It might be. The problem with that is that the Clairvoyance spell only goes on a certain distance until you reach the end of the generated path no matter how long you maintain the spell in vanilla. That's why I made it only 5 seconds because that's how long it would normally take by running to get to the end of the generated path. You can trying using this mod https://www.nexusmods.com/skyrimspecialedition/mods/35464
I tested this one out. This makes Clairvoyance a wisp that will guide you to the objective and you can dispel it by casting again or interacting with the wisp. The wisp works good. I used it in Bruma and it worked fine. The way this wisp works is that it travels along the same path an NPC would take. The normal Clairvoyance just shows you a path that an NPC would take. Because of how NPC's can be buggy with their pathfinding that could be things can get weird sometimes but I haven't encountered any issues yet. One thing with the this mod though there is a slight bug in which if you use oakflesh, stoneflesh or something like that while around the wisp, you'll have have this constant effect like you're being hit. That's because on the wisp there's a setting in xEdit (where I checked) to where it has a flame cloak shader effect as if the spell is active but of course there's no visible flame cloak spell or anything active, just a shader effect. That shader effect is under effects or magic effect in xEdit and the line is called floak cloak or something can't think of it off the top of my head. Just delete that line and it will fix that bug. I think I left a comment on that mod page talking about it. Sorry this was a lot but I hope that helps you out and answers your question.
Thank you for a quite thorough reply; I did notice the distance limitation on a horse with no way to recast while on horseback; ah well suppose clairvoyance will remain in obscurity but thanks for your work!
Yeah I forgot to mention that. I couldn't find a way to keep the sound. I tried looking in xEdit and the creation kit but couldn't find anything. I'm not an experienced modder at all (yet), but if I find a way to add the sound effect I'll update it but I don't think there is a way to do so.
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https://www.nexusmods.com/skyrimspecialedition/mods/35464
I tested this one out. This makes Clairvoyance a wisp that will guide you to the objective and you can dispel it by casting again or interacting with the wisp. The wisp works good. I used it in Bruma and it worked fine. The way this wisp works is that it travels along the same path an NPC would take. The normal Clairvoyance just shows you a path that an NPC would take. Because of how NPC's can be buggy with their pathfinding that could be things can get weird sometimes but I haven't encountered any issues yet. One thing with the this mod though there is a slight bug in which if you use oakflesh, stoneflesh or something like that while around the wisp, you'll have have this constant effect like you're being hit. That's because on the wisp there's a setting in xEdit (where I checked) to where it has a flame cloak shader effect as if the spell is active but of course there's no visible flame cloak spell or anything active, just a shader effect. That shader effect is under effects or magic effect in xEdit and the line is called floak cloak or something can't think of it off the top of my head. Just delete that line and it will fix that bug. I think I left a comment on that mod page talking about it. Sorry this was a lot but I hope that helps you out and answers your question.
I used it as a power and it worked fine.
I did notice that there is no sound associated when using the power. Not a problem, but have you considered adding a sound effect?