Skyrim Special Edition

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Salvinha

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Salvinha

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About this mod

No scripts! Uninstall at anytime. A simple mod to bring back the lore friendly ghosts, an idea that was dropped in Skyrim development. Ghosts won't be affected by normal weapons and specific gear will be needed. It will work with every modded creature/enemy/NPC with no incompatibilities.

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Did you ever wonder why Bethesda dropped the difficulty of ghosts in Skyrim? Why every ordinary weapon can hurt them? Isn't that a bit weird mainly after Morrowind and Oblivion?
Lore Friendly Ghosts aims to bring back the glory of the ghosts to Tamriel.

DEFINITIVEST VERSION 1.5.1
All the features I wanted to implement are already in place (Now for really!). Feel free to leave suggestions in the comment section for new features. I will be releasing new version only if issues are report.



And what is the difference between this mod and others already available?
This mod was inspired in Scary Ghosts - Simplified made by BigSmoochie, which was a refined version of Scary Ghosts SE. Lore Friendly Ghosts is an even a further refined version than both, bringing new features and using new tools now available to the community.

Differences to Resistances and Weakness: Being short, R&W is an overhaul (such as Know your Enemy) and touches everything, LFG only affect ghosts and have some different mechanics (read description). If you don't want an overhaul, this is the way to go. Anyways, scroll down to "Compatibility" session to learn more about how you might make both work together if you are interested.

Does it work with this and that?
See compatibility session.

No scripts and no leveled distribution/injectors via plugin. You can safely uninstall/reinstall and change options in FOMOD, at any point midgame. Everything runs in engine level and doesn't use your save. No standard NPC cloaking. It will be compatible with everything.
(READ DISCLAIMER AFTER COMPATIBILITY SESSION)



FEATURES AND MECHANICS

1- What weapons can affect ghosts now?
Following TES Lore: Silver Weapons, Daedric Weapons, Dragonbone Weapons, Bound Weapons and all Daedric/Aedric Artifacts (Dawnbreaker, Mace of Molag Bal, Auriel's Bow and all others). For Skyrim, also the named weapons: Ghostblade, Harkon's Sword, Keening, Rueful Axe, Drainblood Battleaxe, Drainspell Bow and Drainheart Sword.

2- Enchanted ordinary weapons will deal only the magical damage.
Example: Steel Sword -> 20 Normal Damage + 10 Fire Damage = 10 damage minus all resistances the enemy might have.

3- Spell Perk Item Distributor (SPID)
By using this tool made available by powerofthree, all ghosts will get the immunity perk and it will automatically apply to all mods in your Load Order that might add new ghost creatures. No need for creature patches (assuming the mod author assigned right keyword ActorTypeGhost to ghost/spectral creatures, check in compatibility session how to easily do it if not).

4- Keyword Item Distributor (KID)
 No patching for new bound weapons if the weapon names begin with "Bound".
Example: Bound Fork, Bound Knife, Bound Shovel.
And what if the modded bound weapon name don't start with "Bound" or if the weapon is not bound at all but I want to add it?
Spoiler:  
Show

If any custom bound weapons don't start the name with "Bound", open Lore Ghosts_KID.ini and do like this:
Example for a weapon called Nightbringer
Keyword = 0x803~Lore Ghosts.esp|Weapon|*Bound,Nightbringer

The records in white are already accounted in the current file.
I don't recommend putting only the name "Night*" like in "Bound*", because it will assign Bound Weapon keyword to every weapon named "Nightsomething" or "Night anything" in the game, making those deal damage to ghosts.
Do the same for ammo if applicable.
You don't need to do the same for any other weapon type that is not bound, it doesn't matter the name, those are automatically checked because of its weapon material (Silver, Dragonbone, Daedric) not weapon name. Different from bound weapons that don't have any alloy material. Although, you can still add a weapon here if you want it to damage ghosts and it doesn't have the needed material type.

5- Guards and law enforcement factions will ignore ghost immunity.
 Adding silver weapons to all Guards, Vigilants of Stendarr, Thalmor, Soldiers (Imperial and Stormcloaks) and Dawnguard would for sure break Skyrim's economy and strip the earth of all silver available, don't you think? Better than giving all of them such weapons to defend the fellow citizens, all members of these factions will ignore the Ghosts immunity and kill them with any ordinary weapon. The good folks of Skyrim can rest in peace.
Some named NPCs and followers are included in these Guards/Soldiers factions, so you will see some of them being able to deal damage to Ghosts using common weapons.
The followers affected are: 

- From Companions: Aela, Vilkas and Farkas. They are Werewolves, magical creatures.

- From Orc Strongholds: Borgakh, Ghorbash, Lob, Ogol and Ugor. There is almost no Ghost attack in allied Orc Strongholds (if there are any), but if that happens these folks can deal with them.

- From Dawnguard: All four members of the Dawnguard that can be followers (Beleval, Celann, Durak and Ingjard), because it makes sense that all of them know how to deal with magical creatures.

- Solstheim: None. This far I believe the Dragonborn will be able to give Daedric/Dragonbone gear to the followers. That or Daedric/Aedric artifact weapons.
Optional - Make all followers ignore ghosts immunity if you are so afraid. Want a hug?

6- Bandits and Khajit Caravans should know better. [MODULAR]
- Bandits are always looting dungeons and crypts, they should know there are foul things down there. All bandits have 20% chance of bringing a Silver Sword with them. It will not impede them to scale with you (they still carry leveled weapons).

- The Bandit Chiefs know even better, all of them will bring Silver Swords. If you have Immersive Weapons installed, Bandit Chiefs will carry a Silver Battleaxe with them if they have the ability to swing big weapons (Two Handed:50+), if not, they will get swords. It will not impede them to scale with you (they still carry leveled weapons).

- What about Khajit Caravans? Of course they all have Silver Swords, they are always on the road. "Khajit is smart!"

MODULARITY
Optional - No weapons additions.
Optional - 10% chance of silver weapons for bandits. Bandit chiefs have the same rules.
Optional - Only Khajit Caravans get Silver Swords. Bandits (including chiefs) are dumb enough to loot crypts without protection.

7- Ghosts can hurt other ghosts.
Conjurers, rejoice!
Illusionists, pit them against each other. xD


Optional Chaos and Pain version. No silver weapons for anyone and no immunity bypass for guards. Etheral creatures will be the folks' worst nightmare. People of skyrim will rely on Dawnguard and Vigilant of Stendar forces, only, to take care of the supernatural spirit beings, and of course, on you, the Dragonborn. Use at your own risk! The choice is yours! 



Compatibility

 Resistances and Weakness
 A great mod with a wide scope. I classify it is an overhaul as it affects resistances and spells and touch all enemies, different than Lore Ghosts that has a focused approach. Both use SPID to give immunity to ghosts. You can't use both mods at the same time, at least not with all R&W features.
If you want to use my ghost approach (containing protection for citizens with "trained" law enforcement members) and all other features of Resistance and Weakness:
1- Delete the entire "Immune Physical" session in "Resistances and Weaknesses_DISTR.ini". 
2- Delete the entire "Bound Weapons" session in "Resistances and Weaknesses_KID.ini".

OBIS
It changes all factions IDs, but the INI files are already prepared for it if you distribute weapons to bandits using this
mod.

Skyrim Immersive Creatures 7.0.2
All ghost creatures accounted in the INI file. If you find any ghost without the immunity, scroll down below to see how to do it.

Know your Enemy
Optional file for download.
In this mod there are some different rules for the named weapons of my mod, Stalhrim material weapons deal damage to ghosts, and all Dawnguard weapons are supposed to hurt ghosts too. So to make it consistent with KYE behavior I also included Stalhrim material and all vanilla Dawnguard weapons to exceptions. Also to respect KYE, I deleted 3 named weapons from exceptions: Keening, Harkon's Sword and The Rueful Axe.
Any mod-added Dawnguard weapon will have to be included in KID.ini if they are not made of silver, dragonbone, daedric or stalhrim, thus making an exception.

 Ghosts Mechanics and Shaders Restored - Cut Content Restoration
Compatible. Read sticked comment in the comment section on how it's going to work and a very good alternative.


QUEST MODS
I do not recommend adding to "_DISTR.INI" ghosts/specters added by quest mods you still didn't play to know it well. It will be worse if the mod adds a new worldspace (such as Vigilant). Why is that?
1- These quests don't take in consideration Immune ghosts, it might come a part of the quest where you are stripped of all your inventory, magicka or anything of that, and you will need to kill a ghost creature with your bare hands, ordinary weapons or any other thing.
2- Other problem are the guard factions. For quest mods that add new worldspaces, they will have other factions FormIDs, being so they won't have the skill to ignore ghost immunity, thus resulting in unexpected deaths the mod might not be counting on.
3- Summary: Things which were not supposed to happen, will, and it will be mayhem. If you know the quest mod well or wanna risk it, fine, go ahead. Remember, in Lore Friendly Ghosts you can always go back. No scripts and no standard cloaking. ;)

MOD COMBOS
Lore Friendly Ghosts + Ghost Mechanical and Shaders Restored
Challenging and good.

Lore Friendly Ghosts + Resistance and Weakness
If you do steps above, it will be fine.

Lore Friendly Ghosts + Ghost Mechanical and Shaders Restored + Resistance and Weakness
Should work well. In Resistances and Weakness page was not mentioned any additional type of resistance beyond physical damage, which was already dealt with if you followed the steps above and removed ghosts from R&W.

 Check how you can add ActorTypeGhost keyword to mod creatures in SPID INI (_DISTR.ini):
Spoiler:  
Show

Use the entire creature name.

0xD205E is the Keyword formID for ActorTypeGhost in Skyrim. Lore Ghosts_DISTR.ini is already prepared for that.
No space between creature names and commas. You can always create another line if one is becoming too long, but start it as the first one: Keyword = 0xD205E~Skyrim.esm|...

I also recommend using More Informative Console which shows you every information of NPCs, objects and much more when clicking something using in-game console.



DISCLAIMER

Despite being compatible with everything, this mod should not be used with other mods that do the same thing. It won't break your game if you do (what I mean by that is, break your save), but for sure it will break your gameplay.

Due to the way Bethesda designed the ghosts from the Tomb of Ysgramor and some others, you will encounter ghosts that doesn't have the immunity perk. I won't cloack them outside of SPID because it will defeat the mod's purpose which is compatibility. Maybe SPID will address that in the future too. It as FormID template issue.



Unfortunately it can't be backported to LE.
1- I don't have Skyrim LE to test my mod and use its CK and I won't acquire it. I could allow someone else to do it but...
2- SPID for LE is way outdated and I can see it won't be updated at all because SPID didn't get the same attention of users in Oldrim. My implementation won't work with the first version of SPID.
3- There is no KID in LE, and probably there won't be any. I could allow a SPID only version but, back to point  2.





I would be thankful if you could endorse it and help! :)

HAVE FUN!