Came back and fixed some stuff in KID and SPID INI files. Now the mod also needs FLM and OBF to work, see requirements. Download latest version of SPID and KID.
Exalderan Hey thanks. This mod doesn't have any immunity. The only thing thats close is the Ghost Half Damage perk from vanilla. It gets added to ghosts by the defaultghostscript and halves all physical damage. Other than that its only the new shader added by the script and the 3sec become ethereal of ghosts. So if there is any stacking of immunities it's with the vanilla perk.
Explaining what will happen, is this: - Probably all Daedric Weapons/Artifacts (Except for the Dawnbreaker), Dragonbone, Bound weapons and all named weapons in my description page, will deal half damage and make the ghost disappear for 3 seconds, while that, the ghost is immune to the attacks of this "unsuited" weapon. It will happen in every hit. Unless those weapons are enchanted with Turn Undead enchantment. - Only Silver, Ghost (a.k.a Ghostblade) and Holy Weapons will deal total damage to ghosts and not make them disappear and be immune to its attacks. - I can't say what are the holy weapons as he only mentioned the Dawnbreaker and the Sunhallowed Arrows. Stated there are others. Find that yourself. xD - Enchantments still deal the total damage but now there are the unsuited enchaments/spells which will make the same 3 seconds mechanic happen. I don't know what enchantments are unsuited or not as Exalderan didn't mention. He only said that Turn Undead is suited. Find yourself the others. xD - Guards already ignore ghosts immunity in my mod, so they will behave as they should for Ghost Mechanics and Shaders Restored. - As for Ghosts vs. Ghosts, in my mod they ignore each other's immunity and deal damage normally, so they will behave as they should behave according to Ghost Mechanics and Shaders Restored. - All other weapons are automatically unsuited, will make the ghost disappear all the time, and won't deal any damage at any circunstance as per condition of Lore Friendly Ghosts. Use at your own risk as ghosts will become very hard. MWAHAHAHAHA Beware that Ghost Mechanics can't be uninstalled mid game.
If you don't want all this difficulty but want ghosts to look cool, check this: Cut Content - Ghost Shader (SPID)
Is there a way to exclude spectral summons? They end up becoming nearly invincible. I'd love to keep using the mod but I fear that my conjured familiar will end up being able to solo Alduin, or even Miraak.
If lawless has any ghosts that for any reason shouldn't have this ability due to issues, just go exclude said NPCs at Lore Ghosts_DISTR.ini file. But no patch should be needed.
In my game it seems like ghosts aren't affected by destruction magic. In oblivion and morrowind, if i remember correctly, they could still be hurt by magic? And i was under the assumption they would also in this mod.
If it's even possible, what would be the best way to add the ability for Vampire unarmed attacks to harm ghosts? Thanks for this mod, I don't play without it.
Would it be easy to tweak this mod to not give invulnerability but instead give a percentage damage resistance? New to Skyrim modding so I wasn't sure if this would be easy to do on the user side.
DLC2BoundWeaponDagger "Bound Dagger" [WEAP:0401CE02] DLC2BoundWeaponDaggerMystic "Bound Dagger" [WEAP:0401CE03] also my summoned Familiar couldn hurt ghosts until I added Ghost keyword to the Familiar NPC
Just a heads up, despite what's written in the disclaimer about ghosts in the Ysgramor's Tomb, apparently now they are affected by the mod. Maybe SPID fixed the issue. Just tested it out.
135 comments
Came back and fixed some stuff in KID and SPID INI files.
Now the mod also needs FLM and OBF to work, see requirements.
Download latest version of SPID and KID.
It's compatible, but ghosts will become even harder as per Exalderan comment in my post there.
Explaining what will happen, is this:
- Probably all Daedric Weapons/Artifacts (Except for the Dawnbreaker), Dragonbone, Bound weapons and all named weapons in my description page, will deal half damage and make the ghost disappear for 3 seconds, while that, the ghost is immune to the attacks of this "unsuited" weapon. It will happen in every hit. Unless those weapons are enchanted with Turn Undead enchantment.
- Only Silver, Ghost (a.k.a Ghostblade) and Holy Weapons will deal total damage to ghosts and not make them disappear and be immune to its attacks.
- I can't say what are the holy weapons as he only mentioned the Dawnbreaker and the Sunhallowed Arrows. Stated there are others. Find that yourself. xD
- Enchantments still deal the total damage but now there are the unsuited enchaments/spells which will make the same 3 seconds mechanic happen. I don't know what enchantments are unsuited or not as Exalderan didn't mention. He only said that Turn Undead is suited. Find yourself the others. xD
- Guards already ignore ghosts immunity in my mod, so they will behave as they should for Ghost Mechanics and Shaders Restored.
- As for Ghosts vs. Ghosts, in my mod they ignore each other's immunity and deal damage normally, so they will behave as they should behave according to Ghost Mechanics and Shaders Restored.
- All other weapons are automatically unsuited, will make the ghost disappear all the time, and won't deal any damage at any circunstance as per condition of Lore Friendly Ghosts.
Use at your own risk as ghosts will become very hard. MWAHAHAHAHA
Beware that Ghost Mechanics can't be uninstalled mid game.
If you don't want all this difficulty but want ghosts to look cool, check this: Cut Content - Ghost Shader (SPID)
I'd love to keep using the mod but I fear that my conjured familiar will end up being able to solo Alduin, or even Miraak.
-000640b5,-0009ce28
But no patch should be needed.
This is why I described everything in the mod page.
Or is the mod not working correctly for me?
exception list
also my summoned Familiar couldn hurt ghosts until I added Ghost keyword to the Familiar NPCFE110801
BoundWeaponBattleaxe "Bound Battleaxe" [WEAP:00058F5E]
BoundWeaponBattleaxeMystic "Bound Battleaxe" [WEAP:000424F7]
BoundWeaponBow "Bound Bow" [WEAP:00058F60]
BoundWeaponBowMystic "Bound Bow" [WEAP:000424F8]
BoundWeaponSword "Bound Sword" [WEAP:00058F5F]
BoundWeaponSwordMystic "Bound Sword" [WEAP:000424F9]
BoundWeaponSwordRightHand "Bound Sword" [WEAP:000BA30E]
DLC2MiraakBoundWeaponSword "Bound Sword" [WEAP:04023F6C]
DLC2BoundWeaponDagger "Bound Dagger" [WEAP:0401CE02]
DLC2BoundWeaponDaggerMystic "Bound Dagger" [WEAP:0401CE03]