Perhaps you have another mod that has made overwriting changes to the pickaxe formlist after this mod added its spell / effect to said list via script. It is the only thing that I can think of that would cause the situation you are in.
no other mods that interfere with electro mining. i have advanced mining that is for cave and mines.. i tried use ssedit to see for conflicts but there is no any that could point to this.
Try a new game (i.e. one not loaded from a save file) and see if the issue persists. If it does not persist, then you could attempt, to deactivate this mod, save the game, re-activate this mod, load the save without. That would force the game to think that the mod is being started for the first time and trigger the start game enabled quest handler to be ran again. Which would in turn, reapply the spell / effect to the pickaxe list with whatever other changes that have already taken place from any other mod. Make backups of save files as a precaution before proceeding.
I took a break from modding for about a year and now I'm finally adding magic mods and had to get this again. Thankfully it works, no problem with 1.6.1170
Seems to work without issues so far, although i've added the spell via console. Have a spell learning mod and wanted to magicly mine from the beginning.
In the console, if you type "help abim" (without the quotes), a list of records from many of my mods (if installed) will appear. Locate the Electro-mining entry and add that. The spell's ID# is XX000D64 where XX is your load order position in hex value.
Alternatively, you can add the spell tome via the console and learn the spell by reading the tome. The tome's ID# is XX05E690 where XX is your load order position in hex value.
I'm sure that this wasn't the intention of the mod, but it's absolutely amazing for VR. Many mods that add special types of mining break for VR, and this mod seems to bypass those problem entirely. So far this has fixed my problems with both the fossils mod and Windstad Mine. I highly recommend this mod to anyone having trouble mining in VR.
Awesome mod! Thank you. Trying to alter it slightly.
Succeeded in making it fire and forget with ten second charge by changing the shock hand MEFF attached to a LBolt. Leaving the EM and Disintegrate intact. This let me more easily control the mana cost of the event since it appears to be on a roughly 50% chance to score an ore? So I always get one within 2 seconds leaving me with little choice other than to suck up a ton of mana per second if I want it to use mana according to my wishes. Anyway.
Trying to make it Dual castable for bonus percentage but I don't see any reference to magnitude/odds whatsoever in source. Honestly been looking at in SSEDIT and I can't even work out how the quest is even giving me ore. There is not a lot there. Maybe the mining formlists?
If it is mining on hit per hit is there a way to slow down the hits of a conc spell? I will research that as a possible solution in the meantime and try it if I can find it and alter this. Or maybe I can work out how to dual cast only for two ticks In effect two hits...
Could it be tied to an anti prospector perk that is active during effect diminishing % to find ore on strike event allowing for benefits to dual cast?
Is there any way this ESP or script can be made dual cast-able? Please, and thank you. Either way Thank you. Pretty awesome as is.
The MineOreScript (which is not modified by this mod) utilizes the OnHit event and checks if the object hitting the ore vein is on a specific form list. This mod's magic effect / projectile is added to said list. This is how it knows when to give ore.
Well, I tried various methods of firing the spell twice and the effect itself by changing durations. Perhaps what I need to find is a Spell/Effect that fires multiple Effects/Projectiles... Alternatively placing the effect twice. I'll keep working on it. Thank you for the clarification.
If anyone interested, there is more sophisticated way to mine as mage. I like this mod, not gonna lie, but I lost a link to this mod I like much more (https://www.nexusmods.com/skyrimspecialedition/mods/7749?tab=files) and wanted to share when I found it again.
MPBunny wrote: Minor incompatibility with the Fossil Mining mod (which is partially integrated with Legacy of the Dragonborn, so that as well): that mod gives you fossils when it hears your pickaxe hit the ore, so electromining's sparks don't set it off. Otherwise works fine.
Yeah, I know. However, Fossil Mining for SSE indicates that it is supposed to be compatible with magic mining mods such as this one. But it doesn't work like it should. Unfortunately, any resolution would need to be done on their end.
I even gave a easy fix solution on the LE version of Fossil Mining but I guess because it would only take affect on new games they opted not to use it. *shrug*
I figured it wouldn't be something you'd fix, I just thought I'd point out that it is incompatible. Though I can't prove it, but I've got a theory that the mod "saves up" potential fossil drops, so that if you finally go to town with a pickaxe you get all the drops you would have gotten previously. I went from having no fossils to have a lot of them immediately after using the pickaxe, while fossils normally have a low drop rate.
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Have you tested on a new game yet?
Perhaps a version ESP-FE?
Have a spell learning mod and wanted to magicly mine from the beginning.
The spell's ID# is XX000D64 where XX is your load order position in hex value.
Alternatively, you can add the spell tome via the console and learn the spell by reading the tome.
The tome's ID# is XX05E690 where XX is your load order position in hex value.
Succeeded in making it fire and forget with ten second charge by changing the shock hand MEFF attached to a LBolt. Leaving the EM and Disintegrate intact. This let me more easily control the mana cost of the event since it appears to be on a roughly 50% chance to score an ore? So I always get one within 2 seconds leaving me with little choice other than to suck up a ton of mana per second if I want it to use mana according to my wishes. Anyway.
Trying to make it Dual castable for bonus percentage but I don't see any reference to magnitude/odds whatsoever in source. Honestly been looking at in SSEDIT and I can't even work out how the quest is even giving me ore. There is not a lot there. Maybe the mining formlists?
If it is mining on hit per hit is there a way to slow down the hits of a conc spell? I will research that as a possible solution in the meantime and try it if I can find it and alter this. Or maybe I can work out how to dual cast only for two ticks In effect two hits...
Could it be tied to an anti prospector perk that is active during effect diminishing % to find ore on strike event allowing for benefits to dual cast?
Is there any way this ESP or script can be made dual cast-able? Please, and thank you. Either way Thank you. Pretty awesome as is.
No idea how to make it dual cast-able.
I figured it wouldn't be something you'd fix, I just thought I'd point out that it is incompatible. Though I can't prove it, but I've got a theory that the mod "saves up" potential fossil drops, so that if you finally go to town with a pickaxe you get all the drops you would have gotten previously. I went from having no fossils to have a lot of them immediately after using the pickaxe, while fossils normally have a low drop rate.