Amazing! i would love an addition to remove the solvengard glow that solvengard npcs have :) pan npcs did an overhaul of them and they would make great companions but the glow ruins them imo
doesn't work with Cutting Room Floor because it changes magic effects for the armor spells, doesn't show as a conflict either so took a bit to figure out. i fixed it for myself but thought i'd let you know since it's a pretty popular mod
I want to remove the hit effect of Enchanted Weapons, can this mod do that? Or is there any mod that can do this? The red/green/blue effect shows on my character and the enemy is too ugly.
My mod disables the effect you get when you hit enemies with a drain/absorption enchantment (second image, those floating green particles). If you want the glowing texture from the weapons/armor disabled then this mod seems to cover that.
This is a very good mod!But I still can't remove the magic cloak special effects,other options can run normally. Maybe it conflicts with my other magic overhaul mod.
I can't seem to get this to work. It's late in my Load Order. Using Vanilla spell Oakflesh as an example, I still see the effect... I'm on AE 1.6.1170 - does that make a difference?
This mod's simple enough that an older version shouldn't (I think) make a difference.
1. Do you have any other mod installed that modifies Oakflesh/magic in general? (If you don't know then send over your load order) 2. Check if it works on a newly made save file if you can
My modlist is kinda large (1600+ mods) so I'll spare you that lol, though I appreciate the offer to look.
I'm now getting inconsistent results, so I don't know what's going on. I thought maybe ENB Lights For Effects Shaders was causing the effects, but I tried turning it off, and then a bunch of other mods that may affect shaders, magic effects, ENB lighting etc - but nothing seemed to work. I tried on a new save and it was better (see screenshot below). The glaring obvious effect on my armour seems to have stopped happening now (with all suspect mods turned back on), however I still see it affecting my skin; not sure if that's supposed to happen or not with this mod. This doesn't bother me like the glowing effect on my armour does, so I'm happy to run with how it is. I don't even know if it's supposed to look like this: Before & After (Oakflesh).
If I figure out the root cause, I'll update this post. Thanks again!
If it works better on a new save then there might be some issue specifically with that old save. But still, there shouldn't be any visible effects when casting Oakflesh at all, so even that little skin effect isn't right. Again, my only guess is that there's another mod that's modifying either the spells or the FX.
If you've ever used XEdit (or feel like learning how to for the first time ;3) you can find out which mods specifically are causing conflicts with mine. Here's one random tutorial I found that you can follow. If you do this then you'll want to look at what mods conflict with mine and then tell me their names. Once I got that I can maybe figure out if a patch can help you. No pressure tho, if you say that you're okay with how it's working now lol
Thanks so much! I found the offending mod, and I feel a bit stoopid for not catching it earlier. FleshFX was the culprit (obvious now, but when I was looking I totally missed it - the drawbacks of a large modlist).
That video is a bit old and outdated, so menu selections were different, but it still helped me track down the conflicting file, so thanks for linking it.
After removing the FleshFX mod, xEdit still shows a conflict with Mysticism, but I tested in game using Oakflesh & Stoneflesh and neither one showed any flesh/body/armour effects at all.
Thanks again for helping with this and guiding me, I really appreciate it. And thanks for making this mod!
hey fantastic mod, can you maybe add spells from mods like healing touch from forgotten magic to the effects to remove? Or maybe can you explain how this is done? thanks!
Hi!! I have a rough plan to write down a detailed tutorial but idk how long that might take. When it's ready I'll probably post it in the articles for this mod.
But if you're feeling impatient, the "short" and very rough version is:
In CK, find the Magic Effect (MGEF) for the spell you want to edit (for Healing Touch the ID is vHealingTouchFF) When you open that, in the middle there's a section called Visual Effects. Now, if Healing Touch was the only spell that bothered you then all you need to do is change the "Hit Effect Art" and "Hit Shader" into "NONE" and that should do the trick.
The thing that I've done for this mod though, is look up those FX that the spell uses and then disable the FX themselves. This way they'll be disabled for any spell that uses them. (It's basically way less tedious than going through every single spell and disabling the effects for all of them individually. Plus it means any mod that reuses those FX will also have them disabled. The reason this doesn't happen for Forgotten Magic is because it uses it's own new FX.)
As for how I disabled the FX. For EffectShader (EFSH) I just uncheck the two checkmarks at the top that say "Membrane Shader" and "Particle Shader", and for Art Object (ARTO) I set the Model to be empty (click Edit, then Edit again, then Cancel without picking any file)
Where the issue (might) pop up for Forgotten Magic in particular is that from what I can see it reuses the same FX for multiple different spells. For example if you check the Use Info for IllusionPositiveFXS you can see that apart from Healing Touch it's also connected to 28 other things, so disabling IllusionPositiveFXS would cause all of them to be affected. You can still do it if you don't mind that, but otherwise you'll probably have to go the "tedious" route and go through each spell that bothers you.
I have been waiting for someone to remove the stupid spell effects for years. Well done, i never got how no one realized how primative they were. Thankyou I hope this works.
20 comments
If you want the glowing texture from the weapons/armor disabled then this mod seems to cover that.
1. Do you have any other mod installed that modifies Oakflesh/magic in general? (If you don't know then send over your load order)
2. Check if it works on a newly made save file if you can
My modlist is kinda large (1600+ mods) so I'll spare you that lol, though I appreciate the offer to look.
I'm now getting inconsistent results, so I don't know what's going on. I thought maybe ENB Lights For Effects Shaders was causing the effects, but I tried turning it off, and then a bunch of other mods that may affect shaders, magic effects, ENB lighting etc - but nothing seemed to work. I tried on a new save and it was better (see screenshot below). The glaring obvious effect on my armour seems to have stopped happening now (with all suspect mods turned back on), however I still see it affecting my skin; not sure if that's supposed to happen or not with this mod. This doesn't bother me like the glowing effect on my armour does, so I'm happy to run with how it is. I don't even know if it's supposed to look like this:
Before & After (Oakflesh).
If I figure out the root cause, I'll update this post. Thanks again!
Again, my only guess is that there's another mod that's modifying either the spells or the FX.
If you've ever used XEdit (or feel like learning how to for the first time ;3) you can find out which mods specifically are causing conflicts with mine. Here's one random tutorial I found that you can follow. If you do this then you'll want to look at what mods conflict with mine and then tell me their names. Once I got that I can maybe figure out if a patch can help you. No pressure tho, if you say that you're okay with how it's working now lol
That video is a bit old and outdated, so menu selections were different, but it still helped me track down the conflicting file, so thanks for linking it.
After removing the FleshFX mod, xEdit still shows a conflict with Mysticism, but I tested in game using Oakflesh & Stoneflesh and neither one showed any flesh/body/armour effects at all.
Thanks again for helping with this and guiding me, I really appreciate it. And thanks for making this mod!
thanks!
But if you're feeling impatient, the "short" and very rough version is:
In CK, find the Magic Effect (MGEF) for the spell you want to edit (for Healing Touch the ID is vHealingTouchFF)
When you open that, in the middle there's a section called Visual Effects. Now, if Healing Touch was the only spell that bothered you then all you need to do is change the "Hit Effect Art" and "Hit Shader" into "NONE" and that should do the trick.
The thing that I've done for this mod though, is look up those FX that the spell uses and then disable the FX themselves. This way they'll be disabled for any spell that uses them. (It's basically way less tedious than going through every single spell and disabling the effects for all of them individually. Plus it means any mod that reuses those FX will also have them disabled. The reason this doesn't happen for Forgotten Magic is because it uses it's own new FX.)
As for how I disabled the FX. For EffectShader (EFSH) I just uncheck the two checkmarks at the top that say "Membrane Shader" and "Particle Shader", and for Art Object (ARTO) I set the Model to be empty (click Edit, then Edit again, then Cancel without picking any file)
Where the issue (might) pop up for Forgotten Magic in particular is that from what I can see it reuses the same FX for multiple different spells.
For example if you check the Use Info for IllusionPositiveFXS you can see that apart from Healing Touch it's also connected to 28 other things, so disabling IllusionPositiveFXS would cause all of them to be affected.
You can still do it if you don't mind that, but otherwise you'll probably have to go the "tedious" route and go through each spell that bothers you.