Thanks for the mod, very important one for me! Unfortunately, it effectively doesn't work for me. Like, after I switched location it just stopped working entirely. Reloading, recasting it doesn't help. I understand that you pointed that out in description, but is it fixable smh?
Light on Self is broken in general. If you had a piece of equipment with Light on it, it'll also turn off when you traverse from outdoors to indoors and vice versa; it's very annoying. It's not the mod, but sadly it's the game itself doing it. I've had to favorite a piece of gear to take off and put back on for when I need the light.
Welp, seems like the toggleable skills dont give exp when you use them, so gotta come up with another way to train my alteration since my protect spell doesnt grant any exp no matter how many times I cast it. I guess, ill just reinstall it after my alteration hits 100.
Starlight doesn't seem to be wokring for me sadly with this. Upon activation, I get a message saying [NL]Starlight spell was added to inventory, and no light effect happens. I check my active effects andf it says that Light is active, but it doesn't seem to be working at all. This is on v1.2.1
So. I removed the mod cuz i just didnt care for the reserved mana even tho it was balanced (non reserved is too unbalanced). didnt realize it had permenantly reserved some mana till i ran through a bunch of doors and overwrote my autosaves... reinstalling same version and recasting spell just reserves more mana. so i lost a couple hours of progress..
Assuming the remake didn't change how magic skill experience is gained, it should be the same. I made sure to make each script effect the proper magic school.
Bruma Mages Guild has a downstairs, locked door that triggers 'Eyes of Eventide' nighteye spell. Wears off after 2 hours, but came back after opening inventory and a fresh load. Just a heads up
edit: Woops, realized the problem in question is actually with the other mod, lemme move this wall of text over there real quick. Thanks for letting me delete comments Nexus.
Mod works wonderfully but I just want people to be aware of one NPC who now casts a "failed" spell on you with this mod.
So Jeanne Frasoric in the Bruma Mages Guild is designed to "fail" a summon spell. It's meant to look like nothing happened but what she really does is cast Eyes of Eventide on herself. This mod makes it actually cast Eyes of Eventide on you since it's now a scripted effect. My character isn't a mage-y character (yet) so I didn't have a night eye spell to disable it and the spell merchant didn't have one either (or at least not one I could cast). I ended up having to give myself Eyes of Eventide to remove it.
I don't think the mod author can really do anything about this issue so this is more of a PSA to users of this mod to get a Night Eye spell of some kind before going into the Bruma Mages Guild just in case you catch her when she's about to "fail" her summon.
Yeah for now this is halting further spells being added until I find a solution I like. It's also going to cause enemies to not buff themselves if I add more toggled buffs.
First option is keeping the spells vanilla and adding custom ones at a merchant, but it's more fun when they're integrated. This is the easiest option though
Second option is making it so every time the vanilla spell is cast, it gives the player the toggle version. The two main drawbacks to this are that random enemies casting in combat will make the player learn spells, and it will clutter the player's spellbook with a duplicate of every spell.
Let me know what you guys think is best, or if you have any other ideas.
I updated from the toggle - no magicka drain, to the current version, but I had defend toggled on in between updates, and now I'm stuck with a permanent +15 defense that I can't get rid of (that I know how anyway)
Nope, it would add a full 15 extra armor (I was wearing full cloth and had 30 armor after casting defend post mod update). I did manage to get the download link from my browser history though, and had to roll back about an hour of gameplay to when I still had the old version installed, but rolling back both my save and the mod did allow me to turn it off, so thanks for suggesting that
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I've found that going into third person then back to first turns makes it work.
So Jeanne Frasoric in the Bruma Mages Guild is designed to "fail" a summon spell. It's meant to look like nothing happened but what she really does is cast Eyes of Eventide on herself. This mod makes it actually cast Eyes of Eventide on you since it's now a scripted effect. My character isn't a mage-y character (yet) so I didn't have a night eye spell to disable it and the spell merchant didn't have one either (or at least not one I could cast). I ended up having to give myself Eyes of Eventide to remove it.
I don't think the mod author can really do anything about this issue so this is more of a PSA to users of this mod to get a Night Eye spell of some kind before going into the Bruma Mages Guild just in case you catch her when she's about to "fail" her summon.
First option is keeping the spells vanilla and adding custom ones at a merchant, but it's more fun when they're integrated. This is the easiest option though
Second option is making it so every time the vanilla spell is cast, it gives the player the toggle version. The two main drawbacks to this are that random enemies casting in combat will make the player learn spells, and it will clutter the player's spellbook with a duplicate of every spell.
Let me know what you guys think is best, or if you have any other ideas.
If not, roll back to the no magicka drain, turn it off, then update.