Skyrim Special Edition
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MatthiosArcanus

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  1. MatthiosArcanus
    MatthiosArcanus
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    As of 1.1.2, the Arcanum patch and the untested hazard patch are in their own download, no longer part of the main patch compilation.
    It has become clear that Arcanum is far too complex for me to create a patch that I'm confident works and doesn't cause more problems than it solves.

    Apologies for that, I'm just not the guy for that particular patching job.
    As with all my other work, feel free to use it to create your own patches though!
  2. MatthiosArcanus
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    Concerning NFF_NTMD_ARC_HAZARD:
    As I was going through the Arcanum records, I found several that had "hazard" in their editor ID, I'm assuming these are specific to traps.
    I provided this as a separate ESPFE in case I'm incorrect and these records do need the NTMD conditions.
    The patch (now in the optional downloads) overrides and removes those conditions from the NDD_NTMD_ARC patch, and must be loaded after that patch.

    Edited to remove extraneous info.
  3. MatthiosArcanus
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    Hey everyone!

    I feel that it should be emphasized, that these patches have not been tested extensively. Most of my testing has consisted of pelting a follower with spells added from some of the mentioned mods and hoping they don't die. I did this for maybe 10 minutes, and they didn't die, so there's at least that (but there was a fair bit of complaining.)
    The primary purpose of this page was to share the information I found that resulted in the listed patches, and those patches are meant to be more of a starting point, rather than the end goal.

    With that in mind, I would recommend checking any patches you want to use in xEdit, to ensure they make the changes you desire.
    As far as I'm aware, there's no problem adjusting any of the edited records in an ongoing save, and I didn't run into any issues during my testing doing the same.
    If something isn't quite right, check the offending patch in xEdit and adjust as needed, that shouldn't pose any risk to your save whatsoever.

    As mentioned elsewhere, I'm not interested in requests. The guide in the articles section should hopefully be thorough enough that you can make your own patch without issue.
    Any additional patches that may make their way to this page would only be made if I found a need in my own game. There's simply too many magic-oriented mods that exist, that I don't care about, to try to patch them all.
    You could probably make an xEdit or zEdit patcher to do it for you, but I'm not interested in that either.

    All that being said, I do hope that what is provided on this page is of some benefit to you!
  4. hoangdai94
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    @MatthiosArcanus The recent version of NFF currently uses SPID to distribute a "friendly fire perk" to prevent the issues, I guess it will make your patches redundant now, right ?
    1. MatthiosArcanus
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      Hey there!

      Thanks for bringing this to my attention. I've not been keeping up with the modding community, so I don't really know all that much about SPID. If it's basically a dynamic patch of some form tailored to an individual's load order, then yes, it would be safe to assume that my patches are no longer needed. If anyone can confirm this, that would be great, and I'll probably hide this mod, to avoid confusion/misinformation.

      Thanks!
  5. VenomGTX2000
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    Is there a mod that can prevent NPCs from attacking followers when they are accidentally hit by the followers' destruction magic?
  6. RicoJumpy
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    I am wondering if the mysticism patch can still be used with mysticism 2.x
    1. MatthiosArcanus
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      Hey there,

      Given how long it has been since I've updated these, or even looked at the changes, it would be hard for me to say.
      I would take it more as a baseline, examine the changes yourself, and adjust the values as needed. I'm not sure if it's usable as-is otherwise.

      Hope that helps.
    2. RicoJumpy
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      I just came to report it does induce some weird effects like not being able to crouch when some of the new spells are equipped etc.
      Deactivated the esp after trying. I should have a look at your guide for patching :)
      Thanks for the mod and guide, best wishes to you.
    3. MatthiosArcanus
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      That sounds about right, but thanks for reporting that issue. I'm sure others will find that useful.
      Best of luck with editing the patches, hopefully the guide is still relevant/useful, yet another thing I haven't looked at in a while.
    4. RicoJumpy
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      NFF No Team Magic Damage Patches for Vanilla Plus Magic And Shout Overhauls?

      Turns out there was a patch out there ! It's a mouthful though :)
    5. MatthiosArcanus
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      That's fantastic, I'm glad you found that. Thanks for sharing!
  7. TheGameBall
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    Is the "move poison spells to restoration tweak" / "Forgotten Magic - Ordinator Compatibility Patch - Restoration Tweak.esp" file really needed?
    1. MatthiosArcanus
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      Hey there!

        Honestly, I couldn't say for certain. With the nature of mods to update and given the roughly two years that this mod has been available, it's certainly possible that they are no longer necessary/functional. I'm not actually sure if any of these patches still work as intended.
        Might be best to use them a bit cautiously, and if nothing else, use them as an example in conjunction with the article that goes over how these patches were made to make your own patches.
        Far as I can tell from my past comments, that was my original intent anyway, as opposed to maintaining ready-made patches.

      Hope this helps!
  8. manfredbettin
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    Downloaded and installed it on January 3rd 2021 and I use the "Forgotten Magic Redone" NFF_NTMD_FMR.esp
    I just found something weird:
    The utility spells in general are not working anymore, list below, as "not working" means you can still cast them and you get exp in Magica but they are not going active (not in "active effects", no exp in FMR).

    Alteration: Deathly Pall, Frost Armor, Veil of Nature, Stormgate
    You see that "Storm Armor" is missing in this list - well, it is missing in the .esp.
    Illusion: Phantom Shroud
    Destruction: Salamander Touch, Skyfall, Winter Woe
    Conjuration: Arcane Weapon, Blessed Weapon, Summon Ancient Lich, Summon Deathguard, Wolf Pack
    Powers: Glacial Fortress, Phantom Armor

    Beside that the other spells (e.g. Stromstrike) work fine and make no damage to NFF-follower. Still have to test the healing ability of "Holy Bolt".
    I will play a little bit around in xEdit and see what I can do (most likely set these spells to "ignore").
  9. Branwen
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    Holy Cow! I need to try this out. Playing as a mage with two fighter followers in narrow dungeons is a nightmare. Even fucking "damage undead only" spells  make them go "Hey! I'm on your side!!!".
  10. Razvhar
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    hi and thanks for these great patches, was wondering if you could add Crimson Storm - Vampiric Spells to the list

    thanks in advance
  11. Sebxque
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    Thanks for the complete guide after some trials and errors i managed to pull out a patch for Shadow Spell Package!

    However i found a little typo in your guide, on the step 4 you said "enter the new, adjusted ID (IE 0x02016eb3) and then select "replace all"." it shouldn't be rather "(0x02016eb3) instead ? Because of that point the converter throw me an error.
    1. MatthiosArcanus
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      Hey there!

      Congrats, I'm glad you got some use out of this. =-)

      Hopefully I'm understanding what you mean, (IE 0x02016eb3) versus (0x02016eb3).
      "IE" isn't a part of what you should add, and apologies that wasn't made clear. It's an abbreviation used to provide clarity on what's meant by the previous statement. Check out this link for more information.
      More plainly, the sentence would be as follows: "enter the new, adjusted ID (for example 0x02016eb3) and then select "replace all"."

      I'll edit that so it's a bit clearer, thanks for letting me know!
  12. VulcanTourist
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    While it turns out that I have no need of the patches of this mod, I greatly appreciate the sharing of your technique and how you leveraged Bethesda Toolkit to make the creation process less repetitive.  Avoiding repetition is one of two qualities that drew me to computers and programming so very long ago.

    Thanks to your explanation, I can see that it's a tool that I will also want to leverage for learning and modding.
    1. MatthiosArcanus
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      Hey there!

      Really glad to hear that has been of use to you! So far I've been impressed with the toolkit's usefulness, I honestly wouldn't have even tried these patches without it. XEdit is a great tool, but mass-editing anything with it tends to be... Painful.

      Best of luck with your modding!
  13. Lubuu
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    Hey MatthiosArcanus, it's me again

    So today i had some free time to play a little bit of skyrim and i noticed some bugs who passed under the radar it seems. So i decided to try as many arcanum spells as i could, i tested everything except reformulated and destruction spells, i didn't have enough spare time to test everything.
    Here is the list of the bugged spells that needs to be checked, hope it will facilitate the debugging process :

    Restoration :

    - Light of day
    - Funerary Rite
    - Eldritch Reconstruction
    - Aedric Wind
    - Psalms of Retribution (not quiet sure on this one, the draining effect works, but not the burst damage release)
    - Sutra of Perseverance (Not sure on this one, two buffs are active but it doesn't seem to empower restoration spells)

    Illusion :

    - Cleansing Meditation (doesn't seem to regen health and stam, but the burst damage release works)
    - Fervid Visions (No frenzy effect on target as far as i can tell, debuff seems to work though)
    - Damping Matrix (The effect is here, but no visual effects, i don't know if there is one, maybe should be checked)
    - Unbroken Focus
    - Cryptic Command

    Nota Bene : Important mention, while testing, i didn't have the test patch activated. I don't know if you recommend it, if you do, i'll probably retest the problematic spells with the test patch, at once with destruction and reformulated spells.
    1. MatthiosArcanus
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      Hey there!


      That's great, thanks for testing!

      Concerning the test patch, I would recommend it, just in case that does correct any trap-related effects. From what I know, it shouldn't hurt anything if it isn't effective. My understanding of its changes: it reverts any hazard effects in Arcanum to the base mod's state, without the NTMD conditions, which ideally means you'll still get hurt from traps which utilize those effects.
      I haven't ran into any traps yet, so I can't speak from experience (although honestly I should, no idea why I haven't thought about that until now.)

      Looks like we've gotten to the really buried stuff, had to do a fair bit of digging to find most of these.
      One I couldn't find at all, Cleansing Meditation. I'll most likely have to ask the mod author, I've no idea what the editor ID is for that one, and also couldn't find the spell in the Creation Kit.
      Sutra Of Perseverance, I didn't see any trace of it in the patch, either directly from the spell or any of the associated effects. This one's probably buried much deeper than expected, perhaps something related triggered through a script, although that's just speculation.

      Funerary Rites, Aedric Wind, Psalms Of Retribution, Fervid Visions, Unbroken Focus, Cryptic Command were all removed as best I could tell.
      Damping Matrix, I'm unsure of the visual aspect, but I removed it from the patch. From the description on the mod page, it shouldn't be included anyway.

      I'll keep looking into Cleansing Meditation and Sutra Of Perseverance, the changes to the other spells should be available for download now.
      Thanks again for testing! =-)

      Edit: Finally found Cleansing Meditation, had to find the ID in-game. This is another one that's not touched by my patch, as far as I can tell, either directly or through its effects. Still definitely possible something else related is affected that I'm unable to locate directly.
    2. RadiantWings
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      Just thought I chime in.
      I did notice that for some reason, with this patch, Inferno Jet spell doesn't always seem to do consistent damage to the enemies. A lot of the time the enemy will take no damage at all from the spell.
    3. MatthiosArcanus
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      Hey, thanks for reporting!
      That's certainly a bit strange. I'll look into it.

      Also, I'm going to split the Arcanum patch into its own dedicated download.
      That mod is just too complex for me to be confident in the quality of the patch.

      Edit: Took a shot in the dark with Inferno jet, I have no idea if what I did helped any.
      Starting with the latest update, 1.1.2, I can't provide much more support for the Arcanum patch.
      Apologies for that, it's just a bit much to keep track of, unfortunately.