0.97 patch for Mysticism 1.1.3 published, with Nix2081's huge manual corrections. Many thanks to him, since going over each spells one by one is long and fastidious !
Good question. Looks like SimonMagus616 found and fixed a number of errors recently. charlymbx5, unless you're confident that your current patch will be ok an update to cover at least Mysticism 1.1.5 looks urgently needed. Pretty please!
If anyone is interested, I've just finished fixing all those bugs I reported last night: here's my updated script. Full changelog below:
- Added missing import code for Mutagen and Turn Greater Undead. - Removed the import code for a great many NPC-only versions of spells, e.g. left hand-only variants. - Removed the import code for a couple of deprecated spells that are removed in Mysticism v1.1.3. - The Soul Cairn summons, Poison Rune, and Freeze now have their original archetype data properly removed before they are re-imported for use with Mysticism. - Corrected the complexity tier for Turn Lesser Undead, Turn Undead, and Dismiss. - Fixed a copy-paste error that was leading to duplicate formlist entries. Possibly spent more time automating this than it would've taken to do by hand.
Charlymbx, next time you swing by here, feel free to incorporate this as another unofficial update if you're so inclined.
Curious...what's the point of adding the Sun element, if it's going to be paired with Light every single time? Edit: Yes, I'm aware that you didn't change that from the mod here.
With regards to my personal philosophy on assigning archetypes, I draw the line based on whether the spell is associated with the literal sun-in-the-sky, or just the properties of sunlight. If, like Mysticism's sun spells, you're throwing around balls of magical sunlight, then I'd say it's appropriate to add both the Sun and Light archetypes. Whereas an argument can be made that turn undead spells could be associated with the sun, but not with light. In my own Arcanum patch, the spell Sol Invictus also uses the Sun archetype but not Light - it creates a burning, sun-like sphere of fire wherever the spell is cast. The same is also true of Sunlight Spear, which behaves much like its Dark Souls namesake.
So... i changed my mind and tried to build a patch for the latest Mysticism version. It's uploaded; i made a very simple test only, and won't play it anytime soon. Please let me know how it goes.
I checked a few things in a source script and there are multiple mistakes in spell levels. For example: 1. Fireball is apprentice instead of adept 2. Ebonyflesh is adept instead of expert 3. Stoneflesh and Ironflesh are both apprentice 4. Ice Storm is apprentice instead of adept 5. Dragonhide is expert instead of master
It seems most if not all spells of adept and higher level had their level decreased by one. Lightning Bolt is correctly apprentice, for example.
UPD: Did a search - no master spells found whatsoever.
Thanks for the info. I do not face the same issue ingame, but you are right the 0.96 file i uploaded is uncorrect. Weird, i have two different script versions; let me check what mistake i did.
I see you uploaded new version. Checked its source scrtipt. Now each vanilla spell has two sets of parameters - one of correct level and one of level higher. Aspects are the same. New spells added by Mysticism have one set of paramerets but are all one level higher than needed now.
I guess for vanilla spells what you are seeing is 1) remove the elements already imported 2) import the new version from Mysticism. Let me check the remaining issue with the level
Also, I noticed that Dragonhide is listed as undiscoverable. It seems wrong especially if you use changes to spell tomes to prevent vanilla spell learning.
UPD: Double spell data is indeed remove old - add new. But what is adde is one level highter, for example Fireball is Expert.
0.96c uploading Unless i'm mistaken i did not mark any spell as undiscoverable at the moment. I don't see Dragonhide as undiscoverable in the script either. Where did you see that ?
In 0.96c all is fine. All levels are correct! Thank you for making this patch. I really like both Spell Research and Mysticism, so this update is like gift :)
Ok, I tested the patch some more and discovered that it doesn't overwrite vanilla Spell Research settings with Mysticism ones.
For example, Frenzy spell. In my test game I got aspects form Spell Reserch import script: CastingFireForget ElementCreature ElementHuman SkillIllusion TargetActor TargetAOE TechniqueFrenzy
While Mysticism import script contains: CastingFireForget TargetActor SkillIllusion TechniqueCourage TechniqueFrenzy
Unique Mysticism spells work fine. Hovewer, why Greater Flames and a lot of other destruction spells have health aspect?
I reproduced with Frenzy. On the other hand it looks like it works ok for other some vanilla spells. I saw that Frenzy was not handled properly in my patch (that is vanilla elements are not removed before adding Mysticism ones). I will have to check why my script did not detect frenzy as one to overwrite.
About Greater Flames : most likely it's an incorrect attributation in my automated script. I did not select ingredients manually for each spells, it woud be far too long & boring to do.
Thank you for your fast responses ) Also could you explain why aspects for this spell are so strange?
UPD: Saw you response. Is it possible to edit this script manually and then compile it? I think I can edit ingredients and then send you to compile. At least some contribution to modding.
I found why the health & weapon elements... I'll try to correct it. Yes it's possible to edit on your side. However it's going to be boring as hell to modify directly the psc. If you want to try i can send you the csv file, that you can edit with the Spell Research import tool (it's in the file section of Spell Research). This tool could have a better ergonomy, but it's far better than editing the psc.
Ok, send me please CSV, I'll see what way to edit spells will be better.
I think automated assignment of ingridients isn't going to work properly. For example, I see SpellsElementLight in a Feather spell, which is strange. Also Greater Frostbite has TechniqueCurse and TechniqueInfuse which are obviously superfluous in this spell.
i'm afraid i won't update... or at least not anytime soon. I'm not using SR anymore, and furthermore i lost the scripts i created to automatize (partially) the work. Doing it manually - with the Spell Research import tool - is very tedious for big spells mods, and it doesn't work for Mysticism.
51 comments
- Added missing import code for Mutagen and Turn Greater Undead.
- Removed the import code for a great many NPC-only versions of spells, e.g. left hand-only variants.
- Removed the import code for a couple of deprecated spells that are removed in Mysticism v1.1.3.
- The Soul Cairn summons, Poison Rune, and Freeze now have their original archetype data properly removed before they are re-imported for use with Mysticism.
- Corrected the complexity tier for Turn Lesser Undead, Turn Undead, and Dismiss.
- Fixed a copy-paste error that was leading to duplicate formlist entries. Possibly spent more time automating this than it would've taken to do by hand.
Charlymbx, next time you swing by here, feel free to incorporate this as another unofficial update if you're so inclined.
thx
It's uploaded; i made a very simple test only, and won't play it anytime soon. Please let me know how it goes.
1. Fireball is apprentice instead of adept
2. Ebonyflesh is adept instead of expert
3. Stoneflesh and Ironflesh are both apprentice
4. Ice Storm is apprentice instead of adept
5. Dragonhide is expert instead of master
It seems most if not all spells of adept and higher level had their level decreased by one. Lightning Bolt is correctly apprentice, for example.
UPD: Did a search - no master spells found whatsoever.
I do not face the same issue ingame, but you are right the 0.96 file i uploaded is uncorrect. Weird, i have two different script versions; let me check what mistake i did.
UPD: LOL, written before your reply )
Let me check the remaining issue with the level
UPD: Double spell data is indeed remove old - add new. But what is adde is one level highter, for example Fireball is Expert.
Unless i'm mistaken i did not mark any spell as undiscoverable at the moment. I don't see Dragonhide as undiscoverable in the script either. Where did you see that ?
For example, Frenzy spell. In my test game I got aspects form Spell Reserch import script:
CastingFireForget
ElementCreature
ElementHuman
SkillIllusion
TargetActor
TargetAOE
TechniqueFrenzy
While Mysticism import script contains:
CastingFireForget
TargetActor
SkillIllusion
TechniqueCourage
TechniqueFrenzy
Unique Mysticism spells work fine. Hovewer, why Greater Flames and a lot of other destruction spells have health aspect?
On the other hand it looks like it works ok for other some vanilla spells.
I saw that Frenzy was not handled properly in my patch (that is vanilla elements are not removed before adding Mysticism ones). I will have to check why my script did not detect frenzy as one to overwrite.
About Greater Flames : most likely it's an incorrect attributation in my automated script. I did not select ingredients manually for each spells, it woud be far too long & boring to do.
Also could you explain why aspects for this spell are so strange?
UPD: Saw you response. Is it possible to edit this script manually and then compile it? I think I can edit ingredients and then send you to compile. At least some contribution to modding.
Yes it's possible to edit on your side. However it's going to be boring as hell to modify directly the psc. If you want to try i can send you the csv file, that you can edit with the Spell Research import tool (it's in the file section of Spell Research). This tool could have a better ergonomy, but it's far better than editing the psc.
I think automated assignment of ingridients isn't going to work properly. For example, I see SpellsElementLight in a Feather spell, which is strange. Also Greater Frostbite has TechniqueCurse and TechniqueInfuse which are obviously superfluous in this spell.
The last version of Mysticism won't play well though.
i'm afraid i won't update... or at least not anytime soon. I'm not using SR anymore, and furthermore i lost the scripts i created to automatize (partially) the work. Doing it manually - with the Spell Research import tool - is very tedious for big spells mods, and it doesn't work for Mysticism.