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  1. nodude2016
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    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:  
    Show

    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
  2. limpan233
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    is there any known fix to that blessed weapon is invisible?
    1. nodude2016
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      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.
  3. Syq111
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    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
    1. nodude2016
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      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).
    2. Syq111
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      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:  
      Show
      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.
    3. nodude2016
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      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!
    4. Syq111
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      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
  4. mild96
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    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.
    1. nodude2016
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      This is why a separate version of the fix has been made (for MO2), it is available in the downloads. I hope you understand this too)
    2. Danimal511
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      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 
    3. nodude2016
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      Danimal511, Yes you are right! I need to find another way to fix it...
    4. kroniczin
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      Soooo how do we exactly install this patch without MO2? where do we paste the files and which ones do we delete?
    5. Syq111
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      You can simply unpack forgotten magic bsa and then unpack this fix bsa and let mo do its job
    6. clewecks
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      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?
    7. nodude2016
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      Soooo how do we exactly install this patch without MO2? where do we paste the files and which ones do we delete?
      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
  5. Fuzetman
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    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
    1. nodude2016
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      Fuzetman, I'm investigating this issue, but I'm not promising anything...
  6. ChefBarbie
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    "DO NOT INSTALL IN MO2" 

    That's ominous. Why? 

    EDIT: Welcome Back. I did not expect to see a red version number in my... 

    DUH DUH DUH...
    MO2 XD 
  7. videqualia
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    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.

    That said, thanks for these nice fixes. Cheers.
    1. nodude2016
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      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!
    2. LucidNIghtingale09
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      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
    3. nodude2016
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      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 :)
  8. MazConnelly
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    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.
  9. ChocolateThunderNut
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    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. 
  10. corpseletter
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    Can you also fix Frost Armor not knowing it's already dispelled? The effects stick (like the bonus magicka) even after its duration runs out.
    1. nodude2016
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      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.
    2. ChocolateThunderNut
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      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%.
  11. AmiriusShabanius
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    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
    1. BunkerBuster99
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      Checked ingame and this mod changes original Storm Armor visual effect for subtle body glow.
    2. butula13
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      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.
    3. nodude2016
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      Amirsrim123, of course it is possible! is achieved by editing the file, for example in SSEEdit, there you can remove all visual effects altogether.
    4. agelmar101
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      A late reply but you can also use the following mod, and yes it works for the Forgotten Magic spells:

      Glow Be Gone SKSE Updated at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)