Hey guys I've written up a post for everyone who's interested in the big update's progress. Check it out, while I continue working on it! February update: Another post just dropped to give the latest update on progress
Hello, Sasnikol, whether you think to add the support of a good spell mod "Arcanum - A New Age of Magic" (https://www.nexusmods.com/skyrimspecialedition/mods/23488) in you new version? :D :D This spell mod is a high quality spell mod, hopefully you can add the support in your mod new version.
I was reading the SPID docs the other day, and I was like "man, I bet these exclusive groups and linked forms would be insanely useful for NPCs Learn Skills and Spells." Then I realized who wrote those articles and who made this mod, lol
Ah, this mod! This was one of the first 40 mods I installed when I got into modding, (and Skyrim,) last year, so glad I found it again! I don't know if you're still working on this, (or mods in general,) but do you think you'll ever add compatibility for perks from IronDusk's Synergy mod? It's a bit of an unorthodox perk overhaul mod, but I personally like it because it's the only mod I've ever found that makes a pure speech build actually viable, instead of a one-off gag, by splitting the speech tree into like, 4-5 smaller trees that allow you to bribe and negotiate your way outta fights as well instead of always having to get "medieval." Either way, thanks for the great mod, hoss!
Yeah, sure try it out. The concept will remain the same, but the result much... less chaotic. Eventually, I'd want to bring support for all modern spell and perk mods as well
Hey it supports Apocalypse, yes. And tecnhically should support Vokriinator, but FOMOD won't let you pick both Ordinator and Vokrii so you'd need to do some shenanigans for that.
EEOS gives some other stuff like items or shouts. It's also quite dated and doesn't utilize latest SPID features. I think the biggest difference is in approaches each mod takes. EEOS sees distribution as a way to simply give new stuff to NPCs. While NPCs Learn focuses on how NPCs develop throughout the game. In the end both mods just distribute stuff
I'm obviously biased, but I find NPCs Learn approach more specialized and feature-rich. Especially with the new update that I'm working on which also will push capabilities of SPID
Is it okay if I use this version of NLS&S then update to your NLS&S II later without new game? Will it work along with popular enemy overhaul mod like Lawless, SRCEO, HLE, etc?
I have played with your NLS&S for a week and I just want to let you know your mod is awesome. I have had interesting experiences that I have not had before with other NPC spell & perk distribution mods. Not just mage or warlock, the bandits also have diversity spells. I even have seen a bandit summon the Arvak ..lol.
Just one thing, some magic users cast irrelevant spells. They don't know how to use those spells. For example, my Beirand used Sun Fire to attack humanoids, he also randomly cast Mystic Wind (from Apocalypse) on himself for nothing, and he spammed slow spell on a single target too much. I hope you will fix these issues in the future.
Can not wait for the new version of this great mod.
Hey, thank you! Fun fact, bandits were not actually supposed to learn a lot of spells. Not offensive ones anyways And Arvak is also not supposed to happen Spamming also has been addressed in upcoming update.
The Sun Fire spell issue is actually addressed by Powerofthree’s Tweaks. Make sure you have that mod and specifically its fix named "Check Offensive Spells AI fix". It makes sure that NPCs actually evaluate conditions of the spell before trying to use it. In this case Sun spells all have conditions to damage only undead, which in vanilla NPCs happily ignore and spam such spells on everything.
Ah, it might be, NLSS only looks at the specific Skill Weights of Classes. So if any particular Bandit has a Class that defines Destruction skill anywhere around 3, then chances are that Bandit will have spells. This is kinda "fair" learning process for everyone, but it might have unintentional consequences like too many melee NPCs started using magic. But I guess this is something that should be addressed by "overhaul"/"tweaks" of classes themselves, to make sure that NPCs who are clearly intended to be swordsmen don't have heavy investments in magic skills
This Mod is great. there is a problem, if I don't want my followers such as Sofia to get the perks, how to exclude followers when using this mod?? thanks!
I look into the _DISTR file and find the Keyword "NLSS_SelfEducating", it is not the word "NLSS_SelfEducated" you told me. Whether there is a difference between this two Keyword? Thanks!
Hey Sasnikol, I've been looking into your recent posts about your future update and I have to say I am hyped !
Your elemental affinity concept sounds like a great idea to retain the way vanilla handles mages while adding vanilla+ perks and spells mods AND avoiding the infamous poison spells spam. I hope it will work out the way you want it to !
Regarding which mod you're planning to incorporate, and as an avid Vokrii/Odin lover, I think you are right to keep it simple at start, with Adamant/Mysticism and Vokrii/Odin being the main focuses.
Really looking forward to your update before I start my next playthrough and thank you for your amazing work !
Hey! Thanks for your support I really hope it will work out the way I want it to. I even had to switch back to SPID in order to make some new features necessary for my update to work
I am noticing that dragon priests get perks but not spells from this. Every other spell caster npc seems to work fine is there a reason dragon priests don't?
They have 100 in the spell casting skills, like I said they get the perks but not the spells. I use Enemy Revolution of Skyrim for astral magic and they get those spells just fine.
529 comments
February update: Another post just dropped to give the latest update on progress
(https://www.nexusmods.com/skyrimspecialedition/mods/23488) in you new version? :D :D
This spell mod is a high quality spell mod, hopefully you can add the support in your mod new version.
Thanks a lot!
I can't wait to try your new version!
Thanks a lot!
Also, thanks for mentioning this particular mod’s Speech Skill. I actually wanted to create such a speech mod myself I called it Charisma.
I don't know if Enemy (R)Evolution is still needed? Could you let me know what's different between these mods?
EEOS gives some other stuff like items or shouts. It's also quite dated and doesn't utilize latest SPID features.
I think the biggest difference is in approaches each mod takes. EEOS sees distribution as a way to simply give new stuff to NPCs. While NPCs Learn focuses on how NPCs develop throughout the game. In the end both mods just distribute stuff
I'm obviously biased, but I find NPCs Learn approach more specialized and feature-rich. Especially with the new update that I'm working on which also will push capabilities of SPID
Is it okay if I use this version of NLS&S then update to your NLS&S II later without new game?
Will it work along with popular enemy overhaul mod like Lawless, SRCEO, HLE, etc?
I have played with your NLS&S for a week and I just want to let you know your mod is awesome. I have had interesting experiences that I have not had before with other NPC spell & perk distribution mods. Not just mage or warlock, the bandits also have diversity spells. I even have seen a bandit summon the Arvak ..lol.
Just one thing, some magic users cast irrelevant spells. They don't know how to use those spells. For example, my Beirand used Sun Fire to attack humanoids, he also randomly cast Mystic Wind (from Apocalypse) on himself for nothing, and he spammed slow spell on a single target too much. I hope you will fix these issues in the future.
Can not wait for the new version of this great mod.
The Sun Fire spell issue is actually addressed by Powerofthree’s Tweaks. Make sure you have that mod and specifically its fix named "Check Offensive Spells AI fix". It makes sure that NPCs actually evaluate conditions of the spell before trying to use it. In this case Sun spells all have conditions to damage only undead, which in vanilla NPCs happily ignore and spam such spells on everything.
Thank you for letting me know about Powerofthree's Tweaks. I will set true for the Offensive Spell AI setting and see how it work.
there is a problem, if I don't want my followers such as Sofia to get the perks, how to exclude followers when using this mod??
thanks!
Keyword = NLSS_SelfEducated|NONE|CurrentFollowerFaction,PotentialFollowerFaction
This will basically exclude all NPCs who can be your follower.
Whether there is a difference between this two Keyword?
Thanks!
Your elemental affinity concept sounds like a great idea to retain the way vanilla handles mages while adding vanilla+ perks and spells mods AND avoiding the infamous poison spells spam. I hope it will work out the way you want it to !
Regarding which mod you're planning to incorporate, and as an avid Vokrii/Odin lover, I think you are right to keep it simple at start, with Adamant/Mysticism and Vokrii/Odin being the main focuses.
Really looking forward to your update before I start my next playthrough and thank you for your amazing work !
No worries if you don't though ! Take care !
P.S. I see you are on a download streak of my mods thank you!