Can anyone confirm if potent thrall atronachs are still immune to banish and turning with this mod?
If they are not that is just a silly detriment. Spirits are essentially just always better at this point if you want none necro route if there isnt some way to protect your deadra.
Thank you for the reply!! I have one more question about sun spells. In the CK I see that fire spells have the same magnitudes as sun spells. However fire spells get benefit against almost ALL undead since they have fire vulnerability. So are sun spells just bad in almost all situations? Or is there some hidden perk in requirem that increases all sundamage keyword spells by 2x vs undead or something?
Thank you for the response. A great change in my opinion as sun spells are bad against everything in the game vs fire. Now if you go heavy resto they at least hold thier own while still getting other resto utility.
IMO this mod should have a more obvious disclaimer that it really isn't feasible at all with the vanilla leveling system.
Many new spells give 0 XP, or thousands of XP and multiple level ups from a single usage. I've been trying to make a custom patch for this, but it seems like almost every spell would require substantial alteration :(
You can remove the bound armor meshes (the four BoundArmor files) in meshes\Noxcrab\Conjuration\Bound to get rid of them completely, or modify the mesh files on your own to make them more transparent or something.
Thanks for the great mode! Found minor bug on the latest version today: corrode spell (disintegration) from Alteration school sometimes reduce damage from enemy to zero (even after some fixes in 0.5 version). Don't have any other installed modes except AH hotkey.
I tested it on different encounters around Winterhold. In most fights damage reduction was correct. But some enemies (challenger mage in village, mercenary adventurer, ice and fire mages, one of the bandits) deal no damage to me, even without armor. I noticed one important point - no matter how much i save/reload on those encounters, the spell bug appears every time. Bugged AttackDamageMult: before 1.0, after -1.71 Normal: before 1.0, after 0.89
I just tested it on the Challenger wizard, works fine for me...
Do you have Magic Effect Flags fix enabled in Scrambled Bugs? If so, the spell is supposed to be resisted for duration only, and magnitude shouldn't change at all - unless some other perk in those NPCs are modifying the incoming spell magnitude somehow.
Thanks!! Disabled Magic Effect Flags was the cause. I folowed install instructions from Requiem guide on github and there is only PATCH options for Scrambled Bugs was mention in there - so i turned off everything else first time.
Are destruction rune spells affected by the level 50 perks, such as Cremation/Deep Freeze? A rune build sounds really fun with this mod. Edit: One more question, sorry. The daedric healing spells in conjuration. How do I get the "actor type: Daedra" flag necessary to cast these spells on myself? Do I need a custom race mod? Thank you so much!
Have a quick question that might not be related to your mod, but: I am unable to display wands and battlestaves on weapon racks in (custom) player homes. They just go right back into my inventory. Praedy staff models work, however. Is this a limitation of the weapon rack?
I'm not sure... Might be some kind of data/flag mismatch in the nif file but I didn't see anything strange. Battlestaff meshes aren't mine but from 3rd party mod that Requiem integrated, also.
haven't been able to find anything on this, but can anyone confirm if perks from the conjuration tree work with the shadow summons in the illusion tree?
"You have practiced the mental ability of maintaining two summons at the same time. This power extends to controlling any type of conjured or conceived entity, even outside the school of Conjuration."
Cognitive Flexibility works for any kind of summons in the game, including Illusion shadow summons and even hallucination summons. Other perks are limited to each type.
Got you, so cognitive flexibility works. i was wondering about stuff in the spirit, necromancy, or daedra side would work as well. thank you for the insight.
I am encountering a minor, peculiarity, regarding some of the bound weapons not emitting the distinct bound-weapon-summoned noise. Most notably stuff like the Greatsword, or the spear from the Heavy Armory patch. Base-game weapons like the Dagger or Sword still emit the noise however.
What is driving me mad is that I looked at it intensely in SSE edit and found absolutely zero reason for this to be happening, even with my entire modlist loaded. I don't know if the issue is on Magic Redone's end specifically but if you can take a peak when you have the time it'd be appreciated.
I had a suspicion Immersive Sounds Compendium might be causing it but I couldn't find any indication it altered anything in a way that would cause MR's bound weapons to have a silent draw, despite looking for such a conflict. Overall this is a minor issue, but aside from that, thanks for fixing the Mark Recall bug!
The sound comes from bound weapon visual fx, I think. But they're hard to make & I don't have the skill for that, so non-vanilla bound weapons don't get the special visual fx, and no sound.
Do you think you could integrate this with NPC Spell Variance? There's one for Requiem's spells here: https://www.nexusmods.com/skyrimspecialedition/mods/134507
341 comments
* Working on update for Req 6.0.x with my other mods altogether
If they are not that is just a silly detriment. Spirits are essentially just always better at this point if you want none necro route if there isnt some way to protect your deadra.
Many new spells give 0 XP, or thousands of XP and multiple level ups from a single usage. I've been trying to make a custom patch for this, but it seems like almost every spell would require substantial alteration :(
Check their AttackDamageMult before and after you cast the spell.
Bugged AttackDamageMult: before 1.0, after -1.71
Normal: before 1.0, after 0.89
Do you have Magic Effect Flags fix enabled in Scrambled Bugs? If so, the spell is supposed to be resisted for duration only, and magnitude shouldn't change at all - unless some other perk in those NPCs are modifying the incoming spell magnitude somehow.
Edit: One more question, sorry. The daedric healing spells in conjuration. How do I get the "actor type: Daedra" flag necessary to cast these spells on myself? Do I need a custom race mod? Thank you so much!
Daedric Healing on self is for custom modded races.
Battlestaff meshes aren't mine but from 3rd party mod that Requiem integrated, also.
Cognitive Flexibility works for any kind of summons in the game, including Illusion shadow summons and even hallucination summons. Other perks are limited to each type.
What is driving me mad is that I looked at it intensely in SSE edit and found absolutely zero reason for this to be happening, even with my entire modlist loaded. I don't know if the issue is on Magic Redone's end specifically but if you can take a peak when you have the time it'd be appreciated.
I had a suspicion Immersive Sounds Compendium might be causing it but I couldn't find any indication it altered anything in a way that would cause MR's bound weapons to have a silent draw, despite looking for such a conflict. Overall this is a minor issue, but aside from that, thanks for fixing the Mark Recall bug!
But they're hard to make & I don't have the skill for that, so non-vanilla bound weapons don't get the special visual fx, and no sound.
But not for the new spells in Magic Redone.
I use Requiem Magic Redone - Enemy Magic Expansion for NPC variance.