About this mod
Elemental magic effect visuals on dead enemies, critical magical hits, new mechanics to fight undead and more.
- Requirements
- Permissions and credits
- Donations
I also made this first, in an attempt to optimize the performance of my own papyrus engine since I was just learning about mods that generated "script saturation" (which slows down the engine) and I wanted to make something that could run with script saturation at a minimum while still providing the cool features.
Unfortunately I did this before I knew FEC existed, and everybody uses FEC for the purpose this mod was designed. I will never be as good at scripting as Po3 is, so for a long time I didn't see much purpose on continuing to develop this.
Also the LE version relied on an SKSE function that somehow became broken on SKSE64 so I had to come up with a new way to implement the mod to SE.
But now, I've found a way to make my mod and FEC coexist and perhaps even integrate. So see it as you may, a complement, an alternative, something to use for a different feature, or a completely new thing, whatever it is, it's your call. Made this for my own game and hope it can bring fun to others as well.
The FEC Question:
This mod is very similar to what FEC does, however, I believe I finally found a way to make both coexist. For starters, my script is designed to be very specific in its treatment of actors (which unfortunately also makes is a lot slower than FEC scripts). In tests, mostly FEC effects kick in before mine, and since they're handled by different mods, mine appear a bit later and can sometimes provide interesting combinations.
Alternatively, both mods have options on the MCM than can disable specific features, so if you want features from one instead of the other, it can happen too. Ultimately comes down to a choice of visuals.
Besides the aesthetic choice of visuals, it's also about the things that make both mods different, like some effects touched by FEC that my mod does not affect, or some features my mod offers and FEC does not. I'm still experimenting in my own playthroughs, but I'll be using both, and I believe it should work, though I'll be keeping an eye out for what other people might experience.
I mention FEC because it's the most popular mod to mess with this kind of feature, but just in case it wasn't clear, this does not require it either, I just managed to set it up in a way that it's possible to keep both running, for maximum feature variety content without either getting in each other's way.
FAQ
Q: Why combine effects and resurrection?, It should be 2 separate mods!
A: I know they seem completely unrelated, but the way this was built is by reacting to death events. When something dies, scripts calculate the outcome, and I needed both features to interact, so it is what it is. If someone doesn't want to use one or the other, anything can be toggled on the MCM.
Q: Is it compatible with...?
A: Most magic mods? should be, as long as they still use one of the 3 main vanilla magic keywords. Other mods, I'll have to check on a case to case basis. I don't know every Skyrim mod out there that might try to do the same thing. I guess as time goes, I'll try to set up a compatibility section.
GenioMaestro, as my script mentor, and heavy helper co-author of this mod, helping me make sure the scripts worked like clockwork, as well as participating on all the testing stages. Wherever he is I hope he's smiling.
Pauderek for making the Original BFS mod, whose concept idea preceded this mod.
If you like this mod, endorse it. It might not be the flashiest, the fanciest or the slootiest but it is the one that has cost me the most work, and the most complex of mine. Some measure of appreciation, if it exists, wouldn't hurt every once in a while.
Contact:
There is also my Twitter where I post most of my stuff
And I'm now launching my brand new modding Discord. Feel free to join.