Skyrim Special Edition

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Enai Siaion

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  1. EnaiSiaion
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    Notice

    Due to time constraints and the sheer number of mods to keep track of, I may not be able to reply to all posts. The Enairim community can probably help you out faster!

    Discuss this mod on /r/EnaiRim or the Enairim Discord
  2. EnaiSiaion
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    There will be an update later this year to integrate Odin into Futhark. What do you want to see in that update?
    1. discotutoss
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      Finish 2023 and nothing </3
    2. EnaiSiaion
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      There were no feature requests.
  3. Cwronaga2167
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    Would it be possible to get Ocato's spell trigger as a standalone spell?  OR the new spells added by this as a separate spell pack (if using other magic overhauls)
  4. ComradeStranger
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    After playing a lot with Vokriinator Black, I have suggestions of what to steal burrow from Bretonrim, since I greatly prefer Odin to Mysticism, though I think both mods are excellent, Mysticism bugged Poison spells notwithstanding. 

    1) Make Dragonskin give static Armor bonus, and make Mage Armor perk work with armored boots/gloves/helmets for two reasons - 1) FASHION! and 2) compatibility with higher than 80% armor damage reduction mods.

    2) I had a problem with alteration spells which lower difficulty locks actually permanently increase the lock's difficulty, making those spells useless, and OP Mysticism open locks spell only consistent option.

    3) Better long range Poison spells for dragon fights might be useful, although I think both mods are kinda weak here.

    Things which I actually like in Odin compared to the "competition" is versatility and lack of bloat, Mysticism has a ton of different spells which are just a higher level of the same spell, I hope that will remain the same in the update:D
    1. bleeqh
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      1) Changing the Mage Armour perk is out of scope of this mod; there are perk mods for that. Also Dragonskin is a bit fo a stupid spell but some people would probably complain if they saw it removed. If you don't like it then just ignore it, which is what I do. Just pretend it doesn't exist.

      2) Enai was aware of the lock spell problem, it seems to be some Skyrim bug. I remember him being not sure what to do about it; I guess he never got around to fixing it because of priorities or something :/

      3) If used with other Enai mods you can get some very strong Restoration spell power increases which make poison plenty viable.
      Personally I also think that if you compare skill choices with regard to balance, it would be unfair if Restoration gave you healing as well as offensive casting equivalent to Destruction. You get a lot more bang for your buck by choosing Resto over Destro in that case.
    2. ComradeStranger
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      Well, I can always use Vokriinator Black and have the best of both all worlds if Dragonskin bothers me, but I would prefer minimalism over that (masterpiece of a) monstrosity.

      My problem ain't Poison damage being weak, my problem is Odin lacking long range spells to actually hit a flying dragon, but I guess that's the problem for everything beside archery. Speaking of Enairim balance, Restoration already has more offensive power than Destruction do to the False Light/Harm being a thing, I think balanced approach would be to make it so Destruction>Poison>False Light healing. I made disgustingly powerful Poison build using Vokriinator Black, but it was very perk intensive, meanwhile Vokrii Harm build cost me 6 perks and it was even more powerful. Ideal balance would be if it was the opposite, while Destruction would be even more powerful than those.
    3. EnaiSiaion
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      Thanks! :)

      Agreed, Dragonskin should probably just give 1000 armor.

      If Mage Armor works with armored boots/gloves/helmets then there is no reason not to use armored boots/gloves/helmets and the fashionable build becomes the only rational build. Go at it from the other direction: Vokrii armor padding enables robes to count as armor.

      The script function to change lock difficulty in Skyrim seems to be glitched, and most likely those spells will have to be replaced with copies of the vanilla unlock spell from the CC and end up the same as the Mysticism spells.

      Long range poison spells (longer than Viperbolt) make a lot of tactical sense, which is why mods are wary of it. A sufficiently powerful version can enable a stupid playstyle where you put a DoT on the enemy from a distance and run away until they die. Try Leech Seed in Apocalypse, though.

      Having copies of the same spell at different levels was always seen as a cop out in spell packs, but Simon apparently convinced people to demand this (because "more spells") and now Odin is getting trashed for having "bad progression" because you can't upgrade into identical higher level spells. Alas.

      False Light is also a cop out, specifically for the fact that Ordinator came out when most people didn't have the DLC and Apocalypse came out when the DLC didn't even exist yet. When you can't count on people having sun spells and the community hates mod integration, you have to give them something to handle poison immunes.
    4. ComradeStranger
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      Hi Enai, thank you for reply.

      I didn't remember to check Apocalypse for Poison spells, I'll check them out.

      Having copies of the same spell at different levels was always seen as a cop out in spell packs, but Simon apparently convinced people to demand this (because "more spells") and now Odin is getting trashed for having "bad progression" because you can't upgrade into identical higher level spells. Alas

      Actually, this is my third biggest criticism of Mysticism, after it being not vanilla friendly (ironically) and compatibility issues. What I like about Odin is that every spell has it's role and fulfills it nicely, and doesn't bloat the game with same spell which just does more damage. Mysticism makes sense with Adamant in mind, not so much with Ordinator.

      I have found mod "Useful Alteration" with it's own Unlock spell as great complement to Odin instead of using Mysticism for unlock spells. Major thing being it scales. Would you be interested in making something similar to that instead of just copying Mysticism?
       
      I remembered Vokrii's Armored plating recently, and I realized they are great (but not straightforward) alternative to Adamant's system. However, I have one complain about them being tied to Smithing skill, and when I want to make something like pure classic classes where archetypes like Sorcerer and Nightblade don't have Smithing as skill that becomes a problem. Would it be possible for you to tie crafting of armored plates to Light and Heavy Armor skill or disturb them in the world as an alternative? Smithing can be still used for buffing their effectiveness (and Dwarven Cannons GOAT).
    5. VerdaKote
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      Having copies of the same spell at different levels was always seen as a cop out in spell packs, but Simon apparently convinced people to demand
      this (because "more spells") and now Odin is getting trashed for having
      "bad progression" because you can't upgrade into identical higher level
      spells. Alas.
      This is the sole reason I use Odin over any other spell pack, it adds just enough spells and buffs vanilla spells as needed. I recently switched from Ordinator to Vokrii for a similar reason. Thanks for making such good mods btw.
    6. ComradeStranger
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      This is the sole reason I use Odin over any other spell pack, it adds just enough spells and buffs vanilla spells as needed. I recently switched from Ordinator to Vokrii for a similar reason. Thanks for making such good mods btw.

      I might agree with Odin part, but after playing with Ordinator with so long, Vokrii feels too restrictive, even though I like some perks.
  5. namechooser
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    i don't want to make a Cheesy comment about this mod,

    but i went into the Whiterun Hall of the Dead. I grabbed a piece of Goat cheese off the table with the Telekinesis.
    I threw it at Andurs from about 7 feet away.

    It did 300 Whopping damage and insta-killed him.. I think that is Cheesy.

    I did the same thing without this mod installed.
    He took 7 Whopping Damage.

    I don't think this mod is well-balanced.
    1. EnaiSiaion
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      This mod does not affect telekinesis damage.
    2. namechooser
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      in your mod description i found this statement


      • Telekinesis does more damage (2*Alt level). This is further improved by the telekinesis perks in Vokrii." 
      

      but you just said... 

      This mod does not affect telekinesis damage.
    3. M3g4Pint
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      Baaahahaha didn't think I'd see community notes on nexus, this made my night. ;P
  6. Mavian17
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    Shadow Weave (Odin Spell) and Shroud Walk (Apocalypse spell) both seem to be broken on a fundamental level because after a certain point in my playthrough they just stopped functioning as they should (they don't turn you invisible and the effects don't work). People suggested that better vampires mod causes the issue, and I do have it, however, even loading back to a save where the mod hadn't been installed yet doesn't do anything. 
    Loading roughly at the start of the game with all my mods (and better vampires) and giving the spell tome through commands does work and the spells function as they should, so there is no actual conflict between mods. There are also no mods that alter invis or spell mechanics in my LO in any way.
    My guess is that somewhere during vanilla progression, the mentioned spells break, but I have no clue how it's possible. I completed companions, college and half of the main campaign.

    DAMMIT, I WAS RIGHT!
    This happens because of Bow of Shadows quest. When you complete the quest, it applies a PERMANENT effect on you which you can't see in the ACTIVE EFFECTS tab, but it is required for the invisibility perk on the bow to function properly. Meaning: without it the bow won't grant you invis when you pull it out. However, this effect also BREAKS master invisibility spells from Odin and Apocalypse (Shadow Weave and Shroud Walk).

    To remove this effect, you need to use command: "player.removespell fe02080b" (It will break your Bow of Shadow enchant, but will fix the Master Illusion spells)

    To add this effect back, use command: "player.addspell fe02080b" (It will fix Bow of Shadows, but will break your Master Illusion spells again)
    Basically, you can use either Master Illusion spells or Bow of Shadows invisibility, BUT NOT BOTH

    IMPORTANT UPDATE: the previous fix actually works only until you load back into a save (literally any save, so you have to type the command again after you die or launch the game) because this effect called "MagicInvisibility" gets REAPPLIED to you when you load the game.
    I found a PERMANENT FIX that is actually a mod/bug fix called "CC Bow of Shadows Lingering Invisibility Fix" by Seally25 on Nexus, and he solves this exact issue. Write a something nice there as well, the guy deserves it :)
    Just add it to your load order (doesn't have to be after Odin or Apocalypse to work because it targets only Bow of Shadows mod).
    LINK TO THE BUG FIX: https://www.nexusmods.com/skyrimspecialedition/mods/60111?tab=posts&BH=2
  7. WimpyKIng
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    why does the dread shade have to scream its 2 am :(
  8. AguXxx1
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    hello enai,
    i have a problem with the spells not showing,when apocalypse and odin are installed both 
    this is rare,because i have a first run and work completely great,but as soon as start a new game,the odin new spells doesn´t appear 
    i really like your mods,maybe you have the solution. I put the option of apocalypse in mcm to reset the content but it doesnt work.
    PD: im uruguayan so i dont speak english quite good
  9. ReallyHatesu
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    During the quest In my time of need, if you lure Saadia to the Whiterun Stables and let her get captured while under the effects of orc strength and conjured sword, the Alik'r will immediately become hostile and attack. This seems to happen even after collecting the reward from him. I apologize if I'm wrong but, I run a very small mod list and all of them are yours. The only exception is some crafting for circlets and additional jewelry. Beyond that, I love your mods. Particularly Odin. It really adds a lot of utility to some of the lackluster spell schools and addresses many of the original concerns of mages poor performance compared to other classes. 
    1. bleeqh
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      This sounds legit ill see if i can recreate it tomorrow :)
    2. DerekGann
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      I have the same issue, seems like "orc strenght" triggers agression in some npcs like the warrior from hendreiheim, the stendarr vigilants and some random encounters
    3. EnaiSiaion
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      This is not a bug with Orc Strength. The issue is that Skyrim has a bug where specific NPCs are considered hostile even when they currently aren't hostile.

      This means things like (vanilla) Flame Cloak will affect them and cause them to aggro on you, as well as Orc Strength (which is also a cloak). The fix appears to be to never cast a cloak near them.
  10. discotutoss
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    The spells that the "Odin" adds are excellent, but they should not be as strong in damage as the master spells.
    1. EnaiSiaion
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      Vanilla master spells are useless.

      You didn't say which spells you are having a problem with.
  11. xdertywilliam
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    Change equilibrium back plz; you break build with that change. Or include a second spell that has the vanilla effect
    1. EnaiSiaion
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      The health drain was affected by difficulty, thus making the spell useless for its intended purpose on higher difficulties.
  12. alexpanter
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    I can't post a bug, but if I write here hopefully someone sees:

    "Latch Crack: Reduces the difficulty of all nearby locks by 25 points for 10 seconds."

    - this is the description. But I think there's an integer underflow error.
    If I cast the spell at a novice lock nothing happens when I then try to open the chest. This leads me to believe that the lock's difficulty value was < 25, in which case it becomes negative, which then temporarily breaks the lock. It resets again when the spell runs out though.
    1. EnaiSiaion
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      Interesting, it should set the difficulty to 0 though. It seems like changing lock difficulty in Skyrim is actually glitched.