Hi! For the optional patches, they go into the main Skyrim Data folder, not the mod folder next to the other .ini? Want to make sure I put it in the right place.
Hi lenora22, There shouldn't exist a mod folder, unless you are using a mod manager? If you are using a mod manager like Mod Organizer 2, then you have to put the other .ini next to the main one.
Just destruction magic in specific? I don't have the tools for Skyrim modding, so I'm not sure whether I made it possible to differentiate between the different schools of magic or not. You can make it impossible for any npc to cast magic
This mod is the perfect companion for the Enemy (R)Evolution of Skyrim - EEOS - Spell Perk Item Distributor Addon. It effectively prevents rando soldiers and guards from getting magic too.
I'm adding more to the NPC classes for my personal use, am I doing it properly?
Thanks for this mod, I have been looking for a mod like this basically since I first played Skyrim when it came out. Always hated how magic was so common and completely not special that rando bandits could fling fireballs. I love how modular it is as well. I'm wondering, is there any way one can just remove the perk(s) from a given NPC via the console on a case by case basis? Seems faster and personally preferable than using SSE edit which I personally don't like using because I can't seem to get it to load a dark theme and burns my eyes out every time I try to use it or NVedit lol
EDIT: I reread your description and now I understand how the mod works I think, which is that these changes are applied every time the game is started and that edits can be made in an INI file, right?
Hi! Exactly :) There is an ini file that is injected to the game directly everytime you launch the game. All you need is Notepad. To get a specific NPC EditorID, you might have to open SSEEdit I guess.
Hello there! I noticed that Dremora don't seem to be properly excluded. I just met a lvl 25 Dremora Kynreeve who's got high Destruction magic, but got the Inexperienced perks delivered to them. Same goes for Forsworn Shamans who are supposed to be magic users.
I haven't touched Skyrim in a while now. I think the answer to this issue is easy: none of my keywords are catching these for some reason (oops!). However, they should be in the case of the Dremora. Opening the CK, I see that the only Dremora that can cast spells have the word Warlock in their EditorID. Are you sure that these Dremora are not originating from a mod?
In the case of the Shamans, I am going to add this keyword and hopefully that one will be solved
Hey there! The Dremora Kynreeve are the generic names assigned to Dremora of a certain level. It's given to melee, missile and mage Dremora as long as they are meeting that leveled list spawn. You can see the list here. https://elderscrolls.fandom.com/wiki/Dremora_(Skyrim)#Dremora_types -
My guess is that the mod isn't catching that they are properly "Warlocks" in a way, but perhaps they can be included as a wild card, as in all Daedra are innately magic-bound?
Sorry for the delay. This can be easily added with the keyword Dremora indeed. I do not intend to make all Dremora have magic capabilities by default.
However, feel free to add the following line to the file "MagicIsNotForEveryone_DISTR.ini" to enable Magic to all Dremoras: Keyword = 0x805~MagicIsNotForEveryone.esp|*Dremora|NONE|NONE|NONE|NONE|100
Thank you for the heads up. However, following my reasoning, the criteria of being an unique NPC is not sufficient for you to be able to know how to use magic.
In case someone thinks otherwise, at least you have shared how to do it :)
hello, im sorry but i cant understand how to work with it. is the there a way to make only special npcs and magic creatures use destruction spells and everyone else use only spells from the other schools?
There is no specific way in Skyrim to identify someone as being "special". Several rules were implemented and specified in this mod to try to select the special few that should be able to use magic (explained in the description). However, as people may have mods and custom NPCs within them, you can also find in the description how to add exclusions in specific to them.
I'm running Xelzaz and I noticed he's affected by this mod when he shouldn't be. I fired up xedit and saw that he has a unique class?. How do I add him to the exclusions list?
Hi maddyoreilly :) Since it is a single NPC, it is probably easier for you to add this NPC in specific as an exclusion through the following steps: 1. Look in SSEEdit for the NPC's Editor ID.
Spoiler:
Show
2. Add the following to this mod's ini file (replace EDITORID with the actual editor ID of the NPC that you found in SSEEdit): Keyword = 0x805~MagicIsNotForEveryone.esp|EDITORID|NONE|NONE|NONE|NONE|100
I'll add this to the mod's description as well to assist people in the future.
Thank you for the mod, the idea is awesome. Unfortunately, I can’t make the mod works, I have Spell Perk Item Distributor (SPID) installed, but seems like the mod isn't working at all.
For example, I installed the mod and, in the ini config remove the “classes” exclusions, so, if I am not mistake, Danica, in Whiterun, won’t be able to cast the healing spell in the wounded soldiers, inside of the temple. But, nothing changes, every time I enter the temple, she is casting the healing spells. Maybe a problem with other mods? The only mods that I have and that change NPCs in some ways are:
Unofficial Skyrim Special Edition Patch (Unofficial Skyrim Special Edition Patch - Skyrim Special Edition - AFK Mods); Run for your lives (Run For Your Lives - Gameplay Changes - AFK Mods ); No NPC Greetings (No NPC Greetings (Special Edition) - Reduced Range Greetings options available at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)); Immersive Citizens (Immersive Citizens - AI Overhaul SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)); NPC dialogue Audio Enhancer (NPC Dialogue Audio Enhancer at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)).
I am quite sure that the problem is something related with my mod list and not with the mod itself, só, if anyone can help me with suggestions, I thank you.
Hi, RafaelgFaria. I believe your "issue" is due to the fact that Danica Pure-Spring is a priestess. If you look in the description, you will see that the faction concerning priests and also the class of priests are actually one of the exclusions :)
Sorry if I didn't make myself clear, English isn't my first language, I am aware of the "exclusions" in the Classes and Faction lines and, removed, completely, the line "classes" from exclusions and, the part that add priests, from the Faction's box of exclusion, but, Danica Pure-Spring didn't stopped to cast healing spell. Do you think that I made something wrong in the process of removing the exclusions? Once again, thank you for the mod and the help.
Check whether she is receiving the perk to stop her from casting magic. It is explained how to near the end of the description. To see if the mod is working, do the same on another NPC that is clearly not expected to be able to cast magic. Let me know the results.
I checked if the perk is being applied to Danica Pure-Spring, and yes, the result of "hasperk FE05C800" - Inexperienced Caste Alteration was 1. Made this check with Danica Pure-Spring, Acolyte Jenssen and to a Whiterun Guard, the same result for all. After, checked with Farengar Secret-Fire and the result was 0. So, I think that the mod is working as should be. I was thinking, maybe, the problem is that when I installed to mod for the first time, I was inside the Temple of Kynareth, maybe, takes some time for the "script" updated? I will play for some time and let you know the results.
I wouldn't see this theory being true, as this mod is applied when you launch the game through SPID. It is not a typical mod. I suspect that she is casting the healing spell as part of a script/scene/idle so she does not in fact spend or need magicka. As long as everything else seems working for you, I'm glad :)
You are right, after a little test, I finally found that she is casting because a script/scene/idle of another mod. "Magic Is Not For Everyone" is working perfectly. Thank you so much for the help! ;)
94 comments
There shouldn't exist a mod folder, unless you are using a mod manager? If you are using a mod manager like Mod Organizer 2, then you have to put the other .ini next to the main one.
I'm adding more to the NPC classes for my personal use, am I doing it properly?
; Classes
Keyword = 0x805~MagicIsNotForEveryone.esp|ActorTypeNPC|Priest,CombatMonk,CombatMystic,CombatNightblade,CombatSorcerer,CombatSpellsword,CombatWitchblade,CombatMageConjurer,CombatMageNecro,CombatMageDestruction,CombatMageElemental,EncClassAlikrWizard,EncClassBanditWizard,EncClassThalmorWizard,TrainerAlteration*,TrainerEnchanting*,TrainerDestruction*,TrainerIllusion*,TrainerRestoration*,DLC2NelothClassTrainer|NONE|NONE|NONE|100
I'm also adding DLC2Frea to the follower list.
You might be missing a NONE there based on what I have in the description. Everything else seems OK.
EDIT: I reread your description and now I understand how the mod works I think, which is that these changes are applied every time the game is started and that edits can be made in an INI file, right?
To get a specific NPC EditorID, you might have to open SSEEdit I guess.
I haven't touched Skyrim in a while now. I think the answer to this issue is easy: none of my keywords are catching these for some reason (oops!). However, they should be in the case of the Dremora. Opening the CK, I see that the only Dremora that can cast spells have the word Warlock in their EditorID. Are you sure that these Dremora are not originating from a mod?
In the case of the Shamans, I am going to add this keyword and hopefully that one will be solved
My guess is that the mod isn't catching that they are properly "Warlocks" in a way, but perhaps they can be included as a wild card, as in all Daedra are innately magic-bound?
Sorry for the delay. This can be easily added with the keyword Dremora indeed. I do not intend to make all Dremora have magic capabilities by default.
However, feel free to add the following line to the file "MagicIsNotForEveryone_DISTR.ini" to enable Magic to all Dremoras:
Keyword = 0x805~MagicIsNotForEveryone.esp|*Dremora|NONE|NONE|NONE|NONE|100
In case someone thinks otherwise, at least you have shared how to do it :)
is the there a way to make only special npcs and magic creatures use destruction spells and everyone else use only spells from the other schools?
There is no specific way in Skyrim to identify someone as being "special". Several rules were implemented and specified in this mod to try to select the special few that should be able to use magic (explained in the description). However, as people may have mods and custom NPCs within them, you can also find in the description how to add exclusions in specific to them.
Hope this helps you.
Since it is a single NPC, it is probably easier for you to add this NPC in specific as an exclusion through the following steps:
1. Look in SSEEdit for the NPC's Editor ID.
2. Add the following to this mod's ini file (replace EDITORID with the actual editor ID of the NPC that you found in SSEEdit):
Keyword = 0x805~MagicIsNotForEveryone.esp|EDITORID|NONE|NONE|NONE|NONE|100
I'll add this to the mod's description as well to assist people in the future.
Thank you for the mod, the idea is awesome. Unfortunately, I can’t make the mod works, I have Spell Perk Item Distributor (SPID) installed, but seems like the mod isn't working at all.
For example, I installed the mod and, in the ini config remove the “classes” exclusions, so, if I am not mistake, Danica, in Whiterun, won’t be able to cast the healing spell in the wounded soldiers, inside of the temple. But, nothing changes, every time I enter the temple, she is casting the healing spells. Maybe a problem with other mods? The only mods that I have and that change NPCs in some ways are:
Unofficial Skyrim Special Edition Patch (Unofficial Skyrim Special Edition Patch - Skyrim Special Edition - AFK Mods);
Run for your lives (Run For Your Lives - Gameplay Changes - AFK Mods );
No NPC Greetings (No NPC Greetings (Special Edition) - Reduced Range Greetings options available at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com));
Immersive Citizens (Immersive Citizens - AI Overhaul SE at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com));
NPC dialogue Audio Enhancer (NPC Dialogue Audio Enhancer at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)).
I am quite sure that the problem is something related with my mod list and not with the mod itself, só, if anyone can help me with suggestions, I thank you.
Version of the game: Skyrim AE.
Thank you for the reply.
Sorry if I didn't make myself clear, English isn't my first language, I am aware of the "exclusions" in the Classes and Faction lines and, removed, completely, the line "classes" from exclusions and, the part that add priests, from the Faction's box of exclusion, but, Danica Pure-Spring didn't stopped to cast healing spell. Do you think that I made something wrong in the process of removing the exclusions? Once again, thank you for the mod and the help.
To see if the mod is working, do the same on another NPC that is clearly not expected to be able to cast magic.
Let me know the results.
Thank you for your help.