When i use only the main mod with Adamant, it changes the restoration tree with a new perk for spell reflect(req 60) in the poison damage line, but if i use the adamant patch of the mod, i get the reworked perk that reflect spells(req 70) in the ward line, but the other perk is still there.
3) I am using Vokriinator (Regular, not Black), so adding compatibility for that or making a Custom Skills Framework version would be good. I am not sure if your Ordinator or Vokrii patches would work for Vokriinator, or if I should use one or both?
For 2), I should have stated it better. I meant you could make a version that uses the Custom Skills Framework. Then it should work with all the many perk overhauls without patches. That is a pretty good system that is growing in popularity.
And thanks for considering the Vokriinator patch!
Yes this is correct, I assume it's possible to use one of your patches if they hit the right perk that's in Vokriinator but I'm not sure. I think some patches have to be made specifically for Vokriinator tho
Hello, I stumbled upon this mod the other day and I really love the idea of it! It always felt weird that Skyrim didn't have any reflect spells but did have those weird ward spells that just kinda eat/nullify magic. Is there any chance of a compatibility patch for IronDusk's Synergy Perks Overhaul mod, or would this already be compatible out of the box? Cheers!
I'm afraid this is still causing crashes, though I'm not sure the mod's to blame on this one. Reason being it crashes when I'm a vampire lord, have a reflect spell active, charging another spell, and moving at the same time. As soon as I stopped using reflect spells, it went away. Granted, vampire lords aren't supposed to be able to cast this spell, so I'm gonna chalk that one up to me. I did a little bit of testing as a human, and I couldn't get it to crash while a human.
I think I'm part of the reason modders have lower-than-average life expediencies lol.
Edit: Further plays say otherwise, I just hit a Falmer with icy spear and the game crashed almost identical to the crashes before it. Shalidor's mirror being listed and a papyrus exception access violation. Which is odd, because I didn't have reflect, and I don't believe the falmer did either. This occured even after removing the ESP from the game, so I'll try and use the non-skse version and see if that fixes it. Otherwise, might have to start a new save.
In the latest update, I fixed one major mistake that was possibly causing CTDs, by adding a dummy effect to the dummy spells (which were supposed to have no effects, but spells with no effects cause CTDs). This leads me to think that this was not the issue, but rather a problem with the one of the dependencies. I'll see if I can fix this, but I won't make promises. For the time being, I'll probably remove the SKSE version. The non-SKSE version works pretty well, the only major problem is that it doesn't reflect staves. Just making sure, did you download Spell Extender? Because your download history doesn't say you did.
Well now that's embarrassing. I can't tell you how I managed to miss that being mentioned multiple times, I even remember checking the requirements. I did not download spell extender, sorry to write an essay before following the basic steps lol.
I can confirm using the non-skse version I haven't had a crash that lists Shalidor's Mirror since, but I wouldn't remove the skse version just yet, since this one's completely on me.
Wow! I always wondered why Bethesda got rid of the Reflect magic effect in Skyrim. We only have Magic Resistance and Spell Absorption effects. Silence, Spell Reflection, Physical Reflect Damage - these effects don't appear in the game.
I think Mirrak is literally the only vanilla NPC that can Spell Absorb. No other Skyrim NPCs have Spell Absorption, Magic Resist, Reflection or other counterattacking options. This makes fighting mages, creatures, and high-level enemies a very predictable affair, and combat is one-dimensional.
I like the fact that even NPCs can reflect your spell. This can add some unpredictability when facing mages.
How does Reflection work with, say Illusion spells? If I cast an illusion spell - Simulacrum from Odin, the moment it strikes the NPC, it generates an illusion that attacks the NPC. If the NPC reflects my illusion spell, will the illusion spell cast on me, the player? Same question about the Frenzy or Fear spell.
Almost all mage NPCs with Restoration >= 60 have that perk, such as Fire Wizards and Dragon Priests Can this be changed to NPCs with Restoration >= 30, this will increase the challenge when battling most enemy mages? Even low level mages reflecting spells will be deadly for a pure mage.
Thank you for this awesome mod. I will be testing it and sharing more feedback.
Most Illusion spells, such as Frenzy or Fear, will have no effect when reflected on the player, since they're designed purely for controlling NPCs. Spells like Simulacrum, however, will have a weird effect as far as I remember. They'll create a clone of the player that has the iron armor set equipped, and insults them with the Voice Throw lines.
Can this be changed to NPCs with Restoration >= 30, this will increase the challenge when battling most enemy mages? Even low level mages reflecting spells will be deadly for a pure mage.
I can, although this will require SPID. In the next update, I'll try to add a SPID file that does this; this should be also easily changeable to whatever Restoration level people would like.
Hope you'll like the mod! As I said, there should be an incoming update that not only adds the SPID file, but will improve responsivity in the non-SKSE version (decrease the delay between a reflected spell and subsequent spells), and will attempt to reduce CTDs in the SKSE version.
Wow! Thank you so much for the reply. I look forward to the SPID update. And the Simulacrum is hilarious! It would have been cooler if the Illusion attacked us! So the SPID version will work with the SKSE version? Also would this version work in an existing save or does it need a new save?
You're welcome : ) I think the clone will attack you, the unfortunate part is that it will not have the same equipment, spells and shouts. It will only have the same race as the player. I can't fix this on my side since cloning the player is actually a very difficult feat. It should work with both versions; SKSE and non (but not on console for obvious reasons). It will work on existing saves, since there are no major changes (only script things)
Sorry, I was very busy with the Immortal Blood update, but since I've released it, I expect the update for Shalidor's Mirror to be done the next week at most.
About Requiem, I'm not sure since I don't have any experience with it.
@MagickaAddict, the update has been released, and I've included a SPID file as promised. By default, this SPID file only gives the wardAbsorb perk (which is actually Ward Reflect) to NPCs with >= 60 Restoration, but you can change it easily by just opening the file and replacing (60/100) by (30/100) (or any other number you want : )
Hay un problema con el parche del Anillo del Mago Oscuro, no funciona y le quita por completo su utilidad, no refleja ni defiende, además no tiene la animación de ese escudo de aire al bloquear.¿Cometí un error o es un error?
Lo vi un poco con ssedit pero no pude arreglarlo, también debo agregar que cuando usas ese parche, toda la magia que lanzas también crea un guardián adicional, esto incluye cuando usas bastones también
I'm having trouble understanding you since I'm using a translator. The Warlock's Ring is supposed to cast a ward while you're casting spells, not when you're blocking. Is this what you're experiencing?
93 comments
I am using the SKSE version.
1) I wonder how it would work with Magic Duel - Reborn, another mod I will be testing soon.
2) Also, you could consider making a patch for Custom Skills Framework (along with Custom Skills Menu and Denji - Custom Skills Menu for CSF v3). This might give your mod compatibility with a lot of mods.
3) I am using Vokriinator (Regular, not Black), so adding compatibility for that or making a Custom Skills Framework version would be good. I am not sure if your Ordinator or Vokrii patches would work for Vokriinator, or if I should use one or both?
Thanks!
- I think it should be compatible out of the box.
- Similarly, I don't think this mod should pose any compatibility issue with Custom Skills Framework.
- Vokriinator will probably require a patch of its own. I'll try to make one as soon as I have some free time.
You're welcome! Hope you enjoy the mod : )For 2), I should have stated it better. I meant you could make a version that uses the Custom Skills Framework. Then it should work with all the many perk overhauls without patches. That is a pretty good system that is growing in popularity.
And thanks for considering the Vokriinator patch!
I assume it's possible to use one of your patches if they hit the right perk that's in Vokriinator but I'm not sure. I think some patches have to be made specifically for Vokriinator tho
I think I'm part of the reason modders have lower-than-average life expediencies lol.
Edit: Further plays say otherwise, I just hit a Falmer with icy spear and the game crashed almost identical to the crashes before it. Shalidor's mirror being listed and a papyrus exception access violation. Which is odd, because I didn't have reflect, and I don't believe the falmer did either. This occured even after removing the ESP from the game, so I'll try and use the non-skse version and see if that fixes it. Otherwise, might have to start a new save.
For the time being, I'll probably remove the SKSE version. The non-SKSE version works pretty well, the only major problem is that it doesn't reflect staves.
Just making sure, did you download Spell Extender? Because your download history doesn't say you did.
I can confirm using the non-skse version I haven't had a crash that lists Shalidor's Mirror since, but I wouldn't remove the skse version just yet, since this one's completely on me.
Silence, Spell Reflection, Physical Reflect Damage - these effects don't appear in the game.
I think Mirrak is literally the only vanilla NPC that can Spell Absorb. No other Skyrim NPCs have Spell Absorption, Magic Resist, Reflection or other counterattacking options. This makes fighting mages, creatures, and high-level enemies a very predictable affair, and combat is one-dimensional.
I like the fact that even NPCs can reflect your spell. This can add some unpredictability when facing mages.
How does Reflection work with, say Illusion spells?
If I cast an illusion spell - Simulacrum from Odin, the moment it strikes the NPC, it generates an illusion that attacks the NPC.
If the NPC reflects my illusion spell, will the illusion spell cast on me, the player?
Same question about the Frenzy or Fear spell.
Almost all mage NPCs with Restoration >= 60 have that perk, such as Fire Wizards and Dragon Priests
Can this be changed to NPCs with Restoration >= 30, this will increase the challenge when battling most enemy mages? Even low level mages reflecting spells will be deadly for a pure mage.
Thank you for this awesome mod. I will be testing it and sharing more feedback.
Spells like Simulacrum, however, will have a weird effect as far as I remember. They'll create a clone of the player that has the iron armor set equipped, and insults them with the Voice Throw lines.
I can, although this will require SPID. In the next update, I'll try to add a SPID file that does this; this should be also easily changeable to whatever Restoration level people would like.
Hope you'll like the mod! As I said, there should be an incoming update that not only adds the SPID file, but will improve responsivity in the non-SKSE version (decrease the delay between a reflected spell and subsequent spells), and will attempt to reduce CTDs in the SKSE version.
And the Simulacrum is hilarious! It would have been cooler if the Illusion attacked us!
So the SPID version will work with the SKSE version? Also would this version work in an existing save or does it need a new save?
I think the clone will attack you, the unfortunate part is that it will not have the same equipment, spells and shouts. It will only have the same race as the player. I can't fix this on my side since cloning the player is actually a very difficult feat.
It should work with both versions; SKSE and non (but not on console for obvious reasons). It will work on existing saves, since there are no major changes (only script things)
Will it work with Requiem?
About Requiem, I'm not sure since I don't have any experience with it.
I look forward to test this!
Unhandled exception "EXCEPTION_ACCESS_VIOLATION" at 0x7FFB92C89E9E po3_PapyrusExtender.dll+0059E9E MAGIC::EffectManager::detail::remove_effect_item
Here's the full log: https://pastebin.com/k9VXXhRt
Can someone help me?