This is one of my favorite mods I frequently come back to this and Sylvanas as a playthrough. I role play start with thieves guild and this is a blessing from Nocturnal. great to pair with Path of the Anti-Mage. Great work bro keep it up!
F:\skyrim-dev\repos\EngineFixesSkyrim64\src\warnings\miscwarnings.cpp(27): [warning] duplicate addon node index found, formID 61103A8C in plugin Apocalypse - Magic of Skyrim.esp and formID BF0960D8 in plugin ShadowDancer.esp share node index 111
Is it safe to ignore? Can I patch it? Do I choose which mod to keep?
This mod is conceptually awesome! At first I thought it conjured a shadow assassin, which now that I say it out loud... Yeah! Also would be cool to have stealth shadow shader effect (just a transparent black darkness wrapper), where you "become the shadow" which would make one look exactly like the above shadow warrior. More advanced, you could just become a dark outline or wispy cloud of smoke (ethereal), when you sneak... xD
Thank you.... but for reference next time, please point someone in the right direction. In order to find this book. first you need to open up the console command, then type Help shadow. Once there, press page up until you find books, then find book of shadow ID and then do Player.additem and then the ID.
A few months late, but Dazz, you do realize that you weren't entitled to any assistance right? To add insult to injury, the answer to the question that you asked could have easily been looked up...
I really like this mod, I use the Path of the anti-mage mod, which allows my mage hunter playthrough to have a ranged option that can be accurate. Instead of using the power attack range mode for the anti-mage mod. super useful to create space if surrounded if used with sweeping attacks and knockback mods. :D
For folks having problems with being unable to dispel the bow after level five it can be fixed with some edits to the ESP and the script.
In SSEEdit / Xedit open the Shadow Dancer.ESP and all dependencies Go to Magic Effect go to EditorID sd_shadowbowscript Under scripts select properties and Add Edit the propertyName to read SD_shadowedbowMEffect2 Change the Type to Object Change the formID to read SD_shadowedbowMEffect2 and select the MGEF from the list that appears Repeat this for SD_shadowedbowMEffect through to 7 Save the ESP and close Xedit
Decompile sd_bowequipeffect.pex using Chamillioin, I used the GUI version without problems. Edit the .psc file using whatever program you want, I used SSEScript, it takes a bit to get it working and wasn't MO2 friendly but once I got it going it was great for editing and compiling. In the .psc file go through and find every instance of the levelupin the scripy which can be identified by elseIf Caster.getlevel() < XX (XX will be the new level for the spell level up) In that elseif statement change the spell being cast to match the one being dispelled under the next line eg:
you would change sd_shadowbowspell1.Cast(Caster as objectreference, Caster as objectreference) to sd_shadowbowspell3.Cast(Caster as objectreference, Caster as objectreference)
Do that all the way down to the end of the .psc file
Recompile the file and copy into wherever the original is overwriting it.
You could also create an overwrite patch by copying the sd_shadowbowscript MGEF into a new file in Xedit with overwriting and then moving your new sd_bowequipeffect.pex into that same mod which is probably better practice.
There may be a more elegant / efficient way of doing it by attaching keywords to the MGEf and triggering a single shadowbow dispelling spell but this is the first time I have even tried to decompile a script.pex file so I was just trying to get it working and given permissions are needed to distribute alterations / bug fix files I didn't do any more digging once I got it successfully dispelling.
89 comments
Thank you for sharing your excellent new mod with the Nexus Mods Community!
We like it so much we're going to promote your mod on our Social Media.
Look out for your mod appearing on our Facebook or Twitter over the next few days!
Keep up the awesome work!
- Nexus Mods Staff
My EngineFixes.log reports:
F:\skyrim-dev\repos\EngineFixesSkyrim64\src\warnings\miscwarnings.cpp(27): [warning] duplicate addon node index found, formID 61103A8C in plugin Apocalypse - Magic of Skyrim.esp and formID BF0960D8 in plugin ShadowDancer.esp share node index 111
Is it safe to ignore? Can I patch it? Do I choose which mod to keep?
Please help. Thank you.
P.S. If you need more information let me know.
Also would be cool to have stealth shadow shader effect (just a transparent black darkness wrapper), where you "become the shadow" which would make one look exactly like the above shadow warrior. More advanced, you could just become a dark outline or wispy cloud of smoke (ethereal), when you sneak... xD
Not just use command, figure it out.
In SSEEdit / Xedit open the Shadow Dancer.ESP and all dependencies
Go to Magic Effect
go to EditorID sd_shadowbowscript
Under scripts select properties and Add
Edit the propertyName to read SD_shadowedbowMEffect2
Change the Type to Object
Change the formID to read SD_shadowedbowMEffect2 and select the MGEF from the list that appears
Repeat this for SD_shadowedbowMEffect through to 7
Save the ESP and close Xedit
Decompile sd_bowequipeffect.pex using Chamillioin, I used the GUI version without problems.
Edit the .psc file using whatever program you want, I used SSEScript, it takes a bit to get it working and wasn't MO2 friendly but once I got it going it was great for editing and compiling.
In the .psc file go through and find every instance of the levelupin the scripy which can be identified by
elseIf Caster.getlevel() < XX (XX will be the new level for the spell level up)
In that elseif statement change the spell being cast to match the one being dispelled under the next line eg:
elseIf Caster.getlevel() < 15
; 033 : callmethod getCasterActor self ::temp2
; 034 : callmethod hasMagicEffect ::temp2 ::temp3 ::SD_shadowedbowMEffect3_var
; 035 : not ::temp6 ::temp3
; 036 : jmpf ::temp6 041
if !self.getCasterActor().hasMagicEffect(SD_shadowedbowMEffect3)
; 037 : cast ::temp4 Caster
; 038 : cast ::temp5 Caster
; 039 : callmethod Cast ::sd_shadowbowspell1_var ::NoneVar ::temp4 ::temp5
sd_shadowbowspell1.Cast(Caster as objectreference, Caster as objectreference)
; 040 : jmp 044
else
; 041 : callmethod DispelSpell Caster ::temp3 ::sd_shadowbowspell3_var
Caster.DispelSpell(sd_shadowbowspell3)
; 042 : callmethod Dispel self ::NoneVar
self.Dispel()
; 043 : return none
return
endIf
you would change
sd_shadowbowspell1.Cast(Caster as objectreference, Caster as objectreference)
to
sd_shadowbowspell3.Cast(Caster as objectreference, Caster as objectreference)
Do that all the way down to the end of the .psc file
Recompile the file and copy into wherever the original is overwriting it.
You could also create an overwrite patch by copying the sd_shadowbowscript MGEF into a new file in Xedit with overwriting and then moving your new sd_bowequipeffect.pex into that same mod which is probably better practice.
There may be a more elegant / efficient way of doing it by attaching keywords to the MGEf and triggering a single shadowbow dispelling spell but this is the first time I have even tried to decompile a script.pex file so I was just trying to get it working and given permissions are needed to distribute alterations / bug fix files I didn't do any more digging once I got it successfully dispelling.
I've made a separate mod of shadow throwing dagger spell for myself base on this.:))