Apparently, Bethesda set wispmothers to use EncClassAlikrWizard instead of giving them their own class. How do I exclude them from using fire and shock spells?
That's the version I'm using. You have to open Mysticism Destruction_DISTR.ini in your data folder and search for "0x6766d," with ctrl+f. Scroll to the left and see if it's a fire or shock spell. If so, scroll back to the right until you see the highlighted text and hit delete.
Some spells (Burning Touch, Chain Lightning, Fireball, Flame Touch, Greater Flames, Greater Sparks, Shocking Touch, and Static Touch) have 0x6766d, listed twice, so you'll have to delete it twice.
I have a really small problem with this mod when used in combo with LOTD. Falmer Loremasters, added by that mod, equip appropriate spells but don't use them. Visually, they are prepared, the spells are out, but they don't fire them, so to speak. They have an icy spear in each hand and the magic + destruction skill to cast them but nothing happens.
Hey there, I'm trying to find a way to exclude Serana from using some spells as they make her a bit much powerful and cause of some unnecessary usage of conjuration (She conjured Ancestral Wizard to kill a level 3 mudcrab).
Looking from the example of SPID modpage, would this be the correct way to do it?
All the spells Serana can use according to NFF MCM (after excluding conjure Ancestral Wizard), beside to that I can confirm she's using Fireball. I have some Audio mods installed that changes spell impact sounds, since Serana can literally spam it, It gets really noisy and annoying. Maybe an issue related to other mod, like SDO changed her vampire faction or something?
Does that mean Ancestral Wizard spell wiill not be used by other NPCs too? Even If so, I'm totally ok. with that.
Well, I don't know what's actually going on but It seems excluding Serana just seems to be working, she is no longer able to cast Fireball, Conjure Wizard, Warlock etc. Also NFF MCM no longer shows those spells...
I mean I'm just happy it somehow worked, thank you for helping me out!
Hi, I was just wondering what the "outdated" part of the two optional files meant? Like, they're no longer useable, or are redundant? Because they look like cool additions.
Specifically, Zora Fair Child-- haven't noticed any of the other casting hostile summons. If it's not this then maybe SPID is doing it, I don't know-- I'm still trying to figure it out on my end.
there are a few ways you can fix this: ps: use notepad ++. makes it much easier to edit. 1. paste -0x13BB8, infront of the first numbers on each line with lightning spells. on chain lightning, that being 0x6766d it should look like this after: ;Chain Lightning Spell = 0x45F9D~Skyrim.esm|NONE|-0x13BB8,0x6766d, 2. you can remove nightblade class from getting spells, not recommended. just delete ,0x1317c from every line.
3. this require notepad ++ copy m|NONE| and then click ctrl + h to open replace window. paste in m|NONE|-0x13BB8, in the field below called "replace with". click replace all. Then change out the m before |NONE| so that it becomes p|NONE|. Do that in both fields and and click replace all. now irileth wont get any new destruction spells. if you only want her to not get certain spells then just follow 1.
The addon Summons don't get spells says "use only with Mysticism spells for npcs". Does this mean it can not be used with spells for spellcasters main?
Hey I'm not 100% sure this mod or anything similar is the problem but my gut feeling is telling me maybe it is. Whenever the 2 Dragon Cultist in Ivarstead go hostile I get an automatic crash. When certain Dragon Priest come out their coffin and go aggro I get a crash. When Malkoran is downed and transforms into his shade form, crash. I've been using console commands to get around this problem for the longest, do you think its probably something to do with a certain spell they got a hold of?
Looks like you have both Odin and Mysticism installed. Simon has always said that was a bad idea. Yes, Enai made some adjustments to Odin to try and make them work together, but that doesn't mean that it will be stable when NPCs are using these spells.
158 comments
Some spells (Burning Touch, Chain Lightning, Fireball, Flame Touch, Greater Flames, Greater Sparks, Shocking Touch, and Static Touch) have 0x6766d, listed twice, so you'll have to delete it twice.
Looking from the example of SPID modpage, would this be the correct way to do it?
Ancestral Wizard
Spell = 0x43BD82~MysticismMagic.esp|ActorTypeNPC,-Serana|NONE|13(75)|-S|NONE|20
Fireball
Spell = 0x1C789~Skyrim.esm|ActorTypeNPC,-Serana|-0x88794,-0x8883C,-0x8883D,-0x88840,-0x88844,-0x88845,-0x88846,-0x88884,-0xA82B9|14(50/90)|-S|NONE|20Serana|-0x88794,-0x8883C,-0x8883D,-0x88840,-0x88844,-0x88845,-0x88846,-0x88884,-0xA82B9|14(50/90)|-S|NONE|20
Do you need to exclude fireball too? I thought i had excluded all vampire races from getting fire spells.
Does that mean Ancestral Wizard spell wiill not be used by other NPCs too? Even If so, I'm totally ok. with that.
no it just means that the formIDs with minus infront of them wont be excluded. npcs will still get the spell.
I mean I'm just happy it somehow worked, thank you for helping me out!
ps: use notepad ++. makes it much easier to edit.
1.
paste -0x13BB8, infront of the first numbers on each line with lightning spells. on chain lightning, that being 0x6766d
it should look like this after:
;Chain Lightning
Spell = 0x45F9D~Skyrim.esm|NONE|-0x13BB8,0x6766d,
2.
you can remove nightblade class from getting spells, not recommended. just delete ,0x1317c from every line.
3. this require notepad ++
copy m|NONE| and then click ctrl + h to open replace window. paste in m|NONE|-0x13BB8, in the field below called "replace with". click replace all.
Then change out the m before |NONE| so that it becomes p|NONE|. Do that in both fields and and click replace all. now irileth wont get any new destruction spells. if you only want her to not get certain spells then just follow 1.
I plan to update this mod in the near future and remove that optional file since it wont be needed.
sanitizing 41 entries
INI : Data\Mysticism Destruction_DISTR.ini
sanitizing 43 entries
INI : Data\Mysticism Restoration_DISTR.ini
sanitizing 53 entries
Is it a problem?
it is not much of an issue, but setting it correctly make it a bit easier to track updates
Unhandled native exception occurred at 0x7FF6EF83ED0F (SkyrimSE.exe+7BED0F) on thread 7484!FrameworkName: NetScriptFrameworkFrameworkVersion: 10FrameworkArchitecture: x64GameLibrary: SkyrimSEGameLibraryVersion: 14ApplicationName: SkyrimSE.exeApplicationVersion: 1.5.97.0VersionInfo: Successfully loadedTime: 07 Dec 2022 06:25:50.766Possible relevant objects (11){ [ 0] EffectSetting(Name: `Banish/Command Daedra Push`, FormId: 0006D22D, File: `MysticismMagic.esp <- Skyrim.esm`) [ 1] TESNPC(Name: `Arch Cultist`, FormId: FF001B08) [ 1] Character(FormId: FF0020D7, BaseForm: TESNPC(Name: `Arch Cultist`, FormId: FF001B08)) [ 1] SpellItem(Name: `Expel Daedra`, FormId: 000F95EE, File: `Bashed Patch, 0.esp <- Odin - Skyrim Magic Overhaul.esp <- MysticismMagic.esp <- Skyrim.esm`) [ 50] BGSEquipSlot(FormId: 00013F43, File: `Skyrim.esm`) [ 62] TESRace(Name: NordRace `Nord`, FormId: 00013746, File: `(SDZ21) Lydia.esp <- Racial Body Morphs - Extreme Morphs.esp <- skyrim colors.esp <- Update.esm <- Skyrim.esm`) [ 78] TESObjectARMO(Name: `Cultist Boots`, FormId: 04037B8E, File: `Weapons Armor Clothing & Clutter Fixes.esp <- Dragonborn.esm`) [ 84] TESObjectWEAP(Name: `Iron Dagger`, FormId: 0001397E, File: `DIS_Replacer.esp <- Weapons Armor Clothing & Clutter Fixes.esp <- Unofficial Skyrim Special Edition Patch.esp <- Skyrim.esm`) [ 89] SpellItem(Name: `Magic Resistance`, FormId: 00053127, File: `Bashed Patch, 0.esp <- Ordinator - Perks of Skyrim.esp <- Vokrii - Minimalistic Perks of Skyrim.esp <- Skyrim.esm`) [ 153] TESNPC(Name: `Devin Dovahkiir`, FormId: 00000007, File: `Skyrim.esm`) [ 153] PlayerCharacter(FormId: 00000014, BaseForm: TESNPC(Name: `Devin Dovahkiir`, FormId: 00000007, File: `Skyrim.esm`))}
Looks like you have both Odin and Mysticism installed. Simon has always said that was a bad idea. Yes, Enai made some adjustments to Odin to try and make them work together, but that doesn't mean that it will be stable when NPCs are using these spells.