Fortunately, Valravn uses almost no scripting, so removing it in the middle of the process will have almost no effect on the save data. Save the activated data with Valravn and Uncloaked uninstalled and clean it with ReSaver. If you then install Valravn and SPID Uncloak again, it should apply correctly.
Valravn's Cloak Spell, as the name implies, allows player uses magic to NPCs to apply effects. Uncloaked did not correct this and distributed the Spell to NPCs as is, resulting in "NPCs learn the Cloak Spell and do not apply the effect to themselves". I modified the cloaking spell to an ability and distributed it to NPCs so that the effect would be applied to the distributed NPCs themselves.
"Cloak Hit Effects (default: disabled) Each of a cloaking spells magic effects can apply hit effects, instead of only the costliest magic effect." ...from Scrambled bugs. My question: is there a correlation?
Nothing to do with it. The magic was originally applied by Valravn deploying a cloaking spell and hitting the NPC, but this mod grants it directly with SPID. Therefore, there is no need to consider “Hit Effects” in the first place.
So I have Valravn 2.2.0 installed. I do not have the original uncloaked mod installed. I uninstalled Valravn and made a clean save. I then reinstalled Valravn 2.2.0 and your mod version 2.1.1. Now I don't get an MCM. Can you tell me what I've done wrong?
It may take a while for the MCM to register (this is true for all mods with MCM, not just this one). Alternatively, type "setstage ski_configmanagerinstance 1" in the console to refresh the MCM. If it still does not register correctly, please comment again.
Thanks for the quick reply. It was actually a different mod causing the issue. Symmetrical Damage - Valravn. Uninstalling that fixed it. I should have done a little more checking before bothering you. Your mod is working great now. Appreciate it.
Algiz and Valravn are the same thing. The author EnaiSiaion changed the name when he updated to ver.2, and users have expressed their opinions, so he just changed it back to the original name. However, if you are referring to Algiz 2.0.0, it is not consistent with the latest SPID Uncloak because the internal data has been changed in subsequent updates.
Thanks for the great mod. FYI - I'm rebuilding my large complex load order and testing it before starting a new play through. I loaded it up and was able to get into racemenu fine starting a new game. I then updated this mod from 1.0 to 1.1.2. When loading into a new game it would freeze just before racemenu would start. Rolling back to version 1.0 and I could get back into racemenu again. Not sure what is going on. Maybe scripting / papyrus changes causing a loop or some sort of jogjam when starting up? Happy to test / investigate further.
All I have done with this mod is to change the Spell type and rewrite the String in MCM. If there is a critical problem that interferes with Racemenu, I think it is the underlying mechanism, so please report it to EnaiSiaion-san. However, due to the nature of the mod, it is unlikely to cause interference with Racemenu ......
Valvavn has just got updated and renamed to Algiz (2.0), with some inner mechanic changes in spite of the continuity of cloak spell distribution system. If you have some time, is it possible to update this patch as well in accordance with the latest build of the master mod, Valravn - Algiz?
Valvavn, and the newly born Algiz are mods that I still use myself and it is a must for me. As soon as I can find the time, I will work on it as a top priority.
32 comments
Save the activated data with Valravn and Uncloaked uninstalled and clean it with ReSaver.
If you then install Valravn and SPID Uncloak again, it should apply correctly.
Uncloaked did not correct this and distributed the Spell to NPCs as is, resulting in "NPCs learn the Cloak Spell and do not apply the effect to themselves".
I modified the cloaking spell to an ability and distributed it to NPCs so that the effect would be applied to the distributed NPCs themselves.
Each of a cloaking spells magic effects can apply hit effects, instead of only the costliest magic effect."
...from Scrambled bugs. My question: is there a correlation?
The magic was originally applied by Valravn deploying a cloaking spell and hitting the NPC, but this mod grants it directly with SPID.
Therefore, there is no need to consider “Hit Effects” in the first place.
looks like it applies a cloak effect to any npc in combat within so many units of the player.
Also, looking at Valravn SPID it appears NPCs only abilities doesn’t get attacks of opportunity?
Alternatively, type "setstage ski_configmanagerinstance 1" in the console to refresh the MCM.
If it still does not register correctly, please comment again.
The author EnaiSiaion changed the name when he updated to ver.2, and users have expressed their opinions, so he just changed it back to the original name.
However, if you are referring to Algiz 2.0.0, it is not consistent with the latest SPID Uncloak because the internal data has been changed in subsequent updates.
FYI - I'm rebuilding my large complex load order and testing it before starting a new play through. I loaded it up and was able to get into racemenu fine starting a new game. I then updated this mod from 1.0 to 1.1.2. When loading into a new game it would freeze just before racemenu would start. Rolling back to version 1.0 and I could get back into racemenu again. Not sure what is going on. Maybe scripting / papyrus changes causing a loop or some sort of jogjam when starting up? Happy to test / investigate further.
If there is a critical problem that interferes with Racemenu, I think it is the underlying mechanism, so please report it to EnaiSiaion-san.
However, due to the nature of the mod, it is unlikely to cause interference with Racemenu ......
I will try to keep it.
Thanks for the info.
It is safe to remove 1.1.2 once, clean save, and then install 2.1.0.
Valvavn has just got updated and renamed to Algiz (2.0), with some inner mechanic changes in spite of the continuity of cloak spell distribution system.
If you have some time, is it possible to update this patch as well in accordance with the latest build of the master mod, Valravn - Algiz?
As soon as I can find the time, I will work on it as a top priority.