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James B

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JamesB72

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69 comments

  1. JamesB72
    JamesB72
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    Sorry for the debug/notification spam in the later versions; this has been corrected as of 1.5.1.
  2. Synthitic
    Synthitic
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    I can only get this to work by renaming the json to "PactWeapon-Expanded-PactSpells.json". In game it complains it can't find the json but will assign the pact. If I try using the default name, it will not say anything about a missing json, but will say any spell is not valid as a pact.
  3. hillan
    hillan
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    Any chance for an update to newest 3Tweaks? Love this mod!
    1. JamesB72
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      I'm running the version of 3bft used in the latest LaLaLand beta, and everything is fine.  I'm not aware of any changes to 3BFT that would require an edit to the patcher, but I'll review.
  4. gnosis2737
    gnosis2737
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    Like others, I am receiving the ".json not loaded" error in-game when assigning any spell to melee or ranged pact.  
    My variables:  Skyrim AE newest version.  Requiem with 3BFTweaks and the FTweaks patch.  Mod Organizer 2
    Method:  Closely followed instructions and installed + ran Synthesis.  Was able to get the "Pact Weapon Redone - Extended - Patched Spells.esp" and "Pact Weapon Redone - Extended - Patched Spells.json" files to output to Skyrim's Data folder with all the other mod files.  The mod is clearly installed but only the .json is not activated or detected.  I even tried putting the "Pact Weapon Redone - Extended - Patched Spells.json" file into MO2's overwrite folder but that didn't do anything.  
    I'm running Reqtificator each time I make an edit, just to be safe.  I made sure to run the test with basic destruction spells, although I do believe they are named differently in this version of the game.  "firesparks" instead of "flames", for example.  But the error clearly references a missing .json so I don't think it's Requiem or Ftweaks, in this case.

    I'm familiar with modding my game, but I don't create mods.  And I have no experience with .json files or how to get the game, mod, or MO2 to recognize them.  Please provide any suggestions or let me know if more data is required.  Thank you!
    1. JamesB72
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      I have both Pact Weapon Redone - Extended - Patched Spells.json and Pact Weapon Redone - Extended - Patched Spells.esp in my overwrite folder, and it's working with that.
      Running the reqtificator is not necessary, and running the patcher after the reqtificator (and any other mod) is the correct action, so that the patcher patches the "most recent" version of the spells.
  5. dizzyb2u
    dizzyb2u
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    We need a 1.4.3 version for a small visual bug in your script for ranged pact. Look what I highlight :D Also just want to mention that reqtificator is not needed at all for Requiem when using this mod. The patch it generated is placed after RFTI.esp so running reqtificator shouldn't be an issue
    1. JamesB72
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      Wow, that was a silly mistake on my part.  Thanks for bringing that to my attention.  I'm actually working on a 1.5 that will (imho) better address pact-versions of concentration spells, so I'll include this correction.

      Also, you're quite correct about not needing to run the reqtificator so long as the patch is placed lower in the load order (which it should be, anyway).
    2. JamesB72
      JamesB72
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      1.5.0 has been released, and this fix is included.  Thank you again for calling this to my attention.
  6. XliquidsquidX
    XliquidsquidX
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    I understand you want to leave it up to players, but this makes you a lawnmower and the enemies dry grass. Perhaps a debuff? Maybe make pacted spells cost 8-15% more magicka?
    1. JamesB72
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      I've been brainstorming on a more complete system, where perks unlock more abilities.  For example, by default, a player could not pact-cast via ranged weapons, until they unlocked the ability; also, pacts would initially be weaker, etc.
      I haven't done this yet, as it takes a good deal of time, and also makes the changes very brittle/conflict-heavy, so now I need patches galore. I may still, but it would likely be very focused on the mods I'm currently using (requiem+3/b/f-tweaks).
    2. XliquidsquidX
      XliquidsquidX
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      How about a long cooldown?
    3. JamesB72
      JamesB72
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      There is a global cost modifier that you can adjust, as well.
    4. JamesB72
      JamesB72
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      While looking at some updates, it appears that 1.4.x also had a double-cast bug, where the pact-spell could cast twice for each hit (though it also applied the cost each time, correctly, so over-powered, but not cheating in the sense of getting something for nothing).  1.5 has fixed that, I believe.
  7. Savion
    Savion
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    I'm having trouble getting Synthesis to run; I don't suppose anyone has the compiled files for a Simonrim build? Got it working.  
  8. Slayink
    Slayink
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    The mod won't let me put "Absorbing Grasp" from Requiem/3BFTweaks as a pact. Firesparks, fear, absorb health/stamina etc work just fine, but it just says "Absorbing Grasp is not a valid pact spell" when I try to assign it.

    I checked SSEEdit and the .json file and the Pact-Absorbing Grasp was there and so were all the other Requiem spells, so I assume it should be working, but still doesn't for some reason? Also I've ran the patcher several times, making sure to follow the steps correctly.

    The patcher has the following lines as well when finished:

    Spell: Skyrim.Spell REQ_Alteration1_AbsorbingGrasp 331E46:Requiem.esp
    Original Effect: 0F8A0B:3Tweaks.esp; New Effect: 00099D:Pact Weapon Redone - Expanded - Patched Spells.esp
    Added: Absorbing Grasp--Pact-Absorbing Grasp

    So I feel like it's definitely included. Any ideas? Perhaps I could manually include it via SSEEdit?
    1. JamesB72
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      You're entirely correct; there was a last-minute update that got left out of the previous zip.  This is now corrected in 1.3.2.  The change is save-game safe, so grab the latest and regen the patch, and you should be good to go.
    2. losmibb
      losmibb
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      I have the same problem. The spell is in esp and in json, but it says "is not a valid pact spell". This is true for all requiem/magic redone spells I tried. Standard spells are working.

      Any ideas? I have v1.3.2 installed. Btw awesome idea for the mod.
    3. zferr337
      zferr337
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      I'm having the same issue. Vanilla spells work fine but when I use the "Add Historical Melee Pact" power with a requiem spell equipped I get a message that says, "x is not a valid pact spell." It looks like when I use the power the script isn't identifying the  form ids for the Requiem spells? The message text when using the power for vanilla spells displays a value, for requiem spells it says "form id: 0"

      I can see in the patcher message log that the requiem spells are being processed and the appropriate spells are listed in the json output. Anything I may be missing?

      I'd really love to get this working, looks like a true game changer.
    4. losmibb
      losmibb
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      Yeah, had the same problem. The workaround I've found is to go to .json file, find vanilla spell that works, for example "Ice Spike":

      "178540":{"Item1":"REQ_Destruction2_Frost_Aimed","Item2":2145}

      and change .json content inside parentheses with the spell you want bound and leave the same ID. For example, say "Conjure Spectral Arrow" from Magic Redone:

      "178540": {"Item1":"REQ_Conjuration3_SpectralArrow_Aimed","Item2":2331}

      So by binding the original spell (Ice Spike from example above), you actually bind the one you want (Spectral arrow).

      Hope this helps.
    5. JamesB72
      JamesB72
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      Thank you for providing a work around for us.  I believe I've found why some spells break, but others don't.  However, it'll take me a few days to fix this.
      This should now be fixed in 1.4.0.  Thanks for reporting this and your patience.
    6. jedib1
      jedib1
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      Looks like I still have this problem on the newest version.
    7. JonesEncarta
      JonesEncarta
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      I also have this problem with Requiem touch spells on 1.4.2. I'm using it with DNGG 2.7.
    8. JamesB72
      JamesB72
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      Sorry for the repeated issues.  I'm getting back into things and am reviewing this.
  9. Thebeastly666
    Thebeastly666
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    I cannot find out how to run the patcher for Vortex. Anybody who can give me clear instructions, as I'm not sure if its because I'm missing a file or something? Like for example the name of the patcher file.

    When I try to run the PactWeaponExpanded.csproj I get the message: "The debug executable 'C:\Users\{UndisclosedUsername\AppData\Roaming\Vortex\skyrimse\mods\Pact Weapon Redone - Extended-77682-1679540966\pact-weapon-expanded-patcher\PactWeapon-Expanded\bin\Debug\net6.0\PactWeaponExpanded.exe' specified in the 'PactWeaponExpanded' debug profile does not exist."

    I've tried to create this PactWeaponExpanded.exe file in the right place but it just says its not a valid win32 application.
  10. SaltyC4t
    SaltyC4t
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    Hello! I've tried everything i can think of, and i keep getting the same error message. I've enabled the generated patch, i have the JSON file, and it still says that the JSON file is not loaded. I've read through the entire comments thread, regenerated the patch numerous times, tried placing the JSON in different locations to see if i could get this mod to work. Currently, it is sitting in the same folder as the generated patch in my synthesis output folder in MO2. I'm at a loss. I followed the installation instructions, and repeatedly looked through them to see if i was missing anything or if i skipped anything. It still does not work. Any help would be appreciated, as i would really like to use this mod.
    1. dizzyb2u
      dizzyb2u
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      if you dont know what you are doing, just put the json file in the overwrite folder