Skyrim Special Edition
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dukethedropkicker - PRieST47

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PRieST47

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  1. PRieST47
    PRieST47
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    Deleted the optional files, as the main file comes with an integrated fomod, where all patches are present. In addition does every patch work as a standalone, so only one .esp is needed. All options are esl flagged.
    I haven't done any combinations, because mostly one mod will overwrite the other anyway.

    This is my first fomod installer, so if anything is broken or could be optimised, report it. I still learn on doing these things.
  2. nexusMooo
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    can you also include the Bound Weapons effects?
    currently it does not work.
    1. PRieST47
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      Isn't this covered by the original mod, if you set 'removeWeaponFX" to false in the .json?
    2. nexusMooo
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      i was under the impression that doing so would enable veen enchantments effects on the weapons?
  3. VulcanTourist
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    Could the name of this mod and its plugins be changed to resemble its title here, to locate them adjacent to the mod they patch in mod lists and load orders and generally make it more easily found with filtering in Vortex, etc.?
    1. PRieST47
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      Hm, I don't get, what you mean.

      The .esp are named 'GhostFXWorkaround' at the beginning, what is also part of the title of this mod. Why is this not specific enough? I aks because personally I don't see the need for improvement.
    2. VulcanTourist
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      I misspoke, since Glow Be Gone doesn't actually have an ESP file at all; what I was referring to is the name of the download file, I guess, what results in how it's named in mod lists in Vortex. Had you named the download file similarly to how Glow Be Gone has named its dowload file, then presumably the mods would alphabetically sort right next to each other, both the mod and its patch. Since you didn't, other mods can intrude in between and make it harder to notice that one has a patch installed for Glow Be Gone, especially since its current modlist name doesn't even include "GlowBeGone". More specifically, the download file for this mod should be named:

      GlowBeGoneSSE-Updated GhostFX Workaround

      since "GlowBeGoneSSE-Updated" is how Glow Be Gone itself appears.
  4. cthunsthrall
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    this is a really tiny nitpick but i think it'd be better if all the optional versions had the same (original) plugin name, so people can switch between them and update them without having to edit their json file. obviously if they use your packaged config file it'll work fine so i can only speak for myself, but i have some other exclusions besides this one and i also don't disable weapon fx, so i have to use my own config file. really insignificant issue, i know lol
  5. psychoqwirk420
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    For anyone having trouble with CTD at main menu!

    Drove me crazy trying to find out why. After I narrowed it down to this mod and the Glow Be Gone SKSE Updated mod, here's what I did:
    1. I uninstalled both
    2. Deleted them off my system
    3. Downloaded them both in proper order (ie., Glow Be Gone SKSE Updated, then this mod)
    4. SOLVED!

    This happened to me after I updated to version 1.3c (I believe). My assumption is being there are overwriting JSON files in the wrong order? I honestly don't know because I'm not that smart of a person to understand how modding works. That's best left to the talented mod authors who make the things in which make our games better. I'm just sharing my experience so that in case it happens to someone else, you've got something to try now.

    ALL that being said tho, thank you PRieST47, this mod solves a pet peeve I had with GBG SKSE Updated. Now I can see what ghosts I'm fighting, lol
    1. PRieST47
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      Is this still a thing with version 1.3d?

      Maybe it was my fault due to an error in version 1.3c :/
    2. psychoqwirk420
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      I've updated to 1.3d and the CTD hasn't happened. I just figured it was an issue with possible install order on my part since they both use the same name JSON files. I just kinda figured (in the end) it was mainly on my end. So in case someone had a brain fart like I probably had, I figured I'd give a hint as to a possible casue?
    3. PRieST47
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      The .json I provide with this mod is a 'vanilla' one (so to say if you just installted GBG and went into the game without modifing anything manually) or in case of a patch for this specific patch.
      I myself couldn't even use it in this case, as I modified the .json which was provided by GBG and so I'll have to edit it myself.
      This has to be done by everybody, who editid the original .json file from GBG.

      But long story short:
      Good to hear that it's fixed on the new version and on your end.
    4. psychoqwirk420
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      This is why I play mods and can't make them. Takes a deeper understanding than I have, lol. Yes, all is well now. Thank you for your time and your mod :-)
  6. GTAFYFE
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    This doesn't work well with Mysticism - A Magic Overhaul
    it changes the thrall spell..
    also for some other mods like immersive sounds and when this mod is enabled the arniel's shade spell is gone...
    1. PRieST47
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      The spell itself is gone or do you mean the effect is gone (invisible ghost fx)?
      for SOS the easiest way to make it work would ne to put it on the exclusion list aswell.

      As I don't use myticism myself, I suggest that there would also be a patch needed. Doesn't make sense to put the whole esp on the list.
    2. GTAFYFE
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      I had to load the esp in xedit and delete all the reanimation spells since most of them conflicts with Mysticism. and yeah in-game when the esp is enabled and I haven't removed arniel's record from your mod. the spell isn't there in my magic menu. its like I never finished the quest to get it. but either disabling the esp or remove the record it brings the spell back. So basically everything is working correctly not for any reanimation spells.
    3. PRieST47
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      Please look into the new version. I made an installer with a patch so it could work together with Mysticism. You could test it and report back if everything works.
    4. GTAFYFE
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      Looking at xedit the arniel's summon spell seems to have no conflicts but some of the other mods have conflicts with:
      -Immersive sounds - compendium
      -Tomebound
      -Tomebound - immersive sounds patch
      -Mystic ordinator < which is an ordinator patch for Mysticism
      The fomod installer is great but could be better for example:
      Vanilla + immersive sounds
      Vanilla + Mysticism
      Vanilla + immersive sounds + Mysticism
      etc.
    5. PRieST47
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      Yeah sure, but there are so many options and mods which will have incompatibilities, maybe over time I'll add more and more.

      About the combinations:
      All patches have the vanilla 'changes' and the mod specific ones. The problem with combining is (for example Immersive Sounds and Reverb and Ambience Overhaul) they change sometimes the same record, so it depends on every specific load order which one will win the conflict. I just can't do every possible way of patching this. Immersive Sounds and Mysticism could be possible, but there are also some records which are change by both mods and I can't decide which one will be the winner.

      I appreciate your suggestion of mixing them more, but this will be too specific in my eyes.

      Edit: I added Tomebound/Tomebound IS Patch into the new version
    6. GTAFYFE
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      Thanks for taking your time with patching the mod. and yeah mods that change the same record doesn't work with another and it gets complicated to patch, is it possible to make:
      Vanilla + Mysticism + Immersive sound?
      because these mods don't change the same record and they're the essential to my modlist
      As for tomebound and other mods i'll just delete the records from the mods since I don't really use these mods as much as Mysticism and immersive sounds because they overhaul mostly everything in-game. The installer is great but its very limited I don't want to have vanilla + mysticism
      or vanilla + immersive sounds lol its hard to choose because those are great mods. if the three got combined i'd be grateful! to have them all.
  7. vega2themaxx
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    Endorsed. Good one to add to my LO. I patched mine in SSEEdit for those that are using Reverb and Ambiance Overhaul or Undeath you will need a patch or make one.
  8. RaulMZ
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    Any way you upload this mod as a ESL?
    1. PRieST47
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      It is an esp flagged as an esl, an espfe if you want to call it and so it doesn't count into the 255 esp limit.
    2. RaulMZ
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      Oh that is nice, thanks for replying.
  9. Anqayas
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    Summoned ghosts don't seem to be affected by your mod. Using the latest update.
    1. PRieST47
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      Which spell did you used to summon the ghost?
    2. Anqayas
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      The Ritual Standing Stone from Andromeda: https://www.nexusmods.com/skyrimspecialedition/mods/14910
      Also all summoning enchantments from Summermyst: https://www.nexusmods.com/skyrimspecialedition/mods/6285
    3. PRieST47
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      Ok, as they are not vanilla, just put the .esp names onto the .json list -> exclusion section

      Should be look something like this:
      Spoiler:  
      Show

    4. Anqayas
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      Didn't realize these mods use their own effects. I thought they just used the vanilla ones. Thanks :)
  10. GTAFYFE
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    Does this also work on summoned thralls like Arniel Gane? hes kinda transparent
    1. PRieST47
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      I reuploaded the file, so please try again, if I got all of the records for reanimation.
  11. cthunsthrall
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    some of the records aren't in the same language as the others just so you know
    1. PRieST47
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      Thanks for the advice, have set everything back to english and reuploaded the file.