, I didn’t even suspect that FMR could give CTD!
These worked initially:
Mystic spells: Arcane Weapon, Cursed Rune, Discord, Phantom Shroud, Spectral Missiles, Phantom Armor
Paladin spells: Divine Light, Holy Bolt, Divine Armor, Hammer of Justice
update 1 // testing completed
Druid spells: Healing Touch, Seed of Life, Earthbound Weapon, Wild Mushroom, Veil of Nature, Wolf Pack
Cursed Rune and Veil of Nature -> Were especially carefully tested, I did not find any faults. The following modifications were installed:
Apocalypse - Magic of Skyrim, 'Hammet Dungeons', 'Immersive Encounters', 'DFB - Random Encounters', 'Ultimate Combat', 'Rebirth Monster', 'Skyrim Underground' - each has its own magic, its own NPS, so the test is hard. Unfortunately, we had to turn off the modification: 'Combat Surrender', it began to issue critical failures, which made it difficult to get through with this problem (FMR & CTD)
update 2 // now these are checked:
Cryomancer spells: Ice Lance, Frost Bomb, Ancient Lich, Frost Armor, Winter Woe, Glacial Fortress
update loaded: When using a Ice Lance spell, fixed the effect, when the target was affected by Cold Snap they moved invisibly, thanks Skiamach
Electromancer spells: Stormstrike, Lightning Strike, Storm Armor, Skyfall, Electric Charge
Also included 5 different effects on Doppelganger
Storm Armor - for myself, I will change the visual effect of this effect, when I finish testing, it interferes with the first-person view, and the third person too. Let it look Atronah. 8-)
update 3 // testing completed
Pyromancer spells: Fire Blast, Conflagrate, Meteor Shower, Doppelganger, Salamander Touch, Phoenix Strike
update loaded: fix the visual effect for Storm Armor, added missed earlier Sound Marker for sound effects (xNatureFX9)
update 4 // now these are checked:
It remains to check:
Warlock spells: Blight Curse, Necrosis, Void Bolt, Summon Deathguard, Deathly Pall, Nether Rift
update 08/08/2020
to date I have finished testing, when using FMR without other magic mods, I do not get CTD in the game (all spell combinations and combinations are difficult to reproduce. I tried to stick to the principle that the magician works in the same main school + researched combinations that other players pointed out as problematic, leading to CTD), if I find some free time, I will research the impact of other modifications for magic and the skill tree.
Update
Forgotten Magic Redone - Holy Bolt Flash of Light No Friendly Fire
Edit Casting Divine Light in quick succesion leads to freeze too
"Divine Light" about testing, did not notice that it worked like this (freeze).
Intriguing is what said user Xeneonic in og site
Event onEffectStart(Actor akTarget, Actor akCaster)
caster = aktarget
target = akTarget
MagicEffect base
if vs.bEBW[0]
bStaminaRateMult = true
caster.modAV("StaminaRateMult", 100)
endif
if vs.bEBW[1]
bAlteratijavascript-event-stripped true
caster.modAV("AlterationPowerMod", 100)
endif
if vs.bEBW[5]
bHealth = true
defHP = caster.GetAV("Health") * 0.25
caster.modAV("Health", defHP)
endif
RegisterForUpdate(1)
base = GetBaseObject()
if ( base == None )
; This means the spell is already being dispelled, so bail out now.
if bStaminaRateMult
bStaminaRateMult = false
caster.modAV("StaminaRateMult", -100)
endif
if bAlterationPowerMod
bAlteratijavascript-event-stripped false
caster.modAV("AlterationPowerMod", -100)
endif
if bHealth
bHealth = false
caster.modAV("Health", -defHP)
endif
Debug.Trace(self + "FMR: Earthbound Weapon terminated early.", 0)
endif
Endevent
This skill by itself (Among many others) is looking for three separate conditions once per second.
Imagine having 2-3-4-5+ passive effects on your character. This mod by itself
could end up requiring the skyrim engine to check for 3-6-9-12-15+
separate conditions... per second..., just for having a few buffs.
Anyways i hope my feedback provide some clues to improve further this amazing mod. So far i found no spell mod providing so little spells but how interestingly customizable
Unless you are using mod installer ( Vortex or others ) which will do everything automatically
That's ominous. Why?
EDIT: Welcome Back. I did not expect to see a red version number in my...
DUH DUH DUH...
MO2 XD
Ex: Say a single hand cast of calm can calm anything lv16 or below. Dual cast with the perk should be about 2-2.5x stronger, but it'll fail 99% of the time on lv 20 guards.
I vaguely remember people saying it might also disable another school of magic's dual cast multiplier too. If you want links to the various forum posts I can go dig them up. There was never a solution found, but there are a few different posts of people finding the issue.
That said, thanks for these nice fixes. Cheers.
update
Frost Armor spell -->> Synergize -->> When active, Frost Armor increases your mana pool by 3 per your level.
If you are talking about this function, then it works correctly for me, I just checked it several times.
i use earthbound weapon a lot and the green effects are kinda annoying
I'd recommend making a new .esp file rather than changing the original, just in case you make a mistake it's easier to undo.
I do this for basically every self-targeted spell with a duration. I HATE the shaders and particle effects.
Glow Be Gone SKSE Updated at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)