the detention sphere spell doesnt do the right damage it only does 20. i even boosted the magnitude to 1000 and it still did 20 damage and the master version heals for about 315 so shouldnt it do 315 damage with this patch?
In the sense that it no longer applies to spells that are already meant to damage enemies. That was what caused the original heal instead of damage effect.
it keeps applying false light to vanilla/odin/apoc spells ? or it stops applying on them too ? Also it would not need a patch for Apocalypse - Ordinator Compatibility Patch ?
Clarification: it stops false light from being applied to restoration spells that already damage enemies. Anima blast, when cast on an enemy, hurts them. However, False light recognizes this spell as a restoration spell, and multiplies its strength by -0.75, to reverse the effect on enemies.
My patch adds a condition that checks for a new keyword in the spell, "DontApplyFalseLight" and adds that key to certain spells that damage enemies.
for clarification is the detention you mention in the describtion is the decree of detention? because if it's one of the spell which were patched by this mod into "not applying false light" then it's probably the problem, because the decree of detention is a healing spell not damage one (it traps people then after certain amount of time heal them, no damage at all).
edit: i've tried to use it without this fix and the spell still only have 20 damage so it seems that it's compability issues.
I've noticed that Luminous Edict is causing allies (guards, etc.) to become hostile when used in combat. Is there a way to prevent this from happening?
Well, I made it myself with some researching in just a few hours through xEdit. It should be even quicker for you. Or maybe I could post it, if you allow.
Hey, do you know if your patch is compatible with Vokriinator Black. I asked in their comment section already and a user reported it had no impact. Maybe it's a load order thing? Would be great if we could get this to work with Vokriinator Black :)
I wikk check, but I don't know the mod. If the other user uses the ESL version it should not be a problem with the load order, unless another ESL interferes.
The first ESL version is 1.1. It is safe to update in my opinion, as I do not use scripts or other things that depend on the save.
Hey, thanks for the patch. Quick question... which might be a dumb question. Not sure...
I was noticing that the perk condition this mod adds conflicts with the perk condition from the Ordinator patch for Apocalypse. Just wondering if I should make myself a patch that includes both conditions?
If you've not seen it, that's cool. Just though I'd ask in case you're familiar. :)
I understand, feel free to do so. I might use it myself :-)
Please post a link to this one though, for those who do not use Apocalypse.
EDIT, or did you mean to ask if you should make a patch? I checked, and the only spell that gets checked in Apocalypse is "Leech Seed".
I haven't tested that one yet, but if leech seed heals enemies somehow, it means that check gets overwritten by my mod. That would require extra patching, but that depends on the test results.
@SovnSkyrim Correct. I meant it would be safe to compact while maintaining the functionality of this mod. If you already started a playthrough with the non-compacted plugin, don't update to the newest version.
43 comments
idk if you still bother updating this patch but does this patch work with the new [Fixed] version of Arcanum?
Arcanum - A New Age of Magic (Fixed) at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)
the one time i decided to play a false light priest build....only to find out false light dont even work with arcanum :'D
it works~
Also it would not need a patch for Apocalypse - Ordinator Compatibility Patch ?
My patch adds a condition that checks for a new keyword in the spell, "DontApplyFalseLight" and adds that key to certain spells that damage enemies.
edit: i've tried to use it without this fix and the spell still only have 20 damage so it seems that it's compability issues.
I asked in their comment section already and a user reported it had no impact.
Maybe it's a load order thing?
Would be great if we could get this to work with Vokriinator Black :)
The first ESL version is 1.1. It is safe to update in my opinion, as I do not use scripts or other things that depend on the save.
Edit: Tried adding your keyword to every supreme verdict effect in sse edit and it seems to work. so yeah this one should be included aswell
I was noticing that the perk condition this mod adds conflicts with the perk condition from the Ordinator patch for Apocalypse. Just wondering if I should make myself a patch that includes both conditions?
If you've not seen it, that's cool. Just though I'd ask in case you're familiar. :)
Please post a link to this one though, for those who do not use Apocalypse.
EDIT, or did you mean to ask if you should make a patch? I checked, and the only spell that gets checked in Apocalypse is "Leech Seed".
I haven't tested that one yet, but if leech seed heals enemies somehow, it means that check gets overwritten by my mod. That would require extra patching, but that depends on the test results.
I will post a separate version for that one. Expect it within a few days, at most.
EDIT: Posted. Thanks for your help.
Just an FWI: this plugin is safe to compact and ESLify. It will only change one form ID.
The one formid change should be problematic
Correct. I meant it would be safe to compact while maintaining the functionality of this mod.
If you already started a playthrough with the non-compacted plugin, don't update to the newest version.
The savefile doesn't need to keep that constant. (The savefile doesn't need to track anything for this fix, it only needs to edit the base forms).
So it should be safe, I updated myself and noticed nothing.
If you mean I should base my file on that one, I think this version works with both files, but I haven't tested that.