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The Vanilla game has a serious bug where any time a spell, ability, or disease is cast (or added) in the background while you are dual casting a spell, the spell you are dual casting will be considered a single-cast spell. Although this problem exists in Vanilla, it only happens very, very rarely. However, in a modded game, it can become so frequent as to make dual casting functionally impossible in certain situations. This is an engine-level issue that effects all Vanilla and modded spells. Because of this, Dual Casting Fix is required for all modern load orders. If you are having trouble with Illusion, Reanimation, or Turn Undead spells not working on high level targets when dual cast, this mod will fix that.
Mysticism distributes a large number of spells, and some of them higher level versions of spells that you already possess. As such, you might find that some of your older spells are useless after you've learned their upgrades. This is true of many spells in Vanilla as well (Oakflesh, Fast Healing, etc). If you would like to clean your spell inventory of lower-level spells that you don't need to use anymore, you can download Forget Spell, which allows you to forget spells straight from your spell inventory by pressing R.
Is it a bug or intended that Frost Rune and Wall of Frost don't slow enemies like other frost spells do ?
Also (this one isn't something I tested ingame), I noticed MAG_SunBarrierImpactSetDualCast spawns the non-dual cast version of Sun Barrier on some materials
I noticed in SSEEDIT that both Mysticism and Ordinator edited Frostslow in Magic effect(29D,29F,2A0) and the patch didn't touch it either, which one should overwrite?
I always check posts before I download and so many, but so few posts of praise. Yet a lot of support from you so modder to modder the best I can do is give you yet another Kudos for being one to support their mods. Thank you.
Hey, Bethesda messed up the entry for the right handed Reanimate Corpse spell and used the left hand instead. This was fixed in USSEP. Could you please include this fix in Mysticism and Adamant?
How hard would it be to instead of simply opening a lock with the lock spells we get like a Bound Lockpick or something with X number of uses? Maybe some people hate the lockpicking mini game, I actually like it when using mods that make lockpicks extremely rare - also gives you actual reason to get the Skeleton Key or find fences that sell lockpicks.
It's true that the patch is a bit old but the things that Ordinator really needs patched for don't get updated that often. It's basically just telling Ordinator that certain magic effects exist.
Sorry if this has been asked already, but was Necromantic Healing removed due to this mod? The tome that's in Dymhollow Crypt looks like it was replaced with Daedric Cure, which is now a conjuration spell. I was specifically looking to keep Serana healed; does the Daedric Cure spell work on her, is there another spell or do regular spells like Healing Hands work on her?
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Thanks for your interest in my work! Check out my Discord Server if you want to keep up with what I'm doing next. I also have a Patreon if you'd like to follow me and support me there.
Mysticism distributes a large number of spells, and some of them higher level versions of spells that you already possess. As such, you might find that some of your older spells are useless after you've learned their upgrades. This is true of many spells in Vanilla as well (Oakflesh, Fast Healing, etc). If you would like to clean your spell inventory of lower-level spells that you don't need to use anymore, you can download Forget Spell, which allows you to forget spells straight from your spell inventory by pressing R.
Also (this one isn't something I tested ingame), I noticed MAG_SunBarrierImpactSetDualCast spawns the non-dual cast version of Sun Barrier on some materials
The latest update for the current mode is 2024.
You might be asking if there's no problem.
Could you please include this fix in Mysticism and Adamant?